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basics [2023/07/22 19:11] admin [Operating Doors] |
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. |
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- available <color #66ff00>Action Points</color> are reset to the maximum. | - available <color #66ff00>Action Points</color> are reset to the maximum. |
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- 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 |
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* <color #66ff00>left-click again</color> on the destination to start movin | * <color #66ff00>left-click again</color> on the destination to start moving |
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* 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) |
* <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) |
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Swapping items: | Swapping items: |
**Weapons** | **Weapons** |
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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) |
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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. |
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<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. |
{{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}} |
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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. |
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Some of the generic interactive objects are: | Some of the generic interactive objects are: |
* hydrazine barrels: procure hydrazine (barrel is no longer volatile) | * hydrazine barrels: procure hydrazine (barrel is no longer volatile) |
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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. |
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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. |
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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. |
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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. |