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(→‎Map: The actual in-game name of these is "passageways", not connections - so sayeth the popup text when you mouse-over them)
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{{Stub}}
{{Version|0.16.7.0}}
UPDATED New Frontiers [[Version history/Alpha|v.0.10.4.0]]
Campaign is the only [[Game Mode]] available in Singleplayer, not counting [[Console Commands#Quickstart|Quickstart]] or [[Submarine Editor#Test|Test Mode]]. Campaign can be played in Multiplayer as well.
{{Quote|Embark on a journey through the depths of Europa. Travel from location to location, complete missions to earn money for supplies, discover new biomes—and perhaps eventually uncover the secrets of Europa.|In-game description}}


The initial cash balance is 8,000 Europan Marks ''(abbr. '''mk''')''. The price of the selected starting sub will subtract from and sometimes be limited by this amount.


Embark on a journey through the depths of Europa. Travel from location to location, complete missions to earn money for supplies, discover new biomes—and perhaps eventually uncover the secrets of Europa.
In Singleplayer Campaigns, since the initial balance is 8.000 mk, only the [[Dugong]] (6000 mk), [[Humpback]] (7,800 mk) or [[Barsuk]] (3,999 mk) may be selected.<br>
In Multiplayer, sub selection is not limited by starting cash, although the price of the sub will still subtract from the starting balance, down to a certain amount.


This is the only [[Game Mode]] available in Singleplayer, but it can be played in Multiplayer too.
Once the desired sub has been picked, the game starts immediately; displaying the intro text and transitioning the camera to the controlled character inside the starting outpost.
<center>{{Quote|In the late 20th century, it was discovered that under the icy, irradiated surface of Jupiter's moon, Europa, lies a vast sea capable of sustaining life. This discovery sent shockwaves through the scientific community.
In the year 2022, the first manned space flight arrived on Europa to discover that the moon was indeed already sustaining life, in the form of hostile sub-aquatic fauna. Besides the wildlife, the researchers faced grueling difficulties posed by the dangerous radiation emitted from Jupiter and the intense cold and tremendous pressure of the Europan ocean.


Following version 0.10, the New Frontiers major update, everything we know about '''{{PAGENAME}}''' in previous versions has been completely overhauled. Mainly, the update introduces new key elements of Campaign progression; therefore, the whole map interface with the Store, Crew, Repair hub has been entirely removed. Now the players must navigate in an explorable, procedurally generated Outpost to manually access core game features.
Despite all their hardships, Earth-born colonists were able to construct a handful of habitable outposts where a new way of life developed over many decades. A new system of governance was formed by a coalition of the largest, most influential cities on the moon. Different industries made their mark in the new world, including mining, manufacturing, and chemical laboratories.


Upon starting a Campaign, the player (or host) chooses a submarine to start out.<br>In Singleplayer, every sub is identified as a specific class. Outdated modded subs have an undefined class, and thus are unusable due to the new Submarine progression feature. Only the 6,000 mk Scout class Dugong and up to date modded subs (v0.10), which either costs the same or less than the Dugong, can be chosen. In Multiplayer, undefined modded subs can still be used in Sandbox and Mission mode only. Unlike Singleplayer, the host can freely choose whichever sub to start out in Campaign, vanilla or modded.
Over the years, Europan society became more and more dissociated from Earth. Fifty years ago, contact was lost entirely, and no more supply ships have arrived since.


<center>{{Quote|You've just been commissioned by the Europa Coalition at '''<Colony's name>''' to serve aboard a '''<Player chosen>''' class sub. The waters of Europa open up before you—explore, help expand the colonies, and make of this place what you will.|In-game introduction}}</center>
Sub-aquatic travel and vehicles are in a key role in this new society, scouting for new inhabitable locations, protecting citizens from creature attacks, and establishing supply lines between stations as humanity ventures ever deeper to evade the lethal radiation from Jupiter above. The life of a crewmate aboard one of these submarines is a lucrative one, albeit dangerous and ofter short.
Once a desired sub has been picked, the game starts immediately, displaying the intro text and the crew is transitioned inside the Outpost, which is always the Colony. The in-game currency is called ''Europan Mark (mk)'' and the initial balance of the crew is 2,500 mk. Here, the crew can get comfortable and explore freely, talk to people, make transactions, obtain assignments, relax on an unoccupied chair... or maybe steal other people's possessions, injure/murder the Outpost's dwellers—either on purpose or accident and have the crew's Reputation tarnished and whoever responsible cuffed, or worst eliminated by the Outpost's Security force.
 
You have enlisted to serve on a _____-class submarine, docked at _____. The waters of Europa open before you-explore, help expand colonies, and make of this place what you will.|Campaign intro text 1}}
 
{{Quote|Everything fades to black in this moment... You've just been commissioned by the Europa Coalition at _____ to serve aboard a _____ class sub. The waters of Europa open up before you, ever deadlier. A sense of déjà vu overcomes you—have you done this all before?|Campaign intro text 2}}</center>


=Map=
=Map=
The '''Map''' is the navigation system displaying the crew's current Location and different paths leading to other destinations with any Missions the player has picked up from the Outpost. It can be accessed through the overlay which appears on top of the screen when the player chooses to leave the Location near the docking area. Alternatively, the player may access the Map by using their sub's Navigation Terminal/Status Monitor in the Command Room and choosing to undock the sub from the Outpost.
The Map is displayed on a grid, 2 squares high and 15 squares wide. Squares are greyed out until they are travelled to. The crew starts their journey on the left side of the Map and progressively ventures deeper into the heart of Europa to the right. The further they go, the deeper, and the harder levels will get.
The two main elements on the map are '''Locations''' (outposts or empty locations) and '''Passageways''' (dashes forming a path between two Locations). When travelling from one Location to another, the crew must make their way through a '''Level''', steering the submarine from the entrance to the exit. Locations and passageways the crew has set foot in will be highlighted in green.
There are five [[Biomes]], each having their own difficulty, resources, and depth: from left to right, the Cold Caverns, the Europan Ridge, the Aphotic Plateau, the Great Void, and the Hydrothermal Wastes.
==Locations==
There are 8 types of locations throughout Europa's oceans. Additionally, 3 types of modifiers may be present on passageways between locations.
'''[[File:Location Empty Location.png|40px]]Natural Formations'''
'''Natural Formations''' are uninhabited locations that are relatively fit for colonization. Since there are no Outposts at these locations, submarine crews are advised to restock on supplies and heal at Outposts before going into Natural Formations.
* Each turn, Natural Formations have a 30% chance of transforming into a Habitation Outpost within the next 1 - 2 turns if there is a Colony within 3 locations and no adjacent Hunting Grounds.
** If a Colony is within 2 locations, an additional 15% is added to the transformation chance.
** If a Beacon Station within 2 locations, an additional 20% is added to the transformation chance.
===[[File:Outpost.png|64px|middle]]Outposts===
'''Outposts''' are where the citizens of Europa have made their cities and towns. Most people reside in these outposts, the rest being part of submarine crews. Outposts have a variety of uses, from military to research to mining.


The '''Map''' is the navigation system providing the crew's current location and different paths leading to other destinations with missions the player picked up from the Outpost. It can be accessed when the player chooses to leave the location which appears on top of the screen when near the docking area. Alternatively, the player may access the Map by using their sub's Navigation Terminal/Status Monitor in the Command Room and choosing to undock the sub from the Outpost.
Each turn:
* All populated outposts have a 50% chance of transforming into an Abandoned Outpost within the next 1 round if they are next to Hunting Grounds.
* All populated outposts will transform into Abandoned Outposts after 10 turns of being in [[Jovian Radiation]].
* Habitation Outposts have a 30% chance of transforming into a Military, Research, or Mining outpost within the next 1 - 3 turns.
* Military, Research, and Mining Outposts have a 30% chance of transforming into a Colony within the next 2 - 4 turns if there is a Colony within 3 locations.
** If a Colony is within 2 locations, an additional 10% is added to the transformation chance.


