Movement & Travel Mechanics
Overview
Movement is the primary way to explore the world, find resources, and discover new locations. Each movement action consumes time, fatigue, and can be affected by various factors.
Basic Movement
Movement Cost
| Action | Duration | Fatigue Cost |
|---|---|---|
| Move (Walk) | 1 hour | 0.25 |
| Move (Sneak) | 1.5 hours | 0.40 |
| Move (Run) | 0.5 hour | 0.50 |
| Wait | 1 hour | 0 |
Movement Modifiers
Agility Impact:
- Higher agility reduces fatigue from movement
- Affects movement penalty calculations
Encumbrance:
- Carrying over 60% of weight capacity increases fatigue
- Formula: +overEffort×0.08/hour additional fatigue
- Over 20 overEffort: 10% chance of +1 injury per move
Fracture Impact:
- Broken bones: +1.5 fatigue per move
- Significantly slows travel
- Requires splint for treatment
Disorientation (22% chance when conditions met):
- Occurs when fatigue > 80
- Occurs when morale < 30
- Lost time and random direction changes
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 (2×faster)
- Fatigue: 0.50 (2× fatigue cost)
- Risk: Higher injury chance
- Emergency: Use when speed is critical
Sneaking
- Duration: 1.5 hours per tile (Slower)
- Fatigue: 0.40 (High effort)
- Benefit: Drastically reduces detection radius
- Usage: Approaching hostile areas or hunting
Toggle: Use "🚶 Walk" / "🏃 Run" / "🥷 Sneak" button or commands
Terrain & Biome Effects
Biome Movement Characteristics
Each biome has unique movement considerations based on BIOME_WEATHER data:
Forest
- Shelter: 0.25 (good cover)
- Warmth: Moderate drain
- Wind: Low (-0.4 modifier)
- Stealth: High concealment (reduced detection)
- Notes: Sheltered travel, good for avoiding weather
Plain
- Shelter: 0.0 (fully exposed)
- Warmth: Slightly warmer (+0.3°C)
- Wind: High (+0.6 modifier)
- Stealth: Poor concealment (easily spotted)
- Notes: Fast travel but exposed to elements, no cover
Mountain
- Shelter: 0.05 (minimal)
- Warmth: Very cold (-2.7°C)
- Wind: High (+0.7 modifier)
- Notes: Harsh conditions, high fatigue, requires preparation
Swamp
- Shelter: 0.15 (some cover)
- Warmth: Cool (-0.4°C)
- Wind: Low (-0.2 modifier)
- Precipitation: Very high (0.60)
- Notes: Wet conditions, hygiene loss, difficult movement
Shore/Lake
- Shelter: 0.0-0.05 (exposed)
- Warmth: Cold (-0.8 to -1.2°C)
- Wind: Very high (0.8-1.0 modifier)
- Notes: Coastal winds, precipitation, cold
River
- Shelter: 0.10 (riparian)
- Warmth: Cool (-0.9°C)
- Wind: Moderate (0.5 modifier)
- Notes: Water source nearby, decent shelter
Ruins
- Shelter: 0.30 (partial structures)
- Warmth: Slightly cool (-0.2°C)
- Wind: High (0.9 modifier)
- Stealth: Superior concealment (rubble/walls)
- Notes: Best shelter, scavenging opportunities
Road
- Shelter: 0.0 (open corridor)
- Warmth: Slightly warm (+0.2°C)
- Wind: Moderate (0.4 modifier)
- Notes: Fast travel, encounters more likely
Environmental Hazards During Travel
Weather Impact
- Rain/Precipitation: Hygiene loss, increased warmth drain
- Wind: Increased warmth drain
- Cold: Temperature-based warmth drain
- Storm conditions: Compound effects
Time of Day
| Period | Hours | Effects |
|---|---|---|
| Dawn | 5-7 | Storm conditions +8% warmth drain |
| Day | 8-17 | Normal conditions, 12% faster thirst drain |
| Dusk | 18-20 | Transitioning to night |
| Night | 21-4 | 18% increased warmth drain, morale penalty without fire |
Night Owl Perk: Can work/travel at night with no penalties
Microsleep Events
- Trigger: Fatigue ≥ 95
- Chance: 30% per action
- Effect: Lose 0.5 hour + 20% injury chance
- Prevention: Rest before fatigue reaches 95
Special Movement Actions
Survey
- Duration: 1 hour
- Fatigue: 0.25
- Cooldown: 240 hours (10 days) per tile
- Effect: Reveals area information, discovers points of interest
Explore
- Duration: 1.5 hours
- Fatigue: 0.375
- Effect: Search for distant activity and special locations
Explore Site
- Duration: 4 hours
- Fatigue: 2.0
- Cooldown: 240 hours per site
- Effect: Thoroughly investigate special locations
Stealth & Concealment
Stealth allows you to move undetected, avoiding combat or gaining the advantage of a first strike. Effectiveness relies on your Agility, Stealth Skill, and environmental conditions.
Movement Modes
See Movement Modes section above for details on Walk, Run, and Sneak.
