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basics [2023/07/22 19:04]
admin [Jumping]
basics [2023/11/06 14:18] (current)
admin [Inventory & Items]
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-|| [[basics|**Basics**]] || [[combat_mechanics|Combat]] || [[squad|Squad]] || [[tactics|Tactics]] || [[skills|Skills]] || [[damage_type_info|Damage type info]] ||+|| [[basics|**Basics**]] || [[combat_mechanics|Combat]] || [[squad|Squad]] || [[tactics|Tactics]] || [[dtb|Defend the Base!]] || [[skills|Skills]] || [[damage_type_info|Damage type info]] ||
  
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 - if they are standing in a poisonous environment, <color orange>poison buildup</color> is applied. - if they are standing in a poisonous environment, <color orange>poison buildup</color> is applied.
 +
 - available <color #66ff00>Action Points</color> are reset to the maximum. - available <color #66ff00>Action Points</color> are reset to the maximum.
 +
 - if they have any items that have a persistent effect (like the Rubber Ducky giving Morale), the effect is applied in the item inventory order - if they have any items that have a persistent effect (like the Rubber Ducky giving Morale), the effect is applied in the item inventory order
  
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   * a <color red>red arrow</color> will be shown on grids you can't get to in the current turn   * a <color red>red arrow</color> will be shown on grids you can't get to in the current turn
  
-  * <color #66ff00>left-click again</color> on the destination to start movin+  * <color #66ff00>left-click again</color> on the destination to start moving
  
   * click anywhere or press any key during movement to <color orange>abort</color> it (the unit will stop on the current grid)   * click anywhere or press any key during movement to <color orange>abort</color> it (the unit will stop on the current grid)
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 You <color red>CANNOT</color> pull/push aliens, marines, or other units (like turrets). You <color red>CANNOT</color> pull/push aliens, marines, or other units (like turrets).
  
-<color yellow>secondary specialization in Endurance</color> lowers the cost of pushing and pulling by <color #66ff00>1 AP</color>.+[[skills#endurance|secondary specialization in Endurance]] lowers the cost of pushing and pulling by <color #66ff00>1 AP</color>.
  
 Under <color yellow>Settings/Gameplay</color>, you can find an option called "Legacy directional interaction mechanics." If you enable this, you need to face the object you want to move, but you don't need to click on it on the map -- just press the action button! Under <color yellow>Settings/Gameplay</color>, you can find an option called "Legacy directional interaction mechanics." If you enable this, you need to face the object you want to move, but you don't need to click on it on the map -- just press the action button!
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 **Area effects** **Area effects**
  
-<color red>Fire</color>: explosions and direct firearm hits on flammable materials create fire. These generally subside over the course of 2-3 turns. While burning, though, stepping into them results in a moderate <color red>fire buildup</color> increase with the chance of being instantly set on fire.+<color red>Fire</color>: explosions and direct firearm hits on flammable materials create fire. These generally subside over the course of 2-3 turns. While burning, though, stepping into them results in a moderate [[damage_type_info#fire|fire buildup]] increase with the chance of being instantly set on fire.
  
-<color #ee00ee>Shadow Fire</color>: Shadow Envoys leave behind trails of shadow energy infused fire as they move. Stepping into one of these increases <color #ee00ee>shadow energy buildup</color> that does damage at the start of the next turn and cannot be treated. Aliens stepping into shadow fire will be healed for 10 HP. The shadow fire subsides after a few turns.+<color #ee00ee>Shadow Fire</color>: Shadow Envoys leave behind trails of shadow energy infused fire as they move. Stepping into one of these increases [[damage_type_info#shadow|shadow energy buildup]] that does damage at the start of the next turn and cannot be treated. Aliens stepping into shadow fire will be healed for 10 HP. The shadow fire subsides after a few turns.
  
