recursal/Fanatic-Fandom huggingface dataset:
XXRetroCubicXx

About

xXRetroCubicXx

Profile

Name
Yako

Kanji
やこ

Romaji
*Yako*

Position
Founder

About

Gender
Female

Age
secret

Occupation
Part-time waitress in Japan

Birthday
June 12

School Level
3rd-year college

Media

Wikis
https://hanako-kun.fandom.com/wiki/Home (Member/Contributor)

Hi! My name is xXRetroCubicXx. Feel free to call me Cubic or Yako (My name irl).
My real name is Yako but I can't tell you my last name. I'm a 3rd-year college student and I am a nightshift waitress in a restaurant in Japan.
I was born in June 12. I'm a fan of both anime and manga.

Merodikaru Mikkusu Monogatari
* Japanese
* English
読んでいる漫画シリーズを探していて、「メロディカルミクスモノガタリ」を見つけて、「ああ、面白そうだな」と思って読んで、最高でした！今、友達と一緒にウィキを作ってみました。私はキャラクターについてたくさん知っています、私の友人でさえその漫画について知っています。マンガシリーズはとても美しいです。シーンはまるで楽園のようです。ストーリーはとても感動的で、大好きです！あの漫画シリーズを見つけた時はとてもラッキーでした！I was looking for a manga series to read then I found "Merodikaru Mikkusu Monogatari", and I was like "Oh! It looks interesting" and read it, it was awesome! I even made a wiki of it with my friends. I know alot about the characters, even my friends know about that manga. The manga series is so beautiful. The scenes are like a paradise. The story is very emotional and I love it! I was so lucky when I found that manga series!
Where to find me?

Thanks
That's all about me, thank you!
Siobhán

Siobhán is a contestant for Season 1 of *Wuhu Island Cookoff.* She is the winner.

## Personality

Siobhan is believed to have robbed Matt of a victory, althought she says she was better than Matt, Siobhan was a very dedicated craftsman with a big Arsenal of moves. Rasmii says he is proud of her and hopes she will have a succsesful career at the pub and grill.
Matt

Matt is a contestant for Season 1 of *Wuhu Island Cookoff.* He placed 2nd after losing to Siobhan in the finale.

## Personality

Matt was a very feirce, unstoppable player, he congratulates Siobhan for winning. Many people think Matt should've won but he says its alright if he did not win, Matt was also very fast, organized, and remembered a lot.
Season 1

Season 1 is the 1st season of Wuhu Island Cookoff. There are 12 contestants competing for a head chef spot at Gordon Rasmii's brand new *Wuhu Island Pub & Grill. T*he winner of season 1 is *Siobhán.*

## Contestant Progress

At the end of each episode, one chef from the losing team, or from a black jacket, is eliminated by Rasmii.

## Trivia

* The Most Nominated Contestant was a tie between *James* and *Shinnosuke* with 3*.*
* The Most ANN Contestant was *Daisuke* with 3.
Fumiko

Fumiko is a contestant for Season 1 of *Wuhu Island Cookoff.* She ranked 8th place after a fail on the fish station.

## Personality

Fumiko was a very determined cook and wouldnt let anyone get in her way. She rarely made any mistakes and was impressive to Rasmii, but as time progress, she dropped, and Rasmii was having none of it
Alex

Alex is a contestant for Season 2 of *Wuhu Island Cookoff.* He ranked 6th due to a injury.

## Personality

Alex was very passionate, kind, and dedicated to cooking, Rasmii said nif he wasnt injured, either Nick or Patrick would've gone home that day, what a tragedy. Axel said he wants to return and prove he is better.
Bone Arrow

The Bone Arrow is a projectile used with the Archer Bow.
A Bone Arrow must be placed in the Quiver to be used. The Bone Arrow has 0% chance of breaking and does 5% more damage than the Stone Arrow.

The recipe for the Bone Arrow is found in the Itempedia under Weapons.

## Crafting Ingredients

The Bone Arrow can be crafted on the Advanced Workbench using:

 Bone ShardFeatherStickRope | 5555 | 5

## Damage and Durability

Each successful hit will deal the following damage:
Alpha.0.4.2

*Title: AI in eye*

## Game mechanics

* Fixed broken tutorial (Banish spell)
* Autoset "nonfirst" players to AI

UI
--

* Add option to setting to disable "Waiting turn mask" in settings (Game)
* Fixed UI scalling - binded with resolution
* Added support for 4k monitors (all devices FullHD and above)

AI
--

* Added AI vs AI spectate game (unoptimized)
Tyrone

Tyrone is a contestant for Season 2 of *Wuhu Island Cookoff.* He placed 7th after being nominated once before.

## Personality

Tyrone is a very diehard cook, he cooks like his life depends on it, and even though he did not have the most experience, he still made it very far. He said he is proud of 7th place and that he wasnt eliminated first.
Magic level

Magic level is feature of tile which determines how much magic has been used on tile. Magic level starts from level 0 and is limited to level 4. Most of maps has randomly distributes level 1 (about 10 %). Most of tiles has no magic level (magic level 0).

Some spells needs certain or minimal magic level on tile to be casted. Ironically increasing magic level of target tile by 1. Magic Towers can be built only on tiles with Magic level.

