Movement and Stealth Guide

This page combines traversal and stealth systems.

Movement

Movement & Travel Mechanics

Overview

Movement is your main survival engine: every step can reveal sites, trigger encounters, and reshape your run's risk profile.

Each move does all of this at once:

  • spends fatigue (modified by running, stealth state, and Agility)
  • spends time (running is faster, stealth is slower)
  • can trigger microsleep risk and movement mistakes when exhausted
  • can cause disorientation drift when morale is low or fatigue is very low
  • rolls biome hazards (damage, injury, hygiene/warmth/fatigue penalties)
  • advances world systems like discovery, encounters, and camp/contact pressure

Traversal is therefore not just map travel. It is a high-frequency survival decision loop where pacing, stealth discipline, and recovery timing matter as much as direction.

Basic Movement

Movement Cost

Action Duration Fatigue Cost
Move (Walk) 1 hour 0.25
Move (Stealth) 2 hours 0.25 base (0.1875 at Stealth 20+)
Move (Run) 0.5 hour 0.50 base
Wait 1 hour 0

Runtime movement cost:

  • Running and stealth are mutually exclusive
  • Agility reduces movement fatigue: moveFatigue = (1 - max(0, (AGI - 3) 0.05))
  • If leg fractures are active, extra fatigue and injury risk are applied on top

Movement Modifiers

Agility Impact:
  • Movement fatigue is reduced directly by Agility:
moveFatigue = (1 - max(0, (AGI - 3) 0.05))
  • This applies to walking, running, and stealth movement costs
Encumbrance:
  • Load pressure is processed as an ongoing survival drain once carry load exceeds 60% of capacity
  • Runtime formula (hourly update): overEffort = max(0, load - cap 0.60), then fatigue drain adds overEffort 0.08 per hour
  • If overEffort > 20, there is a 10% hourly chance to gain +1 injury
Fracture Impact:
  • Leg fractures add +1.5 extra fatigue per move by default
  • Base painful-step injury chance while moving with leg fracture: 12%
  • If all fractured legs are splinted: fatigue penalty x0.6, injury chance x0.5
  • If carrying a Crutch: fatigue penalty x0.5 and injury chance x0.25 (applies on top of splint modifiers)
Disorientation (22% chance when conditions met):
  • Can trigger when morale < 30 or fatigue < 20
  • On trigger, movement direction is replaced by a random cardinal step (you veer off intended route)

Movement Modes

Walking (Default)

  • Duration: 1 hour per tile
  • Fatigue: 0.25 base
  • Safe: Lower risk of accidents
  • Efficient: Better for long-distance travel

Running

  • Duration: 0.5 hour per tile (2x faster)
  • Fatigue: 0.50 (2x fatigue cost)
  • Risk: Higher encounter pressure and lower control
  • Emergency: Use when speed is critical

Stealth Movement

  • Duration: 2 hours per tile (slow, controlled)
  • Fatigue: 0.25 base (reduced at Stealth 20+)
  • Benefit: Lower visibility, lower detection/noise profile
  • Usage: Approaching hostile areas or crossing risky lanes with control
Toggle: Cycle movement mode between Walk -> Run -> Stealth

Terrain & Biome Effects

Biome Movement Characteristics

Each biome has unique movement considerations based on BIOME weather/hazard behavior:

Forest

  • Shelter: good natural cover
  • Stealth: high concealment value
  • Notes: safer pacing for long loops

Plain

  • Shelter: exposed
  • Wind/Heat pressure: can spike attrition
  • Notes: efficient transit, but vulnerable to weather fronts

Mountain

  • Hazard profile: high injury and fatigue pressure
  • Notes: route only with strong reserves

Swamp

  • Hazard profile: hygiene/fatigue heavy, infection pressure risk
  • Notes: avoid long chains while low on condition

Shore/Lake/River

  • Hazard profile: slip/current/wet exposure events
  • Notes: route timing matters more than distance

Ruins

  • Shelter: partial structure cover
  • Risk: high injury/event volatility
  • Notes: strong reward, punishing attrition

Road/Railroads

  • Transit value: strong route control and orientation
  • Risk: encounter pressure and exposed movement
  • Notes: use for objective linking, not careless farming

Environmental Hazards During Travel

Weather Impact

  • Rain/Precipitation: can increase attrition but also help stealth concealment
  • Wind: increases exposure pressure in open biomes
  • Cold/Heat extremes: amplify movement mistakes and recovery demands

Microsleep Events

  • Severe fatigue can trigger microsleep checks that add time loss and possible injury
  • Recovery timing is part of movement mastery, not just health management

Special Movement Actions

Survey

  • Duration: 1 hour
  • Fatigue: 0.25
  • Cooldown: 240 hours (10 days) per tile
  • Effect: updates local/world awareness by attempting site/clue/rare-encounter discovery, can reveal tracks/resources/weather hints, and can pin potential local POIs

Explore

  • Duration: 1.5 hours
  • Fatigue: 0.375
  • Mode requirement: world map mode only
  • Cooldown: 240 hours (10 days) per tile
  • Effect: scouts distant regional activity, primarily undiscovered settlements and nearby bandit camp signs

Explore Site

  • Duration: 4 hours
  • Fatigue: 2.0
  • Cooldown: 240 hours (10 days) per tile
  • Effect: explores a discovered site at your location for deeper loot/event rolls, including district-specific outcomes and higher risk/time commitment

Stealth & Concealment

Stealth is not just "move slowly." It is a detection-management system that lets you choose when fights happen.

Core Rules You Must Know

  • Stealth and running are mutually exclusive
  • Entering stealth lowers movement speed and changes visibility/noise behavior
  • Detection checks use multiple factors, not a single stat

How Detection Is Calculated (Player View)

Detection pressure shifts by:

  • stealth skill and specialization
  • fatigue/noise profile
  • weather visibility
  • agility contributions
  • movement mode (stealth vs normal/run)

In rough weather, stealth gets stronger. In clear, dry, noisy movement, it gets weaker.

Best Times to Toggle Stealth

Use stealth for:

  • entering unknown hostile tiles
  • bypassing optional fights while overloaded
  • scouting points of interest before committing
  • retreating after high-noise actions

Drop stealth for:

  • secured lanes
  • low-threat corridors
  • urgent extraction where speed matters more than concealment

Common Mistakes

  • staying stealthed on safe roads (time loss)
  • sprinting into hostile fog-of-war then reacting too late
  • treating stealth as raw combat power instead of encounter control