Feature Specification

Crafting & Progression

Progression is gear/loot + a crafting tech tree, with a signature boss-driven layer on top — CONFIRMED. There are no global character levels; Phase 2 adds per-skill learn-by-doing proficiency so repeated activities improve related capabilities without turning the game into a trad

Status: draftOwner: UnassignedUpdated: 2026-09-22

Production schedule — 2026-09-13: PIPE-ROADMAP now defines 32 focused phases (P00–P31). Phase 0/1/2/3 references retained in this document are legacy scope bands, not the new phase numbers. The owner confirmed limited-area core-loop proof before full-map expansion; see the roadmap for dependencies, audited status and remaining work.

Production context

Deprecated source referenceGDD/01-Gameplay/07-Crafting-and-Progression.md
Decision markers8 confirmed · 2 recommendations · 1 TBD
Browser document roleThis standalone HTML file is authoritative; edit this file directly through the project workflow.

Verified implementation evidence

  • 2026-09-22 P21 preparation: Source/Lambeer/Progression/LambeerSkillCatalog.h/.cpp, LambeerSkillRules.h, and Source/Lambeer/Tests/LambeerSkillTests.cpp. Closed-Editor UE 5.8 Development build passed; Lambeer.Skills non-PIE automation passed 3/3.
  • Unreal MCP created, saved and read back /Game/Lambeer/Data/Progression/DA_SkillCatalog.DA_SkillCatalog; verified 16 skill rows and the nine XP thresholds, with no dirty package.

Relationships

Document contract coverage

Use these required Feature Specification areas during review. The HTML content below is authoritative; items not stated explicitly remain unresolved.

  • ReviewPurpose & Player Value
  • ReviewScope
  • ReviewOut of Scope
  • ReviewTerminology
  • ReviewFunctional Behavior
  • ReviewStates & Flows
  • ReviewRules & Edge Cases
  • ReviewDependencies
  • ReviewAcceptance Criteria
  • ReviewOpen Questions

Authoritative project content

Progression is gear/loot + a crafting tech tree, with a signature boss-driven layer on top — [CONFIRMED]. There are no global character levels; Phase 2 adds per-skill learn-by-doing proficiency so repeated activities improve related capabilities without turning the game into a traditional character-level RPG.

Progression vectors

1. Crafting tech tree

  • Recipes are unlocked by acquiring blueprints (looted/researched) and/or reaching crafting-station tiers.
  • Tiers gate access: better stations → better recipes (e.g., basic campfire vs. workbench tiers vs. advanced fabricator).
  • The workbench also provides firearm work (3D inspect, attach/remove, later rail/stock adjust). Anyone in range may use it. See 09-Weapon-Customization.md. Phase 1 attach/remove is not skill-gated. Blood on inspected items is visual state, not a bench clean action — 10-Blood-Visual.md.
  • Crafting consumes resources and time; some recipes require a specific station nearby.
  • Recipe data is data-driven (DataTable/DataAsset): inputs, output, required station/tier, craft time, unlock condition.

2. Gear / loot

  • Power comes primarily from what you carry, not a character level — consistent with full-loot stakes.
  • Gear tiers from scavenged → crafted → boss-crafted. Higher tiers = better stats but greater loss risk on death.

3. Boss progression (signature system)

This is the spine of meta-progression. See ../03-Enemies/02-Boss-Zombies.md for boss design.

a) Boss components → tiered weapon crafting — [CONFIRMED]

  • Defeating a boss drops boss-tier crafting components unique to that boss/tier.
  • These components are the gate to powerful tier weapons: the higher the boss tier, the more powerful the weapon that its components can craft.
  • Top-tier weapons are only obtainable via boss components — making boss hunts the endgame driver.

b) First-kill permanent buff — [CONFIRMED]

