Glossary
Common terms used throughout After We Fall and this wiki.
Terms
| Term | Meaning |
|---|---|
| Action Points (AP) | Longer-term capacity/time for meaningful actions such as surveying, searching, gathering, crafting and repairing. |
| Cleared | A possible high-knowledge state after a location has been fully dealt with according to its rules. |
| Discovery state | The survivor's current level of knowledge about a location or world object. |
| Former-survivor zombie | A persistent reanimated dead survivor with one authoritative location and eligible ordinary possessions. |
| POI | Point of Interest: a real-world location converted into the game's own taxonomy. |
| Safe House | A persistent building-based base with developable rooms, storage and facilities. |
| Survey | An AP-costing action used to discover or learn more about the surrounding area. |
| World cell | A hierarchical geographic partition used to simulate infected pressure, discoveries and lazy world state efficiently. |
0.7 BETA terms
- World Entity
- A sparse authoritative identity/location shell for an actor that must persist beyond one request.
- Silver
- Survivor-level gameplay currency used by missions/traders.
- Gold
- Account-level non-power currency/entitlement foundation. It cannot buy gameplay advantage.
- Trader Specialism
- A visit-wide focus such as Medical, Mechanic, Provisioner, Ranger, Book or Security that changes finite stock composition/demand.
- Scarcity Class
- Economy classification: renewable, craftable, manufactured or knowledge.
- RMR / FLR / TRD
- Trader intelligence markers for approximate Rumour, temporary exact Flare and survivor-owned last-seen Trader knowledge.
Glossary updated for 0.7.1.16.0.