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.


Both units and buildings will recover health outside combat.
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;"
The Book of Insight is accessible between campaign missions. In it you can spend Insight to gain new abilities, unlock new pieces and improve the Citadel.
! Difficulty
 
! Horror health
== Prosperity ==
! Unit health
Each settlement has a level of Prosperity, which starts at 1. Once sufficient buildings and pieces have been constructed the Prosperity level can be increased.
! Maintenance
 
! Shack citizens
Prosperity level II requires a Barracks and 50 points. Upgrading costs 360 Oxygen, 195 Wood and 45 Stone.
|-
 
| '''Story'''
Prosperity level III requires a Masonry Guild and 250 points. Upgrading costs 540 Oxygen, 285 Wood, 120 Stone and 35 Minerals.
| 20%
 
| 200%
Prosperity level IV requires a Bomber's Workshop and 400 points. Upgrading costs 990 Oxygen, 420 Wood, 285 Stone and 70 Minerals.
| 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.

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.