 The pathfinder will automatically try to avoid these hazards if possible. To override this, move grid-by-grid through the hazard, or revise your settings under <color yellow>Gameplay/Pathfinding</color>. The pathfinder will automatically try to avoid these hazards if possible. To override this, move grid-by-grid through the hazard, or revise your settings under <color yellow>Gameplay/Pathfinding</color>.
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 **Hazardous materials** **Hazardous materials**
  
-<color #66ff00>Radioactive pool</color>: these greenish pools of liquid, radioactive materials can be found all around places where alien activity has been observed. It is known that Wurms and Wormpigs secrete this "bile" as part of their life cycle. Stepping on one of these will confer <color #66ff00>acid</color> and <color orange>poison</color> buildup. The pools are also flammable.+<color #66ff00>Radioactive pool</color>: these greenish pools of liquid, radioactive materials can be found all around places where alien activity has been observed. It is known that Wurms and Wormpigs secrete this "bile" as part of their life cycle. Stepping on one of these will confer [[damage_type_info#acid|acid]] and [[damage_type_info#poison|poison]] buildup. The pools are also flammable.
  
 The pathfinder will also treat these objects as "to be avoided. The pathfinder will also treat these objects as "to be avoided.
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 **Neutral volatiles** **Neutral volatiles**
  
-<color yellow>Hydrazine pools / spills</color>: these hard-to-see pools of extremely flammable hydrazine hydrate rocket fuel can be a curse or a blessing, but you must learn to keep your eyes open for them. When ignited, these pools explode in a 3x3 area, dealing high amounts of physical and <color red>fire</color> damage. If a marine is burning, the pathfinder will treat hydrazine pools as "to be avoided."+<color yellow>Hydrazine pools / spills</color>: these hard-to-see pools of extremely flammable hydrazine hydrate rocket fuel can be a curse or a blessing, but you must learn to keep your eyes open for them. When ignited, these pools explode in a 3x3 area, dealing high amounts of physical and [[damage_type_info#fire|fire]] damage. If a marine is burning, the pathfinder will treat hydrazine pools as "to be avoided."
  
 <color yellow>Hydrazine barrels</color>: these barrels are pretty sturdy for what they are, but once severely damaged, they combust in a deadly explosion. You can "secure" them by procuring the hydrazine from them. <color yellow>Hydrazine barrels</color>: these barrels are pretty sturdy for what they are, but once severely damaged, they combust in a deadly explosion. You can "secure" them by procuring the hydrazine from them.
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 A <color orange>closed door</color> can be opened with the <color #66ff00>Operate door button</color>, or by clicking on the door itself while it is highlighted in green. Alternatively, you can plot a path through the door, and it will be automatically opened upon performing the movement (AP costs will still apply!) A <color orange>closed door</color> can be opened with the <color #66ff00>Operate door button</color>, or by clicking on the door itself while it is highlighted in green. Alternatively, you can plot a path through the door, and it will be automatically opened upon performing the movement (AP costs will still apply!)
  
-A <color orange>locked door</color> can be either locked normally, or be hardwired. In both cases, it has a lock level between 0-5 that determines the chance of success of unlocking it, based on your Electrotechnics skill and the quality of the hacking device (if any) you use. Locked doors can't be operated without hacking. Aliens can never hack doors. Also see the "Hacking (Electrotechnics)" entry!+A <color orange>locked door</color> can be either locked normally, or be hardwired. In both cases, it has a lock level between 0-5 that determines the chance of success of unlocking it, based on your Electrotechnics skill and the quality of the hacking device (if any) you use. Locked doors can't be operated without hacking. Aliens can never hack doors. Also see the [[skills#electrotechnics|"Hacking (Electrotechnics)"]] entry!
  
 Doors need to be <color #08e8de>powered</color> for their hydraulics to work. If a door loses power, it automatically //unlocks// AND //opens//! Doors need to be <color #08e8de>powered</color> for their hydraulics to work. If a door loses power, it automatically //unlocks// AND //opens//!
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   * <color #66ff00>left-click</color> on an item to select it, then   * <color #66ff00>left-click</color> on an item to select it, then
   * <color #66ff00>left-click</color> on a suitable slot to move it to. This can be either:   * <color #66ff00>left-click</color> on a suitable slot to move it to. This can be either:
-    * Unordered List Item* an empty slot with no restrictions, or with appropriate restrictions +    * an empty slot with no restrictions, or with appropriate restrictions 
-    * Unordered List Item* a stack of items of the exact same type (merge stacks)+    * a stack of items of the exact same type (merge stacks)
  
 Swapping items: Swapping items:
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 **Weapons** **Weapons**
  
-Weapons are full-sized (i.e. not stackable) items that need to be equipped ("taken in hand") before use. When a weapon is equipped, the <color yellow>combat panel</color> is visible in the bottom right corner, and you can access combat-related actions.+Weapons are full-sized (i.e. not stackable) items that need to be equipped ("taken in hand") before use. When a weapon is equipped, the [[combat_mechanics#the_combat_panel|combat panel]] is visible in the bottom right corner, and you can access combat-related actions.
  