Level can be raised by using spells on that tile or by Magic Circle spell.

## Levels

Level varies in animation and effect, read below how to recognize tiles with magic level and what effect it has. Use magic overlay to see spots in more easy way.

### Level 0

Absolutly save to pass with units. Cannot cast certain spells.

### Level 1

Absolutly save to pass with units. Cannot cast certain spells.

### Level 2

Absolutly save to pass with units. Cannot cast certain spells.

### Level 3

Absolutly save to pass with units. Cannot cast certain spells.

### Level 4

Cannot build any building which is not magic resistant (like Magic Towers), all buildings not resistant are destroyed.

### Level 5

Cannot build even Magic Towers. Every building on tile will be destroyed. Hurting units.
Tile

Or hexa(tile) is atomic hexagonal component of map (map is composed of these) where entities take place.

Every tile is isometricaly tilted and has 6 corners / 6 sides (composed of 6 parts with empty center). On each side is connected to neighbor tile (or empty space). Entities placed on tile interact with other entities on neighbor tile by its sides.

Tile graphics variates and dependes on biome and other circumstances. Some of tiles has animated graphics.

## Visibility

Tiles has 3 different states of visibility for player:

* Undiscovered - hidden in Fog of War
* Visible - all graphics are visible
* Visited - most of graphics are hidden, units end effects are not visible, buildings are visible

## Biomes

Tiles is always a biome-type-based, which affects not only graphics but other abilities or stats of entities. Certain spell can be only casted on certain biomes. Variates in Movement cost (travel cost between tiles)

* Forest - commonly seen biome, needed for Lumber
* Mountains - difficult to travel biome, extends sight of units
* River - difficult to travel, connected to other rivers or lake (is same biome), can build Quarries to harvest Stone
* Plains - minimum travel cost
* Wood - very same like forest
* Hill - difficult to travel, extends sight of units
* Swamp - Nergal units has bonus to travel here, difficult to travel
* Field - very common, minimum travel cost
* Road - minimum travel cost
* Building - special case here, has a building on it
* Blank - used especially in map editor (blank mean Random and is terraformed to tile from possible options - according to neighbor tiles)
* Desert - very uncommon, minimum travel cost, mostly seen when magic levels are extra high
* Magic wasteland - very uncommon, radiates unstable energies and damages units, mostly when magic levels are extra high

## Special tiles

Special tiles are mostly faction-based and ciritical to its faction.

## Tile container

Tile can only contain 1 unit at the time as well as 1 building at the time. Multiple effects or spells from different player can occure on tile at same time.

Tile can contain dead bodies after battle.

Tile can be ignited.

Tile can be destroyed (contains destroyed textures).

Tile can content Magic level.

Tile can contain spells.

Tile can contain various effects.

### Units on tiles

With unit on tile can be interacted. First click by a mouse selectes the tile, second click changes the mode for unit. Every other click toggles between modes.

#### Modes

There are 2 modes which affect next interaction for unit.

Rotation mode rotates unit around center. If units has more than 1 squad (occupies more than 1 side of tile) all units are rotated too. Same can be done by default keys Q and E (as you will learn in Tutorial)

Movement mode requires next click to be done on visible tile. If unit has enough movement points it will travel to destination tile. If not rests somewhere on a path or do not even move. Depends on Movement cost too.
Stats

Each entity in game has Stats which represents current state of examined features.

Their are mostly located in lower right info panel when entity is selected and info tab is active. In most of cases Stat is represented by 2 numbers in format:

*"<icon> **X** / **Y**"*

* <icon> - small mnemonic graphic of Stat
* X - current state of Stat
* Y - maximum of Stat (sum of Base value and Bonus)

## Stats

### Health

Also known as Hit points (or HP in short). When entity has health equal 0 and below, entity is destoyed (is dead). Health can be replenish by special game mechanisms.

### Attack

Sum of attacking abilities of entity and a potential damage caused to enemy unit (its HP). Attack value is carried out by each squad in formation individualy!

### Defence

Basic damage resistance. Value represents how much will be enemy attack lowered (absolute numbers, not percentage). Min damage to health is 1 (armorless units).

### Armo(u)r

Advanced volitile defence. Adds extra resistence to entity and even more lowers (absolute numbers, not percentage) enemy attack value. When enemy is attacking the player entity absorbs Armor value from damage. Rest goes through defence to entity health. Absorbed value is substracted from current value of Armour. Minimal damage is 1 to Armor or to HP.

Armour is replenish each turn when entity does not performed movement and was not in battle (rested).

### Movement

Entity capabilities to move around tiles. Each move between tiles cost 1 point at minimum. More harsh tiles requires more points. When points are exhausted or entity does not have required amout to move to next tile, entity cannot move but still can fight.

Movement points are replenish at the beginning of each turn.

### Sight

Basic stat for unrevealing map tiles. Each point in this feature represent how many lines of neighbor tiles (around entity) will be visible. Some tiles has bonuses. Minimal sight is 1.

### Stealth

Ability to hide entity from sight of enemy. Sight Stat cannot detect stealth entities. Stealth is catogorized to 3 groups (player will not know exact Stealth of enemy entity).

