Game modes
While the main mode planned for Lostria will be Ranked Play, we've also implemented other modes for less competitive players who want to play more relaxed or just play with their group of friends.
Tutorial
The tutorial explains all the basics to new players by setting up a 10-point scripted game on the Snowy Plain map. The player controls humans and faces an AI controlling Quadris. In this tutorial, the player will learn the various elements of the interface, how to control the camera and its characters, what are the objectives of the game as well as various main game mechanics. Once the guided section is completed, the player is free. of his actions to finish the game.
Friendly game
Friendly mode allows you to play against a random person without bringing any ranking points into play. The type of game can be slightly customized through the options available for this game world. The game search will not look for players who want to play in the same mode with the same options but completely ignore their ranking.
Option 2 - Team building mode
Versus AI game
For players who want to play quietly in their corner without interacting with another person, an artificial intelligence is at their disposal. The AI will choose its faction and characters at random and take a predefined list of assets. The selection of characters and made sure to always be able to reach the point limit of the game.
Option 2 - Team building mode
Current artificial intelligence is functional but very basic. She does not use tactical assets and ignores objectives. Moreover, the action optimization algorithm seems to have some flaws. Various updates are planned but we are prioritizing games between players.
Ranked game
This is the main mode of Lostria and this is where the competitive games take place. Players initiate games in this mode in an attempt to climb the leaderboard. The ranked mode has no option, all games are done with 10-point teams with the team building mode in draft. This also allows new players to learn the game in friendly matches while unlocking enough characters to play in ranked matches.
The game search will try to limit the ranking gap between the players as much as possible. In the event that no part is found, the level difference is increased in proportion to the search time.
Custom game
Les joueurs peuvent créer des parties personnalisées qui sont accessible depuis la liste des parties personnalisées. Ces parties sont faite pour jouer avec des règles personnalisée, jouer avec des cartes personnalisées ou encore jouer plus facilement avec ses amis. De plus, le mode personnalisé permet d'avoir des spectateurs. Il n'y a pas de récompenses ni de progression de quêtes dans les parties personnalisées.
Option 1 - Game speed
Quick game (120 sec per round)
Slow game (240 sec per round)
Unlimited (time disabled)
Option 3 - Team building mode
Practice mode
In practice mode, the player builds and controls both teams. Unlike other modes, here all characters are available, which allows players to test characters before purchasing them. The game will always be 10 points in draft mode with unlimited duration on a mao of your choice, personalized maos included. There are no rewards or quest progression in training matches.
Mode restrictions
To start a 10 point blind game, the player must have 10 character points in at least one faction. Similarly, to be able to start a 10-point game in draft mode, the player must have 10 points in at least 3 factions. If the condition is not met, the player will not be able to launch the game search because he does not have enough characters to be able to play in the selected mode.
Team building
Each game begins with a team building phase. During this phase the players will choose their faction, tactical assets and characters, all adapting to fulfill the objectives of the map and counter the opponent's choices. Map, asset and character information can be accessed at any time during this phase so that players can better plan their strategies.
Power value
The characters have different power values used to balance the game. The power value of a team is the total of the power values of the characters in it. The games are played with teams with a power of 5 or 10 points depending on the game mode and the options chosen. The ranked games are 10 points and the game balance is adapted for the 10 point games.
Building in draft mode
Draft mode is Lostria's main team building mode, offering a better competitive quality. In this mode, the two players build their teams by making alternate choices. This allows to adapt to the choices of each one and to plan its strategy and to adapt it little by little over the construction of the teams.
Draft mode workflow
Player 2 bans one of the 4 factions or none
Player 1 chooses one of the 3 remaining factions
Player 2 chooses one of the 2 remaining factions
Player 1 selects his 3 tactical assets
Player 2 selects his 3 tactical assets
Player 1 chooses his first character
Player 2 chooses its first characters
Alternating character selection until the teams are complete
Launch of the combat phase
Each stage of the draft is limited to 60 seconds. If the player has not validated his choices before the end of the time, they will be completed randomly and the next step begins. In the cell of a personalized game, this time can be doubled or deleted.
Building in blind mode
The blind mode allows you to start games more quickly and not to be limited in your choices other than by your collection. In this mode, both players build their teams at the same time and the opponent's choices are not visible. You can make the same choices as your opponent.
