Carriages: Difference between revisions

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Created page with "Locomotives Artillery"
 
started with overview including positioning and deck cards, attaching, repairing, and upgrading (including the random options)
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Locomotives
== Overview ==
Artillery
 
Together, '''Carriages''' and the [[Locomotive]] make up the train. Carriages automatically add several [[Cards]] to the deck that are specific to the abilities of that carriage. Upgrading the carriage allows selecting more cards to add to the deck, and completing a run and [[Cards#Progression_across_runs|Progressing by ranking up]] a carriage unlocks additional cards—again, specific to the abilities of that carriage.
 
For example, at the very beginning of the game, before the first run, the train comes with the '''Artillery''' carriage. This automatically adds three [[Artillery Attack]] cards to the deck. The carriage also comes with three unlocked cards that can be added to the deck when upgrading the carriage during a run, '''Blow Out,''' '''Reload,''' and '''Carpet Shot.''' Finally, finishing a run and ranking up Artillery allows one choice from among the remaining hidden cards to be unlocked and then available to find during upgrades on subsequent runs.
 
'''The order of carriages matters significantly during fights.'''
 
Some cards directly affect ''"adjacent"'' carriages, and the impact range and pushing bandits will consistently affect certain carriages around the carriage with the ability in use. For example, in the train order in the screenshots below, the Artillery can push bandits to the left to go directly behind the train or to the right into the Protector carriage, potentially damaging it.
 
== Attaching carriages to the train ==
 
[[File:Pre-run carriages button.png|thumb|right|180px|''Carriages'' button at the bottom of the pre-run screen]]
After ''ANOTHER DAY IN THE FOG,'' the initial train loadout can be configured, including the [[Driver]], [[Locomotive]], '''Carriages,''' and more. The train's loadout can have two carriages behind the locomotive. For example, at the beginning of the game, the train will have the [[Protector]] and [[Artillery]] carriages.
 
[[File:Swap carriages buttons.png|thumb|right|180px|Swap the selected carriage with the carriage to the left or right, if any]]
Once more carriages are unlocked, additional carriages can be purchased with scrap from the [[Map_encounters|Central Station]] during the run. At any safe zone, not just the Central Station, the order of carriages may be swapped.
 
The moment a carriage is added to the train, the default cards are added into the deck. Similarly, if the carriage is removed or sold, all cards associated with that carriage are immediately removed from the deck.
 
 
<gallery widths=360px heights=202 mode="nolines>
File:Carriages screen protector.png|Protector carriage is in the middle, behind the locomotive
File:Carriages screen artillery.png|Artillery carriage is last
</gallery>
 
== Repairing and upgrading carriages ==
 
During the run, most [[Map Encounters|safe zones]] allows repairing train units and upgrading carriages. Repairing any damaged train unit costs 30 scrap and restores one health point.
 
Upgrading also costs scrap. The first upgrade costs 30 scrap, the second 40, and so on, increasing by 10 every upgrade.
 
Each upgrade rewards a choice of one of three options. If the carriages has been upgraded enough times and all unlocked cards have been added to the deck, then the option instead of a deck card is to receive spikes, the permanent currency (not scrap). Therefore, the options are:
* one unlocked card belonging to the carriage being upgraded
* a second unlocked card, if available
* an instant card that does not go into the deck but is applied immediately:
** '''Max Health''' upgrade that increases the current and maximum health of the carriage by one (that is, it does not then require repairing)
** '''Partial Refund''' that returns 20 scrap just spent on the upgrade
** '''Driver Gauge Bonus''' that gives boosts to the number of points added to the [[Drivers|Driver Gauge]]
** '''Driver Card Bonus''' that draws two special cards instead of one the next time the Driver Gauge is activated
* Spikes, if no unlocked cards remain

Revision as of 02:51, 7 July 2026

Overview

Together, Carriages and the Locomotive make up the train. Carriages automatically add several Cards to the deck that are specific to the abilities of that carriage. Upgrading the carriage allows selecting more cards to add to the deck, and completing a run and Progressing by ranking up a carriage unlocks additional cards—again, specific to the abilities of that carriage.

For example, at the very beginning of the game, before the first run, the train comes with the Artillery carriage. This automatically adds three Artillery Attack cards to the deck. The carriage also comes with three unlocked cards that can be added to the deck when upgrading the carriage during a run, Blow Out, Reload, and Carpet Shot. Finally, finishing a run and ranking up Artillery allows one choice from among the remaining hidden cards to be unlocked and then available to find during upgrades on subsequent runs.

The order of carriages matters significantly during fights.

Some cards directly affect "adjacent" carriages, and the impact range and pushing bandits will consistently affect certain carriages around the carriage with the ability in use. For example, in the train order in the screenshots below, the Artillery can push bandits to the left to go directly behind the train or to the right into the Protector carriage, potentially damaging it.

Attaching carriages to the train

Carriages button at the bottom of the pre-run screen

After ANOTHER DAY IN THE FOG, the initial train loadout can be configured, including the Driver, Locomotive, Carriages, and more. The train's loadout can have two carriages behind the locomotive. For example, at the beginning of the game, the train will have the Protector and Artillery carriages.

Swap the selected carriage with the carriage to the left or right, if any

Once more carriages are unlocked, additional carriages can be purchased with scrap from the Central Station during the run. At any safe zone, not just the Central Station, the order of carriages may be swapped.

The moment a carriage is added to the train, the default cards are added into the deck. Similarly, if the carriage is removed or sold, all cards associated with that carriage are immediately removed from the deck.


Repairing and upgrading carriages

During the run, most safe zones allows repairing train units and upgrading carriages. Repairing any damaged train unit costs 30 scrap and restores one health point.

Upgrading also costs scrap. The first upgrade costs 30 scrap, the second 40, and so on, increasing by 10 every upgrade.

Each upgrade rewards a choice of one of three options. If the carriages has been upgraded enough times and all unlocked cards have been added to the deck, then the option instead of a deck card is to receive spikes, the permanent currency (not scrap). Therefore, the options are:

  • one unlocked card belonging to the carriage being upgraded
  • a second unlocked card, if available
  • an instant card that does not go into the deck but is applied immediately:
    • Max Health upgrade that increases the current and maximum health of the carriage by one (that is, it does not then require repairing)
    • Partial Refund that returns 20 scrap just spent on the upgrade
    • Driver Gauge Bonus that gives boosts to the number of points added to the Driver Gauge
    • Driver Card Bonus that draws two special cards instead of one the next time the Driver Gauge is activated
  • Spikes, if no unlocked cards remain