The Long Road

Patch 08-19

A LOOK became eighty people, and somebody always crawls home.

  • NEW: Send scouts into the dark. Easy ground asks 8–20 people, normal 30–60, hard 80–150 and a mouth into the Deep 200–260. Harder ground takes longer and kills more, but one scout always returns with the survey.
  • SCOUTS are a world resource. A new world starts with 40 and gains 6 per day. A first hold, a new region, a new camp fire and the bottom of the Deep all bring more; retaking old ground does not. A held SPRING makes regional parties 25% smaller. Field LOOKS retire, while the sealed roads keep their old wallet and records.
  • Sending has a real second tap. The row quotes the party, then arms SEND beside its time and risk. Six seconds of hesitation disarms it. While scouts are out, the tile shows their return instead of offering another party.
  • THE WORLD NEEDS gives the whole build order. It no longer names a finished Legacy that misses one. If nobody can answer a place asking for a Priest · team SPD 60 or more, both needs stay visible; if somebody can answer it already, the row disappears.
  • NEARBY means the selected neighbourhood. Pick a tile and the list narrows to it and its four direct neighbours; ALL restores the frontier. THE DARK remains unfiltered.
  • A resting yes stays visible. Card pickers separate permanent fit from temporary state, so the card worth waiting for still says meets every need while walking or resting. Available, busy and sealed cards form three fit-sorted groups.

Scouts find the ground. Legacies still take it, hold it and risk the Deep.