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.


Your Citadel is your settlement's heart. It must not fall. It produces some Oxygen and stores natural resources like Wood, which you will need to rebuild your fortress.
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;"
Buildings must be placed within owned territory, which is projected around the Citadel and Beacons. Pieces can be built anywhere.
! Difficulty
 
! Horror health
== Combat ==
! Unit health
Every night swarms of horrors will attack the settlement. Every night before the attack a red arrow will show the direction of the attacking swarm and a curved bar on top will show the remaining time until they attack. Hovering over the attack direction arrow will list the attacking units. After surviving the first night the horrors will know about the settlement and individual ones can attack during the day as well.
! Maintenance
 
! Shack citizens
All humans fight from distance. Hovering over a human will display its range.
|-
 
| '''Story'''
The number of troops that can be trained is limited by the Military Capacity, which is increased as the settlement develops. A rally point can be set by selected by selecting a building that produces units and right-clicking where newly recruited units should move.
| 20%
 
| 200%
Each troop has its own role, strengths and weaknesses.
| 50%
* '''Lobbers''' have more health and a range of 7 tiles. Attacks hit multiple horrors and do low damage. Cost: 60 Oxygen, 60 Wood, 4 Minerals. 2 Citizens, 1 Military Capacity. Maintenance: 30 Oxygen/min. Train Time: 30 seconds.
| 5
* '''Bowmen''' have less health and a range of 9 tiles. Attacks hit one horror and do moderate damage. Cost: 45 Oxygen, 60 Wood, 1 Minerals. 1 Citizens, 1 Military Capacity. Maintenance: 30 Oxygen/min. Train Time: 30 seconds.
|-
 
| '''Easy'''
Different troops will fight better at different heights:
| 50%
* '''Low-ground''' units get increased splash damage when at 4 meters or less above their target
| 150%
* '''Hough-ground''' units have increased critical chance when at 5 meters or more above their target
| 100%
 
| 4
== Buildings ==
|-
All buildings need a path to the citadel to function and will shut down if pieces facilitating this are destroyed or recycled.
| '''Normal'''
 
| 100%
Buildings can be stacked on top of other buildings if there is room.
| 100%
 
| 100%
Air filters need height to work effectively.
| 4
 
|-
'''Resource Gathering''': When the menu is selected sources of wood will be highlighted on the map.
| '''Hard'''
* '''Raw Materials'''
| 150%
** '''Sawmill''': Gathers Wood. Workers carry materials to the Citadel or a Warehouse. Needs trees around to be placed and the more resources are nearby the more will be gathered. Max. Production: 15 Wood/min. Cost: 75 Oxygen. Maintenance: 30 Oxygen/min. Build Time: 35 seconds.
| 50%
** '''Quarry''': Gathers Stone and Minerals. Workers carry materials to the Citadel or a Warehouse. Needs stone or minerals around around to be placed and the more resources are nearby the more will be gathered.
| 100%
* '''Air Filtering'''
| 4
** '''Air Filter''': must be placed high. Max. Production: 180 Oxygen/min. Cost: 48 Wood. Build Time: 35 seconds. Citizens Needed: 2.
|-
 
| '''Extreme'''
'''City Buildings'''
| 200%
* '''City Growth'''
| 1%
** '''Shack''': basic housing that provides 4 Citizen Capacity. Can be placed on top of Stone and other buildings. Cost: 30 Wood. Maintenance: 15 Oxygen/min. Build Time: 35 seconds.
| 120%
** '''Beacon''': expands the settlement's territory but may attract horrors. Cost: 28 Oxygen. Maintenance: 5 Oxygen/min. Build Time: 28 seconds.
| 3
* '''Military Growth'''
|}
** '''Barracks''': trains and improves Bowmen, Lobbers and Captors. Cost: 225 Oxygen and 120 Wood. Maintenance: 90 Oxygen/min. Build Time: 42 seconds. Citizens Needed: 10. Has a 3x3 flat area on top.
Feeble Vermin horrors do not increase their health beyond Normal like the other horrors.
 
== Missions ==
'''Chapter 1: A Herald's Message'''
 
Location: Outskirts
 
Description: ''Iris, I send a Herald to recall you posthaste. He's young but capable. Come home. - Rectora Elena.''
# Tutorial: Basics
# Keep the Herald alive
# Deliver the message
 
'''Chapter 2: The Sola Gate'''
 
Location: Hogar
 
Description: ''Iris, we expect a swarm any moment. The city gates need your talents once more. - Rectora Elena.''
# Tutorial: Building defenses
# Don't let the Sola Gate fall
# Keep Lady Iris alive
 
'''Chapter 3: The Forest Garrison'''
 
Location: Outskirts
 
Description: Iris, still no word from our forest garrison. Go. If the worst has happened, rebuild. - Rectora Elena.''
# Tutorial: Settlement economy
# Defend the Citadel at all costs

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.