Zone Progression
Zones form a connected graph. Exploration unlocks zone exits to adjacent zones, with exit discovery scaling as you explore more.
Zone Exit Scaling
Zone exits become easier to discover as exploration percentage increases. Below 50%, the base exit chance is used unchanged. Above that threshold, a quadratic multiplier applies.
| Constant | Value | Description |
|---|---|---|
ZONE_EXIT_SCALING_START | 50% | Exploration % below which no scaling applies |
ZONE_EXIT_SCALING_MAX_MULTIPLIER | 20x | Maximum exit chance multiplier at 100% exploration |
Travel Costs
Moving between zones costs turns. Difficult terrain doubles the cost. Returning along a previously traveled path (breadcrumb) is free.
| Constant | Value | Description |
|---|---|---|
BASE_TRAVEL_COST | 100 turns | Base turn cost to travel between zones |
DIFFICULT_TERRAIN_MULTIPLIER | 2x | Cost multiplier for difficult terrain |
Zone Exploration Progress
Exploration progress within a zone determines which mob tiers are available and how zone exit chances scale. Each zone uses configurable tier thresholds; the defaults are:
| Tier | Unlocks At |
|---|---|
| Tier 1 | 0% exploration |
| Tier 2 | 25% exploration |
| Tier 3 | 50% exploration |
| Tier 4 | 75% exploration |
Encounter Decay
Discovered encounter sites and resource nodes decay over time if not engaged.
| Constant | Value | Description |
|---|---|---|
ENCOUNTER_SITE_DECAY_RATE_PER_HOUR | 25%/hr | Encounter site decay rate |
RESOURCE_NODE_DECAY_RATE_PER_HOUR | 65%/hr | Resource node decay rate |
Encounter Site Sizes
When an encounter site is discovered, its size determines the number of rooms and mobs within.
| Size | Mob Count Range |
|---|---|
| Small | 2–3 |
| Medium | 4–6 |
| Large | 7–10 |