The battle system features a real-time tower defense gameplay. Refer to [[Tips and Tricks]] for supplementary info. This is part of [[Getting started]].
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If you're looking for info for stats, refer to [[Character Stats]]
==Stats Explanation==
'''HP''' </br>
HP is the amount of hitpoints your unit has. When a unit reaches 0, it's automatically withdrawn.</br>
'''Attack''' </br>
Attack governs both the damage your units deal to enemies and the amount your Healers heal your allies. At its base damage is calculated simply as your Attack minus the enemy Defense stat, though the usage of Skills by you and the enemy can complicate this formula. Attacks or heals that damage or heal multiple units at once have their damage split. </br>
'''Defense''' </br>
Defense is the ability of your units to reduce the damage of enemy attacks. As its simplest base, damage done to your units is calculated simply as enemy attack - your defense stat. However, it's impossible for an enemy to deal less than 25% of their Attack as damage, so there are times where extra Defense will not benefit your units. Defense does not reduce magic damage, nor does it affect the healing you take from allies. </br>
'''Magic Resist''' </br>
Magic Resistance is the ability of a hero to reduce magic damage. Just like Defense, Magic Resist reduces damage from magic attacks by 1 point per MR, to a cap of 25% damage taken. At the moment however, methods of raising Magic Resistance are limited, so reaching this 25% damage cap in later stages is impossible.</br>
'''Reposition''' </br>
Reposition is the time it takes for a unit to placed on the field again after either defeat or manual withdrawal.</br>
'''Cost''' </br>
Cost is the amount of Cost needed to deploy a unit onto the field from your Cost pool (which means units cost Cost, as odd as that sounds) in battle. Cost is gained naturally every second, and units such as Vanguards specialize in building more Cost with their abilities. </br>
'''Block''' </br>
Block is the number of enemy units that an ally unit is able to stop from passing you. While a unit is blocking an enemy, they will engage in combat and fight until one is defeated. If an enemy reaches an ally while they're already fighting a number of enemies equal to their Block, the enemy will pass through. A few units are able to hit all enemy units that they're blocking at once.</br>
'''Attack Speed''' </br>
Attack Speed is the speed at which your unit attacks or heals your allies. Attack speed is displayed as an interval in seconds. This means that a LOWER number in your attack speed stat is actually FASTER, while HIGHER numbers in the attack speed stat attack SLOWER. For whatever reason, Attack Speed buffs in battle are displayed with a + sign on the stats screen, but should be treated as subtracting.</br>
'''Intimacy''' </br>
Intimacy is based on the amount of presents you've given a unit. Units get stat bonuses at specific intimacy levels. Currently, intimacy bonuses do not appear to be working.</br>
'''Bond''' </br>
Bond is an indicator of how many times you've cleared a stage with that unit in your Party. At the moment, it has no clear purpose, nor is it clear how exactly it's calculated. A unit's bond appears to go up by 1 per stage clear, but there are cases where this doesn't seem to be consistent. </br>
'''SP''' </br>
SP is the blue (yellow when full) bar under your units HP in battle and governs their ability to use Skills. Although it's easy to first mistake SP as a recharging MP bar similar to other RPGS, technically, characters do not actually have an SP stat tied to their character. The SP amount you see in battle is actually tied to each specific Skill, not the character itself. Skills with higher SP cost take longer to charge. </br>
==Proficiency==
== Party and Support ==
Duplicates of a unit can be used to upgrade the Proficiency level of a unit, increasing the stats of a unit for a large Draco fee. Proficiency enhances the HP, Attack, Defense, Redeploy time, and Attack Speed of a unit. </br>
Before the start of combat, you are able to build a team of up to 12 characters you own and can opt to include an extra character on the support slot.