  • The first time a given boss is defeated on a server, every player who participated in that fight receives a permanent buff.
  • The buff is permanent for those participants on that server.
  • This creates a server-wide milestone moment and rewards being present for "first blood" on each boss.
Open questions to resolve before building ([TBD])
  • Participation rule: what counts as "participated"? (dealt damage / was within range / in the encounter when it died.) Default [RECOMMENDATION]: dealt nonzero damage and was alive/nearby at death.
  • Scope of "first": per-server (default, [CONFIRMED] intent) — confirm it is not per-account-global.
  • Initial buff catalog — [CONFIRMED]: +5% run speed and +10% maximum HP.
  • Stacking & caps — [CONFIRMED]: there is no total buff cap. The same buff ID cannot be applied twice; effects with different IDs may stack even when they grant the same numeric modifier. Every persisted grant stores its stable buff ID.
  • Repeatable kills: later kills of the same boss give components/loot but not the permanent buff (only the first does).
  • Persistence: permanent buffs must be saved in player data and survive death/relog. See ../04-Multiplayer/01-Network-Architecture.md.

4. Phase 2 learn-by-doing skills — [CONFIRMED]

Skills are confirmed for Phase 2 onward, after the Phase 1 vertical slice proves the core loop. They improve through relevant activity use, not through a global XP level. [OWNER CONFIRMED 2026-09-22] TBD-BCAE2104 is resolved by the ten-level baseline, 20% XP-growth curve, activity-award defaults and per-skill numeric bonuses below. These are the initial balance values; later playtest tuning may change data values without changing the progression contract.

TBD-BCAE2104 — Level, XP and award contract — [RESOLVED 2026-09-22]

  • Every skill has Level 1–10. A new skill starts at Level 1 with TotalXP = 0. Level 10 is the cap and grants no further XP.
  • Level 1 is the unmodified gameplay baseline. Numeric skill bonuses use RankDelta = Level - 1, so Level 2 applies one increment and Level 10 applies nine increments.
  • XP required to advance from current level L is round(100 × 1.20^(L - 1)) for Levels 1–9. Each threshold is calculated from the formula, not from the previously rounded row.
  • TotalXP is the authoritative per-character, per-server saved value. Level and progress-to-next are derived from the curve. At Level 10, TotalXP is clamped to 2,080.
  • XP is granted only by the server after a completed, state-changing, skill-relevant action. Cancelled, failed, preview-only, invalid, already-complete and repeated no-op requests grant zero XP. A single authoritative action transaction may grant each relevant skill only once.
  • Activity definitions own their XP award. Defaults are 2 XP for a minor completion, 10 XP for a standard completion and 25 XP for a major completion. Continuous exertion defaults to 1 XP per 60 accumulated qualifying seconds. Combat proficiency accumulates 1 XP per 10 points of authoritative valid damage, capped per attacker/target lifecycle at that target's authoritative maximum health so healing or repeated overkill cannot create extra XP.
  • Partial XP is retained in the activity accumulator but only whole XP is added to TotalXP. Bonuses change only when a full level threshold is crossed; partial progress grants no partial bonus.
LevelXP to nextCumulative XP at level start
11000
2120100
3144220
4173364
5207537
6249744
7299993
83581,292
94301,650
10Cap2,080

Owner decisions — 2026-09-22

  • Catalog: retain the 16 skills. No separate Carpentry skill: Construction covers wooden structures; Crafting covers wooden utility items.
  • Scavenging: the first successful opener of a world loot container determines its skill bonus for that loot-generation cycle. The server applies the source-owned bonus once and persists the generated contents and resolved-cycle state atomically. Everyone sees the same contents. Reopening, changing opener, reconnecting or restarting never rerolls that cycle. Player storage and deposited items do not generate bonus loot. This decision does not introduce a new respawn schedule.
  • Death: retain all skill levels and XP through death/respawn, rejoin and restart for the same character/server.
  • Persistence delivery: skill progress and Scavenging cycle state are later-phase requirements, outside the current P07 player/pickup contract. P21 must extend the existing USaveSubsystem / ULambeerWorldPersistenceSubsystem capture/restore path and persistence automation; no ad-hoc SaveGame or schema-version change is selected here.
  • Lockpick and Hotwire use the approved timed chance-based actions in TBD-LOCK-001. Gun Repair Kit is initially loot-only under TBD-8EF6FAED.