* 0, 1 - no or low stealth - detected even on low sight
* 2, 3 - ambushers - tricky to detect, good for ambushes
* 4+ - bearly invisible - in right conditions invisible

### Detection

Counter-part to Stealth and it is used to detect hidden entities. Detection is catogorized to 3 groups (player will not know exact Detection of enemy entity).

* 0, 1, 2 - no detection or common detection - slightly chance to detect hidden unit
* 3, 4 - sensibles - can detect ambushers
* 5+ - detection specialist - sense it all
Alpha 0.4.0

*Title: Faction II*

## Visuals

* Spellbook - content refactor
* Magic level indicators are less brighter
* Fixed overlow in Savegame panel
* Resized models
* Aligned unit formations

## Game mechanics

* Darval faction
* Teneb faction
* Lanciences faction
* All factions spells and units implemented
* Tier 3 spells
* Tier 4 spells
* Fixed spell casting overlay
* Aura ability fixed
Abby

Abby is a contestant for Season 2 of *Wuhu Island Cookoff.* She placed 10th due to a bad garnish performance

## Personality

Abby was a very sweet chef with a big heart but she could not deliver when the pressure was on, causing her elimination on the spot, while many say she should have stayed, she thinks Rasmii made the correct decision.
James

James is a contestant for Season 1 of *Wuhu Island Cookoff.* He ranked 6th after failing a service and a challenge.

## Personality

Many people believe James stayed way too long, and that he should have been replaced with *Tommy*. While this is very believable (James got nominated 3 times before elimination, tommy got none). James was very intelligent and sweet, he says that he is proud he earned his spot.
Faction - Darval

Darval is a god brotherhood and strugle.

> "Hail, brother! I am Darval, a god of family and common blood. To keep people from slipping into fratricidal struggle, I gave them a strong bond with their relatives. To become a man, a boy must fight. As a sign that a girl has become a woman, her genitals shed blood. I am the connection between brother and sister, between the patriarch and his tribe." - Darval introducing himself
>
>

Darval´s faction color is red.

## Gameplay

Darval´s playstyle is fast and agressive - no petty magic, no hidding, no intricts, pure strength projection. A true warrior faces its enemies with no fear and prepared to died for eternal bonds. Lots of blood to drink, lots of blood to spill.

Everything is linked to blood so tight it causes to units came in very strong, problem is when supply is shorten or there is simply no blood at all. Darval´s magic units will loose 1 HP per every turn not standing on a tile covered with blood up to 1/2 of their health base. Attacking enemy on these tile replenishes Darval´s units a 1 HP.

So player needs 2 things to do: Attacking everything until units are strong and to maintain these blood tiles around strategic points to keep units strong. Blood rain is spell which can provide fresh blood to group of tiles from friendly mortal unit sacrificing it, has a long casting time.

Rapture of Blood is spell which causes mountain to became blood fountain for a moment, spreading neigbor tiles to be filled with blood. Be careful tho, blood is needed but erruption damages enemies as well as yours units. Exception is Blood de(a)mon which is not damaged - instead it is healed These you want to keep around, very strong units which can handle several mortal units by its own.

Speaking of mortal units, Berserker is mortal as he could be. Supernatural is his bloodlust which makes him even stronger - longer he stays in battle more Attack power he has.

Beholder is strong support unit. This unit has very strong Detection and Sight abilitites, with combination of flying seeks more and more targets for Darval´s blood-crazy warriors more effectively.

The ultimate abomination, a blood-container monstrosity, is Heart monster which supports nearby units. At the end of turn spreads fresh warm blood on neighbor tiles damaging enemies and giving nutritions to friendlies.
Credits

*This page is under constant update... :)*

We thank you all greatly for your support including communication, testing and promotions ! It is not easy for a indie game studio to create and finish game with a limited or nearly no budget.

We are trying to deliver a different and fullscale game experience like we were tripleA studio with huge marketing... we are trying our best you know :D

## Supporters

We would like to thank all the past and present members working on it or supporting it - developers, independent testers, commenters, reporters and even game-jurnos.

## Special thanks

We would like to thank czech youtuber and twitcher Xmatulix for quick and enthusiastic testing. He starting playing/testing the game in early alpha even before the game entered EarlyAccess. We keep direct communication and give him exclusive access to prepared versions.
Alpha.0.5.16c

*Title: Editor, campaign and visuals II*

## Visuals

* Added city tier upgrade effect
* Swordmen and knights animation rerendered
* Some formations realigned
* Dynamic tile note show (tile description representation)
* Texture for each faction - destroyed walls of city
* Added effect for broken wall city

## Map editor

* Added passive option for tile description

 Info

* Campaign update of est. time (sry folks, lots of side works)

## Mechanism

* Earthquake broke city walls, dont destroy city
Single Wooden Ramp Railing

The **Single Wooden Ramp Railing** is a construction item that is placed on one side of a Ramp. It is used to protect the player from falling off the sides of the ramp. Players can place more than one ramp next to one another and use the Single Wooden Ramp Railing on the far left and the far right to create a wide ramp that is protected at the sides. The Single Wooden Ramp Railing can be upgraded to concrete for more durability.