The cost and number of duplicates needed to increase Proficiency increases with Proficiency level. In addition, at higher levels there is a chance to fail; however, it will not remove your duplicates and you can try again. Failing only consumes Draco. </br>
There is no known formula for how stat gains from Proficiency work. Every unit gains stats at a different rate. </br>
Proficiency stat gains are flat, not percentage based. A Romanes at level 1 will gain the same amount of Proficiency stats at +1 as a level 50 Romanes. </br>
+1 gives the largest boost in stats. Subsequent boosts will give less stat gains and increasingly severe diminishing returns. At the moment, upgrading a unit past +8 isn't much worth the cost unless you really like a unit. </br>
==Skills Explanation==
Characters all have varying niches they fill and are useful in different stages of the battle, these are defined by their stats and other battle information detailed below.
Skills are special abilities that units can use to change the tide of battle. Skills cost SP to use, but as explained above, SP is tied to each Skill, not the character. The general SP progress of a skill can be seen by either looking at the blue bar that grows beneath a character, or by tapping on that character and examining the square box that pops up below the character. The SP bar will turn yellow when full. Once full, simply tap the Skill icon to use it. </br>
The blue box circled in red is an example of a Skill. On the left, it's currently generated 8 SP out of a max of 20 SP. In general, a Skills SP bar must be full to use a Skill, but there are exceptions. </br>
Individual Skills generate SP in different ways.</br>
'''AutoRecovery:''' SP is automatically generated at a rate of 1 SP per second. </br>
'''OffensiveRecovery''': SP is generated whenever an ally attacks an enemy. (currently unimplemented) </br>
'''DefensiveRecovery:''' SP Is generated whenever an ally is hit by an enemy. (currently unimplemented) </br>
In addition, Skills can be either '''Manual''' Cast or '''Auto''' Cast. Manual Skills must be tapped to be activated. Auto Cast Skills activate automatically once they have enough SP. </br>
Some Skills also begin with some SP in their SP Pool immediately when a unit is placed down. Once the Skill is used, it will empty to 0.
==Upgrading Units==
==Battle UI==
<div style=display:inline-table>
[[File:Mapexample.png|thumb|450x450px|The basis of AnotherEidos is Tower Defense. Select a character to place it on a hex. It will auto attack when an enemy gets in range of it. When the bar under a character is filled, tap it to use it's skill ]]
* The upper portion of the battle screen shows much life you have and the current status of how many enemies have spawned in the map.
! Required Draco
* On the left you have an option to quit the battle, which effectively admitting a loss, while on the right you have buttons for pausing or toggling gameplay speed between 1x and 2x.
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=== Lower Portion ===
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* On the lower right side, you can monitor how much cost you currently accumulated.
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* You'll be able to see the units you brought into the fight, arranged from highest to lowest cost. They display their class and cost on the top section of their icon.
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** When you select a unit that's ready to be deployed, you'll be able to view their stats and slow down the game.
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** You deploy the unit by dropping their sprite on the map, and choosing a direction for them to face.
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=== Bases ===
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* Red bases are enemy spawn points. Most enemies come out this way, but some stages may have gimmicks which subvert this rule.
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* Blue bases are your bases, which you need to prevent enemies from passing towards.
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=== Map Tiles ===
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* There are two tile types, high ground and low ground tiles.
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* Most enemies will be moving through low ground tiles and are blocked by low ground units.
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* There are enemies who fly, move across any type of tiles, and cannot be blocked by any unit, unless stated otherwise by a unit's capabilities.
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=== Character ===
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* Characters will have indicator of block count in the form of shield icons, as well as a bar indicating their HP, and their SP.
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* Selecting a deployed character will show their details and slow down the game speed.
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* While selecting a character, there buttons to withdraw the unit, as well as one for activating their skill.
|-
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=== Enemies ===
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* When a wave of enemies are about to spawn, they will indicate their intended pathing across the map before hand.
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* Enemies have a bar indicating their hp.
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* Boss enemies will have a red indicator on where they stand.
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== Flow of Battle ==
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=== Generating Cost ===
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Cost is the resource used to deploy your units, which is gained at a rate of one per second. Vanguard class units are typically cheap enough to be deployed early and can generate cost in one way or another.
