Units is the main tab of Playground and provides access to much of the component functionality.
By default all units are included in the current loadout that is being edited. Several options exist to remove and add units to be included.
- Automate – the automate button on the toolbar will being automation of all included, non-locked units. If you have not disabled the feature, you will be presented with a list of automation options, and then a progress bar and the automation progreses through units. The automation can be stopped at any time, and any completed unit mod assignments will be applied to your working session.
- Add All – adds all visible units to the list of included units. If no filter (far right of the main toolbar) is selected, all units will be added. If a filter is selected, then only the units matching the filter will be added. For instance, if you are filtering on Nightsisters and click Add All, only nightsisters will be included.
- Remove All – removes all visible units to the list of included units. If not filter is selected, all units will be removed.
A summary of the units are presented to users on tablet and PC. This mode is useful to consume alot of information at once (mods, stats, lock status, etc), but cannot be used to prioritize units. Click the Basic mode to drag and drop units to update priority order.
- Remove\Include – Adds or removes the unit from the list of included units. Units that are included will be part of the loadout save, and also included in automation.
- Lock\Unlock – locked units not be automated when the global automation is initiated. Their mods will also not be included in automation of any other units.
- Automate – Automates the mods for the single unit that was clicked.
- Continue – Automates the mods for the single unit that was clicked, then continues down the list to subsequent units. This is useful when you have completed modding all units above, and want to fix a units targets and continue automation. Note: when using this option, it will not allow for reordering of units above the unit selected, which may limit compliance success.
- Portrait – Clicking the units portrait opens the units loadout definition details. This section can be used to set the units stat weights, targets, sets, etc.
- Mods – Clicking the units mods opens the manual mod editor, where the user can manually select a mod set to use.
The mods displays the currently assigned unit mods. If the entire mod set is highlighted in red, that indicated that the unit is not in compliance with a mod set requirement. If a single slot is highlighted red, that indicates that the mod primary is not in compliance. Mods with a yellow background are changed from the current in game mod.
- Stats – Stats present a preview of what the units stats would be if the loadout were applied. The stats presented are:
- Column 1: current in game stats (Only visible if the selected set is different from the in game set)
- Column 2: new stats after applying loadout. in parenthesis is the bonus over base stats
- Column 3: difference between current and new loadout
- Rows highlighted in red indicate stats that have failed requirements
- Rows highlighted in yellow indicate stats that have failes desired requirements.
- Hovering over the rows will show the stat targets for the unit
Basic mode allows the user to see a simple view of the units. While the current mods and stats are not presented, the user is able to see more units at once. This is the only mode available on mobile.
- Prioritization – units can be re-prioritized by dragging and dropping them into new positions
- Checkbox icon – units can be included and excluded by clicking the checkbox on their card
- Edit icon – after clicking the edit icon, users are presented with options to edit the unit definition, lock the currently assigned mods and automation mods based on the current definition.
Users are also presented with tabs that show the currently assigned mods, stats and summary of stat targets.
- Mods tab – the mods tab displays the currently assigned unit mods. If the entire mod set is highlighted in red, that indicated that the unit is not in compliance with a mod set requirement. If a single slot is highlighted red, that indicates that the mod primary is not in compliance. Mods with a yellow background are changed from the current in game mod.
- Stats tab – the first column displays the current in game stats. The second column displays the stats if the proposed mods were applied. The number in parenthesis is the improvement over base stats. The third tab shows the delta between the in game mods and the proposed mod set.
Rows that are highlighted in red indicate failed stat requirements
Rows that are highlighted in yellow indicate failed desired requirements
Hovering over a row will show the resolved stat ranges for the unit
- Targets tab – the targets tab gives a descriptive summary of the stat targets for the unit. Click the loadout definition button to edit stat targets.
- Previous and Next unit buttons – these buttons will cycle through visible units
- Resume Automation – clicking this button will automation the current unit and then proceed to automation all the units in the list after this unit