Blind mode workflow
The player chooses one of the 4 factions
The player selects his 3 tactical assets
The player selects his characters
The player locks his choices
As long as the choices are not locked, the player can go back to a previous step to modify it. The player has a total of 180 seconds to build his team, double or even unlimited in personalized mode depending on the options. Once the time limit is exceeded, the team is randomly completed with the available choices. In order to save time, it is possible to load a pre-built team if it matches the criteria of the game. The loaded team can still be changed before locking the choices.
Prebuilt teams
In the character collection menu, there is also a list of pre-built teams. The player can, from this list, create new pre-built teams. These teams can be loaded into blind mode games to greatly speed up the team building phase. The number of pre-built teams is limited to 9.
Game workflow
A game of Lostria is a strategic online battle between two players.
Mode choice
To play a game of Lostria, a player must first choose which game mode they want to play and with which options. Once his choice is made, the player can start the game search. A waiting message will then be displayed with the possibility of canceling the search. As soon as an opponent is found, the game begins.
Map choice
If the map has not already been chosen in the game options, it will be chosen randomly when creating the game. Map information can be obtained at any time during the team building phase that follows immediately after.
Team building
The first phase of a game of Lostria is the creation of player teams. At the start of each game the players will build their teams to adapt to the map and their opponent using characters from their respective collection.
Deployment
The combat will begin soon, all that remains is to place the characters on the map during a deployment phase common to both players. The player selects his characters one by one and places them in his deployment zone indicated by a blue highlight. As long as the deployment phase is in progress, the player can freely change the placement of his characters. During deployment, the opponent's characters are invisible.
Players have 120 seconds to place their characters. Once the time limit is reached, unplaced characters will be placed randomly. Depending on the options during a custom game, the time can go up to 240 seconds or be unlimited, in which cell you have to wait until both players have pressed the Ready button.
Player turns
From there, the game continues turn-based starting with player 1. On their turn, the player can freely control their characters within the limits of their individual movement points and skill points. The characters can be controlled in any order and it is possible to revert to a character already played if he still has possible actions. These movement points (MP) and skill points (SP) are fully restored each turn, so there is no point in saving them.
When a player has no more interesting action to take, he may end his turn. Likewise, if the 120 seconds of the lap time have elapsed, the lap ends on its own. The turn time is influenced by the options for custom games to be 240 seconds or unlimited. The turns of the players will follow one another in this way until the game ends.
In addition to the characters, from the 2nd turn of player 2, the use of tactical assets is unlocked. From this moment, during his turn of play, the player can activate one of his tactical assets. Each player can only use one asset per game, so you have to choose which one to play and when to get the most out of it.
Victory points
Victory points are used to determine the winner of a game. These points can be obtained in several ways, from eliminating enemy characters or completing the objectives of the map. The presence of this victory point mechanic makes it possible to have richer games than simply eliminating the opponent's team.
Eliminating an enemy or neutral character earns victory points equal to their power rating.
Destroying an enemy flag is worth 13 victory points.
Starting the turn with at least one character next to a crystal is worth 2 victory points.
Finishing the turn on a relic removes it from the map and is worth 3 victory points.
During the game, the list of map objectives can be analyzed at the top of the screen, as can the progress of each player's victory points. An overview of one of the objectives provides its main information.
Game end
A game of Lostria can last a maximum of 30 minutes and can be ended in several ways. The player can therefore win with the strategy that pleases him best, whether it be through better management of objectives or a massacre of his opponent's team. Here is the list of conditions that can end a game.
The first player to reach 30 victory points wins the game.
Eliminating all the opponent's characters wins the game.
At the end of the seventh round, the player with the most victory points wins the game.
In the event of a tie, both players are currently considered the losers. However, this does not cause a loss of ranking points in the cell of a ranked game.
Rewards
When the game is over, the result screen is displayed with the list of rewards obtained. These rewards. These rewards may vary depending on the game mode and the outcome of the game.
Each win in Friendly, Ranked, or AI modes earns 20 Gold.
Gain or loss of 5 ranking points depending on the ranked game result.
Quests progress at the end of each game in Friendly, Ranked, or Against AI mode.
Played faction mastery points are earned each game in Friendly, Ranked, and AI modes.
Systems
Hit points
A character has life points. When the character receives damage his hit points drop by the same amount. When a character reaches 0 points of view or less he dies and is removed from the map, making room for the characters still alive. In addition, it is possible to heal characters with healing skills. However, it is not possible to exceed the target's maximum hit points, any exceeding will be ignored.
The characters are not immune to damage from their allies, the player must be careful not to attack his characters. Likewise, it is quite possible to heal an enemy.
Shield points
A character can receive shield points. These shield points absorb any damage the character takes for a 1:1 ration. There is no limit to the amount of shield points a character can receive, but they disappear at the start of the player's turn who gave the shield points.