Numeric bonus rules

P21 preparation implemented 2026-09-22: ULambeerSkillCatalog exposes editable definitions and award defaults. Stable IDs use Skill.<catalog name> as FNames, not registered GameplayTags. The saved DA_SkillCatalog is the authored tuning source for future consumers; native constructor values seed new catalogs with the approved baseline. LambeerSkillRules::Progress accepts an explicit catalog and projects total XP into level, progress, remaining XP and cap state. ApplyBonus handles one named modifier at a time, distinguishing relative rates, percentage points, rounded duration and required-item costs. Callers own cross-skill stacking and system limits. Validation rejects invalid transitions, overflowing XP caps, duplicate IDs/stats and nonfinite tuning. This foundation has no automatic loading, actor binding, live awards, GAS effects, replication, UI or save writes. No player skill state exists yet; P21 must deliver its durable capture/restore together with live integration. Missing content-dependent rewards and action-to-XP mappings remain integration work. The full phase is not complete.

  • Percentage modifiers use Base × (1 ± Rate × RankDelta). Percentage-point modifiers add directly to the authoritative base chance and clamp to 0–100%.
  • Action durations round to the nearest 0.1 second after the skill modifier. Discrete item costs always round up and can never fall below one required item; a skill cannot make a required consumable free.
  • Quality, nutrition, happiness, repair and similar bonuses apply only when the owning runtime system exposes that value. Missing content or an absent quality field does not create a placeholder reward.
  • Skill modifiers apply to the owning system's base value before temporary buffs/debuffs; the owning system retains final clamping and stacking authority.
Skill Qualitative effect Default per level above 1 Level 10 total
Woodcutting Cut trees faster; spend less Stamina while woodcutting. Does not replace Tool.Role.ChopWood on the held axe. See FEAT-INVENTORY. −3% action time; −2% Stamina cost. −27% action time; −18% Stamina cost.
Scavenging Increase the chance of finding rare items; increase the amount of loot found. +2% relative rare-loot weight; +1 percentage point to the source-owned bonus-quantity roll. +18% relative rare-loot weight; +9 percentage points bonus-quantity chance.
Crafting Improve crafted item quality; reduce crafting time. +2% output-quality score; −2% craft time. +18% output quality; −18% craft time.
Blacksmithing Create metal tools; create weapons; repair metal equipment. −2% metal craft/repair time; +2% metal repair amount. −18% time; +18% repair amount.
Engineering Repair machinery; install machinery; build machinery. −2% machinery action time; +2% machinery repair amount. −18% time; +18% repair amount.
Lockpick Attempt to unlock every lockable target with sufficient equipment. On vehicles it unlocks cabin entry only and does not authorize ignition. Approved proficiency gate and action rules are in TBD-LOCK-001. −2% action time; +3 percentage points success chance. −18% action time; +27 percentage points success chance.
Mechanics Hotwire vehicles; repair vehicles; install/remove vehicle parts. Vehicle repair still requires the Jack + Screwdriver + Pliers tool roles in inventory; this skill does not substitute for missing tools. Successful Hotwire permanently and durably bypasses the vehicle key requirement for everyone; approved action tuning is in TBD-LOCK-001. −2% vehicle action time; +2% vehicle repair amount. −18% time; +18% repair amount.
Construction Build and repair structures faster and more effectively. Blueprint/station requirements remain authoritative; this skill does not silently unlock unauthored structure content. −3% build/repair time; +2% structure repair amount. −27% time; +18% repair amount.
Endurance Increase Max Stamina; improve Stamina recovery rate. +2% Max Stamina; +2% Stamina recovery. +18% Max Stamina; +18% recovery.
Strength Carry more weight; hit harder. +2% carry-weight limit; +2% melee damage. +18% carry weight; +18% melee damage.
Melee Increase melee damage and reduce attack Stamina cost. Optional authored combo steps may use milestone rewards at Levels 4, 7 and 10; absent animation/content grants no phantom combo. +2% melee damage; −2% attack Stamina cost. +18% melee damage; −18% Stamina cost.
Archery Improve bow accuracy. −3% bow spread/sway; −2% draw Stamina cost. −27% spread/sway; −18% draw Stamina cost.
Firearms Improve firearm handling and repair speed without increasing bullet damage. Does not gate Phase 1 attach/remove. −3% firearm spread/sway; −2% firearm repair time. −27% spread/sway; −18% repair time.
Fishing Make fish bite faster. −3% time-to-bite. −27% time-to-bite.
Cooking Reduce cooking time; improve nutrition; improve happiness gain from food. −2% cooking time; +1% nutrition; +1% happiness gain. −18% time; +9% nutrition; +9% happiness.
Medical Perform first aid faster; consume fewer medical supplies. −3% treatment time; −2% medical-supply cost. −27% time; −18% supply cost before required-item rounding.

