Surfaces are states that a tile can have in a turn-based room. Claude B took the idea from the surfaces of Baldur's Gate 3 and made each one a biological state.
How it works#
| Surface | Where it comes from | Effect |
|---|---|---|
| Debris | Debris flows, a front's spill | Entering costs 2 moves. On a connection, the connection loses 10 function each tick. In the Quiet Tracts, debris on a segment wears it and blocks the wrap. |
| Inflamed | Tiles a front struck; the tiles of a lingering response | Ending your turn here costs 1 Composure. Care here is half as strong. It fades a step when recovery Care finishes there. |
| Supported | A linked astrocyte's territory | See Supported ground: +1 Composure at turn end (once a round), Care +50%, Wards last 1 round longer. |
| Wrapped | Tract repair in the Quiet Tracts | Signals cross it in one tick; threats treat it as part of the tract. |
| Scorch | A Hearth overreaction at strain 4 | Entering costs 2 moves. Nothing else. Pull and Glide pass over it. |
| Spill (Act V only) | A leak | Spreads one ring a tick, but never into warded or supported tiles. A neuron on it loses a step each tick. |
Numbers#
| Value | Number |
|---|---|
| Debris move cost | 2 |
| Debris strain on a connection | −10 function a tick |
| Inflamed Composure cost | 1 |
| Inflamed Care | ×0.5 |
| Supported Care | ×1.5 |
| Scorch | 2 tiles a mark, at most 2 marks, fades one tile a return |
In the brain#
Debris stands for material that microglia clear by phagocytosis. Inflamed ground stands for tissue where a strike has left a response running. Supported ground stands for an astrocyte's own territory. Scorch marks are fiction: they are a visible record of a hard home disturbance.
Development#
Debris, inflamed and supported surfaces are in B's engine and A's rooms in the alpha. Scorch is approved (doc 30 §8.1, user, 2 November) and modelled on the Hearth boards, which the alpha does not host yet. Spill waits for the Act V story rooms.
See also#
Supported ground · Threats · Composure
Sources#
215bfbf88:docs/game-balance/31-turn-based-encounters.md215bfbf88:docs/game-balance/30-home-base-plan.mdb89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/catalog.js
What links here (27)
- Anchor & Pull
- Board grid
- Breach
- Care
- Care VFX
- Composure
- Dendritic Gardens
- Engulf
- Expeditions (real-time prototype)
- Glide
- Hearth boards
- Home art
- Lessons
- Many Hands
- Pressure & Aftermath
- Pressure Front (real-time)
- Pull and Glide VFX
- Quiet Tract (real-time)
- Quiet Tracts
- Relay Chain
- Room assembly
- Studios drills
- Supported ground
- Tag Garden
- Threats
- Turn-based encounters
- Vessel Margins