Change Log

  • References to a “run” have been replaced with the term “run”.

This page details the types of rooms that can appear on the District Map.

Battle

The most common type of room. Entering this room starts a battle, following the process outlined in the Battle Loop diagram.

  • A grid is initialized
  • Player/enemy units, and other entities (like cover) are placed on the grid
  • The player and enemy units take turns moving and using abilities
  • The first team to wipe out all opposing units wins the battle.

If the player loses a battle, the run is over.

If a player wins a battle, the Battle Reward Menu is shown. When that closes, the room is cleared and they return to the District Map.

The number, type, and arrangement of enemy units and cover shall be procedurally generated for each encounter. (See: Randomness.)

Elite Battle

A variation of the Battle Room that has a chance to appear instead of a regular battle room.

In Elite rooms, one or more enemies are chosen to be Elite enemies, which means:

  • They spawn with one or more items, selected from a pool of items the Design team deems reasonable to grant to enemies. Generally they’ll be items that increase stats (like health or damage), but they could also be items with dangerous abilities or synergies.
  • They have an intimidating visual aura.

Boss Battle

A variation of the Battle Room which is always the final room in a district (and doesn’t appear anywhere else on the map).

The boss enemy that spawns is dependent on the district. The same boss will always spawn in the same district each time. Other enemies may or may not spawn alongside it (depending on the boss and the Difficulty Modifiers).

Boss intros

TO BE SPECCED: The special intro that plays at the start of a boss battle, before the first OnBattleStart proc triggers.

Shop

(See: Shop System)

A non-combat room that is essentially a menu. It allows the player to spend the shards they’ve acquired from battles on helpful items and upgrades.

There are MULTIPLE shop types

There are two types of shops, each of which are different room types on the District Map.

  • Item shops offer Items.
  • Upgrade shops offer permanent stat upgrades. Both kinds of shops offer full heals.

Random Encounters

(See: Random Encounters)

A non-combat room that describes a special scenario that the player’s team find themselves in, offering choices that can provide positive, negative or mixed outcomes that can affect your run in different ways. Takes the form of a “text-based” adventure.