The layout of the Map is divided into grids containing 16 cells each. The grayed out grids, which are randomized every game startup, are ones the crew has yet to discover and not showing any paths or locations. The crew start their journey on the east side of the Map and gradually venture deeper to the heart of Europa on the west, which gets progressively harder in difficulty the further in the crew travel. The available paths the crew can take also only cover 2 grids in column. There are different looking grids, representing a specific biome, currently consisting of 5 in total. From left to right there are Cold Caverns, Europan Ridge, Hydrothermal Wastes, the Aphotic Plateau and lastly the Great Void. Any location the crew has set foot in and any path the crew has traveled will be highlighted in specific colors on the Map.
'''[[File:Location Abandoned Outpost.png|35px]] Abandoned'''


=Location=
'''Abandoned Outposts''' are the result of other outposts succumbing to [[Jovian Radiation]] or nearby Hunting Grounds.


Currently, there are 8 types of '''Locations''' throughout the Map of Europa's ocean, divided into 2 groups. The first group, comprised of Colony, Habitation Outpost and 3 work camps: Military Outpost, Mining Outpost and Research Outpost, has an accessible, explorable Outpost. The second group, made up of Natural Formation, Breeding Grounds and the End location, doesn't have an Outpost for the sub to dock but merely acts as a checkpoint, which allows the player to access the Map upon entry and choose the next destination.
Abandoned Outposts are distinct from other outposts in that they are solely inhabited by either bandits or monsters that must be wiped out in order to restore the outpost.


==<span id="Outpost">[[File:Outpost.png|80px|middle]]Outpost</span>==
* Abandoned Outposts will transform into Habitation Outposts within the next 2 - 3 turns once a submarine's crew has liberated the outpost from unwanted intruders.
** Additionally, the recovered Habitation Outposts will be prevented from transforming again for 5 turns.


Civilization exists on Europa in the form of an '''Outpost'''. Many dwellers and Shop owners reside in these parts, which are also frequented by the security force keeping the peace and order. Outposts that have been visited at least once also have a certain duration which is calculated when the crew make a trip from a Location to another. After this time period, on the next visit to any Location, visited Outposts may or may not yet transform into a different Outpost type, which then begins its own duration and this transformation continues. Currently, there are 5 different Outpost types.
'''[[File:Location Habitation Outpost.png|48px]]Habitation'''


<span id="Colony">[[File:Location Colony.png|70px]]'''<big>Colony</big>''' </span>
'''Habitation Outposts''' are the first outpost type established to provide a base for development into a different outpost when certain requirements are met.


'''Colony''', also known as City, is the first type of Outpost the crew start in, which is supposedly the most stabilized, organized and developed type of Outpost compared to the other ones, as a City should be. This means Colony is the only Outpost that is permanent when established and doesn't change its type under any circumstances. Therefore visited Outposts will cease to transform altogether once a Colony has been set up. On the Map, it is highlighted in yellow.
'''[[File:Location Military Outpost.png|48px]]Military'''


The interior of a Colony is shared among every type of Outposts, which includes, but not limited to, storage areas, hallways connecting different Outpost's sections, crew quarters, Store section, Reactor area, Oxygen Generator area, Maintenance bay, HR office and manager office.
'''Military Outposts''' are one of the three specialized outpost types scattered across Europa, mostly occupied by Coalition security forces. These outposts feature prison cells and secure armories which are accessible only to Outpost Security


<span id="Habitation Outpost">[[File:Location Habitation Outpost.png|70px]]'''<big>Habitation Outpost</big>''' </span>
'''[[File:Location Research Outpost.png|48px]]Research'''


As the name suggests, when a Location is first inhabited, a '''Habitation Outpost''', or just simply Outpost, is at first established as the most basic foundation so later on it can develop into a different form when certain requirements are met. Upon arrival, it is highlighted in yellow, the same color tone as Colony's. Its interior is also virtually identical to that of Colony.
'''Research Outposts''' are one of the three specialized outpost types scattered across Europa, mostly occupied by researchers studying surrounding fauna. Research Outpost contain state-of-the-art laboratories filled with electronics, terminals, and isolation cells for test subjects.


The Outpost has a 50% chance of becoming a specialized work camp on a duration of 3 trips provided there are no adjacent Breeding Grounds and at least one adjacent Location must be a type of Outpost.
'''[[File:Location Mining Outpost.png|48px]]Mining'''


<span id="Military Outpost">[[File:Location Military Outpost.png|70px]]'''<big>Military Outpost</big>''' </span>
'''Mining Outposts''' are one of the three specialized outpost types scattered across Europa, mostly occupied by miners. Its interior can be distinguished from other Outposts by its unique mineshaft section.


'''Military Outpost''' is one of the three work camps scattering across Europa, mostly occupied by the Coalition force. The facility of this Outpost is almost similar to Colony and Habitation Outpost, with the exception of its exclusive prison cells sector, where the player can open the cell doors freely using their corresponding buttons and there is a Weapon Holder usually keeping a random equipment.
'''[[File:Location Colony.png|48px]]Colony'''


Upon visiting the Military work camp, it becomes highlighted in a darker shade of yellow on the Map and the duration of 5 trips begins. On the next arrival of a Location, there's a 50% chance the camp's commander will be appointed governor, effectively making it officially a Colony, provided there are no adjacent Breeding Grounds and at least one adjacent Location is any Outpost type but Mining Outpost.
A '''Colony''' is the first type of outpost the crew starts in, as well as the largest type of outpost. Colonies will not transform into other outpost types. This means that every location on the map, with the exception of the End Location, will eventually become a Colony if there are no Hunting Grounds or [[Jovian Radiation]] is disabled.


<span id="Mining Outpost">[[File:Location Mining Outpost.png|70px]]'''<big>Mining Outpost</big>''' </span>
'''[[File:Location End Location.png|48px]] End Location'''


'''Mining Outpost''' is one of the three work camps scattering across Europa, commonly occupied by miners easily identified by their Miner's Overalls. The camp is highlighted in brown on the Map upon first visit and its facility is similar to Colony and Habitation Outpost, but is distinguished by its mineshaft section currently serving no significant purpose. This is also the only work camp that prevents other adjacent work camps, including ones of the same type, to develop into a City.
The '''End Location''' is the endpoint of a submarine crew's journey to the center of Europa.


The Mining work camp has a duration of 5 trips and when it's over, there's a 50% chance more families of miners will migrate to the camp, turning it into a proper City, on the conditions that there are no adjacent Breeding Grounds and there must be at least one adjacent Outpost type other than Mining Outpost.
Reaching this location will "end" the campaign, teleporting a submarine and its crew along with everything they've gathered back to their starting outpost, letting them start anew but with level difficulty increased by 25%, along with the map being reset and hidden again.


<span id="Research Outpost">[[File:Location Research Outpost.png|70px]]'''<big>Research Outpost</big>''' </span>
==Passageways==
'''Passageways''' are the network of caves between reachable locations, and where the majority of submariners' lives take place.<br>
Some passageways have structures, such as [[Alien Ruins]], [[Wrecks]] and Beacon Stations.<br>
Others also have monsters lying in wait under the main cavern, ready to take down any unfortunate submarine that wanders into the [[Abyss]].


