# V0.22 Camp Inventory And Shop Fixes

Echoes of Taihang · published

## Storage And Pickup

- Each warehouse upgrade adds exactly 40 cells. Upgrade quotes use integers, and the cash price doubles with each upgrade.

- Initial warehouse capacity increases by 50%, from 100 to 150 cells. Existing saves receive exactly 50 additional cells at the bottom, once, without moving existing items.

- Capacities earned through the old 35-cell upgrades are neither rounded nor reclaimed. After the one-time 50-cell addition, the next upgrade adds another 40 cells.

- Weapon pickups first check for a vacant weapon slot and equip there without replacing an equipped weapon. Full slots retain the existing backpack-storage path.

- Recovered guns with zero recorded investment no longer receive a 1 CPU quote merely because their investment is zero. Recovery pricing considers the catalog model, quality and level, retains the existing investment-recovery floor, and prevents buy/sell or production arbitrage. It does not fabricate `spent` records.

## Shop And Interface

- Featured purchases no longer require an extra 5,000 CPU to remain afterward. In-stock intermediate and advanced goods can be bought at their actual price when normal purchase conditions are met.

- Goods already designated as unlimited remain available for repeated purchases. Displayed stock and the 100-unit transaction limit no longer act as cumulative caps. Funds, storage room and normal unlock conditions still apply.

- Purchase buttons remain clickable when funds or warehouse room are insufficient, with a red explanation at the bottom of the shop. Failed purchases leave funds, stock and items unchanged.

- Precision and special supply crates remain boss-only rewards and are not added to the shop.

- Facility upgrades now show the complete 12-entry materials grid, including required, owned and missing amounts.

- Added compact 24×24 icons for backpack sorting and one-click warehouse deposit. Sorting works in camp and raid TAB inventory; deposit is available only in the actual camp warehouse. Deposit processes only the backpack's main grid; items that do not fit stay in the backpack. Equipped items, safe contents and quick-slot items are unchanged.

## Medicine And Tutorial

- Painkillers of every quality now consume 20 hydration per use. Existing charges, pain-relief durations and other effects are unchanged, and item descriptions reflect the shared cost.

- At full health, the medical lesson can proceed through a genuine health inspection when a usable healing item is owned. The inspection consumes no medicine and fabricates no treatment or rewards.

- A full-health player without usable medicine can return to camp, buy medicine and return to the equipment view for the inspection. Injuries or bleeding that need treatment still follow the actual treatment flow.