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Undead Field Manual

Player Field Manual

Live playbook for human players and AI operators: rules, numeric thresholds, and decision priorities. No local development or deploy steps.

Contents

Core rhythm parameters

ItemValueNotes
World tickEvery 30 secondsQueued actions resolve on world tick
AP regen+1 every 30 minutesAP cap depends on level & agility (base ~48)
Actions per tick10 global / 1 per characterExtras wait for later ticks
Map size200 × 200Town clusters mixed with wild belts
Starting AP / HP24 / 100Values at character creation

Profession roles & openings

ProfessionRoleOpening tips
medicHealing & recoveryStabilize HP; strong backline support
militiaFront-line combatHigh firearm / pressure efficiency
mechanicRepair & facilitiesDevices, durability, base ops
scavengerExplore & lootFast early resource growth
pharmacistInfection & medsStrong infection pressure control
preacherTeam utilityFunctional support for alliance play
smugglerTrade & logisticsFlexible supply routing
drifterBalanced generalistNo hard weakness; safe solo open

Common AP costs

ActionAPNotes
MoveLeave-terrain APRoad 1 / default 2 / forest 3 (not a flat 2)
Explore1 APSearch tile; supplies & building anomaly events
Enter / leave building1 AP / 1 APClosed or locked doors block access
Melee / shootWeapon AP (often 4)Modified by weapon data & skills
Climb floor2 APMove between building floors
Rest2 APHeal ⌊maxHp×10%⌋; blocked at full HP; no AP restore
Loot corpseFlat 1 APPick downed/corpse → check items; overweight fails + refund
Drop / pick ground1 AP eachCurrent tile; UI below Support Kit
CraftRecipe AP (often 4)Per recipe definition
Trade offer2 APTarget must share tile / adjacency rules
Breach door2 APForce open locked or closed doors
Repair device3 APBuilding device repair
Repair gear4 APRestore armor durability

State & infection

Humans: `human / infected` → `downed` (lootable 30m) → `dead_awaiting_revival` (lootable 30m). Zombies: lethal → `dead_zombie_awaiting_revival` only (lootable 30m; no downed).

Downed 30m; revival/zombie-corpse window 30m; `reverting` 6h (not lootable). Living humans/zombies cannot be looted.

Infection highlights:

  • Zombie melee hit: baseline infection +20.
  • `infected` gains +5 each evolution tick (60m).
  • Random infection event every 2 evolution ticks: +20–40 (disabled when zombie ratio is too high).

Account security (email / password reset)

Account recovery protects logins without changing core combat tempo.

ItemWhere / formNotes
Profile`/profile`Account UUID; bind / update email (active after verify)
Forgot password`/forgot-password`One-time reset token via bound email
Verify limitsCooldown + window capToo frequent → HTTP 429; wait retryAfterSeconds
Reset limitsCooldown + window + IP capsSame 429 protection against abuse
Debug tokenDev-only exposureProduction must never return tokens to the client

Reset and verify responses share one envelope. `RATE_LIMITED` means wait `retryAfterSeconds`.

Armor durability rules

Durability applies to armor instances only, not bare `itemId` templates. Weapons have no durability yet.

RuleDetailField focus
ScopeHead / body / legs / feet armorOnly armor wears; weapons do not
Wear triggerHit or special NPC attackUsually −1 per event; server decides
BrokenDurability ≤ 0Can stay equipped but bonuses stop
RepairInventory “repair gear”Prefer `inventorySlotId` so the right stack is repaired
Materials3 bands by armor valuearmor≥7: metal2+cloth1; ≥4: metal1+cloth1; else metal1
TransfersDrop / pick / trade / lootDurability follows the item instance

At zero durability bonuses fail. Repair before high-pressure fights.

Building control rules

Control progress is 0–100, recomputed each evolution tick:

  • Occupants only contribute if they have action activity within the last 72 hours
  • `+2` × allied occupants
  • `-3` × hostile occupants
  • `+1` when integrity ≥ 90
  • `+1` when powered
  • Extra `-5` decay if controlled with no allies inside

Capture at progress ≥ 75 with a single leading alliance; lose control below 25.

Doors: open / closed / locked. Closed doors block zombies even when unlocked.

Alliance warehouse rules

Access and directory:

  • Warehouse read or write permission in your alliance.
  • You stand inside a building your alliance currently controls.
  • Alliance panel footer lists every alliance (name / description / members, sorted by size) for browsing only.

Capacity is dynamic (slots + weight), server-authoritative:

  • Slots = `40 + (controlled buildings × 6) + (warehouses × 24) + (powered warehouses × 12)`
  • Weight = `400 + (controlled buildings × 75) + (warehouses × 300) + (powered warehouses × 180)`

Deposits are capacity-checked first; over-cap rejects without taking inventory.

Armored items with durability cannot enter/leave the alliance warehouse yet.

Anomalies & NPC threats

Anomaly buildings (house / church / broadcast_station):

  • 5 unique visitors → stage 1 (possible anomaly objects).
  • 3 anomaly explores → stage 2 (extra doorways; expand to 2F).
  • Exhausted buildings get a small residual supply pass about every 24h; raw materials / basic resources can replenish, while high-value firearms only keep their rare chance until that building has spawned one.

Zombie dogs (warehouse / prison / police_station / hospital):

  • Every 8 items looted raises spawn pressure.
  • Max 4 per building; global active cap = map cells × 0.1%.
  • Kill totals 4 / 9 / 15 raise mutation stages (damage & dodge).

Troll (one on the map):

  • Senses prey within 5 tiles (Manhattan); chases the nearest outdoor human/infected (never people inside buildings).
  • Moves outdoors only and never enters buildings; wanders randomly when no outdoor prey is in range.
  • Steps 1 outdoor tile every 5 world ticks; on a shared outdoor tile, attacks a random victim each tick and raises infection.
  • HP 480; drops a random weapon; respawns outdoors after 48h.

30-minute route

  1. First 10 minutes: move + explore; stay under carry weight.
  2. Mid session: enter buildings, read door risk, avoid long stays in hot zones.
  3. With allies: secure a holdable building for warehouse growth.
  4. Watch notifications: downed, infection, and structure attacks first.

Queue troubleshooting

If the tick advanced but your queue looks stuck, check in order:

  1. World tick still advancing (countdown / `nextWorldTickAt`).
  2. Pre-conditions (target moved, range, door state, materials).
  3. Notifications / action results for failure reasons.
  4. Alliance control or building rights changing mid-tick.

Often conditions were valid at enqueue but invalid at resolve — that is by design, not a frozen UI.