Enemy
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Buffs & Debuffs
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Rigid Body III Damage taken is reduced to 1. Effect will be removed after taking 12 damages and recovered after 8 seconds.
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Enemy
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Buffs & Debuffs
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Imprison III Creates a barrier at the target location that blocks any targets from leaving or entering the barrier. Lasts 5s. 17s cooldown.
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Templates used:
LOOKING FOR OPINIONS ON THIS
I haven't decided how I want to structure pages/navigation yet (open to opinions). What I'm envisioning is a main Stronghold page with links to each mission on its own individual page. Each individual page would have 3 tabs for each of the 3 stages in that mission, and all 5 battles (or fewer) would be displayed one after the other, with enemy waves within each battle nested in their own tabs as they are now.
The bili wiki currently places all 3 stages on the same page, then has tabs for each battle and nested tabs for waves within each battle, which condenses the page length but makes it more annoying to navigate imo. Again, open to opinions.
Other Notes on Prototype
- Feel free to make any aesthetic or layout changes you think will make the page look or flow better, there's some minor things that irk me (e.g. the black borders around the enemy & buff template), but I don't feel qualified to touch any of that since most of my coding experience is backend-focused.
- Related to the above, I didn't take mobile into consideration at all when throwing this together, please make any changes you want to that end.
Right now the naming hierarchy is Mission (e.g. Stronghold 16) > Stage (e.g. Stronghold 16-1) > Battle (e.g. Stronghold 16-1 first fight) > Wave (for multi-wave battles).
- The game uses "Stage" in the Stronghold Operation tutorial info-image (for the stage, not the mission), so this matches what's used in-game
- The game uses the term "Stronghold" for what I'm currently calling a "Battle". This isn't named anywhere specific, but this can be seen on the loading screen in-between battles as the game loads the next one. I didn't go with this because it's confusing af. The term "Battle Team" is used on the team formation screen prior to starting a stronghold stage, so that's why I went with "Battle" instead.
I've been logging Stronghold data for missions 16-18 here, since they're not on the biki wiki: https://docs.google.com/spreadsheets/d/1g0KKC_zXKcxm96ITOVS0FaubuQzDg5AOSU_a467TEcM/edit?usp=sharing
Link to bili wiki Stronghold page: https://wiki.biligame.com/zspms/%E6%8D%AE%E7%82%B9
All buff descriptions use the in-battle text descriptions (the ones you see when you click on the buff icons under enemy HP bars). All formatting inconsistencies have been preserved. These buff names and descriptions are a mess honestly, Kuro can't standardize on specific buff names and descriptions.
Destiny Debuff icon is used as placeholder for buff/debuff icons that don't exist in the wiki yet (not relevant for stages before 17-3)
Kuroro enemy icon is used as placeholder for enemies that don't exist in wiki yet (not relevant for stages before 17-3)
Stage Planning Tips
Battle 5 features 3 Terrapods with raised aggressiveness and high Extra DMG Reduction. Bring your most damaging and/or most survivable team to this fight.
Other Tips
- Battles 1 & 3 feature a few units with high Elemental Resistance, it can help to bring either Physical units or strong Elemental units here
- Battle 2 features 2 Hanged Men III with Rigid Body, it can help to bring units with high hit-count attacks here
- Battle 4 features 1 Moyuan with immunity to Matrix, it can help to bring a survivable team here, but this should not take precedence over Battle 5
The Terrapods in Wave 2 spawn off-field along with Wave 1, and will attack you from range. They cannot be targeted until Wave 1 has been defeated, at which point a ramp will spawn that gives you access to the lower level they are on.