![]() If you move the mouse over their marker a popup window will show the owner and the ability description. When some reaction/delayed abilities are active, they are shown in the time bar too. If you move the mouse on any of those tiles the game will show you the enemies the daughter can hit with a melee or ranged attack (at the moment it doesn't work with some abilities that combines both movement and attack, like a dash attack). Also it shows you the movement range without the burst state (white tiles) or with (light white tiles). The game selects automatically the active daughter in the time bar (at 0 delay), then you can select the action/movement in her actions list. ![]() Some Days of your current Era have a special marker "!" that indicates an Event activation (battle mods that will be active for that day with global buff/debuff). All the delayed actions and reactions of both your daughters and enemies have specific markers in the time bar. If you enter the burst state for any reason, your daughter will get a double shift in the time bar (but will use double action points, so it's more a matter of tactical planning).Īny action performed in a battle by your daughters costs AP (Action Points) if they are instant actions (with immediate execution) or delayed action (stronger but performed with a delay), or costs percentage of your daughter life if they are reactions (very powerful abilities in standby that execute only when specific condition on the battlefield are met). That doesn't change if you spend some action points (you have 100 at the beginning) until you enter the burst state (the last 50 points at the beginning, marked by a tick). When your turn comes, the current daughter gets a fixed shift on the time line (50 points without other modifiers active) even if you just skip the turn. When you start a battle all your daughters and known monsters are placed on the battlefield and in the time bar associated with their initiative stats. All the memories associated with your daughter will be lost once dead and cannot be recovered (but you will get a lot of new and stronger ones as you progress). ![]() ![]() In general they are all positive and will make a long played character extremely valuable for a later revive. The traits are bonuses a daughter can collect through specific fighting conditions during any battle. The cemetery remains saved through all your campaigns, although it has a limited number of slots and stores levels, ability unlocked and, importantly, all the traits your daughters have collected. If any of your daughters has died, you can revive her in both the current campaign (through revive tokens already activated in the current run or collected from rescue missions) and in all the future ones (accessing the cemetery). If you play carefully and don't get much damage from the boss fights, you could even complete the campaign in the first run in theory (with the maximum difficulty). The only way to heal them is sacrificing another daughter who is at the same or higher level (they will also get a specific bonus trait from the sacrificed daughter class). Your daughters will not heal between battles or days. If you have some unspent shards from previous campaigns, you can use them to activate any Remembrance unlocked. You will not be able to use the new unlocked Remembrances in the current run. From the fourth day of an Era you can fight the boss, although it is really not recommended in the first campaigns, because you need the Xp from the battles to level up your characters ( daughters), unlocking stronger abilities, buffing their stats and collecting better/optimal memories to power up all their abilities too.Īll the collected shards will allow you to reduce the difficulty, empowering your characters in the next campaign, activating specific bonus (called Remembrances). The battles are grouped in Days, where you can access a few of them and your characters can battle once per day. The campaign has 5 chapters (called Eras), with several battles each (called synapses) and one boss. In practice when the player progresses, it collects Xp (to level up characters and unlock abilities), Memories (buff to empower and specialize the characters, allowing strong combos), Vitae (used to create new daughters and apply memories to abilities) and Shards (used to reduce game difficulty in the next campaign played). It has a reversed difficulty design, meaning that the player starts with the highest possible difficulty (level 1 characters, no advanced abilities, no buff, no healing) and reduces the difficulty when replaying the campaign. Othercide is a great RPG turn-based strategy game.
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