Newland game guide

How total battle value, currencies, stats, combat, and UI labels fit together in the Low Fantasy pack and encounter views.

TBV — total battle value

Each pack defines a TBV baseline for generated units. TBV is the fixed budget that splits between character growth and gear.

Core identity: CP + IP = TBV baseline (per pack). Changing how TBV is defined would break balance and tests—treat it as a contract, not a suggestion.

CP — character points

CP is the portion of TBV spent on intrinsic stats. When a sim unit is created, CP is sampled (within feasibility limits) and then fed into the stat allocator for that archetype.

CP does not buy items directly—it funds STR and DEX (and any other stats the archetype defines) up to min/max caps and weight curves.

IP — item power (budget)

IP is the economy slice of TBV reserved for equipment. The unit’s IP budget is how much total item IP may be equipped at once.

Each equipped item contributes its IP value toward that budget. Valid loadouts must have sum(equipped ip_value) ≤ ip_budget, with weapon and armor slots filled for contract checks.

Catalog vs equipped IP: the catalog lists an item’s intrinsic cost. The encounter UI may show both equipped IP (what you paid to wear it) and catalog IP when they differ (for example, ranged band or durability context).

Core stats

STR
Strength feeds melee damage. Combat uses max(1, round(STR + weapon_ip × damage_mult − armor_ip − mitigate)) (see engine params for weapon and armor knobs). Temporary modifiers can add flat STR via buffs.
DEX
Dexterity sets initiative: each round, units act in descending DEX order. Ties are broken with an encounter-scoped salt so order stays fair and reproducible.
Armor IP
The armor IP on your stat block is the IP value of the armor you are wearing. It reduces incoming damage together with the armor’s mitigate rating from engine params (plate vs leather, etc.). Buffs may also grant flat armor IP deltas within pipeline caps.

Weapons, range, and map distance

Weapons carry damage_mult and range_mult from the pack’s engine_params.json. Range is expressed as a budget in octile distance (orthogonal steps cost 10, diagonals 14). Typical bands: melee ~14, reach ~28, longer weapons go higher—your weapon entry shows the band and numeric reach after tuning.

Health and shields

Units track current and max health plus shields. Damage hits shields first, then HP. The encounter board surfaces these numbers alongside CP, IP budget, and equipment rows.

Buffs and modifiers

Items can attach typed buff definitions. At runtime, buff instances compile into combat deltas (for example flat STR or armor IP) and flow through a shared modifier pipeline with stack rules and engine-param ceilings—without changing TBV identity: IP stays the gear economy; buffs adjust combat math.

Encounters

An encounter is a tactical scene: units from opposing teams, turn order from initiative, and ticks advanced until a terminal condition or the simulation tick limit from engine params. The list and detail views are built for humans (and agents) to inspect state, act when allowed, and read the same stat labels described here.

If a label in the UI matches a term above, it uses the same meaning as balance sims and ECS-backed combat—when in doubt, this page and the encounter stat cards should agree.