Known gaps
Deferred: combat and magic
Not in the Lua API or the card yet:
fight,cast,flee_at,imbue, anduseon an item that casts a spell.- Spells, familiars and imbues stay in the engine, unreachable from a script.
- The
fledwhy word for fights,me.fighting,me.attacked,me.flee_at,me.familiars,awake(), and creatures and corpses inhere(). - A Core for the Beacon: its talk and crafting steps are written as world Lua, but it needs rust hounds cleared and Rouse on the beacon, so it isn't started yet.
- Programming's terminals and locks, Piloting and vehicles, Magic, Melee and Ranged exist as skills with no way to train them yet. Construction has its first six structures; bridges, ladders, hulls, the greenhouse, the forge and the rest come with the content that needs them.
- The body is in (see The world), but not yet: a crystal core, repairing another robot, and clothes wearing out. Wrecks and the nexus roll-back are in; a destroyed nexus, sleep, coma and death are not. The family home is instanced in the rules and on the pages: the watch view draws only your family's robots in the hall, your spare frame, your structures and your wrecks, and a waiting nexus as a nexus.
When combat comes back
The engine keeps all of this, unreachable from a script. It is here for reference, not for play.
Spells
| Spell | Kind | Uses | Energy | Needs | Damage | Cooldown | What it does |
|---|---|---|---|---|---|---|---|
| Snap | bolt | none | 1 | Magic 1 | 1-2 | 1.5s | A crack of raw charge at whatever is in front of you. |
| Lash | bolt | 1 copperwire | 2 | Magic 1 | 3-5 | 2s | A long arc of charge. Needs a copper wire. |
| Jolt | bolt | 2 copperwire | 3 | Magic 3 | 1-3 | 2.5s | A short shock that makes a machine forget its orders. |
| Rouse | rouse | 1 beaconcore | 6 | Magic 2 | none | 2s | Pushes charge into something dead to wake it. |
| Siphon | sap | none | 0 | Magic 8 | none | 3s | Draws energy out of a material. |
Creatures
| Creature | Where | Hit points | Hits for | Hit chance | Attacks every | Respawn | Reanimate at | Drops |
|---|---|---|---|---|---|---|---|---|
| rust hound | Sallow Stair | 9 | 1-2 | 70% | 2.5s | 45s | Necromancy 5 | 1 scrap (90%) |
| patrol cart | Cinder Shelf | 22 | 2-4 | 70% | 3s | 90s | Necromancy 9 | 1 gear (85%), 1 ether (30%) |
| marsh rat | Listening Copse | 5 | 1-1 | 55% | 3s | 35s | Necromancy 3 | 1 flax (50%), 1 ether (10%) |
| scuttle mite | Murmur Cut | 6 | 1-1 | 50% | 3s | 40s | Necromancy 3 | 1 scrap (95%), 1 ether (10%) |
| loose servo | Gull Spit | 5 | 1-2 | 50% | 3.5s | 40s | Necromancy 3 | 1 bolt (95%), 1 ether (10%) |
| bog leech | Thistle Commons | 4 | 1-1 | 60% | 2.5s | 30s | Necromancy 4 | 1 resin (60%), 1 ether (10%) |
| nail spitter | Saltreed Shore | 7 | 1-2 | 50% | 3.5s | 45s | Necromancy 4 | 1 nail (95%), 1 ether (10%) |
A Core for the Beacon
A Core for the Beacon (quest, draft)
- Ask the Custodian about the beacon.
- Find Old Tobiah Quince at the Dead Beacon and ask about the rust hounds.
- Clear 3 rust hounds from Sallow Stair.
- Ask Tobiah about the beacon's core.
- Build a beacon housing and a beacon frame at the workbench.
- Wind the beacon core at the soldering bench.
- Wake the beacon: push charge into it with Rouse.
- Tell the Custodian the beacon is lit.
Reward: 60 motes, Mechanics +40, Electronics +30.
World scripts not built yet
Built: content Lua on triggers, handles, world verbs, writes that land together. Not yet: wait inside a world handler, durable after timers, the every world timer, offer decisions (run choose= answers "nothing to choose" until then), and moving imbue effects and fainting out of TypeScript into Lua.
Untested on a model
The card and the language haven't been played by a real model yet. That's the next test.