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Gameplay Primer
Welcome to the gameplay primer section! Whether you are a returning veteran or a newcomer, be sure to read this section.
While WaterEmblem features similar animations and play style to the original Fire Emblem series, there are a few notable changes/features that have (and have not) been implemented.
Over the course of development, there are a few features from the original Fire Emblem series that have not been implemented. These features are:
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Ability to select which player to move at any given time. Currently, players will cycle as follows: Jaffar -> Nino -> Karel -> Heath.
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Not all highlighted tiles are actually reachable. This is due to some tiles not being passable (such as water, mountains, cliffs). If you select a tile which cannot be moved to, press the ESCAPE key to reset and pick a new tile.
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There is no ranged combat at the moment. All spells and weapons can only attack adjacent units.
- Enemy classes are randomized, with the exception of bosses. Each time you play through the game, you can expect to see a different set of enemy units.
- Enemy stats are randomized, within a certain degree as to not overwhelm the player.
- Player stats are randomized, also within a certain degree to give the player a chance at beating the game.
- Enemy/Player items are randomized, within a certain degree. Bosses have unique weapons, as well.
- Defeating enemies will cause a random item to be dropped each time. Save those special items :)
Each unit is defined by various stats.
- Hit Points (HP): The number of hit points a unit has. Once this reaches 0, that unit will die and disappear from the battlefield forever.
- Defense (DEF): Decreases damage done to this unit. Damage taken is calculated as ATTACKING UNIT's ATTACK POWER - DEFENDING UNIT's DEF.
- Hit: The chances of hitting during battle. This is calculate by the unit's skill stat plus their equipped weapon, minus the AVOID of the defending unit.
- Speed (AGL): Determines Attack Speed and Avoid.
- Critical (CRIT): Chance of performing a critical hit, dealing three times the normal amount of damage.
- Attack (ATK): Total attack power. Calculated by MAG/STR + Equipped Weapon.
- Luck (Dodge): Decreases chance of being hit by a critical hit.
Gameplay progresses exactly the same way it does in Fire Emblem.
- Opening chapter cutscene.
- Begin the map, in which the player must complete an objective in order to progress to the next chapter.
- Use your units to defeat the enemy army. You can only move each unit once per turn. If the main character (Jaffar) dies, you will get a Game Over.
- Player units that die will be gone forever, so move them wisely!
- After attacking, a unit's turn will be used up.
During battle, there are a handful of things that the player can do to aid them in battle. These include:
- Using the terrain to their advantage. Certain terrains provide bonuses to DEF and AVOID.
- Player units can trade between each other.
- A player which can equip a staff can heal an adjacent unit.
- A player can equip weapons / use consumable items.
- A player can move by clicking a tile on the map.
- A player can move towards an enemy, and initiate combat.
- A player can enter a shop and purchase/sell items.
- Jaffar, the main character can move onto the boss tile and Seize it, based on the battle objective.
Throughout the game, there are various terrain tiles which the player can step on. By staying on these tiles, the player can get various additions to their DEF and AVOID. The terrain modal shown below will display the bonuses awarded for the tile that the cursor is hovering over. Use these terrains to your advantage in battle!
In order to trade, move a friendly unit next to another friendly unit, then select Trade. Both units inventories will be displayed. In order to trade:
- Click one item on both units' inventory, and the items will be swapped.
- You may trade repeatedly in a single turn, or with other units. Trading does not end your turn.
Currently, the only playable unit that can heal is Nino. You may equip a Heal staff, then move next to an adjacent player unit that has taken damage, and replenish some HP.
NOTE: You may not fight with a staff equipped, it will leave you defenseless. Equip staffs wisely.
Items such as Energy Drop, Angelic Robe, Vulnerary and Elixir are consumable items which have the following effects:
- Energy Drop: Permanently increases unit's strength by 2.
- Angelic Robe: Permanently increases unit's max health by 7.
- Vulnerary: Recovers 10 HP.
- Elixir: Recovers 20 HP.
Equipping items works the same way.
Left-click a highlighted tile to move onto. The following tiles are not suitable targets*
- You cannot move onto a tile occupied by a unit (both enemy/player).
- You cannot move onto certain tiles (water, cliffs, mountains).
- You cannot move onto any tile on the edge of the map.
If at any time you select a tile you do not wish to move to, press ESCAPE to undo and re-select a tile.
A player can enter combat by moving adjacent to an enemy unit and selecting ATTACK from the menu. Once this selection has occurred, the player unit initiating the attack must then left-click an enemy to enter combat against them (in the case that there are multiple targets surrounding the player unit).
Before entering combat, you can see the summary of the battle. This includes:
- How much HP both units have.
- Equipped weapons of both units.
- How much damage each unit can do to each other.
- Hit rate of both units.
During battle, if the enemy or player has a significantly higher attack speed (AS) than the other unit, then they will attack twice during combat.
Stepping onto a shop tile (shown below) will allow the player to enter the shop, in which they can purchase or sell items.
There are numerous ways to take turn the tides of battle in your favor. These include:
- Being careful of rushing too far ahead. Some enemies move once you get into close proximity, while others will move on certain turns. Try to find a right balance of pushing forward, while being reserved.
- Use terrain to your advantage and reap the bonuses.
- Pay attention to the weapons wielded by your opponent. Swords beat Axes, Axes beat Lances, and Lances beat Swords. Units at an advantage will gain increased ATTACK and HIT RATE, and units at a disadvantage will lose ATTACK and HIT RATE.