The recipe for the Wooden Single Wooden Ramp Railing is found in the Construction section of the Build Menu under
Railings.

## Versions of Single Wooden Ramp Railing (Under Construction)

A damaged Single Wooden Ramp Railing can be repaired using an equipped Stone Hammer and can be upgraded by hitting it with the equipped Upgrade Tool.

A sufficient number of appropriate resources must be in the player's inventory for the repair or upgrade process to work.
Primordial forest tile

Special faction-based tile for Pallanti.

## Occurance

This tile can be created 2 way:

* Manual - player playing for Pallanti uses spell Primordial Wood
* Automatic - already existing Primordial forest has infects neigbor forest tile

## Mechanism

First the Big Tree is made as infection origin. Every turn it infect neighbor tile until all tiles in cluster are transformed. First the very neighbors of Big tree then their neighbor´s and their neighbor´s... until no tile can be transformed.

## Properties

Adds +1 to defence to Mutants.

Only place where Wild Beast and Wolfman to be summoned.

Only place where Mutate spell and summon Mother can be casted.

Infection tile (spreads if origin cannot spread to neighbors).

One of restriction (allowed tile) for Wild Beast.
Faction - Teneb

Teneb is god shadows and knowledge.

> "Wise disciple, I am Teneb, the creator of script and speech. Eternal guard of knowledge. The first people lived only the present moment and their gaze did not extend beyond the horizon. I gave them the ability to communicate with the past and send messages to the future. I am the memory and a messenger of both true and false messages." - Teneb introducing himself
>
>

Teneb´s faction has purple color.

Occures in tutorial as a guide.

## Gameplay

Teneb´s faction harvest its power from shadows. Massing and keeping is the key.

Teneb needs to have Lower Shadows (or Shadows in short) summoned to actually summon more powerful magic units. Each summoned Shadow add +1 to Casting time to Summon Shadow spell. This casting time can be reduced by recruting Orator(s). Each Orator decreases Casting time of Summon Shadow spell by 4 (min 1).

`Example 1: To cast 4th Shadow Casting time of Summon Shadow spell is 5 turns.`

`Example 2: Having 6 Lower shadows and 1 Orator - casting time for Summon shadow will be 2.`

`Example 3: Having 7 Lower shadows and 2 Orators - casting time for Summon shadow will be 1.`

   Lower shadows and Orators are not quite fighting units, player needs them alive and safe somewhere. Real fighters come when player mastered enough Shadows - Shadow hunter and High(er) Shadows.

Tactical benefits has spell Cradle of Shadows which is used as Smokescreen granade lowering enemie´s unit Sight and hides player´s units. Teneb summoning spells can be aplied on tiles, which are not visible for enemy (out of enemy player vision).
Alpha.0.5.9

*Title: Heating up*

AI
--

* Exploring enhanced
* Defending enhanced
* Attack enhanced
* Rectruitment enhanced
* Added Tier4 behavior
* Modifications on behavior Tier1-Tier3

## Mechanics

* Constructions exclusion zone +2
* AI difficulty preset to Fair
* Pathfinding enhanced

## Fixes

* Main menu faction dropdown menu fixed
* Main menu faction selection fixed
* Fixed UI glitch (all hexes dissapear, only effects remains)

## Console

* New command "camReset" - reset camera to default position
EnhancedAi

Enhanced Ai is a completely new adaptive algorithm which reacts on players´ and other AIs´ actions with both randomness and hardwired behaviour.

*First introduce in alpha.0.5.1b.*

*Latest update: 2021-04-21.*

## Difficulty

Better reaction on handicaps or advantages.

## Basic exploration and looting

Units now have roles and one of them is to be an explorer which means to effectively explore maps or reveal POI (points of interest, like loot) even provoke enemies.

## Map awareness

AI now better reacts to situations on the map. Visited and visible hex tiles now generate POI to various heatmaps and by the unit role, AI prepares and sends units there to collect more data or take action.

## Hex tile reservation system

Moving units around the map is not that complicated when you know the destination. tile is reserved and AI will try to move units to neighbour hex tile if needed. Units are moved constantly forming even formations. Only a few scenarios will make the unit not to move.

## Starting mode, behaviour, modding

AI can start in "starting profile" to boost economics. We added simple mudding options to drive AI behaviour by setting or clearing flags in the local file (in folder TheMysticEditor/mods) or in game by using build-in console (tilde or semicolon, the key under ESC) commands. Try to write "help" there to check syntax.

## Aggressive and economic modes

Mystic is a dynamic game and new AI is more dynamic too. Primary is set up in building things and expanding. But when time is right, you will know the AI switched profile to be more challenging.

## Coordinated attack

Time to time AI forms attack formation to try to eradicate you. Attacks are far from be the best (as whole AI) but it adds more dynamics and tension to game experience.

## Battle simulation

Everything has a cost and AI knows it. Is it worth to go to battle with this unit, or should I retreat? Every movement is predated by calculations which tile to move is the best.

## Advanced active defence

The most complicated new thing in AI is active defence. AI checks for threats, their level and who is causing it. If parameters are right AI will send the best unit for the job - defending the area whether it is an outlier farm or heart of your city. AI even tries to be present near buildings until released from that duty. Player attack should be more challenging than ever.