Detection Factors
| Factor | Effect |
|---|---|
| Agility | -2% detection chance per point above 3. |
| Stealth Skill | Higher skill reduces detection range and movement noise. |
| Weather (Rain/Storm) | Rain provides cover (NPC visibility ×0.7). Thunder asks noise. |
| Lighting | Night substantially reduces visual detection range (unless enemies have lights). |
| Terrain | Forest and Ruins provide +25-30% concealment cover. Plains and Roads offer no cover. |
Navigation & Orientation
World Map
- Toggle: Press 'M' key
- View: See discovered areas, marked locations
- Target: Set waypoints for camps, houses, player position
- Zoom: Adjust view scale
Coordinates
- Displayed as (X, Y) position
- World is 360×360 tiles
- Local view radius: 6 tiles (13×13 visible area)
Markers
- 🧍 Player position
- 🏕️ Camp
- 🏠 House/Shelter
- 🔥 Fire
- 🪤 Snare
- 🐟 Fish trap
- 🐾 Tracked animal
- 📍 Point of Interest
- 🏘️ Settlement
- 🏴☠️ Bandit camp
Resource Availability by Biome
Travel patterns should consider resource distribution:
Wood Availability
| Biome | Capacity | Regen Rate | Varieties |
|---|---|---|---|
| Forest | 14 | 0.45/hour | Oak, Pine, Birch, Maple |
| Plain | 6 | 0.20/hour | Scattered trees |
| Shore | 5 | 0.18/hour | Driftwood, Coastal pines |
| Mountain | 3 | 0.10/hour | Alpine conifers |
| Swamp | 4 | 0.16/hour | Cypress, Willow |
| River | 4 | 0.15/hour | Riparian |
| Road | 3 | 0.12/hour | Roadside |
| Ruins | 2 | 0.08/hour | Overgrown |
Forage Availability
| Biome | Capacity | Regen Rate | Richness |
|---|---|---|---|
| Forest | 12 | 0.35/hour | High |
| Swamp | 11 | 0.28/hour | High |
| Plain | 10 | 0.30/hour | Medium |
| River | 9 | 0.28/hour | Medium |
| Shore | 8 | 0.25/hour | Medium |
| Road | 7 | 0.22/hour | Medium |
| Mountain | 6 | 0.18/hour | Low |
| Ruins | 5 | 0.12/hour | Low |
Wildlife Density
| Biome | Capacity | Regen Rate | Density |
|---|---|---|---|
| Forest | 18 | 0.30/hour | High |
| Plain | 14 | 0.22/hour | Medium |
| Swamp | 13 | 0.20/hour | Medium |
| Shore | 12 | 0.20/hour | Medium |
| River | 11 | 0.18/hour | Medium |
| Road | 11 | 0.18/hour | Medium |
| Mountain | 10 | 0.16/hour | Low |
| Lake | 8 | 0.12/hour | Low |
| Ruins | 6 | 0.08/hour | Very Low |
Fishing Quality
| Biome | Capacity | Regen Rate | Quality |
|---|---|---|---|
| River | 20 | 0.24/hour | Excellent |
| Lake | 18 | 0.22/hour | Excellent |
| Shore | 16 | 0.20/hour | Abundant |
| Swamp | 10 | 0.16/hour | Moderate |
| Mountain | 10 | 0.14/hour | Cold water |
| Forest/Plain | 8 | 0.12/hour | Freshwater |
| Ruins | 4 | 0.06/hour | Poor |
| Road | 5 | 0.08/hour | Poor |
Travel Strategy
Long-Distance Travel
- Plan route: Consider biomes and resources
- Stock supplies: Food, water, fire materials
- Check weather: Avoid storms if possible
- Manage fatigue: Rest before it reaches 80
- Mark locations: Camp spots, resource areas
Efficient Exploration
- Survey systematically: Cover areas methodically
- Follow resources: Move where food/water is abundant
- Avoid depletion: Let areas regenerate (cooldown system)
- Mark discoveries: POIs, sites, settlements
Emergency Movement
- Run if needed: Trade fatigue for speed
- Find shelter: Ruins offer best protection
- Light fires: Warmth recovery during storms
- Monitor needs: Don't let critical stats hit 0
Seasonal Considerations
- Winter: Stay near forests (wood for fire), avoid mountains
- Summer: Water sources more critical
- Storms: Seek ruins or forests for shelter
Special Encounters During Travel
Random Events (3% chance/hour)
- Loot discoveries
- Animal encounters
- Weather changes
- Morale events
Wolf Encounters
- Chance: 1% per day in forest, plain, mountain biomes
- Effect: Combat or flee
- Loot: 25-60kg meat if successful
NPC Encounters
- Chance: 1% per 48 hours on roads, ruins, settlements
- Types: Friendly (50%) or Hostile (50%)
- Actions: Trade, talk, recruit, or combat
Movement Tips
- Carry capacity management: Stay under 60% for normal fatigue
- Rest regularly: Before fatigue reaches 80
- Time management: Plan arrivals for day, not night
- Weather awareness: Check forecasts with barometer
- Cooldown tracking: Remember surveyed/explored areas
- Marker usage: Mark important locations for return trips
- Biome selection: Match travel to current needs
- Emergency protocols: Know nearest shelter/camp locations