Trail: Difference between revisions
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'''The Trail''' is the way an [[Expeditions|expedition]] run is shown to you: instead of a single result, each run plays out as a '''four-stage gauntlet''' across the [[Biomes|biome]], fronting the wild [[Creatures|creatures]] that live there and, on a Guardian run, ending at the boss itself. The Trail is how expeditions are presented and narrated — the outcome of a run is still one combat resolution. | '''The Trail''' is the way an [[Expeditions|expedition]] run is shown to you: instead of a single result, each run plays out as a '''four-stage gauntlet''' across the [[Biomes|biome]], fronting the wild [[Creatures|creatures]] that live there and, on a Guardian run, ending at the boss itself. The Trail is how expeditions are presented and narrated — the outcome of a run is still one combat resolution. | ||
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At each stage a wild creature from the biome steps up. Early stages tend to front the biome's weaker species; the Showdown leans toward its strongest. On a Guardian run, the final stage shows the boss instead of a wild creature. | At each stage a wild creature from the biome steps up. Early stages tend to front the biome's weaker species; the Showdown leans toward its strongest. On a Guardian run, the final stage shows the boss instead of a wild creature. | ||
== Wins | == Wins and flees == | ||
* '''Win''' — you clear all four stages and take the run's loot. | Since [[Expeditions#How an expedition works|v0.39.0]] there's no coin flip and no outright loss: a run you're strong enough to attempt always finishes as a win eventually, clearing all four stages and taking the loot. Coming in under-geared doesn't fail the run — it just runs longer (more exchanges, more food burned), and grinding it out well past the intended gear line can leave your survivor injured even on a win. | ||
* '''Flee''' — | * '''Win''' — you clear all four stages and take the run's loot. The normal outcome. | ||
* '''Flee''' — not a choice to bail on a losing fight (there isn't one); it's the automatic swiftness-boosted escape your party attempts when you'd otherwise run out of food mid-fight. If the flee itself fails, you die instead (see [[Expeditions#Death and reclaiming gear|Death and reclaiming gear]]). | |||
== Guardian bosses == | == Guardian bosses == | ||
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You can assign each companion in your party a role that shapes how the Trail resolves: | You can assign each companion in your party a role that shapes how the Trail resolves: | ||
* ''' | * '''Attack''' — takes point on more stages and counts for extra party strength. | ||
* '''Guard''' — reduces the damage your survivor takes each fight. | * '''Guard''' — reduces the damage your survivor takes each fight. | ||
* '''Scout''' — improves flee chance and raises the [[Expeditions|Trail Cache]] drop rate. | * '''Scout''' — improves flee chance and raises the [[Expeditions|Trail Cache]] drop rate. | ||
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* '''Auto-eat.''' During a run your survivor automatically eats your best food to stay in the fight. You can toggle auto-eat off, and you can "Eat now" to heal manually whenever your health is below full. These controls appear on the encounter panel for both hunts and expeditions. | * '''Auto-eat.''' During a run your survivor automatically eats your best food to stay in the fight. You can toggle auto-eat off, and you can "Eat now" to heal manually whenever your health is below full. These controls appear on the encounter panel for both hunts and expeditions. | ||
* '''Battle report.''' | * '''Battle report.''' A collapsible panel above the action list keeps a running tally of your recent fights — wins, losses, the pack that fought, and everything they've brought home — rather than a per-run recap. See [[Battle Log]] for the full breakdown. | ||
== Trail Caches == | == Trail Caches == | ||
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[[Category:Expeditions]] | [[Category:Expeditions]] | ||
[[Category:Trail]] | [[Category:Trail]] | ||
<div class="pi-pageimage" style="display:none">[[File:Icon-glyph-footprints.png|128px]]</div> | |||