'''Research Outpost''' is one of the three work camps scattering across Europa, commonly occupied by researchers wearing Researcher Outfit coming together to study the surrounding fauna. The research work camp possesses one of the most advanced sectors in any Outpost, the laboratories with many advanced pieces of electronics, terminals and presumably isolation cells for test subjects. Like the lab's color theme, the camp is highlighted in bright blue on the Map.
===[[File:Location Hunting Grounds.png|48px]]Hunting Grounds===
'''Hunting Grounds''' are passageways with a particularly troublesome [[Abyss]] monster. Hunting Grounds can prevent certain locations from transforming and cause Outposts to become abandoned.<br>
The Coalition will reward anybody who can venture into the Abyss and kill the monster. A reputation bonus and cash reward will be given to the submarine crew who kills the monster and makes the area safe to inhabit.<br>
Entering a passageway with a Hunting Grounds will automatically add the [[Missions#Hunting Grounds|Hunting Grounds]] mission as a secondary objective.


If there are no adjacent Breeding Grounds and at least one adjacent Outpost that isn't Mining Outpost is present, there's a 50% chance for the Research laboratories to drive more settlers to move in and turn it into a Colony on the next Location visit after the duration of 5 trips.
===[[File:Location Beacon Station Inactive.png|24px|bottom]][[File:Location Beacon Station Active.png|48px]]Beacon Stations===
'''Beacon Stations''' have the opposite function of Hunting Grounds; increasing the chance for an Empty Location to be settled and become an Outpost by 20%.<br>
However, they are initially inactive and must be activated in order for this to be effective. The Coalition will also give a cash reward and reputation bonus to whoever manages to reactivate the Beacon Station.<br>
Entering a level containing a Beacon Station will automatically add the [[Missions#Activate Beacon|Activate Beacon]] mission as a secondary objective.


===<span id="Outpost Terminal">[[File:Outpost Terminal.png|70px]]Outpost Terminal</span>===
===[[File:Location Sealed Off.png|48px]]Locked Passages===
At the entrance to a new [[Biomes|Biome]], the Europa Coalition locks the passage to those with good reputation, or to those who are willing to make a hefty "donation".<br>
Submarine crews must speak to the Coalition Representative to gain access, however they will not allow passage unless the crew's reputation is satisfactory or the bribe is paid.


In the docking lobby, usually located near the Storage area, stations the '''Outpost Terminal'''. The Submarine Delivery Service can be accessed here. It allows the player to switch between owned subs for the next expedition. The terminal's interface also displays info about each selected sub and the amount of Marks the crew has.
Below is a table with the required reputation and bribe amounts needed to enter each biome.
{| class="wikitable"
! Biome
! Reputation<br>Required
! Bribe<br>Amount
|-
| align = right | '''Europan Ridge'''
| align = center | 30
| 10,000 mk
|-
| align = right | '''The Aphotic Plateau'''
| align = center | 40
| 12,000 mk
|-
| align = right | '''The Great Sea'''
| align = center | 50
| 15,000 mk
|-
| align = right | '''Hydrothermal Wastes'''
| align = center | 75
| 19,000 mk
|}


===Reputation===
===[[File:Location Deep.png|48px]][[File:Location Too Deep.png|48px]]Depth Warnings===
Depending on a [[Submarine]]'s [[Crush Depth]] and the location's starting depth, one of these icons may be displayed.


The '''Reputation (RP)''' system affects how Outposts and Factions relate to the crew. High RP can allow for discounts for supplies or unlock special Events and its outcomes, while low RP may turn Outposts hostile towards the players. Currently RP has no influence over the Shipyard's subs and Crew Management.
The yellow icon signals that the depth at the start of the passageway is able to be handled by a submarine, though the passageway may require the submarine to go below crush depth.


Each Outpost has a randomized RP, ranging from -10 RP to 10 RP, while all Factions have their own fixed initial RP. There are many ways to boost or diminish the RP of each Outpost and Faction, as straightforward as completing assigned missions or simply being violent towards the residents in the area and making the wrong decisions during some Outpost Events. Items inside any Outpost container are marked with a red hand symbol, indicating they're the property of the Outpost dwellers; therefore grabbing hold of them is considered theft, decreasing the Outpost RP by 1, unless the culprit manages to snatch the items outside people's line of sight.
The red icon signals that the depth at the start of the passageway is already beyond reach of the submarine, and its hull will quickly give in to the pressure.


An Outpost's RP can reach the highest at 100, and the lowest at -100. However, at -81 RP and beyond, every single individual in the Outpost will become more than just verbally hostile. Those without a weapon will flee from the sight of the threat (the player), and those who are armed, mainly the security guards, will actively hunt down and attack every crew member until they either die or run back to the sub. Needless to say, this effectively prevents the crew from doing any kinds of business with the people in the Outpost since everyone runs away just from the sight of them.
=Factions=
'''Factions''' are groups and organizations throughout Europa operating independently, each with their own agenda.


===Faction===
There are 4 Factions in Europa, listed below.


'''Factions''' are groups and organizations throughout Europa operating independently, each with their own agenda and isn't too fond of one another, so aligning with any Faction during Events may have a negative impact on the others. Currently, there are 4 active Factions in Europa:
===[[File:Faction Europa Coalition.png|80px]]Europa Coalition===
{{Quote|The autocratic de facto superpower of Europa, with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society. They rule by fear, and have a reputation for shutting disobedient colonies and outposts out of the supply loop, or simply subjugating them by direct force. Their motivation is ultimately to preserve humanity, but at any cost, and preferably with the status quo left intact.|In-game description}}
{{Quote|The Europa Coalition started off as a trade and cooperation agreement between the two largest Europan settlements and a handful of private paramilitary groups, but gradually grew to become what is essentially the Europan government.|Loading screen tip}}
As shown on the Campaign's intro text, the Europa Coalition is also the player's employer.


<span id="Europa Coalition">[[File:Faction Europa Coalition.png|80px|left]]'''Europa Coalition''' (15 RP)</span>
===[[File:Faction Jovian Separatists.png|80px]]Jovian Separatists===
''The autocratic de facto superpower of Europa, with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society.''
{{Quote|A small, underground organization seeking a more democratic society by any means, from petty resistance to full-blown terrorism, all with the end goal of disrupting the ability of the Europa Coalition to function, and to undermine its authority.|In-game description}}
The autocratic de facto superpower of Europa, with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society. They rule by fear, and have the reputation for shutting disobedient colonies and outposts out of the supply loop, or simply subjugating them by direct force. Their motivation is ultimately to preserve humanity, but at any cost, and preferably with the status quo left intact.
{{Quote|Many Europan outposts don't recognize the Coalition's authority, although it is still powerful enough that few dare to openly oppose it. However, there are groups such as the Jovian Separatists who do fight against it, aiming to bring it down and create a more democratic society.|Loading screen tip}}


The Europa Coalition started off as a trade and cooperation agreement between the two largest Europan settlements and a handful of private paramilitary groups, but gradually grew to become what is essentially the Europan government. Many Europan outposts don't recognize the Coalition's authority, although it is still powerful enough that few dare to openly oppose it. There are groups such as the Jovian Separatists who do fight against it, aiming to bring it down and create a more democratic society. This is the crew's employer, as shown during the beginning of the Campaign.
===[[File:Faction The Church of Husk.png|80px]]The Church of Husk===
{{Quote|A mysterious and outlawed religious group with a transhumanist twist, they seek 'communion' with the husk parasite in order to usher in a new kind of humanity, one more capable of surviving in this harsh environment, more in tune with the local ecosystem, and devoid of pride, hatred, fear, or complex thought. Hated equally by the Europa Coalition and the Jovian separatists.|In-game description}}