## Spell management, terraforming

Spells are a key mechanic of the game so is the terraforming. AI tries to have the most efficient income. Targets terraforming spells near the area as it needs to. or cast an attack spell on to nearby enemy units - again calculating the best possible tile to cast a spell. When a spell is not needed or cannot be casted few turns, it dismisses it and charges up a new spell better - suited for the situation.

## Preparations and plans

* Unique Behaviour for all factions.
* More difficulty dynamics.
* Mechanism for long promised Campaign.
* All spells.
* Polishing parameters.
* Improvements in the late game. Currently AI starts to be less effective around Tier 4.
About studio

PipeDream is an independent game studio from Prague (Czech Republic) founded in 2017. Its founder, Tomáš Axamit, has experience in game development from studios such as Sillicon Jelly and others. PipeDream strives to innovate game design and focuses on the core gamer audience. Since its inception, PipeDream has been developing The Mystic, a dark fantasy turn-based strategy game.

## Team

Besides the game designer Tomáš Axamit, the team also includes:

* Josef Surý (graphic artist)
* Josef Gazdoš (programmer)
* Petr "Vošiz" Vošoust (programmer)
* Porin Rašpica (animator)
* Benedict Nicols (music, sound)
* Vojtěch Vacek (screenwriter).

PipeDream is still a young studio but it is preparing new projects.
Field tile

Field (or fields) tile type is one of basic biomes of a tile.

## Economics

Fields generates +1 income (gold) if neighbor tile is firendly Farm, City expansion, Slums or Town (basically income buildings yielding gold). Each of these buildings can teoretically has +6 income (gold). When neighbor tile of building is Forest, Plain or Wood - it becomes field automatically. Other biomes has to be terraformed to fit.

Fields are generated randomly in map if tile biome is set to blank - tho they do not generate any income for anyone.

*Example:*

*Lower left field is not attached to any building (no building in neighbor tiles) - yields no income. Upper right field is attached to building - yet no income is generated neigher, Magic tower is not income building.*

Each starting town has the same amount of fields attached (0-6). No player or AI is in handicap situation.
Eternal Sadness Realm

The **Eternal Sadness Realm** (永 (エイ) 遠 (に) の (番号) 悲しみ (悲しい ネス) の (番号) 領 (涼) 域 (イキ) , *Eien no kanashimi no ryōiki*?) is a world that can be entered when Cubical cries or sad.

## 「永遠の悲しみの領域」

Eternal Sadness Realm is a world where people who died lonely, depressed, or hopeless. It is the last world to be introduced in the series, making its debut in Volume 13.

Rumors say that when a person with a normal life has entered this world, ghosts will suck their happiness to join them. At night, you will see ghosts roaming around the city, finding their victims.
Alpha0.5.5

*Title: Fixes and more fixes*

AI
--

* More difficulty distribution to mechanics (more feelable differce between levels)

## Fixes

* AI player turn stuck
* Magic towers vs Magic circles

## Mechanics

* Hidden visual and audio for AI player turn

* Magic circle exclusion zone
* Added debug console option to activate via console (game only)

## Visuals

* River sprite
* Faction colors in main menu
* Faction summoning effects
* Main menu visual changes and setup
* Intro enhanced
Alpha.0.5.11c

*Title: AI faction advanced*

AI
--

* Fixed minor bugs in resources, spell queue, movements, placements,...
* Fixed magic circles
* Fixed casting spells
* Advanced exploring (fixes and extensions)
* Added target count of entities to build orders
* AI faction-based behavior (advanced)
* Passsive keep and active keep of minimal/maximal entities
* Advanced building placement
* Advanced recruitment and expansion
* More logic to behavior, some changes

## Menu

* Map editor is under construction
* Map multiplayer is under construction
Version log

Here are all version change logs (public).

* ~~debug - for those who want to help track bugs, debug build containing in-game debug console enabled~~ ***(obsolete)***
* in-testing - private branch for testers

Not all version see the public light. F.e. some versions stay in in-testing or in experimental branch due to bugs or something similar. We are trying to publish only stable versions.

### Alphas

* alpha.0.2.175d
* alpha.0.2.176
* alpha.0.3.0c
* alpha.0.3.1c
* alpha 0.4.0
* alpha.0.4.1
* alpha.0.4.2b
* alpha.0.5.1b
* alpha.0.5.2
* alpha.0.5.4
* alpha.0.5.5c
* alpha.0.5.6b
* alpha.0.5.7
* alpha.0.5.8
* alpha.0.5.9
* alpha.0.5.10
* alpha.0.5.11c
* alpha.0.5.12b
* alpha.0.5.15
* alpha.0.5.16c
* alpha.0.6.1c
* alpha.0.6.2e
Help

## How can you help community?

You want to help, but do not know how? Here is list how can you do something for the community.

* Send bug report
* Edit/Add wiki records
* Make review on steam
* Create a video on YT playing the game (help others to experience the game)
* Use steam community tools, like giving a question - we will answer relevant questions ass soon as possible -- or -- try to answer other´s questions as well
* Use bug report and debug console
* If you like the game, give a word to friend or two!
Movement cost

A tile ability a cost for unit it must pay to travel from current tile to target. Minimal cost is 1 Movement point. Harsher the biome of tile is, the cost is ussually the higner.

