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.
The world has been covered by a strange Mist. Dense patches of it are not passable.
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 can launch smaller attacks during the day as well.


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.
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.
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Buildings must be placed within owned territory, which is projected around the Citadel and Beacons. Pieces can be built anywhere.
Buildings must be placed within owned territory, which is projected around the Citadel and Beacons. Pieces can be built anywhere.


== Unit types ==
== Combat ==
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 can launch smaller attacks during the day as well.
 
All humans fight from distance. Hovering over a human will display its range.
All humans fight from distance. Hovering over a human will display its range.
The number of troops that can be trained is limited by the Military Capacity, which is increased as the settlement develops.


Each troop has its own role, strengths and weaknesses.
Each troop has its own role, strengths and weaknesses.

Revision as of 05:48, 2 August 2024

The world has been covered by a strange Mist. Dense patches of it are not passable.

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.

Buildings must be placed within owned territory, which is projected around the Citadel and Beacons. Pieces can be built anywhere.

Combat

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 can launch smaller attacks during the day as well.

All humans fight from distance. Hovering over a human will display its range.

The number of troops that can be trained is limited by the Military Capacity, which is increased as the settlement develops.

Each troop has its own role, strengths and weaknesses.

  • Lobbers have more health and a range of 7 tiles
  • Bowmen has less health and a range of 9 tiles

Different troops will fight better at different heights:

  • Low-ground units get increased splash damage when at 4 meters or less above their target
  • Hough-ground units have increased critical chance when at 5 meters or more above their target

Buildings

All buildings need a path to the citadel to function and will shut down if pieces facilitating this are destroyed or recycled.

Buildings can be stacked on top of other buildings if there is room.

Air filters need height to work effectively.

Resource Gathering: When the menu is selected sources of wood will be highlighted on the map.

  • Raw Materials
    • 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.
    • 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.
  • Air Filtering
    • Air Filter: must be placed high. Max. Production: 180 Oxygen/min. Cost: 48 Wood. Build Time: 35 seconds. Citizens Needed: 2.

City Buildings

  • City Growth
    • 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.
    • Beacon: expands the settlement's territory but may attract horrors. Cost: 28 Oxygen. Maintenance: 5 Oxygen/min. Build Time: 28 seconds.

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.

  1. Tutorial: Basics
  2. Keep the Herald alive
  3. 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.

  1. Tutorial: Building defenses
  2. Don't let the Sola Gate fall
  3. 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.

  1. Tutorial: Settlement economy
  2. Defend the Citadel at all costs