<br />
===[[File:Faction Children of The Honkmother.png|80px]]Children of The Honkmother===
{{Quote|Every once in a while, these minstrels, fools and clowns attempt to form unions, and names like "Europan Jesters' Association" pop up. In truth, the Honkmother's children are a less-than-organized lot who simply heed the call of the bikehorn.|In-game description}}
{{Quote|“Funny little fuckers, aren’t they?” Mike leans back in his chair. It squeaks in protest. “The legend has it that a cargo ship carrying entertainment supplies wrecked somewhere near Uusi-Turcu. They recovered a single survivor weeks later. She was wearing a striped shirt, rubber mask and gibbering something about a “Honkmother” who had kept her company.” He picks his nose and pensively inspects his findings. “Ever since, there’s been a group of ‘em what worships the Honkmother.” “Really?” you ask, enthralled. He flicks the booger off. “No. But that’s all I got.”|Mike the Idiot}}


<span id="Jovian Separatists">[[File:Faction Jovian Separatists.png|80px|left]]'''Jovian Separatists''' (-10 RP)</span>
=Reputation=
''A small, underground organization seeking a more democratic society by any means, from petty resistance to full-blown terrorism.''
The '''Reputation''' system affects how Outposts and Factions relate to the crew. High reputation, for example, can allow for discounts for supplies at outposts or unlock special [[Events]] with factions. Low outpost reputation may turn Outposts hostile towards the players.<br>
A small, underground organization seeking a more democratic society by any means, from petty resistance to full-blown terrorism, all with the end goal of disrupting the ability of the Europa Coalition to function, and to undermine its authority.
Reputation is a point based system that goes between -100 to 100 points. Certain reputation values are also given names - < -60 is '''Hostile''', -60 - -21 is '''Unfriendly''', -20 - 19 is '''Neutral''', 20 - 59 is '''Friendly''', and >60 is '''Revered'''.


<br />
==At Outposts==
Each Outpost has a randomized starting reputation ranging from -10 to 10.<br>
The simplest ways to change an Outpost's reputation are to steal items or hurt its inhabitants, which will lower reputation or to complete missions, which will raise reputation.<br>
Each item that a player is caught stealing will decrease outpost reputation by 1 point per item. These items are marked by a red hand symbol and cannot be sold at the outpost they were stolen from.


<span id="The Church of Husk">[[File:Faction The Church of Husk.png|80px|left]]'''The Church of Husk''' (-5 RP)</span>
At Hostile reputation, outpost inhabitants will become scared and run away from crewmembers, while Outpost Staff and Outpost Security will start to attack them.<br>
''A religious group that seeks "communion" with the husk parasite in order to usher in a new kind of humanity, one more capable of surviving in this harsh environment.''
It is effectively impossible to regain reputation past this point due to not being able to acquire missions and being attacked when entering the outpost.
A mysterious and outlawed religious group with a transhumanist twist, they seek "communion" with the husk parasite in order to usher in a new kind of humanity, one more capable of surviving in this harsh environment, more in tune with the local ecosystem, and devoid of pride, hatred, fear, or complex thought. Hated equally by the Europa Coalition and the Jovian separatists.


<br />
Outpost reputation also affects how much money [[Items]] can be bought and sold for at the Shop and how much money Submarine Upgrades cost.


<span id="Children of The Honkmother">[[File:Faction Children of The Honkmother.png|80px|left]]'''Children of The Honkmother''' (-5 RP)</span>
==With Factions==
''The Honkmother's children are an unorganized lot who simply heed the call of the bikehorn.''
All factions have unique starting reputation - 15 for the Europa Coalition, -10 for the Jovian Seperatists, -5 for The Church of Husk, and -5 for the Children of The Honkmother.<br>
Every once in a while, these minstrels, fools and clowns attempt to form unions, and names like Europan Jesters' Association pop up. In truth, the Honkmother's children are a less-than-organized lot who simply heed the call of the bikehorn.
Faction reputation can be changed by doing missions or through [[Events]].


<br />
Certain events require specific faction reputations, including blocked connections on the map, which will not open without enough Europa Coalition reputation.<br>
Other than Europa Coalition reputation, other faction reputations have little to no impact on gameplay.


===Event===
=Outposts=
==Events==
{{Main|Events}}
'''Events''' are random occurrences the crew may encounter while at an Outpost. For each outpost, there is a chance that a randomized event may occur in a certain area of the Outpost or after a specific amount of time. Only 1 event can happen per outpost.


{{See|Event}}
Some events require specific skills or reputation, and can change the outcome of the event depending on those factors.<br>
Outpost '''Events''' are random occurrences the crew may encounter in any Outpost. Upon entering an Outpost, there's a chance that a randomized Event may occur in certain areas of the Outpost or after a certain time period. Only 1 Event per Outpost is active at a time. In Singleplayer, the player becomes immobile when an Event is triggered and only gets to move again after finishing the Event. But in Multiplayer, the player can still move around freely while an Event is active. The outcomes of these Events may affect a location's and factions' RP, reward the player with useful and exotic items, sometimes bring about more harm than good, or not have any effect whatsoever, all of which depend on the choices the player makes and many other factors.
In Multiplayer, if a player triggers an event but decides to ignore it via choosing the option to do so, a different player may still be able to trigger it. This is especially useful if the character doing a particular event isn't qualified enough to get the best result, but someone else in the crew is. However, this condition does not apply to every event.


===NPC===
The outcome of these events, for example, may affect an outpost or factions' reputation, reward the player with useful or exotic items.<br>
Not all event outcomes are good however, and some can land the crew in a bad place. This is why it is essential to understand which options lead to which outcomes.


'''NPCs''' are the dwellers of an Outpost the player can interact with. There are 2 types of NPCs. Regular NPCs whom the player can interact with by healing or getting informed about missions, and Shop NPCs who can only be healed by the Outpost medic and are the only way to get all kinds of services. Shop NPCs have distinguished looks and can mostly be found hanging around their respective stations, although they don't stay in one spot but tend to move around the Outpost instead like any other NPCs.
==NPCs==
'''NPCs''' are the inhabitants and staff of Outposts.<br>
The majority of NPCs on an outpost are just people living at the outpost.


====<span id="Store">[[File:Store.png|45px]]Store</span>====
Some NPCs, however, are Interactable NPCs such as the Store and Shipyard NPCs. These NPCs have icons above their head that tell the player where they are once they enter an Outpost.<br>
Players can interact with these NPCs to buy items, upgrade their submarine, hire new crew members and more.


{{See|Store}}
===[[File:Store.png|45px]]Store===
The '''Store''' allows players to buy and sell [[Items|items]]. It can be accessed from the Merchant in every Outpost, who is distinguished by their Baseball Cap and Quartermaster's Outfit, along with the Shopping Cart symbol in the chat bubble above them. They usually possess a Wrench, a Screwdriver, a Diving Mask and a loaded Revolver, so it's not the best idea to provoke them. Their station can easily be identified by the Display Shelf with various trophies in it and sometimes the Diving Suit Displays.
{{Main|Store}}
The '''Store''' NPC allows players to buy and sell [[Items]].<br>
This NPC has a red shopping cart bubble above their head.


