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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 tickNo global cap / 1 per characterEach queued character resolves one; extras wait
Map boundsInitial 50 × 50; dynamically expandableBoundary exploration pressure expands one edge at a time
Starting AP / HP24 / derived statsLevel-1 HP depends on profession and CON, usually 124–132

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
Scout1 APSame or adjacent; intel only — no explore quota, no loot
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
  • Integrity, power, and an empty garrison currently add no extra control modifier

Only one leading alliance at progress ≥ 75 controls the building; dropping below 75 clears control.

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 / seats current/max e.g. 1/5, 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.

Durability armor can be deposited and withdrawn one item at a time; current/max durability is preserved per instance.

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.

Item icon reference

Seed items ship small inventory icons. The backpack and equipment panels show them next to each stack.

Static path: `/art/items/{itemId}.jpg` (512×512). Missing art falls back to the category glyph.

AntidoteAntidote
AP PotionAP Potion
Ball CapBall Cap
BandageBandage
Baseball BatBaseball Bat
Canvas ShoesCanvas Shoes
Chemical CompoundChemical Compound
ClothCloth
Combat BootsCombat Boots
CrowbarCrowbar
Electronic ComponentElectronic Component
FistFist
Canned FoodCanned Food
Fuel CanisterFuel Canister
GeneratorGenerator
Hard HatHard Hat
HP PotionHP Potion
Infection Buffer PotionInfection Buffer Potion
Hunting KnifeHunting Knife
Leather JacketLeather Jacket
Medicine BaseMedicine Base
Medical KitMedical Kit
Metal ScrapMetal Scrap
Molotov CocktailMolotov Cocktail
Motorcycle HelmetMotorcycle Helmet
Padded JacketPadded Jacket
9mm Automatic Pistol9mm Automatic Pistol
9mm Pistol Ammo9mm Pistol Ammo
Reinforced PantsReinforced Pants
Reversal InjectionReversal Injection
RevolverRevolver
Revolver AmmoRevolver Ammo
RifleRifle
Rifle AmmoRifle Ammo
Riot HelmetRiot Helmet
Scrap VestScrap Vest
ShotgunShotgun
Shotgun ShellsShotgun Shells
Burst SMGBurst SMG
SMG AmmoSMG Ammo
Sniper AmmoSniper Ammo
Sniper RifleSniper Rifle
Spray PaintSpray Paint
Tactical BootsTactical Boots
Tactical PantsTactical Pants
Tactical VestTactical Vest
VaccineVaccine
Walkie-TalkieWalkie-Talkie
Water BottleWater Bottle
Wood PlankWood Plank
Work PantsWork Pants
BiteBite
ClawsClaws
Zombie MeatZombie Meat
SlamSlam

Paid shop — AP Potion packs

Purchases are optional convenience (burst AP). There is no subscription and no membership perks. Free play still has AP regen, tutorial potions, and weekly-board rewards.

Current paid packs (USD list price via Creem):

ItemValueNotes
Trial Pack5 potions · USD 1.00About one day of max drink uses (5 / 24h)
Weekend Pack15 potions · USD 2.49Roughly three full drink days
Supply Crate40 potions · USD 5.99Heavier week of burst play
Bulk Crate100 potions · USD 12.99Longer stockpile; mild volume discount

What an AP Potion does:

  • Restores up to +50 AP (fills to max if the gap is smaller; no overflow).
  • Costs 0 AP to drink; usable at 0 AP.
  • Max 5 uses per character per rolling 24 hours.
  • Queued consume resolves on the next world tick (not instant).

Profile → Game Shop (no character required to buy). After Creem checkout succeeds, potions credit account stock; allocate them to a character bag from Profile before drinking. Tutorial / weekly-board free potions still go straight to character bags. See Terms of Service §5 for refunds and disputes.

Prices may change; the shop UI and checkout page win at purchase time. Creem is the Merchant of Record for card payments.