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=== Enemies Spawning and Deploying Units ===
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An enemy is expected to spawn when a line appears for a brief moment on the map. This is the intended path the enemy will take from their spawn point to your base, and is usually your basis for where to deploy characters and which direction to face them, Enemies move with varying movement speeds, while your characters stay on their deployed tiles.
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=== Dealing with Enemies ===
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There two types of tiles positions: High and Low tiles. Most enemies walk in low tiles and can be blocked by characters, in which both your unit and the blocked enemy will begin dealing damage to each other. However, some fly and bypass being blocked and must be dealt with ranged attackers. Enemies with ranged attacks will prioritize the most recently deployed character that is within their range.
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=== Sustaining Allies ===
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Besides dealing damage, there are also characters capable of healing your allies instead of hurting enemies. These are typically Healers, though there are characters with different ways of also performing healing or sustain for others or themselves on their kits.
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=== Withdrawing Allies ===
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Characters can be killed by enemies are withdrawn from the battle, which will return them to the pool of deployable characters, but with a cooldown reposition timer. You can manually perform this for the sake of strategy or to prevent a fallen ally from reducing your fight's star rating.
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=== Using Skills ===
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Skills are special abilities that characters can use to change the tide of battle. Skills cost SP to use, but as explained above, SP is tied to each Skill, not the character. The general SP progress of a skill can be seen by either looking at the blue bar that grows beneath a character, or by tapping on that character and examining the square box that pops up below the character. Characters gain sp at a rate of one per second, and can trigger skills, either automatically or manually. The SP bar will turn yellow when full. Once full, for manually activated skills, simply tap the Skill icon to use it. For automatically activated skills, they simply will await until their conditions are met.
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{|
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![[File:Skillexample.png|thumb|237x237px|'''The blue box circled in red is an example of a Skill. It's currently generated 8 SP out of a max of 20 SP.''' ]]
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![[File:SkillExample2.png|thumb|237x237px|In general, a Skills SP bar must be full to use a Skill, but there are exceptions.]]
The basis of AnotherEidos is Tower Defense. Select a unit to place it on a hex. It will auto attack when an enemy gets in range of it. When the bar under a unit is filled, tap it to use it's skill </br>
When enemies go through your base, your life would be deducted a point, and reaching zero leads to a game over. Successfully beating all enemies and maintaining at least 1 life would lead to a victory. Depending on your performance on keeping characters alive, and enemies away from the base would determine your star rating, which may determine some of the drops you will get. Beating a stage with 3 stars unlocks their 4 star challenge, and ability to use skip tickets to bypass playing the stage for farming purposes. Characters you bring along in a stage will gain bond at the end, regardless if they were used or not.
== Status Ailments ==
There are few status conditions characters can be subjected to in game. Here are what's been seen:
* '''Stunned''' - Character cannot attack, block, or move.
* '''Charmed''' - Character will stop blocking and attack any allies within their range. Ground melee characters will be able to reach high ground ones.
* '''Poisoned''' - Character receives gradual damage over time.
[[File:Mapexample.png|900px]]
==Character Stats and Information==
The Red hexs are the enemy spawns. The blue hex is the point you have to keep them from.
See [[Character Stats]]
Revision as of 17:16, 17 April 2024
The battle system features a real-time tower defense gameplay. Refer to Tips and Tricks for supplementary info. This is part of Getting started.
If you're looking for info for stats, refer to Character Stats
Before the start of combat, you are able to build a team of up to 12 characters you own and can opt to include an extra character on the support slot.
Characters all have varying niches they fill and are useful in different stages of the battle, these are defined by their stats and other battle information detailed below.
Battle UI
Upper Portion
The upper portion of the battle screen shows much life you have and the current status of how many enemies have spawned in the map.
