Difference between revisions of "Zone Control"

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* [[Talloski Manor]] (Leave no Witnesses)
 
* [[Talloski Manor]] (Leave no Witnesses)
 
* [[Core Ring - Protectorate Outpost]] (Leave no Witnesses)
 
* [[Core Ring - Protectorate Outpost]] (Leave no Witnesses)
 +
* [[Epione Lab]] (Leave no Witnesses)
 
* Upper levels of [[Utility Tower]] (Saving Disabled)
 
* Upper levels of [[Utility Tower]] (Saving Disabled)
 
* Inner [[Sørmirbæren Graveyard]]{{expedition-inline}} (Saving Disabled)
 
* Inner [[Sørmirbæren Graveyard]]{{expedition-inline}} (Saving Disabled)

Revision as of 09:56, 28 December 2021

Zone Control Indicators

All areas in the game belong into one of the three distinct categories of zone control — fully controlled, partially controlled and uncontrolled zones. The UI shows the zone control indicators in the upper right corner and you can mouse over it to see what sort of action you can get away with and what is too risky in the current area.

Zone control determines how NPCs react to player placing traps everywhere and turning their private quarters into mine fields. Zone control prevents exploits such as carpeting an area with traps and killing off high level non-hostile NPCs in the middle of their home base without triggering hostilities and then promptly looting their kickass gear. But on the other hand, the player can use traps as an assassination mechanism in some areas where it's actually appropriate. One thing to keep in mind though that regardless of the zone control level, if you try placing traps too close to someone, they will take offense, or at least disarm your traps if they have appropriate skills. Noise can be used to lure people into traps.

Certain high-security areas also have additional zone control rules.

Controlled zones

Controlled Zone icon

Controlled Zone
- Setting traps or planting explosives near other characters might provoke them

- If members of certain factions take damage from your traps or explosives they will track it back to you and will turn hostile

- If members of certain factions discover traps or explosives planted by you they will automatically track it back to you and will turn hostile

If someone from the controlling faction detects your trap, you'll immediately get in trouble with the faction.

Assassination is nigh impossible. Everyone will turn hostile towards you.

Locations

Partially controlled zones

Partially Controlled Zone icon

Partially Controlled Zone
- Setting traps or planting explosives near other characters might provoke them

- If members of certain factions take damage from your traps or explosives, they will automatically track it back to you and will turn hostile.

You'll only get in trouble if someone from the controlling faction(s) takes damage from your trap.

Assassination is possible as long as you're not seen, but usually not against members of the controlling faction(s).

Locations

Uncontrolled zones

Uncontrolled Zone icon

Uncontrolled Zone
- Setting traps or planting explosives near other characters might provoke them

- Setting traps or planting explosives out of sight cannot be traced to you

You can set traps as much as you like and if someone happens to set it off and get killed, no one will be able to trace this to you.

Assassination is easily doable and even if you're seen, usually no one cares.

Locations

Additional zone control indicators

Security Camera Footage icon

Security Camera Footage
If you are spotted by the cameras in this zone, you might later trigger hostilities from certain factions if the footage is not promptly erased.

Leave no Witnesses icon

Leave no Witnesses
If you trigger hostilities with characters in this zone and leave the zone before disposing of the witnesses, the hostilities may propagate to the entire faction and even allied factions.

Saving Disabled icon

Saving Disabled
You cannot save the game while in this zone.

These are special additions to normal zone control for certain highly secure areas, added in version alpha 0.1.13.3.

Locations

See also