====<span id="Crew Management">[[File:Crew Management.png|45px|middle]]Crew Management</span>====
===[[File:Crew Management.png|45px|middle]]Crew Management===
The '''Crew Management''' NPC allows players to hire, fire and rename bot crewmembers.<br>
This NPC has a light-blue avatar bubble above their head.


The '''Crew Management''' is a Human Resources department where players can manage their crew by looking over the current crew members and the available hireable people. The person in charge of this service is identified as a Watchman by their Watchman Clothes and the Human symbol above them. They possess a Diving Mask and a loaded Revolver, which isn't just for show. Their station is the section with the Notice Board, a long Bench and an Office Window.
The hiring price for new crew only depends on the sum of all their skill levels and is not affected by reputation.<br>
Crew can be hired by pressing the button next to their name, then clicking the "Validate Hires" button on the bottom-right.<br>
Existing crew and pending hires can be renamed by clicking their name, entering a new name and clicking the "Confirm" button.<br>
Newly-hired crew will board the submarine once it is undocked.


Usually, the kinds of crew members for hire are random in any Outpost, but depending on its type, the chances for each [[Jobs|profession]]'s availability vary.  
Note that crewmembers who die during a round cannot respawn and are lost forever, unless revived with [[Console Commands]] before changing levels.


{| class="wikitable sortable" style="width: 56%;"
The pool of hireable crew members is mostly random in any outpost, although different [[Jobs]] are more available than others at certain types of outposts.<br>
The table below shows the commonness of each job type for each outpost type.
{| class="wikitable"
! rowspan="2" | Job   
! rowspan="2" | Job   
! colspan="5" | Commonness
! colspan="5" | Commonness
|-
|-
! Colony !! Habitation Outpost !! Military Outpost !! Mining Outpost !! Research Outpost
! Colony
|- id = "Assistant"
! Habitation Outpost
! Military Outpost
! Mining Outpost
! Research Outpost
|-
| align="center" |[[File:Assistant Job Icon.png|40px]]<br>'''Assistant'''
| align="center" |[[File:Assistant Job Icon.png|40px]]<br>'''Assistant'''
| align="center" |10
| align="center" |10
Line 132: Line 230:
| align="center" |3
| align="center" |3
| align="center" |3
| align="center" |3
|- id = "Engineer"
|-
| align="center" |[[File:Engineer Job Icon.png|40px]]<br>'''Engineer'''
| align="center" |[[File:Engineer Job Icon.png|40px]]<br>'''Engineer'''
| align="center" |3
| align="center" |3
Line 139: Line 237:
| align="center" |5
| align="center" |5
| align="center" |5
| align="center" |5
|- id = "Mechanic"
|-
| align="center" |[[File:Mechanic Job Icon.png|40px]]<br>'''Mechanic'''
| align="center" |[[File:Mechanic Job Icon.png|40px]]<br>'''Mechanic'''
| align="center" |3
| align="center" |3
Line 146: Line 244:
| align="center" |5
| align="center" |5
| align="center" |5
| align="center" |5
|- id = "Medical Doctor"
|-
| align="center" |[[File:Medical Doctor Job Icon.png|40px]]<br>'''Medical Doctor'''
| align="center" |[[File:Medical Doctor Job Icon.png|40px]]<br>'''Medical Doctor'''
| align="center" |1
| align="center" |1
| align="center" |1
| align="center" |1
| align="center" |2
| align="center" |2
| align="center" |-
| align="center" |
| align="center" |3
| align="center" |3
|- id = "Security Officer"
|-
| align="center" |[[File:Security Officer Job Icon.png|40px]]<br>'''Security Officer'''
| align="center" |[[File:Security Officer Job Icon.png|40px]]<br>'''Security Officer'''
| align="center" |1
| align="center" |1
| align="center" |1
| align="center" |1
| align="center" |10
| align="center" |10
| align="center" |-
| align="center" |
| align="center" |1
| align="center" |1
|- id = "Captain"
|-
| align="center" |[[File:Captain Job Icon.png|40px]]<br>'''Captain'''
| align="center" |[[File:Captain Job Icon.png|40px]]<br>'''Captain'''
| align="center" |1
| align="center" |1
| align="center" |1
| align="center" |1
| align="center" |3
| align="center" |3
| align="center" |-
| align="center" |
| align="center" |1
| align="center" |1
|}
|}
The prices for their employment aren't affected by the RP, but only proportional to their total levels across all [[skills]], meaning the higher their skills combined are, the more expensive it is to hire them. Selected personnel are shown in the Pending Hires box. After validating hires, the newly hired personnel will join the crew when they leave the Outpost. Players also have the option to fire crew members, effectively removing them from the crew permanently. During expeditions, players can also permanently lose crew members if they happen to die before reaching the next destination. It is now also possible to hire people (bots) in Multiplayer Campaign.


====<span id="Shipyard">[[File:Shipyard.png|50px|middle]]Shipyard</span>====
===<span id="Shipyard">[[File:Shipyard.png|50px|middle]]Shipyard</span>===
{{Main|Shipyard}}
The two '''Shipyard''' NPCs let players upgrade and repair their sub, or purchase an entirely new one.
 
Buying and exchanging submarines, plus upgrading and maintaining them are the services the '''Shipyard''' provides for the crew's vessel. As the player progresses through the Campaign, so should their sub, especially if they have to start out with their Dugong, a barely armed rustbucket, and the Shipyard's services can help with bettering its hulls and devices. Or the player can outright purchase a much bigger, tougher, and more advanced sub in place of the old tin can, provided they have the funds for any of the above.


{{See|Shipyard}}
The Shipyard comprises 2 sectors that either share the same area or are practically next to each other, the Maintenance bay sector where new Submarines can be purchased and the Reactor sector that provides Upgrades to the currently selected sub.
Buying and exchanging submarines, plus upgrading and maintaining them are the services the '''Shipyard''' provides for the crew's vessel. As the player progresses through the Campaign, so should their sub, especially if they have to start out with their Dugong, a barely armed rustbucket, and the Shipyard's services can help with bettering its hulls and devices. Or the player can outright purchase a much bigger, tougher and more advanced sub in place of the old tin can, provided they have the funds for any of the above. The Shipyard comprises 2 sectors that share the same area or are practically next to each other, the Maintenance bay sector where new Submarines can be purchased from and the Reactor sector that provides Upgrades to the current owned sub.


====Mission====
The Maintenance bay is run by the Mechanic with the Sub icon above them and the Reactor sector is run by the engineering crew chief with the Upgrade icon above them.


{{Main|Game Mode/List of Missions}}
====Upgrades & Repairs====
Though not compulsory, doing '''Missions''' is the quickest, most straightforward way of earning money provided the crew succeed. Missions are activated by speaking to the manager of the Outpost, easily recognizable by their Station Administrator's Outfit and the 3 dots Speech symbol in the text bubble above them. Despite having the most authority, they only have a Diving Mask in their inventory and nothing else. The manager usually stays in their fancy office, which usually has an Office Shelf, an Office Desk and sometimes a sofa Bench.  
{{Main|Shipyard#Upgrades}}
The first '''Shipyard''' NPC lets players purchase upgrades, repair submarines and recover lost shuttles.<br>
This NPC has a green chevron bubble above their head.


Every Outpost provides a maximum of 4 active Missions per visit. The player can talk to the manager up to 3 times, unlocking 3 random Missions that will be marked on the Map at random adjacent Locations. Additionally, there's usually one random dweller with the similar Speech symbol somewhere in the Outpost whom the player can find and talk to to be informed about an assignment that person posted about and sent to the sub's onboard navigation system for anyone interested, unlocking the fourth random Mission on the Map. Missions received in Campaign are identical to those of the separate Mission mode in Multiplayer.
Purchasing upgrades is vital to finishing a campaign, as submarines will not be able to go to the depths of the end of the campaign without hull upgrades.<br>
Upgrades purchased on one submarine carry over to other submarines, except for different turrets, which are unique to each submarine.


