Changes

Uncivilized Area

3,364 bytes added, 18 March
Right before entering the first UA room of the trip, the player will be prompted to choose between one of the available '''traveling routes'''. Three different route types exist:
* <span style="color:#00FF0000AA00">'''Trader's Route / Safe route''':</span> The safest path. Lowest danger level, lowest potential loot. Sets the base distance from the next destination to '''30 rooms'''.
* <span style="color:#0000FF">'''Courier's Route / Fast route''':</span> The fastest route. Medium danger level, average potential loot. Sets the base distance from the next destination to '''25 rooms'''.
* <span style="color:#FF0000">'''Adventurer's Route / Deep route'''</span>: The long way. Highest danger level, highest potential loot. Sets the base distance from the next destination to '''35 rooms'''.
To find out what route types are available, you have a few options:
* Browse the maps on the '''[[Civilized Areas]]''' and check the colored paths connecting each location. <span style="color:#00FF0000AA00">Green paths are Safe routes,</span> <span style="color:#0000FF">blue paths are Fast routes</span>, and <span style="color:#FF0000">red paths are Deep routes</span>.* Check an individual town page or the [[Intersections]] page and look at the "Geographic connections" section. The notation '''(<span style="color:#00AA00">S</span>/<span style="color:#0000FF">F</span>/<span style="color:#FF0000">D</span>)''' will be used to denote available routes.** '''(<span style="color:#00AA00">S</span>/<span style="color:#0000FF">F</span>/<span style="color:#FF0000">D</span>)''': All three routes are available** '''(_/<span style="color:#0000FF">F</span>/<span style="color:#FF0000">D</span>)''': No Safe route available, only Fast and Deep** '''(_/_/<span style="color:#FF0000">D</span>)''': No Safe or Fast routes available, only Deep** '''(<span style="color:#00AA00">S</span>/<span style="color:#0000FF">F</span>/_)''': Safe and Fast routes only, no Deep
==== Skip traveling ====
| Subway || Detour -4 || None
|}
 
==== Roads with obstacles ====
{| class="wikitable" style="font-size:10pt"
|-
! Roomstyle !! Element !! Obstacles and conditions
|-
| Blocked pathway || Shortcut -1 || The front door is blocked by a creature carcass. The creature's Threat Level is 1d3 on Safe routes, 1d4 on Fast, and 1d5 on Deep.<br/> The creature's remains must be butchered ([[Hunting]] skill) to clear the way and use the shortcut.<br/>The carcass is old and mangled; you will only get tainted meat, but you will still obtain Skill Points.
|-
| Dismantled roadway || Shortcut -2 || The front door is impassable and missing a handleset.<br/>You need a [[Toolkit|Crafting toolkit]] ([[Crafting]] skill) to build a new one, open the door, and use the shortcut.<br/>The doorway is treated as a Level 2 blueprint (50% base chance of success per kit use).
|-
| Caved-in causeway || Shortcut -3 || The front door is caved in with dirt, sand, or gravel.<br/> The cave-in is equivalent to a [[Mining#How to mine ores|soft obstruction]]. Destroy it with a mining tool to clear it ([[Mining]] skill) and use the shortcut.<br/> Upon clearing, roll a 1d20. If '''10 or less''': Nothing happens. '''11-18''': You receive 1 bundle of common ore ('''&ore-c'''). '''19-20''': You receive 1 bundle of rare ore ('''&ore-r''').
|-
| Collapsed highway || Shortcut -4 || The front door is broken to the point of impossibility.<br/> You must use a [[Toolkit|GRK, MRK, or XTK]] ([[Repairing]] skill) to fix the door and use the shortcut.<br/>Each use repairs the door by '''1d50%''' with a '''+10% bonus''' for every skill level above Unskilled.
|-
| Padlocked cache || No shortcut or detour || The front door has a lock, which can be opened with the right key, brute-forced, or picked ([[Lockpicking]] skill).<br/> Roll '''&genbox''', as if generating a [[Containers|container]], but retain only the '''frame type''' (solely used to determine loot) and the '''lock type''' (used to determine lock HP and serial number). Reroll if you get "no lock." The door is indestructible. <br/> Opening the door adds extra loot to the next room. Roll '''&boxlootW''' or '''&boxlootM''' twice, depending on the rolled frame type; this generated loot is added to the next room.
|}
 
* '''Note:''' If you are escaping from [[Combat mode|combat]], you may not attempt to clear obstacles from any of these roomstyles if any hostile creatures remain in the room, as it is not safe to do so. You must first ensure no hostile creatures remain before attempting to clear an obstacle.
==== Furnished rooms ====
| Classroom || Decay level || 1d2 '''&stuff''', 1d3 [[book|books]]
|-
| Computer room || Decay level || 4 [[PC|PCs]], 1 '''&stuff'''
|-
| Dojo training floor || Decay level || 1 '''&wpn-melee''', random condition and ammunition
| Dumpster room || Decay level || 4 '''&stuff'''
|-
| Factory machine room || Decay level || 1 [[PC]], 1d10x50 grams of '''&ore'''
|-
| Forge room || Decay level || 1 '''&wpn-melee''', random condition and ammunition
| Kitchen || Decay level || 1d2 '''&food'''
|-
| Lab room || Decay level || 2 [[PC|PCs]], 1d2 [[book|books]]
|-
| Laundry room || Decay level || 1d2 '''&wear'''
| Light farm room || Decay level || 1 '''&food'''
|-
| Lobby room || Decay level || 1 [[PC]], 1d3 '''&stuff'''
|-
| Locker room || Decay level || 1d3 [[container|lockers]]
| Mess hall || Decay level || None
|-
| Office || Decay level || 4 [[PC|PCs]], 1d4 '''&stuff'''
|-
| Pantry || Decay level || 1d3 '''&food'''
Bureaucrat, administrator
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