Modules: Difference between revisions
Expanded on unlock tiers and deactivating. Added a few more screenshots. |
Added convoy and chop shop icons. Made all thumbnails the same width. |
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== Overview == | == Overview == | ||
[[File:Ice_Pillar_module_example.png| | [[File:Ice_Pillar_module_example.png|180px|thumb|right|Ice Pillars Module]] | ||
'''Modules''' are semi-permanent items that give passive perks, options, conditional rewards, and other bonuses for the duration of the run. | '''Modules''' are semi-permanent items that give passive perks, options, conditional rewards, and other bonuses for the duration of the run. | ||
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=== Convoys === | === Convoys === | ||
[[File:Convoy fight map icon.png|180px|thumb|right|Convoy encounter on the map]] | |||
A random module can be acquired for free by destroying the [[Convoy Van]] of a [[Convoy]]. As one of the rewards after finishing that fight, a choice of one of three modules is offered. Clicking one will immediately add it to your train. | A random module can be acquired for free by destroying the [[Convoy Van]] of a [[Convoy]]. As one of the rewards after finishing that fight, a choice of one of three modules is offered. Clicking one will immediately add it to your train. | ||
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=== Stations === | === Stations === | ||
[[File:Chop Shop map icon.png|180px|thumb|right|Chop Shop on the map]] | |||
[[Chop Shop]]s and [[Central Station]]s have a random selection of three modules for sale for [[Scrap]]. Players may purchase any number of these for various amounts of scrap. Players may also pay 30 Scrap to reroll for a new random selection. The scrap price for a module depends on its rarity and therefore power. The rare module in the screenshot cost 160 Scrap. | [[Chop Shop]]s and [[Central Station]]s have a random selection of three modules for sale for [[Scrap]]. Players may purchase any number of these for various amounts of scrap. Players may also pay 30 Scrap to reroll for a new random selection. The scrap price for a module depends on its rarity and therefore power. The rare module in the screenshot cost 160 Scrap. | ||
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== Progression Across Runs == | == Progression Across Runs == | ||
[[File:Pre-run modules and cards review button.png|thumb| | [[File:Pre-run modules and cards review button.png|thumb|180px|''Modules & Cards'' button at the left of the pre-run screen]] | ||
Before starting a run, players may review their currently available modules and cards and may pay Spikes to unlock new ones. Unlocked modules are added to the pool, so that during the run when earning or purchasing a new module, the unlocked module may be a random option. | Before starting a run, players may review their currently available modules and cards and may pay Spikes to unlock new ones. Unlocked modules are added to the pool, so that during the run when earning or purchasing a new module, the unlocked module may be a random option. | ||
Revision as of 15:18, 28 June 2026
Overview

Modules are semi-permanent items that give passive perks, options, conditional rewards, and other bonuses for the duration of the run.
Unlike Cards, modules do not go into the player's hand to be played during a turn. Instead, modules are activated immediately once chosen or awarded during a run for the remainder of the run. Note that, many modules have conditions that must be met before their bonuses take effect. When choosing a module, it's important to understand how frequently or infrequently these conditions are likely to happen given the carriages, cards, and other modules the player expects to have during a fight.
For example, the first module seen in the game, Ice Pillars, comes with the first available Driver. This module is therefore already activated at the beginning of the player's first run. Its effect happens immediately, because its condition is "at the start of every fight." Therefore, at the start of every fight, an environmental hazard is spawned.
Modules persist between fights. At the end of a run, the player loses all modules (except the Driver's innate module), and they must be found again during each run before they can be activated.
For players coming from other deckbuilder games, modules are similar to relics.
Obtaining During a Run
There are two ways of adding modules to your train during your run.
Convoys

A random module can be acquired for free by destroying the Convoy Van of a Convoy. As one of the rewards after finishing that fight, a choice of one of three modules is offered. Clicking one will immediately add it to your train.
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Rewards for defeating a Convoy and destroying the Convoy Van
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Random module choices after destroying a Convoy Van
Stations

Chop Shops and Central Stations have a random selection of three modules for sale for Scrap. Players may purchase any number of these for various amounts of scrap. Players may also pay 30 Scrap to reroll for a new random selection. The scrap price for a module depends on its rarity and therefore power. The rare module in the screenshot cost 160 Scrap.
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Random modules for sale at a Chop Shop
Progression Across Runs

Before starting a run, players may review their currently available modules and cards and may pay Spikes to unlock new ones. Unlocked modules are added to the pool, so that during the run when earning or purchasing a new module, the unlocked module may be a random option.
After ANOTHER DAY IN THE FOG, players are shown their Driver, Locomotives, Carriages, Modules & Cards, and the button to start the run. Once the run begins, the module pool is set for the remainder of the run.
Deactivating a Module
On the Modules & Cards screen, additional modules beyond the Base Tier are revealed and unlocked in tiers. Once a module has been unlocked, it is guaranteed to be in the pool. If the player changes their mind, they may Deactivate a module. The choice to deactivate a module is only available once the entire tier has been unlocked. After unlocking all four modules in a tier, the player receives two deactivation options.
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Modules available to be unlocked before a run
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Once deactivated, the module icon in the tier list changes
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A deactivated module can be activated again with the Activate button