On the left you have an option to quit the battle, which effectively admitting a loss, while on the right you have buttons for pausing or toggling gameplay speed between 1x and 2x.
Lower Portion
On the lower right side, you can monitor how much cost you currently accumulated.
You'll be able to see the units you brought into the fight, arranged from highest to lowest cost. They display their class and cost on the top section of their icon.
When you select a unit that's ready to be deployed, you'll be able to view their stats and slow down the game.
You deploy the unit by dropping their sprite on the map, and choosing a direction for them to face.
Bases
Red bases are enemy spawn points. Most enemies come out this way, but some stages may have gimmicks which subvert this rule.
Blue bases are your bases, which you need to prevent enemies from passing towards.
Map Tiles
There are two tile types, high ground and low ground tiles.
Most enemies will be moving through low ground tiles and are blocked by low ground units.
There are enemies who fly, move across any type of tiles, and cannot be blocked by any unit, unless stated otherwise by a unit's capabilities.
Character
Characters will have indicator of block count in the form of shield icons, as well as a bar indicating their HP, and their SP.
Selecting a deployed character will show their details and slow down the game speed.
While selecting a character, there buttons to withdraw the unit, as well as one for activating their skill.
Enemies
When a wave of enemies are about to spawn, they will indicate their intended pathing across the map before hand.
Enemies have a bar indicating their hp.
Boss enemies will have a red indicator on where they stand.
Flow of Battle
Generating Cost
Cost is the resource used to deploy your units, which is gained at a rate of one per second. Vanguard class units are typically cheap enough to be deployed early and can generate cost in one way or another.
Enemies Spawning and Deploying Units
An enemy is expected to spawn when a line appears for a brief moment on the map. This is the intended path the enemy will take from their spawn point to your base, and is usually your basis for where to deploy characters and which direction to face them, Enemies move with varying movement speeds, while your characters stay on their deployed tiles.
Dealing with Enemies
There two types of tiles positions: High and Low tiles. Most enemies walk in low tiles and can be blocked by characters, in which both your unit and the blocked enemy will begin dealing damage to each other. However, some fly and bypass being blocked and must be dealt with ranged attackers. Enemies with ranged attacks will prioritize the most recently deployed character that is within their range.
Sustaining Allies
Besides dealing damage, there are also characters capable of healing your allies instead of hurting enemies. These are typically Healers, though there are characters with different ways of also performing healing or sustain for others or themselves on their kits.
Withdrawing Allies
Characters can be killed by enemies are withdrawn from the battle, which will return them to the pool of deployable characters, but with a cooldown reposition timer. You can manually perform this for the sake of strategy or to prevent a fallen ally from reducing your fight's star rating.
Using Skills
Skills are special abilities that characters can use to change the tide of battle. Skills cost SP to use, but as explained above, SP is tied to each Skill, not the character. The general SP progress of a skill can be seen by either looking at the blue bar that grows beneath a character, or by tapping on that character and examining the square box that pops up below the character. Characters gain sp at a rate of one per second, and can trigger skills, either automatically or manually. The SP bar will turn yellow when full. Once full, for manually activated skills, simply tap the Skill icon to use it. For automatically activated skills, they simply will await until their conditions are met.
Win/Lose Condition
When enemies go through your base, your life would be deducted a point, and reaching zero leads to a game over. Successfully beating all enemies and maintaining at least 1 life would lead to a victory. Depending on your performance on keeping characters alive, and enemies away from the base would determine your star rating, which may determine some of the drops you will get. Beating a stage with 3 stars unlocks their 4 star challenge, and ability to use skip tickets to bypass playing the stage for farming purposes. Characters you bring along in a stage will gain bond at the end, regardless if they were used or not.
Status Ailments
There are few status conditions characters can be subjected to in game. Here are what's been seen:
Stunned - Character cannot attack, block, or move.
Charmed - Character will stop blocking and attack any allies within their range. Ground melee characters will be able to reach high ground ones.
Poisoned - Character receives gradual damage over time.