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The battle system features a real-time tower defense gameplay. 


__TOC__
Refer to [[FAQ]] and [[Tips and Tricks]] for supplementary info.
[[File:Mapexample.png|thumb|565x565px|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>This is part of [[Getting started]].
The battle system features a real-time tower defense gameplay. Refer to [[Tips and Tricks]] for supplementary info.


==Starting Battle==
== Entering Combat ==
You take a roster of at most 12 characters into a stage, and additional support unit from other players. The upper portion of the battle screen shows much life you have and how many enemies would spawn. Each stage starts with set amount of resource called cost which increases at a rate of one per second. Battle can be paused or sped up to 2x. Enemies will spawn in hex grids with red borders, and will follow a predetermined path to reach one of your bases, which are hex grids with blue borders. You can deploy characters, which consumes cost, and they will auto-attack (or heal) over a set interval.  
You enter battle from selecting a Battle Quest node from the Quest selection screen. Before the start of combat, you'll be taken to the Party selection screen where you can choose what party to use, as well as edit/build them.


Characters all have varying niches they fill and are useful in different stages of the battle.  
=== Support Unit ===
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. This grabs from a pool of support characters from your friends list and other players.


==Using Skills==
You can refresh this selection by entering and exiting but it will typically loop through a few set of pools and require you to complete a stage before it fully resets.
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. 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.
{|
![[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.''' ]]
![[File:SkillExample2.png|thumb|237x237px|In general, a Skills SP bar must be full to use a Skill, but there are exceptions.]]
|}


==Dealing with Enemies==
The unit will then be set to cooldown timer before they can be used again.
There two types of tiles positions: High and Low tiles. Most enemies walk in low tiles and can be blocked by units. However, some fly and bypass being blocked and must be dealt with ranged attackers. Enemies with ranged attacks will prioritize the most recently deployed unit that is within their range. Units can be killed by enemies or manually taken out of combat, which will return them to the pool of deployable units, but with a cooldown reposition timer.  


Check [[Enemy Data]] for more information on enemy types.  
Note: It's ideal to find friends to play with since there are a lot of accounts that do not have any useful support characters.


== Win/Lose Conditions==
== User Interface ==
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 units 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.
[[File:Mapexample.png|thumb|450x450px|The basis of Another Eidos 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 ]]


==Unit Information==
=== Upper Portion ===


===Class and Trait===
* 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.
See: [[The Class System]]
* 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.


===Nature===
=== Lower Portion ===
Unit's unique passive skill that usually gives them a unique buff or function. Some units' natures can be improved through Intimacy, ''but it still doesn't work right now.''


===Rank===
* On the lower right side, you can monitor how much cost you currently accumulated.
See: [https://anothereidoswiki.ddns.net/index.php/Upgrading_Characters#Rank_Up Rank Up] 
* 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.


The current power level of your character, and determines the max level they can reach. Characters can be ranked up when they reach the max level they can currently reach. After ranking up, character levels will reset, but they'll maintain their stats, and be able to level up up to a higher level cap. Skills will also be able levelled up to 7. There are three ranks: Bronze (Rank1) , Silver (Rank 2), and Gold (Rank 3) All units start off as bronze, aside from limited units that start at silver. ''Currently only a select amount of characters can be ranked up to silver, and none to gold.'' 3 stars and up can be promoted to silver. 
=== Bases ===


You can check which characters have rank ups, alongside their max stats here: [[Max Stats Table]].
* 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.


===Stats===  
=== Map Tiles ===


*'''HP (Hit Points)''' - The amount of damage a unit can sustain. When it reaches 0, they are automatically withdrawn.
* There are two tile types, high ground and low ground tiles.  
* '''ATK(Attack) -''' Determines the amount of damage or healing a unit does on their attack. This is contested by an enemy' DEF or RES depending on the damage type, and has the same rules as your characters.
* Most enemies will be moving through low ground tiles and are blocked by low ground units.
*'''DEF(Defense) -''' Determines the amount subtracted against incoming instance of physical damage. ''However, enemies will deal a minimum of 25% of their attack regardless of how high one's defense is.''
* 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.
*'''RES(Magic Resistance) -''' Determines how much incoming instance of magical damage is reduced. ''Somehow, it is currently computed like defense, including the damage minimum, even if the expectation is it reduces damage at by percentage.''
*'''Reposition -''' This is the cooldown time for a unit to be placed back into the map after being defeated or manually withdrawn.
* '''Cost -''' The amount of cost points a unit will consume when deployed in battle.
* '''Block''' - The amount of enemies a unit can hold off from passing through. Units will usually prioritize fighting blocked enemies in order of who came first, while all blocked enemies will be attacking their blocker. Enemies will start to leak through if the unit is blocking the same amount as their Block count.
*'''ASPD(Attack Speed)''' - This is the time interval in seconds between each auto attack a unit performs in battle. A lower interval means they are able to deal more attacks within a period of time. ''For whatever reason, buffs that increase attack speed would be denoted with a (+) despite the fact it should instead be subtracting instead. Inversely, effects that decrease attack speed are denoted with (-) even if they're actually increasing the interval.''
*'''Bond''' - Indicates 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.''
* '''Intimacy''' - The amount of presents you've gifted to your unit. Units gets stat bonuses at certain intimacy levels. ''But currently they do not work.''


