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Free roam, strays and the hawk

Birds that fly outside train for free, attract stray pigeons, and are exposed to the hawk. Here are the exact chances.

Open Menu > Map > Outside and pick who flies. Only batchers (birds that reached 100% bond) can go out. Birds are called home at the end of every game day, so you send them out again each day. Racing birds, nesting birds and lost birds cannot be outside.

Training outside

While at least one bird is outside, the game rolls training every 15 real seconds (that is about 8 times per 2-minute game day, and it only runs while the game is open and the Outside or Loft screen is active).

  • Each outside bird rolls once for Navigation and once for Stamina.
  • Each roll has a 30% chance, or 40% when 3 or more birds are outside together.
  • A successful roll adds +1 to the stat, as long as it is below the bird's potential.
Average gain from free roam
FlockChance per rollGain per stat per minuteGain per stat per game day (2 min)
1 or 2 birds30%1.22.4
3 or more birds40%1.63.2

Source: _tick_roam in scripts/loft.gd. Four rolls a minute at 30% is 1.2.

That is similar to a successful 20 km toss (+2 to +3 per stat) every day, but with no risk of losing the bird to a toss. The cost is the stray and hawk exposure below, and that you must keep the game open.

Stray arrival

Once per game day, if you own the Trap (150G in the Shop) and no stray is waiting, a stray can join the birds that flew that day.

plain chance = 20% + 2% per extra bird flying (at most 35%)
Chance of a stray per day, no lure
Birds outside12346810+
Chance20%22%24%26%30%34%35%
  • A stray stays 2 game days (3 with an anchor bird, see below). If you do not catch it, it flies off. While one is waiting no new one arrives.
  • The stray roll uses the birds that flew that day, even though they are called home at the day change.
  • Offline time counts. Every full 120 seconds the game was closed counts as one game day for strays, up to 6 days (the leftover seconds are kept for next time).
  • About 5% of arrivals are not new birds but one of your own long-lost birds, see familiar strays.

The lure: flying and fancy birds

Flying and fancy birds in the outside flock draw more strays and better ones. Each bird gets a pull for each role it fills:

pull = role base x (0.5 + role stat / 100) x condition
Roles
RoleBaseRole stat (0 to 100)Breeds
Anchor1.0(Stamina + Recovery) / 2Slenderbill, Tippler, Pakistani Highflyer
High flyer1.0(Stamina + Navigation) / 2, +10 for Cloud Climber and High Sky birdsBudapest Highflyer, Serbian Highflyer, Pakistani Highflyer
Roller0.9(Agility + Intelligence) / 2Birmingham Roller, Oriental Roller
Show0.8(Temperament + show quality) / 2Every fancy breed
Racing0.25NavigationEvery racing breed

Show quality is a fixed number from 40 to 100 for each bird (average 68), decided by its own seed. A bird can fill two roles (the Pakistani Highflyer is both anchor and high flyer).

Condition multiplier

ConditionMultiplier
Fed todayx1.0 (hungry: x0.6)
Bond 100%x1.1
Bond under 30%x0.9
Loft cleanliness under 40%x0.85
Show bird with Feather mix on+0.1

From pulls to a stray chance

  1. Add the pulls of each role. Inside one role the strongest counts in full and every next bird counts 70% of the one before (1, 0.7, 0.49 ...).
  2. Add all roles together to get the flock's lure L.
  3. Stray chance = plain chance x (1 + min(L / 8, 1)). So the lure can at most double the chance (at L = 8 or more).
  4. A mixed flock (at least one flying and one fancy bird) multiplies by another 1.25.
  5. The final chance is capped at 55%.
  • Anchor stay: if an anchor bird with Stamina 70 or more flies, a stray waits 1 extra day (3 days instead of 2).
  • Rarer strays: high flyer and show pulls move rarity points from Common up (below).
  • Breed class: show pull makes fancy breeds likelier; roller and anchor pull makes the other flying breeds likelier. Each point of pull adds 0.25 to that class's weight, up to 2.0.
  • Younger strays: each point of roller pull adds 5% to the share of young strays (up to +15%).

What kind of stray arrives

Rarity of a stray
RarityNo lureLure at the 12-point maximum
Common55%43%
Uncommon25%31%
Rare12%16.2%
Epic5%6.8%
Legendary2.5%3.75%
Mythic0.5%0.75%

The lure moves 3 x (high flyer pull + show pull) points out of Common, up to 12 points. They go 50% to Uncommon, 35% to Rare and 15% to Epic, and the Legendary and Mythic odds are multiplied by up to 1.5.