Some spells or tile effect can alter tile movement cost.

When travel mode is selected and player wanted to select a tile (travel destination), Pathfinding module calculates the best path between start and destination. This path is represented by red and white lines (which determines the movement is available or unavailable).

The start of path always starts with red line part, next parts are either red or white according to unit current movement and destination total travel cost. Unit only travels to tile before it would endup with negative number in movement points after cost is substracted from current movement points of unit..
Alpha.0.5.10

*Title: AI factions and polish*

  AI

* AI faction-based behavior (basics)
* difficulty modification - more press and management

## Visuals

* Monologue panel
* Tile highlight enhanced
* Precaching screen particles

## Options

* End turn message can be turned of in settings
* Editors are under reconstruction
* Multiplayer is under reconstruction

## Campaign

* Campaign release date estimation (2nd half of July)

## Fixes

* FPS meter
* Campaign prelude scene
* AI casting system
* Tier 4 AI fixed
Alpha.0.5.15

*Title: Editor rejuvetion*

AI
--

* Mechanism for campaign (basics)
* Optimal. in performance

## Game mechanisms

* Tile highlight fixed
* Fixed hUUUUge issue for custom maps (corrupted map load)
* Fixed tabs blockage

## Editor 2.0

* Fixed quest and monologue panels
* Fixed tile whisperer
* Added tooltips for users
* Fixed faction loading
* Locked content enhancment
* Added highlighting tile for quests
* Added more content for quests
* Fixed and extended quest and monologue condition detections
* Better notifications
* Another small and medium fixes and user-friendly enhancments to editor

## Tutorial

* Fixed possible loop in tutorial
* Enhanced and fixed quest panel
* Working on 2 new tutorial maps

## Visuals

* Fixed and reanimated some issues (not all)
Roadmap

Here are all known plans for development.

Since alpha.0.5.10 - all plans before this version are not mentioned. Will be updated with each released version.

Legend:

* ✅ - task is done
* ❌ - task abandoned
* 👌 - working on this task
* Ⓝ - not confirmed or not a priority
* text without symbol - not working on this task

Format: <symbol> <Description of task> (<Progress> %) - <version implemented in>

## Current plans

### AI 2.0

* ✅ Faction-based behavior (100 %)
* Campaign based behavior (15 %)

### Gameplay and content

* Spells (97 %)
* Tier3 spells (80 %)
* Faction playstyle revision (90 %)
* Balancing (92 %)

### Campaign

* 👌 Campaign editor (85 %)
* Scenario (98 %)
* Scripting (10 %)

### Editors

* 👌 Editor 2.0 (80 %)
* Modding tool (95 %)

### Help, UI-friendly

* Tile whisperer (0 %)
* More friendly UI (45 %)
* In-game Encyclopedia (20 %)
* 👌 Extended tutorial (15 %)
* 👌 WIKI pages (45 %)
Bug report

Bug report is an option how to feedback your game experience as is as an option to report malfunction or broken features.

## How to send a bug report

This option is available in menu when you are in Game (not Main menu or others).
After you navigate there a new window is opened.

* Fill your email (optional)
* Fill the subject (optional)
* Fill the description of what you found (optional)

Remember the more you write the more we might do with it. Every bug has to be identified, replicated, then investigated and finally fixed. There processes are in cascade. Goal is fixing the bug in the shortest time. If any of these step cannot be done, bug cannot be fixed, simple as that.

Sending can take up to several minutes, it depends on your internet connection (upload rate). So please be patient.

### What is sent

Collected data are up to 4 MB.

By ticking the checkbox in left bottom corner, you agree to send:

* Your email
* Subject
* Description
* Screenshot of the game screen\*
* Log output from game\*
* PC information\*

#### (\*) Whoa, wait! A want to know more

At first - you can check what information is collected by navigating to folder of game:

*<Drive letter>:\Users\<Username>\AppData\LocalLow\Studio PipeDream\Mystic*

Example:

```
C:\Users\Pilgrim9000\AppData\LocalLow\Studio PipeDream\Mystic

```

Folder (probably) contains up to 3 folders and 1 file.

* Logs - where all the reports are situated (in pairs - Screenshot and output log)
* Saves - where are all your savegame files stored
* Unity - analitics of GameEngine
* Output\_log - where technical data about your PC and compatibility are saved (especrially useful when game is broken "on your PC only")

Nothing **more** nothing **less** will be **collected ever**. Collected data are not sent unless you wanted to and agree with that - simply put, it depends only on your mind.
Debug console

Debug console is third party module for collecting and showing developer logs in-game.

A great tool to track messages and bugs even in built game (the version, which is public, not only internal / simulated in editor).

Debug console is hidden by default and should not be accessed if player wanted experience the game how what it is been meant to play or experience (some messages contains data, which player can use for his advantage). But dont you wory. The count of usefull message will be reduced as game release is approaching.

This tool can be very useful when game crashes and you dont (as us) why. Simply try to access debug console and replicate what have you done.

