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;"
== Book of Insight ==
! Difficulty
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. Purchased skills can be refunded at any point.
! Horror health
 
! Unit health
'''Citadel''' skills improve the citadel.
! Maintenance
{| class="wikitable"
! Shack citizens
! Skill
! Effect
! Type
! Expedition Level
|-
| '''Perla Escape'''
| Iris automatically teleports to the Citadel when her health is low
| Passive
| I
|-
|-
| '''Headquarters Defense'''
| '''Story'''
| Generates a field of damage that hurts all Horrors near the Citadel
| 20%
| Active
| 200%
| I
| 50%
| 5
|-
|-
| '''Reinforced Stonework'''
| '''Easy'''
| Citadel gains +250 health
| 50%
| Passive
| 150%
| II
| 100%
| 4
|-
|-
| '''Mistleap'''
| '''Normal'''
| Teleports all units in the arte's field to the Citadel
| 100%
| Active
| 100%
| III
| 100%
|}
| 4
 
'''Units''' skills improve the attacks of one the units.
{| class="wikitable"
! Skill
! Effect
! Expedition Level
|-
|-
| '''Bowman: Menelaus Shot'''
| '''Hard'''
| Bowman attacks 3 horrors at once.
| 150%
| I
| 50%
| 100%
| 4
|-
|-
| '''Lobber: Powder Ball'''
| '''Extreme'''
| Lobber attacks hit a larger area
| 200%
| I
| 1%
|-
| 120%
| '''Captor: Pearl Web'''
| 3
| Captor attacks stun horrors
| II
|-
| '''Cannoneer: Volatile Cannonball'''
| Cannoneer attacks hit a larger area
| II
|-
| '''Ballista: Cluster Bomb'''
| Ballista attacks hit a larger area
| III
|-
| '''Hunter: Execution'''
| Hunter attacks instantly kill low-health enemies
| III
|}
|}
 
Feeble Vermin horrors do not increase their health beyond Normal like the other horrors.
'''Pieces''' skills unlock new pieces.
{| class="wikitable"
! Skill
! Unlocked pieces
! Expedition Level
|-
| '''Advanced Stone Pieces'''
| Stone Rampart, Stone Arches and 1x3 Stone Brick<br>Mounted Fire Arrows, Mounted Poison, Mounted Hell Arrows and Mounted Hell Poison specialist boosts
| I
|-
| '''Advanced Wood Pieces I'''
| Wood Scaffold and 1x3 Stone Strut<br>Mounted Banner and Grand Mounted Banner general boosts
| II
|-
| '''Advanced Wood Pieces II'''
| Claw Trap
| III
|}
 
'''Iris''' skills improve Iris' capabilities. Unlike other skills they come in mutually-exclusive groups.
{| class="wikitable"
! Skill
! Effect
! Type
! Expedition Level
|-
| '''Perla Attack'''
| Iris gains a basic attack
| Passive
| I
|}
 
== Prosperity ==
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.
 
Prosperity level II requires a Barracks and 50 points. Upgrading costs 360 Oxygen, 195 Wood and 45 Stone.
 
Prosperity level III requires a Masonry Guild and 250 points. Upgrading costs 540 Oxygen, 285 Wood, 120 Stone and 35 Minerals.
 
Prosperity level IV requires a Bomber's Workshop and 400 points. Upgrading costs 990 Oxygen, 420 Wood, 285 Stone and 70 Minerals.

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.