===Skills===
=== Character ===
See: [https://anothereidoswiki.ddns.net/index.php/Upgrading_Characters#Upgrading_Skills Upgrading Skills]
* '''SP (Skill Points)''' - This is the resource characters charge at a rate of one per second. Character's sp is denoted by a blue bar than slowly fills up, and when sp cost is met, it turns yellow. Sp stops charging once the bar is full. ''There may be other ways of charging sp that do not increase over time, but through dealing or sustaining attacks but this has yet to be seen.''
*'''SP Cost''' - This amount a character needs to charge in order to ready their skill for use. Some take longer than others to charge. Some character's skills have charge stacks. ''Cost is tied to the skill itself, so in the event characters have multiple skills, their sp costs may change accordingly.''
*'''Starting SP''' - Characters are usually deployed with starting sp for their skills, making most first activations require less time.
*'''Skill Level''' - Skills can be upgraded to improve their performance. They can be upgraded up to lv. 3 at bronze rank, and up to lv. 7 at silver rank.
*'''Skill Duration''' - How long a skill is in effect. Some are instantaneous, while some last for a period. Some skills immediately start recovering sp while the skill is still on, but these are exceptions.
*'''Skill Activation''' - There are two types: Auto and Manual. Auto will activate on their own once requirements are met, usually if target is in range or condition is met like low hp. Manual requires the player to activate it on their own.


===Proficiency===
* [[Character|Characters]] are your playable units that you put in a party. They have varying niches they fill and are useful in different stages of the battle, these are defined by their [[Character Stats|stats, traits, natures, skills]] and [[Upgrading Characters|progression]].
See: [https://anothereidoswiki.ddns.net/index.php/Upgrading_Characters#Proficiency Proficiency]
 
*Proficiencies are small stat bonuses gained through expending draco and character duplicates.
* 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 ===
[[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. ]]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 an
 
d 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  [[File:SkillExample2.png|thumb|237x237px|In general, a Skills SP bar must be full to use a Skill, but there are exceptions.]]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 ==
Enemies and allied units are capable of inflicting ailments which do a various effects. For more information refer to [[Status Ailments]].
 
== Stage Effects ==
Certain stages will have map-wide indefinite effects placed on your units. For more information refer to [[Stage Effects]].
 
==Character Stats and Information==
 
See [[Character Stats]]
[[Category:Game Guide]]

Latest revision as of 17:27, 26 October 2024

The battle system features a real-time tower defense gameplay.

Refer to FAQ and Tips and Tricks for supplementary info.
This is part of Getting started.

Entering Combat[edit | edit source]

You enter battle from selecting a Battle Quest node from the Quest selection screen. Before the start of combat, you'll be taken to the Party selection screen where you can choose what party to use, as well as edit/build them.

Support Unit[edit | edit source]

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. This grabs from a pool of support characters from your friends list and other players.

You can refresh this selection by entering and exiting but it will typically loop through a few set of pools and require you to complete a stage before it fully resets.

The unit will then be set to cooldown timer before they can be used again.

Note: It's ideal to find friends to play with since there are a lot of accounts that do not have any useful support characters.

User Interface[edit | edit source]

The basis of Another Eidos 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

Upper Portion[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

Generating Cost[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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.

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 an

d 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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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

In general, a Skills SP bar must be full to use a Skill, but there are exceptions.

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[edit | edit source]

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[edit | edit source]

Enemies and allied units are capable of inflicting ailments which do a various effects. For more information refer to Status Ailments.

Stage Effects[edit | edit source]

Certain stages will have map-wide indefinite effects placed on your units. For more information refer to Stage Effects.

Character Stats and Information[edit | edit source]

See Character Stats