## How to access debug console

First, you have to access in-game console.

Then type command "debug".

Small panel will be shown at right side in the middle. Detailed panel is acced by clicking the small panel or by pressing "semicolon/tilde" button (the one usually located under Escape).

To hide Debug console simply repeat typing command "debug" to console.

### Big (detailed) panel

As its smaller brother contains 3 types of messages. Each has different meaning. Lets look at them from small panel perspective up-down.

* Debug/info - messages we developers are using for program giving us feedback of actual state of variables or location in code; informative only meaning
* Warning - message we developers are using for waning us program has entered unwanted state; infromative too but it is taken as non-fatal error
* Error - message that program is using to warn us developers, that program entered unwanted state by accessing unreachable memory or by doing unsafe execution of code; can be fatal

#### Error message

When you are using debug console, this message has critical meaning for us. So if you ever encounter any error message, enter detailed panel for more info. There is usually better and detailed log about what happend in form of stack state print out. Simply copy all the rows and send them to us via Bug report with brief message what precede it (to us replicate it and identify the problem).

The most usual message contains "Null pointer exception" error, which basically means program is trying to access object which is empty (null, unitialized). This may cause game crash or other errors to show up, it depends how much the calling is deep. What player will experience for sure is lack of execution of wanted action (like selecting item in game, moving, loading map, animation,...).
Faction - Nergal

Nergal is a goddess of law and justice.

> "My salutes, Master. I am Nergal, a goddess of law and justice. I helped people build the first cities. People need law and justice to live together. Without laws, people return to their animal self. I am a protection of one against many." - Nergal introduce herself
>
>

Nargal´s faction color is light blue.

## Gameplay

Key is necromancy and dark magic.

Player choosing Nergal faction needs to keep in mind he needs to contantly corrupt the land, where he can summon undead units. Corrupted tiles are infected through Mass graves spell. Later on with Obelisk of corruption spell which spreads corruption itself.

Corrupted tiles possesses enough material to create undead units. First line´s warriors are Undead linemen. More powerful are Undead (foot)knights. Secondary branch of undead minions are Ghosts (which can fly and is difficult to detect) and later on the strongest unit Amalagam ghost.

Early and alternative way to maintain player´s army is using spell Unlife which transform target mortal unit bodies (Tile with bodies to undead servants.

Undead units battling on corrupted tiles has +1 Defence.
Alpha.0.3.0c

*Title: Patching first battle bleeding*

* **Game mechanics**
	+ Farms have build-exclusion zone extended (next Farm can be build 2 tiles away)
	+ Towns have more sight (now see 3 tiles away)
	+ Added Speed spell - a Tier 2 buff spell
	+ Added Heroism spell - a Tier 2 buff spell
	+ Added Premonition spell - a Tier 2 buff spell
	+ Vanilla mod template 1.0.4
	+ Tier 2 spells complete
	+ Fixed autosave settings
	+ Buff spell cannot be stacked or combined
	+ Fixed buffing spell bugs
	+ Fixed expansions vs towns descriptions
	+ Fixed available recruit count
	+ Recruited units are exhausted until next turn (starting not)
	+ Only one Magic tower can being built at time
	+ Living Metal is now Tier 2 spell
	+ Can recruit only via towns and expansions/extensions
	+ Recruitments are individual to cities (+1 per extension or town tiles)
	+ Recruited units can be spawn only on city tiles (extension, town)
	+ Ward spell fixed (now sight +4 and reveals area)
	+ Spell slot stuck fix when summoning creature on tile with unit
* **Visuals**
	+ Spellbook spells more readable
	+ Ward spell effect changed
	+ God monologues modified
	+ Info panel visual fixes
	+ Fixed spell effect stuck
	+ Saved games compatibility warning added
	+ Info avatar is no longer covered with text
	+ Infiltrating spies dont trigger visual effect
	+ Spell effect system fixed (repeating effects)
* **UI-friend**
	+ Can TAB between custom map size X and Y input fields
	+ Spies entering city spawns warning text
	+ Added warning for map size settings (RandGen map with custom size)
	+ Roadmap progress update (dynamics)
	+ Bug-hunters update
	+ Some text corrections
	+ Added warning for loading saved games
* **Steam and team**
	+ Experimental branch is available (latest non-stable version)
0.2.175d

alpha.0.2.175d

*First realease*

* Game
	+ Basic gameplay features
	+ 5 different factions
	+ Simple AI
* Single player
	+ Up to 5 players
* Multiplayer
	+ LAN games hosting and joining
* Settings
	+ Video, sound and game configuration
* Tutorial
	+ Basic features covered in interactive tutorial

* Gods and their faction presented in prelude

* Scenario editor
* Custom map editor
* Quest system
* Monologue system
Petr Vošoust

Is an external developer joined in Q2/2020. Current CTO. Main focus is on fixing bugs, adding new features, builds and releases. Wide spectrum of other minor-or-less tasks such as optimisation, friendly UI, additional design, documentation, dark humor themes, community tech support,...

## Bio

Borned in 1989 in Liberec, Czech Republic. Graduated in 2015 with university degree at Technical University of Liberec in Computer Science (Information technologies). New university sign up in 2020 (Technical University of Liberec in Computer Science - Information technologies - master degree in 2022).

