Strongholds

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A nice table showing the supply types, what they can be used for, and where they can come from.

Standard supplies
Types Used for Reward from Supplied by
Alcohol Brewing 1 per mouthful of beer or whisky
Ammo Patrolling, Sniping 1x per arrow, beanbag round, nerf dart
Armour Armoursmithing
Cloth Bandage Making Things made of cloth, probably based on weight/condition
Clothing
Food All missions, used by npcs to keep hunger stat high Foraging Supplying foods: number of bites-1
Loose Electronics Used by computer engineer stronghold npcs to increase networking in stronghold rooms
Used by electrician stronghold npcs to increase wiring in stronghold rooms
handful of computer innards, handful of loose electronics, hard drive
Luxury Throw Party bar of soap, cigarette, joint
Medical Supplies Bandaging mission, 1 is consumed per npc per tick. If the npcs health is less than incredibly high, it will be increased by one increment Bandage making mission Low grade medicine, baby aspirin, caffeine tablet, homeopathic painkiller tablet, nerve tablet, painkiller tablet, plaster, sedative pill, sleeping pill =1
medium grade medicine, simple bandage, strong painkiller tablet =2
Little yellow pill = 5x
Metal Armoursmithing, Weaponsmithing Prospecting, Weaponsmithing Things made of metal that are not weapons or armour, probably based on condition and/or weight, bronze scrap = 6x
Parts Armoursmithing, Networking, Plumbing, Rewire, Weaponsmithing
Used by plumber stronghold npcs to improve the plumbing of rooms
broken radio = 1x
Petrol Siphoning
Stone Quarrying
Water All missions, used by npcs to keep thirst stat high 1x per 2 mouthfuls of liquids which are not petrol and are also not alcohol.
Weapons Patrolling, Sniping Weaponsmithing
Wood Fortify
Used by carpenter stronghold npcs to increase fortification of rooms
Used by handyman stronghold npcs to fix stronghold equipment
Lumberjacking Things made of wood that are not weapons

Evaluate messages

Barricade levels

  • This area has been made into a fortress, with every effort made to ensure that if the dead came knocking they would find no weak points to exploit.
  • This area has been made into a fortress, with almost every effort made to ensure that if the dead came knocking they would find very few weak points to exploit.
  • This area has been made into a fortress, with some security improvements installed throughout that limit the risk of incursions by the dead. There are still a few enhancements that could be made though.
  • Considerable effort has gone into protecting the area from the incursions of the dead, but there are still numerous improvements that could be made.
  • Some effort has gone into protecting the area from the incursions of the dead, but there are still numerous insecurities that render it unsafe.
  • The area looks very insecure, with scant effort having been expended in protecting it against the incursions of the dead.
  • The area looks extremely insecure, with little effort having been expended in protecting it against the incursions of the dead.

Networking levels

  • Whoever wired up up this room was like a Caravaggio of cabling - the wires are artfully hidden away, but the data flows.
  • The room has been beautifully wired up for network traffic - data doesn't so much flow as dance through the hidden wires.
  • The room has been expertly wired up for network traffic - data flows, and flows well, to the entirety of the area.
  • The room has been wired up for network traffic - a very competent job has been done of the work. The wires have even been hidden away from view.
  • The room has been wired up for network traffic - the wires are hidden away, to some extent, but it's still a testament to function over form.
  • Someone has managed to wire up this room up so that network traffic will flow. It's not pretty, but some effort has been expended in integrating the wire uping into the environment.
  • Someone has managed to wire up this room up so that network traffic will flow. It's an ugly job with wires strewn everywhere, but it's better than nothing.
  • Someone has attempted to wire up this room up so that network traffic will flow. It might work, erratically and unreliably, but you shouldn't count on it.
  • Someone has attempted to wire up this room up so that network traffic will flow. Most of the wires look frayed and many don't plug into anything - it would be amazing if it worked.

Plumbing levels

  • The room has been beautifully plumbed - water doesn't so much flow as dance through the hidden pipes.
  • The room has been expertly plumbed - water flows, and flows well, to the entirety of the area. The pipes are even hidden, mostly, from view.
  • The room has been plumbed for water - a very competent job has been done of the work. The pipes have even been hidden away from view.
  • Someone has managed to plumb this room up so that water will flow. It's not pretty, but some effort has been expended in integrating the plumbing into the environment.
  • Someone has plumbed up this room up so that water will flow. It's certainly not pretty, but it probably gets the job done to some extent.
  • Someone has managed to plumb this room up so that water will flow. It's an ugly job with pipes strewn everywhere, but it's better than nothing.
  • Someone has attempted to plumb this room up so that water will flow. It might work, erratically and unreliably, but you shouldn't count on it.
  • Someone has attempted to plumb this room up so that water will flow. Unfortunately, all it does is leak alarmingly.

Wiring levels

  • Whoever wired up this room was like a Michelangelo of electricty - the wires are artfully hidden away, but the power flows.
  • Someone has attempted to wire this room up so that electricity will flow. Unfortunately, all it does is spark alarmingly.

Events

Every 24 hours, a random event may occur. It can be good or bad. The schedule for events may be interrupted by a reboot, causing a different time for events.

  • A novel is lost. (Elizabeth spills something unpleasant on the stronghold's only copy of wind of armageddons. It's completely ruined.)
  • Some random supplies are added to your standard supplies. (One of the inhabitants of the stronghold makes a happy discovery, finding a pile of supplies that had been acquired but not properly inventoried. They have been added to the stronghold register.)
  • A random item from the stronghold's shop is stolen. (On a routine check of stock, it becomes clear that someone has stolen something from the storeroom. You can't trust anyone these days.)
  • Some random items are removed from your standard supplies. (One of the inhabitants of the stronghold makes an unfortunate discovery- some supplies in the stronghold have been counted twice for the inventory. The error has been corrected, and your stocks now look a little less robust.)
  • A random stronghold npc gains some amount of ability in a random skill. (Elizabeth has been working hard and practising, and has gained a little additional ability when it comes to repair.)
  • A random stronghold npc loses some amount of ability in a random skill. (Genghis has been letting things slide for a while, and as a result has lost a little ability when it comes to combat.)
  • Calm is reduced throughout the stronghold (The constant moans of the dead are getting to people. Calm in the stronghold is noticeably lower than before.)
  • Morale is reduced throughout the stronghold? (A massive argument breaks out in the stronghold. Tempers fly, blows are exchanged, and the tension rises noticeably. Frayed nerves become even more frayed..)
  • Danger level is reduced (The groans and moans which have been such a feature of your life disappate a little - it seems like some of the herd outside have found greener pastures.)
  • Increase in morale throughout the stronghold (One of the inhabitants of the stronghold starts to sing. It's beautiful yet haunting. You can almost feel the spirits of those in the stronghold rise a little in response.)
  • Stronghold earns some money. Maybe. (In a sudden flurry of trading, your shop manages to sell zero unknown objects at an inflated price. Good going!)

Missions

Scavenging

Result of success: Strong cache (higher difficulty levels will produce greater rewards)

Success: $name$ returns, claiming great success in the scavenging mission - a stronghold cache is now available.

Fail: $name$ really sucks at scavenging - absolutely nothing was accomplished.

Sniping

Result of success: Reduction of Danger level

Critical success: $name$ returns, reporting that the herds of enemies outside the stronghold have been thinned considerably.

Success: $name$ returns, having thinned out the numbers outside the stronghold.

Fail: $name$ returns - the sound of combat did little except attract more of the dead to the exterior of the stronghold.

Professions