As "general" explanations about game mechanics are not so "spoily", and also follow the theme, started in
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23366&start=0& , i think they are worthy to put here for easier access, despite some obvious redundancy. [EDIT: instead of linking to a forum no longer in use, copied a valuable stuff here, below]
EXPLANATIONS OF MAP SYMBOLS USED
ENEMIES
Positions of initially placed enemy mercs present in sector prior the player is arrive are marked by £ with number. Positions of enemy mercs, who came as reinforcement instead of already killed initial mercs, present in sector prior the player is arrive are marked by ¯ with letter. Initial and replacement mercs of same colour cannot present on a same map, while its possible for different colours (say, 1 & A is not possible, while 2 & H is possible). Every position have a 1/3 chance corresponding merc is placed there during map generation (of course, placed mercs could start to move out of them durng their turn). Enemy mercs, who come as reinforcement during the time player is already in sector arrive along one of sector edges and their placement follow another rules.
Inventories of initially placed enemy mercs are pre-set, except an amount of ammo they drop from a drop slot containing ammo (if any) (chances are: 1% for 5, 2% for 4, 7% for 3, 15% for 2, 75% for 1), and a possible (at 25% chance) additional ammo slot, with ammo of the type the enemy’s gun is use (while no ammo is actually used by AI-controlled mercs to fire), with the same rule about random amount applied. Unlike a gun and special weapon, armor and eyes/ears slots are random-affected, depending on shipments, received by enemies and game progress in days. Due to a sad bug, rolls for armor are never actually worked in practice, so almost all initially placed or already arrived as reinforcement enemies were unitentionally spawned without any armor (see the patch 1.15x, with command line option adressing this problem). Non-armor equipment also are subjects of possible upgrades due to shipments, received by enemies and game progress in days (grenade amount and condition also can vary; beside that mercs without special weapons could eventually acquire a knife or some grenade). Inventories of enemy mercs, who came as reinforcement are random-based, depending on shipments, received by enemies and game progress in days. They carry no pre-set drop items, but instead have up to 3 drop slots, containing a copy of some equipment
they have, with 8% chance per equipment, and possible (at 45% chance) additional ammo slot, with ammo of the type the enemy gun is use, with the same rule about random amount applied.
For initially placed mercs items in drop slots and their amount and condition are given for corresponding number, together with the initial gun type and special weapon carried (possible upgrades can change them later). Also hair colours and levels of experience and armor (higher armor value means what merc is possible to acquire better equipment) are given for convenience.
¶
WARNING TRAPS
Positions of warning traps (the trigger for “This place looks suspicious” kind of messages) are marked by ¶ with number. Successfully triggered trap give 30 rolls for increasing a Wisdom experience for a merc, who stepped on a trigger square if value is postive, or 15 rolls if value is negative. To be triggered, the merc ExpLevel should at least meet the trap value if value is postive, or ExpLevel should be not greater then negated trap value if its negative. All mercs could trigger warning traps, including enemies (they follow the same rules about ExpLevel). Warning traps are usually clustered together, creating warning area (even if it consist from only one square). Every time warning trap is triggered, it removed from map, and all warning traps on adjacent squares are also removed, effectively causing a chain reaction, so every area is triggered only once.
Warning area value are given for corresponding number.
LOCKED CRATES AND DOORS
Positions of locked (having a non-zero lock value) crates are marked by s with number.
As crates also usually contain an item, crate mark is located on a nearby square and point to a crate. During opening attempt the lock value compared to a [Strength] value of merc per formula:
[BaseStrength = (Health + BandagedHealth/2)/2*Breath/100],
in case of using Crowbar its further modified by: [CrowbarBonus = BaseStrength/2],
resulting in: [Strength = BaseStrength + CrowbarBonus].
Amount of [Strength] should at least meet the lock value for crate to be opened.
Positions of locked (having a non-zero lock value) doors are marked by r with number. During opening attempt the lock value, possibly modified with type (regular / padlock), compared to:
1) Key conditon, it should exactly match the lock value and door type for door to be opened.
2) [Picklock] value of merc per formula:
[Picklock = (Dexterity*(Wisdom*Mechanical/100)/100 + 5*ExpLevel)* LocksmithKitCondition/100]
Amount of [Picklock] should at least meet the lock value for door to be opened.
3) [Strength] value ofmerc per formula above if crowbar is used. Using a crowbar is non-optional here, unlike a crate opening. Door's type modify it by adding 100 points to lock value for padlock doors, making opening of them using this method impossible. Amount of [Strength] should at least meet the twice the lock value for door to be opened.
4) Damage of gun bullet hitting the door should exceed the lock value for door to be opened.
Door's type modify it by adding 30 points to lock value for padlock doors, making opening of them using this method harder.
Beside it, door value is used for item-triggers. If triggered, all doors in sector with value exactly matching the item-trigger will change a state to (depends on a trigger's type) opened or closed.
Crate or door value (with P = padlock) are given for corresponding number.
ITEMS
Positions of pre-set items are marked by ¡ with number. Positions of items, added to maps due to Quests / factories sabotage /shipments are marked by addtional line, creating Q. For items, that normally are unique (quest items, include NoteX’s in enemy pockets) alternative locations are shown, so if such item placed in some place, it will not appear in other mentioned places this game. Negative condition value means that the item is boobytrapped and could explode. Value of (ExpLevel + Explosives/30) of merc should at least meet the negated trap value for trap to be
detected, and defusing attempt would been prompted instead of outright detonation (exception: detonation triggers type 1 and 2, with blue flag placement as result of detection use only ExpLevel value to compare). Initially planted Mine could be detected only by means of MetalDetector (no skill check for merc there, but bad condition of Detector could lead to false negative result). Some items cannot be detected by in-game means (door and sound triggers; some special explosives).
Items and their amount and condition are given for corresponding number (with Q = quest item).
All data provided for a versions 1.13b and 1.15, earlier versions may have differencies.