There is a certain type of damage that ignores shield points and attacks health points directly. In this cell the life points are lost as if the character had no shield points and dies when he reaches 0 life points, even if he still has shield points.
Size category
Each character has a size category. This value determines the number of spaces the character takes on the map. The categories present in the game are currently 1, 2 and 3, which respectively represent 1, 7 and 19 cells arranged in a circle.
Skills whose effect covers multiple cells only affect each character hit once, even if the character is on more than one of the hit cells. Likewise, if a large character is on several cells with the same effect, he is affected only once by this effect.
Pushing a character
Certain skills allow you to push characters hit by a certain number of cells, either to push them back or to attract them. A jostled character moves in a straight line on the map until reaching the indicated number of cells or meeting an obstacle. The distance of the pushover is affected by the character's stability factor. For example, a character with a stability of 0.5 who is jostled by 10 cells will ultimately only be jostled by 5 cells.
Effects
Both characters and tiles can receive effects, either in their initial state or through a skill. An effect is an element which attaches to its target and causes various events according to its specificities. The effects can have an unlimited or temporary duration, in the second cell the temporality is determined in number of turns and disappears once the turns have passed.
Although a target can receive several different types of effects, identical effects do not stack. If a character or cell receives an effect that he or she already has, it will be reset and the new effect will not be added. There are also cumulative effects as stated in their respective descriptions.
Traps
A trap is a cell effect invisible to the opponent and which is triggered when a character, ally or enemy, walks on the latter's trigger zone.
Camouflage
A camouflaged character is invisible to the opposing player but is not immune to damage. It is quite possible to attempt an attack in the void to try to hit a stealthy character. A camouflaged character is temporarily revealed if he is hit by a skill. Likewise, if during a movement the moving character collides with a camouflaged character, the movement is interrupted and the camouflaged character is revealed for that turn. In addition, some skill reveals the user's position and some stealth skill ends when the stealth character launches an attack. A revealed character will return to the stealth state upon completion of the turn or after making a move.
There are several ways for a character to become camouflaged, whether through a skill or an effect. Tall grass for example has the effect of giving the camouflaged effect to characters of size category 1 entering the cell and removing this effect when the character leaves the cell.
Summons
Some skills allow you to summon characters. A summoned character can be immediately controlled by the player. Some summons are limited in number while others disappear after a certain number of turns. When a summoner dies, all of their summons die with them.
Active or passive character
The characters that the player can control are active characters and are present in the list of characters that the player has on his team. Passive characters are characters without any abilities and who are not represented in the player's list, even if they are part of his team. In addition, certain effects take this difference into account, for example the crystals which give victory points only if the character in his zone is an active type character.
Off-map state
Some characters can go into an off-map state. When a character is in this state he is totally isolated and is in no way affected by what is happening on the map, even if the position is the same. Being off the map does not prevent the character from moving and even allows characters to be on the same cells. In addition, an off-map character is not visible to the opponent and his position cannot be revealed.
Special properties
Some characters can have special properties that can vary how they work in the game. For example, there is the Always Visible property which prevents the character from being camouflaged or the Immobile property which prevents the character from being jostled or from gaining points. movement.
Summary of events
Lostria is a pure strategy game. Therefore, in order not to force the players to be careful not to miss a stealthy movement from one bush to another, a bar summarizing all the events of the game is at the bottom of the screen. Information on an event can be accessed by hovering over the associated icon. In addition, it is possible to obtain the location of the event by clicking on it.
Recap and camouflaged characters
Le récapitulatif ne donne aucune information supplémentaire à ce que le joueur peut voir par lui-même. La localisation d'un événement prend donc en compte que le personnage est camouflé et n'indiquera pas sa position. Dans le cas d'un déplacement, l'indicateur montrera la zone des positions possible.
Cumulative events
Events from identical sources are cumulated in order to gain readability in the summary bar. For example a character who moves 2 cells, then 3 cells, then ink 2 cells, without any other intermediate action will be presented as a displacement of 7 cells. Another example would be the effects of boxes, like the Flaming Terrain which, at each change of turn, presents only one event which brings together all the affected characters.
Presentation of the teams
During the transition between team building and confrontation, a screen presenting the players and their teams is displayed.On this screen players can see the ranking of each, their avatars and usernames as well as the composition of each team and the corresponding faction mastery level. In addition, a small random sentence presenting aspects of the universe of Lostria or game tips is present at the bottom of the screen.