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.
# '''Survival mode''' can be set to use either procedurally-generated maps of the chosen terrain or existing city building maps from the other game modes. 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 reward points and one of three random rewards. Random objectives will appear, which reward progression levels or points. All aspects of the map generation can be customized.
# '''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.


Both units and buildings will recover health outside combat.
Skirmish, Survival and Sandbox mode features two selectable terrains: Highlands, Wetlands, and Depths. In Wetlands, rain makes units have a chance to miss with their attacks unless they're sheltered. In Depths, unit sight range is vastly reduced.


The Book of Insight is accessible between campaign missions. In it you can spend Insight to gain new abilities, unlock new pieces and improve the Citadel.
Campaign, Skirmish and Survival 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;"
== Combat ==
! Difficulty
Every night swarms of horrors will attack the settlement. Every night before the attack red arrows will show the directions of the attacking swarms 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.
! Horror health
 
! Unit health
All humans fight from distance. Hovering over a human will display its range.
! Maintenance
 
! Shack citizens
The number of troops that can be trained is limited by the Military Capacity, which starts at 10 and is increased at the Citadel. A rally point can be set by selected by selecting a building that produces units and right-clicking where newly recruited units should move.
! Iris resurrection time
 
All units have a maintenance cost of 30 Oxygen/min. Units received as reinforcements during a mission do not have maintenance costs.
 
Each troop has its own preferred height compared to the enemy and will receive increased bonuses when attacking from their preferred height. The amount of health units have depends on game difficulty.
{| class="wikitable"
! Unit
! Enemies hit
! Damage
! Attack cooldown
! Size
! Height
! Prosperity
! Unlock chapter
! Cost
! Train time
! width=15% | Notes
|-
|-
| '''Iris'''<br>[[File:IrisPortrait.png|60px]]
| '''Story'''
| 1
| 20%
| 24
| 200%
| 2.3
| 50%
| 1
| 5
| Any
| Instant
| 1
| 2
| Free
|  
| Automatically returns to the Citadel when her health runs out
|-
|-
| '''Bowman'''<br>[[File:ArcherPortrait.png|60px]]
| '''Easy'''
| 1
| 50%
| 12
| 150%
| 2.8
| 100%
| 1
| 4
| High-ground (5m)
| Instant
| 1
| 2
| [[File:Oxygen.png|25px]] 45 Oxygen<br>[[File:Wood.png|25px]] 60 Wood<br>[[File:Minerals.png|25px]] 1 Minerals<br>1 Citizen<br>1 Military
| 30
|  
|-
|-
| '''Lobber'''<br>[[File:BowlerPortrait.png|60px]]
| '''Normal'''
| 2
| 100%
| 8
| 100%
| 2.8
| 100%
| 1
| 4
| Low-ground (0-4m)
| 15 seconds
| 1
| 2
| [[File:Oxygen.png|25px]] 60 Oxygen<br>[[File:Wood.png|25px]] 60 Wood<br>[[File:Minerals.png|25px]] 4 Minerals<br>2 Citizen<br>1 Military
| 30
|  
|-
|-
| '''Captor'''<br>[[File:RetiariusPortrait.png|60px]]
| '''Hard'''
| 2
| 150%
| 50%
| 120%
| 4
| 4
| 2.8
| 45 seconds
| 1
|-
| Low-ground (0-4m)
| '''Extreme'''
| 2
| 200%
| 1%
| 120%
| 3
| 3
| [[File:Oxygen.png|25px]] 60 Oxygen<br>[[File:Wood.png|25px]] 60 Wood<br>[[File:Minerals.png|25px]] 6 Minerals<br>2 Citizen<br>1 Military
| 120 seconds
| 39
| Attacks slow down horrors
|-
| '''Cannoneer'''
| All
| 20
| 4.5
| 2
| Low-ground (0-4m)
|}
|}
 
Feeble Vermin horrors do not increase their health beyond Normal like the other horrors.
Horrors can also create Broodnests to take control of an area. Broodnests erupt during night or if attacked, releasing horrors. Horrors can also defile an Ancient Beacon, making it impossible to build nearby.
 
== Prosperity ==
Each settlement has a level of Prosperity, which starts at 1. Once sufficient buildings and pieces have been constructed the Prosperity level can be increased.
 
Prosperity level 2 requires a Barracks and 50 points. Upgrading costs 360 Oxygen, 195 Wood and 45 Stone.
 
Prosperity level 3 requires a Masonry Guild and 250 points. Upgrading costs 540 Oxygen, 285 Wood, 120 Stone and 35 Minerals.

Latest revision as of 09:12, 20 March 2025

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. Survival mode can be set to use either procedurally-generated maps of the chosen terrain or existing city building maps from the other game modes. 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 reward points and one of three random rewards. Random objectives will appear, which reward progression levels or points. All aspects of the map generation can be customized.
  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.

Skirmish, Survival and Sandbox mode features two selectable terrains: Highlands, Wetlands, and Depths. In Wetlands, rain makes units have a chance to miss with their attacks unless they're sheltered. In Depths, unit sight range is vastly reduced.

Campaign, Skirmish and Survival 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 Iris resurrection time
Story 20% 200% 50% 5 Instant
Easy 50% 150% 100% 4 Instant
Normal 100% 100% 100% 4 15 seconds
Hard 150% 50% 120% 4 45 seconds
Extreme 200% 1% 120% 3 120 seconds

Feeble Vermin horrors do not increase their health beyond Normal like the other horrors.