Successfully completing Missions not only yields the crew some hard earned cash, but it also increases the RP of the Outpost which assigned those Missions. Some Missions also boost the RP of certain Factions.
====Submarine Purchasing====
{{Main|Shipyard#Submarine}}
The second '''Shipyard''' NPC lets players purchase and switch between other available submarines.<br>
This NPC has a light-green submarine bubble above their head.


==<span id="Natural Formation">[[File:Location Natural Formation.png|70px]]Natural Formation</span>==
Purchasing submarines is not necessary, but is recommended due to non-Deep Diver class submarines not having the hull strength needed to complete the final level, even with maxed hull upgrades.<br>
The two default Deep Diver class submarines are the [[Remora]] and the [[Winterhalter]].


Unlike Outposts, '''Natural Formation''' is an uninhabited, presumably safe Location for colonization. Because this place is more or less a checkpoint (game progress can be saved) and yet to have an Outpost, the crew can only access the Map interface when close to it to choose the next destination, promptly highlighting it in green and loading the next route. For that reason, the crew are advised to restock on supplies, heal up and prepare the sub before going into these parts as they won't be able to do so when they get there.  
In Singleplayer, all installed submarines are available.<br>
In Multiplayer, available submarines need to be selected in a list before starting the campaign. However, the starting submarine does not have to be selected in this list to be used.


Once the Natural Formation is discovered, after a duration of 2 trips, the chance of a group of settlers venturing into the area afterward and establishing a new Habitation Outpost is 75% provided there's an adjacent inhabited Location and no adjacent Breeding Grounds.
===Medical Clinic===
The '''Medical Clinic''' NPC offers medical treatment to crew, in exchange for money.<br>
This NPC has a red cross bubble on their chest.


==<span id="Breeding Grounds">[[File:Location Breeding Grounds.png|70px]]Breeding Grounds</span>==
Players can heal their crewmates by talking to the NPC, clicking the crewmate's name, selecting the afflictions to heal and then pressing the "Heal" button on the bottom-right.<br>
Afflictions will require more money to treat based on their severity, though poison afflictions such as the [[Husk Infection]] will require much more money to heal than normal afflictions.


The hives of many aquatic [[Creatures|creatures]] form the '''Breeding Grounds''', also known as Lair, and are highlighted in purple on the Map when discovered. The main purpose of Breeding Grounds is to prevent all kinds of development to any adjacent Locations. Neither new establishment nor transition in Outpost types can occur when there's a Lair nearby.
===Missions===
{{Main|Missions}}
'''Missions''' can be acquired by speaking to NPCs with white chat bubbles over their head.<br>
Missions are not required to complete a campaign, though they are the easiest way to gain money and reputation.


Currently, only by discovering Breeding Grounds will a Natural Formation 100% take its place after a duration of 1 trip.
An Outpost can provide a maximum of 4 missions per visit, 5 with certain special [[Events]]. One NPC, the manager of the station, will give out 3 missions. Another random NPC will give another mission, typically a Cargo or Monster mission.<br>
Missions received in a Campaign are identical to those of the separate Mission game mode in Multiplayer.
 
To choose a mission when departing, a player must first select a destination, then click on the mission in the box that appears. When the mission is selected, it will have a checkmark to the left of its name. Missions can be unselected by clicking on the mission a second time.<br>
Missions will persist even if they are not taken, and can be finished at a different time. Missions will only be reset once a campaign is finished. Additionally, undocking and redocking to an outpost will immediately replenish its acquirable missions.


=Trivia=
=Trivia=
* The Europan Mark takes its name from the historical Finnish currency, Markka.


* The Europan Mark takes its name from the historical Finnish currency, markka – proof that Finland became a superpower somewhere along the line.
[[Category:Campaign]]
 
=Gallery=

Revision as of 05:01, 14 March 2022

Data is potentially outdated
Last updated for version 0.16.7.0
Last mentioned in changelog 1.2.6.0
The current game version is 1.2.8.0

Campaign is the only Game Mode available in Singleplayer, not counting Quickstart or Test Mode. Campaign can be played in Multiplayer as well.

Embark on a journey through the depths of Europa. Travel from location to location, complete missions to earn money for supplies, discover new biomes—and perhaps eventually uncover the secrets of Europa.
–In-game description

The initial cash balance is 8,000 Europan Marks (abbr. mk). The price of the selected starting sub will subtract from and sometimes be limited by this amount.

In Singleplayer Campaigns, since the initial balance is 8.000 mk, only the Dugong (6000 mk), Humpback (7,800 mk) or Barsuk (3,999 mk) may be selected.
In Multiplayer, sub selection is not limited by starting cash, although the price of the sub will still subtract from the starting balance, down to a certain amount.

Once the desired sub has been picked, the game starts immediately; displaying the intro text and transitioning the camera to the controlled character inside the starting outpost.

In the late 20th century, it was discovered that under the icy, irradiated surface of Jupiter's moon, Europa, lies a vast sea capable of sustaining life. This discovery sent shockwaves through the scientific community.

In the year 2022, the first manned space flight arrived on Europa to discover that the moon was indeed already sustaining life, in the form of hostile sub-aquatic fauna. Besides the wildlife, the researchers faced grueling difficulties posed by the dangerous radiation emitted from Jupiter and the intense cold and tremendous pressure of the Europan ocean.

Despite all their hardships, Earth-born colonists were able to construct a handful of habitable outposts where a new way of life developed over many decades. A new system of governance was formed by a coalition of the largest, most influential cities on the moon. Different industries made their mark in the new world, including mining, manufacturing, and chemical laboratories.

Over the years, Europan society became more and more dissociated from Earth. Fifty years ago, contact was lost entirely, and no more supply ships have arrived since.

Sub-aquatic travel and vehicles are in a key role in this new society, scouting for new inhabitable locations, protecting citizens from creature attacks, and establishing supply lines between stations as humanity ventures ever deeper to evade the lethal radiation from Jupiter above. The life of a crewmate aboard one of these submarines is a lucrative one, albeit dangerous and ofter short.

You have enlisted to serve on a _____-class submarine, docked at _____. The waters of Europa open before you-explore, help expand colonies, and make of this place what you will.

–Campaign intro text 1
Everything fades to black in this moment... You've just been commissioned by the Europa Coalition at _____ to serve aboard a _____ class sub. The waters of Europa open up before you, ever deadlier. A sense of déjà vu overcomes you—have you done this all before?
–Campaign intro text 2

Map

The Map is the navigation system displaying the crew's current Location and different paths leading to other destinations with any Missions the player has picked up from the Outpost. It can be accessed through the overlay which appears on top of the screen when the player chooses to leave the Location near the docking area. Alternatively, the player may access the Map by using their sub's Navigation Terminal/Status Monitor in the Command Room and choosing to undock the sub from the Outpost.

The Map is displayed on a grid, 2 squares high and 15 squares wide. Squares are greyed out until they are travelled to. The crew starts their journey on the left side of the Map and progressively ventures deeper into the heart of Europa to the right. The further they go, the deeper, and the harder levels will get.

The two main elements on the map are Locations (outposts or empty locations) and Passageways (dashes forming a path between two Locations). When travelling from one Location to another, the crew must make their way through a Level, steering the submarine from the entrance to the exit. Locations and passageways the crew has set foot in will be highlighted in green.