  
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   * code fragment databanks (access them to loot code fragments)   * code fragment databanks (access them to loot code fragments)
  
-All of these have a <color yellow>lock level</color> between <color yellow>0-5</color>. The chance of success for a hacking action depends on your <color orange>Electrotechnics</color> skill (and any bonus from the hacking equipment used) compared to this level. For lower level systems, no skill is required if the unit has a good enough tool. <color yellow>Secondary specialization</color> in Electrotechnics will allow a unit to hack some systems without a tool, while a <color yellow>primary</color> will allow them to bypass hardwiring without accessing the respective control console.+All of these have a <color yellow>lock level</color> between <color yellow>0-5</color>. The chance of success for a hacking action depends on your [[skills#electrotechnics|Electrotechnics]] skill (and any bonus from the hacking equipment used) compared to this level. For lower level systems, no skill is required if the unit has a good enough tool. <color yellow>Secondary specialization</color> in [[skills#electrotechnics|Electrotechnics]] will allow a unit to hack some systems without a tool, while a <color yellow>primary</color> will allow them to bypass hardwiring without accessing the respective control console.
  
 <color orange>To hack a system without a tool</color>, you need to stand next to it, and click on the object when it is highlighted in green. <color orange>To hack a system without a tool</color>, you need to stand next to it, and click on the object when it is highlighted in green.
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 {{https://angrycatstudios.com/usccf/basics/videos/INTERACTIVE_ENVIRONMENTS_CRATES_1_1.mp4?720x720}} {{https://angrycatstudios.com/usccf/basics/videos/INTERACTIVE_ENVIRONMENTS_CRATES_1_1.mp4?720x720}}
  
-Many of the objects you find on a map can be interacted with in some form or other. Generic interactions do not require any skills or tools (though, for example, some proficiency in <color orange>Field expertise</color> or <color orange>Electrotechnics</color> can reduce interaction AP cost), and objects you can interact with will be automatically <color #66ff00>highlighted in green</color> if you have the APs for the interaction. Then you can <color #66ff00>left-click</color> on the object to perform said interaction.+Many of the objects you find on a map can be interacted with in some form or other. Generic interactions do not require any skills or tools (though, for example, some proficiency in [[skills#field_expertise|Field expertise]] or [[skills#electrotechnics|Electrotechnics]] can reduce interaction AP cost), and objects you can interact with will be automatically <color #66ff00>highlighted in green</color> if you have the APs for the interaction. Then you can <color #66ff00>left-click</color> on the object to perform said interaction.
  
 Some of the generic interactive objects are: Some of the generic interactive objects are:
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   * hydrazine barrels: procure hydrazine (barrel is no longer volatile)   * hydrazine barrels: procure hydrazine (barrel is no longer volatile)
  
-Some objects require <color orange>hacking</color> to be interacted with -- see the <color yellow>Hacking (Electrotechnics)</color> entry.+Some objects require <color orange>hacking</color> to be interacted with -- see the [[skills#electrotechnics|Hacking (Electrotechnics)]] entry.
  
 Many objects can be moved -- see the <color yellow>Moving objects</color> entry. Many objects can be moved -- see the <color yellow>Moving objects</color> entry.
  
-Many objects are <color orange>half-height</color>, which means you can see, fire, and <color orange>jump</color> above them.+Many objects are <color orange>half-height</color>, which means you can see, fire, and [[#jumping|jump]] above them.
  
 Objects and structures also provide <color orange>cover</color> from a given direction, which reduces an attacker's chance to hit you. Objects and structures also provide <color orange>cover</color> from a given direction, which reduces an attacker's chance to hit you.
basics.1690045489.txt.gz · Last modified: 2023/07/22 19:04 by admin