The primary effect terrain holds on gameplay is the concept of movement cost or terrain penalty, the effect it holds over a unit's movement range. Stairs: This terrain type, which only appears indoors, offers no bonuses but is notable as frequently being points where reinforcements appear.In outdoor maps, Thicket tiles-particularly thick forest tiles-perform a similar role and also cannot be crossed. Usually they can only be crossed by unlocking doors or breaking cracked sections to clear a path. Wall: Solid stone walls which cannot be crossed at all, except by flying units (and even then, most of the time they are disallowed).Fort: These small defensive fortresses can protect a single unit, boosting their defenses and healing them slightly at the start of every turn.Select maps label these tiles as Lake or Water. Pirates have a much easier time crossing water, and flying units are again able to cross. Sea: Bodies of water can only be crossed by a handful of infantry classes, although very slowly and often only one tile per turn.Only flying units and Brigands can cross peaks. Peak: Large, towering mountains which cannot be crossed by the majority of units who fight on the ground.Horse-mounted units cannot cross mountains at all until promotion. Mountain: Hilly terrain which can be crossed by infantry units, but hinder movement even more than forests they also give defensive cover.In indoor maps, Pillar tiles perform a similar role. Forest or Woods: A forest-covered tile which hinders movement through it, but in exchange the trees grant a unit defensive cover.In Mystery of the Emblem and Thracia 776, mounted units cannot move when on floor tiles and must dismount. Floor: Tiles that serve a similar purpose to plain tiles, mostly appearing in indoor maps. Shadow Dragon & the Blade of Light and Mystery of the Emblem give Plain tiles a small avoid bonus. Plain or Grassland: The default terrain type a neutral terrain with no effect on units' stats that allows them to move unhindered.Every space/tile on a chapter's map is classified as a type of terrain, and accordingly brings with it a set of properties which influence the stats of a unit who stands on or passes across it in several ways.
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