There are five Biomes, each having their own difficulty, resources, and depth: from left to right, the Cold Caverns, the Europan Ridge, the Aphotic Plateau, the Great Void, and the Hydrothermal Wastes.

Locations

There are 8 types of locations throughout Europa's oceans. Additionally, 3 types of modifiers may be present on passageways between locations.

Natural Formations

Natural Formations are uninhabited locations that are relatively fit for colonization. Since there are no Outposts at these locations, submarine crews are advised to restock on supplies and heal at Outposts before going into Natural Formations.

  • Each turn, Natural Formations have a 30% chance of transforming into a Habitation Outpost within the next 1 - 2 turns if there is a Colony within 3 locations and no adjacent Hunting Grounds.
    • If a Colony is within 2 locations, an additional 15% is added to the transformation chance.
    • If a Beacon Station within 2 locations, an additional 20% is added to the transformation chance.

Outposts

Outposts are where the citizens of Europa have made their cities and towns. Most people reside in these outposts, the rest being part of submarine crews. Outposts have a variety of uses, from military to research to mining.

Each turn:

  • All populated outposts have a 50% chance of transforming into an Abandoned Outpost within the next 1 round if they are next to Hunting Grounds.
  • All populated outposts will transform into Abandoned Outposts after 10 turns of being in Jovian Radiation.
  • Habitation Outposts have a 30% chance of transforming into a Military, Research, or Mining outpost within the next 1 - 3 turns.
  • Military, Research, and Mining Outposts have a 30% chance of transforming into a Colony within the next 2 - 4 turns if there is a Colony within 3 locations.
    • If a Colony is within 2 locations, an additional 10% is added to the transformation chance.

Abandoned

Abandoned Outposts are the result of other outposts succumbing to Jovian Radiation or nearby Hunting Grounds.

Abandoned Outposts are distinct from other outposts in that they are solely inhabited by either bandits or monsters that must be wiped out in order to restore the outpost.

  • Abandoned Outposts will transform into Habitation Outposts within the next 2 - 3 turns once a submarine's crew has liberated the outpost from unwanted intruders.
    • Additionally, the recovered Habitation Outposts will be prevented from transforming again for 5 turns.

Habitation

Habitation Outposts are the first outpost type established to provide a base for development into a different outpost when certain requirements are met.

Military

Military Outposts are one of the three specialized outpost types scattered across Europa, mostly occupied by Coalition security forces. These outposts feature prison cells and secure armories which are accessible only to Outpost Security

Research

Research Outposts are one of the three specialized outpost types scattered across Europa, mostly occupied by researchers studying surrounding fauna. Research Outpost contain state-of-the-art laboratories filled with electronics, terminals, and isolation cells for test subjects.

Mining

Mining Outposts are one of the three specialized outpost types scattered across Europa, mostly occupied by miners. Its interior can be distinguished from other Outposts by its unique mineshaft section.

Colony

A Colony is the first type of outpost the crew starts in, as well as the largest type of outpost. Colonies will not transform into other outpost types. This means that every location on the map, with the exception of the End Location, will eventually become a Colony if there are no Hunting Grounds or Jovian Radiation is disabled.

End Location

The End Location is the endpoint of a submarine crew's journey to the center of Europa.

Reaching this location will "end" the campaign, teleporting a submarine and its crew along with everything they've gathered back to their starting outpost, letting them start anew but with level difficulty increased by 25%, along with the map being reset and hidden again.

Passageways

Passageways are the network of caves between reachable locations, and where the majority of submariners' lives take place.
Some passageways have structures, such as Alien Ruins, Wrecks and Beacon Stations.
Others also have monsters lying in wait under the main cavern, ready to take down any unfortunate submarine that wanders into the Abyss.

Hunting Grounds

Hunting Grounds are passageways with a particularly troublesome Abyss monster. Hunting Grounds can prevent certain locations from transforming and cause Outposts to become abandoned.
The Coalition will reward anybody who can venture into the Abyss and kill the monster. A reputation bonus and cash reward will be given to the submarine crew who kills the monster and makes the area safe to inhabit.
Entering a passageway with a Hunting Grounds will automatically add the Hunting Grounds mission as a secondary objective.

Beacon Stations

Beacon Stations have the opposite function of Hunting Grounds; increasing the chance for an Empty Location to be settled and become an Outpost by 20%.
However, they are initially inactive and must be activated in order for this to be effective. The Coalition will also give a cash reward and reputation bonus to whoever manages to reactivate the Beacon Station.
Entering a level containing a Beacon Station will automatically add the Activate Beacon mission as a secondary objective.

Locked Passages

At the entrance to a new Biome, the Europa Coalition locks the passage to those with good reputation, or to those who are willing to make a hefty "donation".
Submarine crews must speak to the Coalition Representative to gain access, however they will not allow passage unless the crew's reputation is satisfactory or the bribe is paid.

Below is a table with the required reputation and bribe amounts needed to enter each biome.

Biome Reputation
Required
Bribe
Amount
Europan Ridge 30 10,000 mk
The Aphotic Plateau 40 12,000 mk
The Great Sea 50 15,000 mk
Hydrothermal Wastes 75 19,000 mk

Depth Warnings

Depending on a Submarine's Crush Depth and the location's starting depth, one of these icons may be displayed.

The yellow icon signals that the depth at the start of the passageway is able to be handled by a submarine, though the passageway may require the submarine to go below crush depth.

The red icon signals that the depth at the start of the passageway is already beyond reach of the submarine, and its hull will quickly give in to the pressure.

Factions

Factions are groups and organizations throughout Europa operating independently, each with their own agenda.

There are 4 Factions in Europa, listed below.

Europa Coalition

The autocratic de facto superpower of Europa, with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society. They rule by fear, and have a reputation for shutting disobedient colonies and outposts out of the supply loop, or simply subjugating them by direct force. Their motivation is ultimately to preserve humanity, but at any cost, and preferably with the status quo left intact.
–In-game description
The Europa Coalition started off as a trade and cooperation agreement between the two largest Europan settlements and a handful of private paramilitary groups, but gradually grew to become what is essentially the Europan government.
–Loading screen tip

As shown on the Campaign's intro text, the Europa Coalition is also the player's employer.

Jovian Separatists

A small, underground organization seeking a more democratic society by any means, from petty resistance to full-blown terrorism, all with the end goal of disrupting the ability of the Europa Coalition to function, and to undermine its authority.
–In-game description
Many Europan outposts don't recognize the Coalition's authority, although it is still powerful enough that few dare to openly oppose it. However, there are groups such as the Jovian Separatists who do fight against it, aiming to bring it down and create a more democratic society.
–Loading screen tip

The Church of Husk

A mysterious and outlawed religious group with a transhumanist twist, they seek 'communion' with the husk parasite in order to usher in a new kind of humanity, one more capable of surviving in this harsh environment, more in tune with the local ecosystem, and devoid of pride, hatred, fear, or complex thought. Hated equally by the Europa Coalition and the Jovian separatists.
–In-game description

Children of The Honkmother

Every once in a while, these minstrels, fools and clowns attempt to form unions, and names like "Europan Jesters' Association" pop up. In truth, the Honkmother's children are a less-than-organized lot who simply heed the call of the bikehorn.
–In-game description
“Funny little fuckers, aren’t they?” Mike leans back in his chair. It squeaks in protest. “The legend has it that a cargo ship carrying entertainment supplies wrecked somewhere near Uusi-Turcu. They recovered a single survivor weeks later. She was wearing a striped shirt, rubber mask and gibbering something about a “Honkmother” who had kept her company.” He picks his nose and pensively inspects his findings. “Ever since, there’s been a group of ‘em what worships the Honkmother.” “Really?” you ask, enthralled. He flicks the booger off. “No. But that’s all I got.”
–Mike the Idiot

Reputation

The Reputation system affects how Outposts and Factions relate to the crew. High reputation, for example, can allow for discounts for supplies at outposts or unlock special Events with factions. Low outpost reputation may turn Outposts hostile towards the players.
Reputation is a point based system that goes between -100 to 100 points. Certain reputation values are also given names - < -60 is Hostile, -60 - -21 is Unfriendly, -20 - 19 is Neutral, 20 - 59 is Friendly, and >60 is Revered.