Crafting flow

Gather resources ──┐
Loot blueprints ───┼──▶ Unlock recipe ──▶ Have station/tier? ──▶ Craft (time+inputs) ──▶ Item
Boss components ───┘                                                   │
                                                                       └─▶ Boss-tier weapons

Implementation guidance

  • UCraftingComponent (C++) checks unlocked recipes + nearby station + inventory inputs, then requests a server-authoritative craft.
  • Recipes, blueprints, station tiers, boss-component types, the Phase-2 skill catalog, and the buff catalog are all data assets — adding content should not require code.
  • [RECOMMENDATION] implement permanent buffs (and status effects) via GAS GameplayEffects/Attributes for a clean, persistent, stackable buff layer. See ../05-Technical/01-Tech-Stack-and-Engine.md and 04-Survival-System.md.
  • Skill bonuses that modify attributes or actions should route through shared systems: GAS for attributes/effects, inventory weight for Strength, combat data for Melee/Archery/Firearms, crafting recipes/stations for Crafting/Blacksmithing/Cooking/Medical, and source-owned loot tables for Scavenging.

Skill progression decision — 2026-09-22

The owner approved ten levels per skill and a 20% increase in XP required for each successive level, and authorized suitable initial defaults for the remaining numeric values. TBD-BCAE2104 is resolved by the curve, award contract and bonus table above. Balance values remain data-owned and tunable; the structural contract remains ten levels, activity-driven XP, no global character level and authoritative per-character/per-server persistence.

Crafting UI & queue contract — [CONFIRMED]

FEAT-HUD-UI defines a searchable recipe list and non-reorderable queues. Materials are reserved immediately and availability subtracts earlier queue reservations; cancel refunds them; queues continue after leaving or logout. Player and station queues are separate. Personal crafting reads only player inventory; station crafting reads only that station's storage. [CONFIRMED 2026-09-22] TBD-HUD-UI-005 is resolved in FEAT-HUD-UI: station destruction cancels that station's queues and places remaining storage plus the full reserved-material refund into one wreck recovery container that accepts the refund in that transaction. Loot uses crate/death-bag transfer. Despawn is the 24-hour world-up timer. [IMPLEMENTED 2026-09-22] ULambeerCraftingSubsystem performs that reservation, cancel, and wreck transaction. Active rows and the wreck are schema-1 world-state / world-drop records, not player-record fields. Recipe content, craft completion, output grants, and missing-output handling are not implemented. The crafting screen remains UI-SYS-002.

Agriculture and livestock interfaces

[CONFIRMED 2026-09-13] FEAT-AGRICULTURE first increment adds no Farming skill, no seed-crafting recipes, and no extra cooking station. Harvested Potato, Corn, Tomato and Cabbage use the existing food/cooking path when those items exist. Livestock products and feed recipes stay unapproved in FEAT-LIVESTOCK.