  • After the rarity, a breed of that rarity is picked. A racing breed counts as 0.35 next to a flying or fancy breed, so strays are mostly flying and fancy birds.
  • 65% of strays are young (160 to 330 days old); the rest are adults (400 to 900 days old).
  • A stray has 90% of the stats of a shop bird of its breed, no parents, bond 0.
  • Wariness (how easily it spooks in the Trap) starts at 10 + 0.3 x INT + 14 x rarity step + 4 if racing, at most 78. A common bird with INT 60 starts near 28; a mythic racer near 100 and is capped at 78.

The hawk

Heads-up: the numbers on this page are the rules in the current development code (the next update, 1.0.4). Version 1.0.3 still has the old hawk, which visited every 20 seconds with 25% chance. In the development code the daily check happens at the day change, for the flock that flew that day.

How often it visits

Each game day, if birds are outside, a hawk visits with chance 1/60 (1.67%), which is about once in two game months, or about 6 times in a game year (12 real hours of play). When it visits, it goes after one bird, and may or may not catch it.

Which bird it picks

pick weight = max( 200 - SPD - NAV , 10 ) / 100 x1.5 for a fancy breed

A bird's chance of being picked is its weight divided by the total of the flock. Slow, poor-navigating birds and fancy birds are the easy prey; a bird with 90 speed and 90 navigation has weight 0.2, a Satinette (SPD 32, NAV 24, fancy) has 2.16, which is ten times more.

Whether it catches that bird

catch chance = 0.10 x (1.6 - NAV/100) x0.70 if 4 or more birds are outside x0.75 if an escort bird is in the flock

An escort is any bird in the flock with Speed above 70 and Power above 70 (it counts once). A caught bird is killed: it does not come back and is not lost-and-found.

Catch chance per visit for the picked bird
Its NavigationSmall flock4 or more4 or more and escortEscort only
2014.0%9.8%7.4%10.5%
5011.0%7.7%5.8%8.3%
709.0%6.3%4.7%6.8%
907.0%4.9%3.7%5.3%

The Map picker shows a risk word for the flock: low when the expected catch chance per visit is under 7%, medium up to 12%, high from 12%.

Worked examples

Example 1: a mixed flock of three

Slenderbill (anchor, STA 76, REC 70), Budapest Highflyer (high flyer, STA 86, NAV 42, Cloud Climber) and a Satinette (show bird, TMP 40, show quality 68). All are fed with bond 100, so each has condition x1.1.

  • Anchor pull: 1.0 x (0.5 + 0.73) x 1.1 = 1.35
  • High flyer pull: 1.0 x (0.5 + 0.74) x 1.1 = 1.36 (stat (86 + 42)/2 + 10 = 74)
  • Show pull: 0.8 x (0.5 + 0.54) x 1.1 = 0.92
  • L = 3.63, so the multiplier is 1 + 3.63/8 = 1.45. Plain chance for 3 birds is 24%. Mixed flock: 24% x 1.45 x 1.25 = 43.6% a day, against 24% with plain birds.
  • Rarity points = 3 x (1.36 + 0.92) = 6.8: Common 48.2%, Uncommon 28.4%, Rare 14.4%, Epic 6.0%, Legendary 3.2%, Mythic 0.64%.
  • The anchor has STA 76, so strays stay 3 days.

Example 2: hawk risk for that flock

Pick weights: Slenderbill (SPD 48, NAV 65) 0.87; Budapest Highflyer (58 / 42) 1.00; Satinette (32 / 24, fancy) 2.16. Total 4.03, so the Satinette is picked on 54% of visits and caught with 0.10 x 1.36 = 13.6%. The flock's expected catch chance per visit is about 12.3%, which the picker calls high.

Add a fourth bird, a Janssen (SPD 76, NAV 72), to make a flock of 4: every catch chance drops by 30%, and the expected chance per visit becomes about 8.3% (medium). With about 6 visits a game year, that is roughly one bird lost every 2 game years instead of one every 1.4 years.

Example 3: is free roam worth it?

Five batchers are sent out at the start of each game day and stay out for the whole 2 minutes. Each gains about 3.2 Navigation and 3.2 Stamina per day until it reaches its potential, so a bird with 30 points of room is full after about 10 game days (20 real minutes). Plain stray chance with 5 birds is 28% a day, so about 8 strays arrive in 30 days. This is the cheapest training in the game; just keep the slowest fancy birds home if you are worried about the hawk.