Game modes: Difference between revisions

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The world has been covered by a strange Mist. Dense patches of it are not passable.
Cataclismo features four game modes:
# '''Campaign''' is the game's main story. Units, pieces and buildings are unlocked as the campaign progresses through missions and Military Capacity is upgraded via a Citadel improvement line. The Book of Insight is available. Each mission has different mechanics depending on the mission type.
# '''Skirmish''' contains two missions that last 4 nights each: Forgotten Glade and The Torrents. Everything starts unlocked but needs a high enough Prosperity level and Military Capacity is upgraded via a Citadel improvement line.
# '''Endless mode''' features procedurally-generated maps of the chosen terrain. Only the most basic units, buildings and pieces start available, with the rest having to be unlocked using points. Military Capacity is upgraded with points too. Progressively harder waves of enemies appear each night, with grant points. There are resource caches scattered around the map but the biggest caches are guarded by Broodnests.
# '''Sandbox mode''' allows all buildings, units and horrors to be placed instantly and for free. There are no resources, maintenance or nights and there is a menu to enable invincibility or remove all horrors. Difficulty is locked to Normal.


Horrors are attracted to human settlements and attack frequently. Swarms attack every night but scattered horrors can also sometimes attack in daylight. Every night before the attack a red arrow will show the direction of the attacking swarm and hovering over the arrow will display the attacking units.
Campaign, Skirmish and Endless mode feature five difficulty levels, which affect the health of horrors and units as well as the maintenance costs. Units will not automatically heal in the Hard and Extreme difficulties.
 
{| class="wikitable" style="text-align: center;"
== Unit types ==
! Difficulty
All humans fight from distance. Hovering over a human will display its range.
! Horror health
 
! Unit health
Each troop has its own role, strengths and weaknesses.
! Maintenance
* '''Lobbers''' have more health and a range of 7 tiles
! Shack citizens
* '''Bowmen''' has less health and a range of 9 tiles
|-
 
| '''Story'''
Different troops will fight better at different heights:
| 20%
* '''Low-ground''' units get increased splash damage when at 4 meters or less above their target
| 200%
* '''Hough-ground''' units have increased critical chance when at 5 meters or more above their target
| 50%
 
| 5
== Buildings ==
|-
If you hold and drag with left mouse button pressed you can build multiple pieces in a straight line.
| '''Easy'''
 
| 50%
When time is paused a structure won't collapse without Support. Structures left without Support will be highlighted red.
| 150%
 
| 100%
You can recover any piece you've placed by pressing the recycle button below the build menu and then clicking on the piece you want recycled.
| 4
 
|-
A structure can only be placed where it has enough Support from below. If sections providing Support are destroyed or removed the supported structure may collapse.
| '''Normal'''
 
| 100%
Structures can be built out of Wood and Stone pieces and should be combined to work more effectively.
| 100%
[[File:Wood bridge.png|thumb|300px|A gap made traversable with wood pieces]]
| 100%
'''Wood Pieces''' are quick, cheap and require less Support but their Toughness is low. The are perfect for quickly building complex structures and reaching distant places.
| 4
* '''Primary'''
|-
** '''Wood Strut'''
| '''Hard'''
* '''Secondary'''
| 150%
** '''Wood Half Arch'''
| 50%
* '''Stairs'''
| 100%
* '''Wood Steps'''
| 4
[[File:Stacking.png|thumb|300px|Stone Bricks changing appearance as stacked]]
|-
'''Stone Pieces''' are resilient but require more Support. They are the key to building tough walls and hardy structures
| '''Extreme'''
* '''Primary'''
| 200%
** '''Stone Brick''': Stone Bricks gain additional Toughness if they are stacked in rows of 3 and even more if they are stacked in rows of 6.
| 1%
* '''Secondary'''
| 120%
** '''Stone Half Arch'''
| 3
* '''Stairs'''
|}
** '''Stone Steps'''
Feeble Vermin horrors do not increase their health beyond Normal like the other horrors.
 
'''Advanced Pieces'''
* '''Doors''' allow human units to pass through walls and gain additional Toughness if embedded in Stone Bricks.
** '''Door'''
** '''Double Door'''
 
'''Tactical Pieces''' provide benefits to nearby defenses or units next to them.
* '''General Boosts'''
** '''Merlon''': stone cover that boosts the range of any unit behind it and upgrades the Toughness of any stone piece below it.
** '''Banner''': increases attack damage of nearby units.

Latest revision as of 15:46, 18 September 2024

Cataclismo features four game modes:

  1. Campaign is the game's main story. Units, pieces and buildings are unlocked as the campaign progresses through missions and Military Capacity is upgraded via a Citadel improvement line. The Book of Insight is available. Each mission has different mechanics depending on the mission type.
  2. Skirmish contains two missions that last 4 nights each: Forgotten Glade and The Torrents. Everything starts unlocked but needs a high enough Prosperity level and Military Capacity is upgraded via a Citadel improvement line.
  3. Endless mode features procedurally-generated maps of the chosen terrain. Only the most basic units, buildings and pieces start available, with the rest having to be unlocked using points. Military Capacity is upgraded with points too. Progressively harder waves of enemies appear each night, with grant points. There are resource caches scattered around the map but the biggest caches are guarded by Broodnests.
  4. Sandbox mode allows all buildings, units and horrors to be placed instantly and for free. There are no resources, maintenance or nights and there is a menu to enable invincibility or remove all horrors. Difficulty is locked to Normal.

Campaign, Skirmish and Endless mode feature five difficulty levels, which affect the health of horrors and units as well as the maintenance costs. Units will not automatically heal in the Hard and Extreme difficulties.

Difficulty Horror health Unit health Maintenance Shack citizens
Story 20% 200% 50% 5
Easy 50% 150% 100% 4
Normal 100% 100% 100% 4
Hard 150% 50% 100% 4
Extreme 200% 1% 120% 3

Feeble Vermin horrors do not increase their health beyond Normal like the other horrors.