At Outposts

Each Outpost has a randomized starting reputation ranging from -10 to 10.
The simplest ways to change an Outpost's reputation are to steal items or hurt its inhabitants, which will lower reputation or to complete missions, which will raise reputation.
Each item that a player is caught stealing will decrease outpost reputation by 1 point per item. These items are marked by a red hand symbol and cannot be sold at the outpost they were stolen from.

At Hostile reputation, outpost inhabitants will become scared and run away from crewmembers, while Outpost Staff and Outpost Security will start to attack them.
It is effectively impossible to regain reputation past this point due to not being able to acquire missions and being attacked when entering the outpost.

Outpost reputation also affects how much money Items can be bought and sold for at the Shop and how much money Submarine Upgrades cost.

With Factions

All factions have unique starting reputation - 15 for the Europa Coalition, -10 for the Jovian Seperatists, -5 for The Church of Husk, and -5 for the Children of The Honkmother.
Faction reputation can be changed by doing missions or through Events.

Certain events require specific faction reputations, including blocked connections on the map, which will not open without enough Europa Coalition reputation.
Other than Europa Coalition reputation, other faction reputations have little to no impact on gameplay.

Outposts

Events

Main article: Events


Events are random occurrences the crew may encounter while at an Outpost. For each outpost, there is a chance that a randomized event may occur in a certain area of the Outpost or after a specific amount of time. Only 1 event can happen per outpost.

Some events require specific skills or reputation, and can change the outcome of the event depending on those factors.
In Multiplayer, if a player triggers an event but decides to ignore it via choosing the option to do so, a different player may still be able to trigger it. This is especially useful if the character doing a particular event isn't qualified enough to get the best result, but someone else in the crew is. However, this condition does not apply to every event.

The outcome of these events, for example, may affect an outpost or factions' reputation, reward the player with useful or exotic items.
Not all event outcomes are good however, and some can land the crew in a bad place. This is why it is essential to understand which options lead to which outcomes.

NPCs

NPCs are the inhabitants and staff of Outposts.
The majority of NPCs on an outpost are just people living at the outpost.

Some NPCs, however, are Interactable NPCs such as the Store and Shipyard NPCs. These NPCs have icons above their head that tell the player where they are once they enter an Outpost.
Players can interact with these NPCs to buy items, upgrade their submarine, hire new crew members and more.

Store

Main article: Store


The Store NPC allows players to buy and sell Items.
This NPC has a red shopping cart bubble above their head.

Crew Management

The Crew Management NPC allows players to hire, fire and rename bot crewmembers.
This NPC has a light-blue avatar bubble above their head.

The hiring price for new crew only depends on the sum of all their skill levels and is not affected by reputation.
Crew can be hired by pressing the button next to their name, then clicking the "Validate Hires" button on the bottom-right.
Existing crew and pending hires can be renamed by clicking their name, entering a new name and clicking the "Confirm" button.
Newly-hired crew will board the submarine once it is undocked.

Note that crewmembers who die during a round cannot respawn and are lost forever, unless revived with Console Commands before changing levels.

The pool of hireable crew members is mostly random in any outpost, although different Jobs are more available than others at certain types of outposts.
The table below shows the commonness of each job type for each outpost type.

Job Commonness
Colony Habitation Outpost Military Outpost Mining Outpost Research Outpost

Assistant
10 10 2 3 3

Engineer
3 3 2 5 5

Mechanic
3 3 2 5 5

Medical Doctor
1 1 2 3

Security Officer
1 1 10 1

Captain
1 1 3 1

Shipyard

Main article: Shipyard


The two Shipyard NPCs let players upgrade and repair their sub, or purchase an entirely new one.

Buying and exchanging submarines, plus upgrading and maintaining them are the services the Shipyard provides for the crew's vessel. As the player progresses through the Campaign, so should their sub, especially if they have to start out with their Dugong, a barely armed rustbucket, and the Shipyard's services can help with bettering its hulls and devices. Or the player can outright purchase a much bigger, tougher, and more advanced sub in place of the old tin can, provided they have the funds for any of the above.

The Shipyard comprises 2 sectors that either share the same area or are practically next to each other, the Maintenance bay sector where new Submarines can be purchased and the Reactor sector that provides Upgrades to the currently selected sub.

The Maintenance bay is run by the Mechanic with the Sub icon above them and the Reactor sector is run by the engineering crew chief with the Upgrade icon above them.

Upgrades & Repairs

Main article: Shipyard#Upgrades


The first Shipyard NPC lets players purchase upgrades, repair submarines and recover lost shuttles.
This NPC has a green chevron bubble above their head.

Purchasing upgrades is vital to finishing a campaign, as submarines will not be able to go to the depths of the end of the campaign without hull upgrades.
Upgrades purchased on one submarine carry over to other submarines, except for different turrets, which are unique to each submarine.

Submarine Purchasing

Main article: Shipyard#Submarine


The second Shipyard NPC lets players purchase and switch between other available submarines.
This NPC has a light-green submarine bubble above their head.

Purchasing submarines is not necessary, but is recommended due to non-Deep Diver class submarines not having the hull strength needed to complete the final level, even with maxed hull upgrades.
The two default Deep Diver class submarines are the Remora and the Winterhalter.

In Singleplayer, all installed submarines are available.
In Multiplayer, available submarines need to be selected in a list before starting the campaign. However, the starting submarine does not have to be selected in this list to be used.

Medical Clinic

The Medical Clinic NPC offers medical treatment to crew, in exchange for money.
This NPC has a red cross bubble on their chest.

Players can heal their crewmates by talking to the NPC, clicking the crewmate's name, selecting the afflictions to heal and then pressing the "Heal" button on the bottom-right.
Afflictions will require more money to treat based on their severity, though poison afflictions such as the Husk Infection will require much more money to heal than normal afflictions.

Missions

Main article: Missions


Missions can be acquired by speaking to NPCs with white chat bubbles over their head.
Missions are not required to complete a campaign, though they are the easiest way to gain money and reputation.

An Outpost can provide a maximum of 4 missions per visit, 5 with certain special Events. One NPC, the manager of the station, will give out 3 missions. Another random NPC will give another mission, typically a Cargo or Monster mission.
Missions received in a Campaign are identical to those of the separate Mission game mode in Multiplayer.

To choose a mission when departing, a player must first select a destination, then click on the mission in the box that appears. When the mission is selected, it will have a checkmark to the left of its name. Missions can be unselected by clicking on the mission a second time.
Missions will persist even if they are not taken, and can be finished at a different time. Missions will only be reset once a campaign is finished. Additionally, undocking and redocking to an outpost will immediately replenish its acquirable missions.

Trivia

  • The Europan Mark takes its name from the historical Finnish currency, Markka.