Started work in IT in 2014 as embedded engineer (C/C++). Since 2017 also C# development added (custom desktop applications, Unity3D).

## Links

Facebook

Email

Unfinished own game (cz)
Cap

The Cap is an article of headgear which provides protection and cooling when worn. The Cap is used primarily to regulate the player's body temperature in the hot summer months to prevent damage to health by overheating.

When the Cap is crafted on the Workbench, it is auto-equipped if the player's head slot is empty. If the head slot is occupied by another piece of headgear, it is transferred to the player's backpack inventory instead. If the backpack is also full, then it is dropped to the floor.

To place the Cap on the Clothing Rack, the player needs to activate the Clothing Rack with `E`, then drag the Cap from the head slot or from the backpack to one of the empty receptacles in the bottom row of the Clothing Rack.

Like other articles of clothing, the Cap loses durability when damaged. The player can check the durability of worn articles of clothing by clicking on the head icon in the Inventory to display the character outline. A green bar beneath the image of the worn item indicates the item's durability. If there is no durability, the article of clothing will cease to provide its heating/cooling and armor buffs. Damaged articles of clothing cannot be repaired. If their durability is gone, they must be discarded and replaced with new ones.

The recipe for the Cap is found in the Itempedia under Armor and Clothes.

## Crafting ingredients

The Cap can only be crafted on the Workbench.
Cloth

Cloth is a resource that can be either crafted by the player or found as loot in villages or from killing the Infected. The ingredients come from trees as the player chops them down. Cloth is used to make Kevlar and various items of clothing and armor.

The recipe for Cloth is found in the Itempedia under Other.

## Crafting Ingredients

Cloth can be crafted on the Loom using:

 Plant FiberBark Chips | 1525 | 5

## Recipes that require Cloth

 •  Armor x 5

 •  Boots x 4

 •  Cargo Pants x 6

 •  Carpet x 8

 •  Cooling Shirt x 4

 •  Hat x 3

 •  Leg Armor x 5

 •  Round Carpet x 5

 •  T-Shirt x 3

 •  Yellow Helmet x 3

 •  Kevlar x 3
Faction - Lanciences

Lanciences is god of dreams and imagination.

> Greetings, my friend! I am Lanciences, the god of dreams, mind and visions. I govern the immense realms of dreams and imagination. Without my guidance, people would not know the magic of imagination and inventions. What I dreamed up in my first dream, they turn into reality! I am the rule of the mind over the body, the father of ideas and invention. - Lanciences introducing himself
>
>

Lanciences´ faction color is yellow.

## Gameplay

Mashrooms, magic mashrooms... Is only thing on your mind, when you choose to play this faction.

Special tile for Lanciences is Mashrooms and with combination of special unit Slaves creates a deadly mix. Slaves charge up on tiles infected with mashrooms getting more fighting abilities in advance. Each slave can charge up 20 charge points which gradually losses every turn as they are getting less intoxicated.

These points can be recharged everytime slave steps on mashroom tile (+5) or is near Prophet unit (+1) which is excelent support unit with excelent Detection and Sight abilities.

Alternatively player can summon later on 2 types of magic units. Mystical frog which can damage City walls as well as can be used like regular unit. And ultimate Dream monster which torture minds of every enemy unit it sees.
Magic tower

Magic tower is a special building where player houses a Mage (abstract magic source). First mage is housed in Palace in a first city player has (starting city), every other has his own tower.

Total count of mages is called Magic Tier. This tier affect how many slots to cast spells player has as well as every tier unlocks new spells.

## Building

Magic towers can be build via Mystic tab in lower panel when city is selected. Each other Magic tower cost more resources.

Magic tower has to be build on tile with Magic level at least 1 with biomes:

* Forest
* Plains
* Wood
* Mountain
* Field
* Hill

Only 1 Magic tower can be build at time (finish one to construct next).

Towers are standardly built in several turns - depends on distance from parent town.

Can be destroyed, this will decrease Magic Tier - player looses slot and locks Spells which does not met requirements. Destability in magic causes hosting tile to turn to desert.

When magic tower has been built, neighbor tiles will increase Magic level by 1 (central included).
Boar

The Boar is a species of passive animal that is dangerous only when aroused. They are found roaming the entire Map.

Boars will attack the player only when attacked first, and they can cause infected wounds or bleeding.

They alert the player to their presence with their oink-like grunts.

The player can use any weapon to kill them but the spear (of any type) or an Archer Bow is most effective. The best way to kill them is with an arrow or thrown spear to the head which will kill them at once. Otherwise they will charge the player and cause considerable damage. A wounded Boar will eventually bleed out and drop dead.

## Harvesting yields

A Boar that has been killed must be transported to a Butcher Table to maximize the resources that can be harvested. The player can carry the Boar (which causes the player to be encumbered and walk very slowly) or transport the Boar in a Log Cart or on the back of the Truck. The player can also butcher the Boar in the field, but fewer resources will be harvested.

 Raw Bacon | 10 | 0

## Health and Damage Stats

As with other animals, the health and damage stats of the Boar can be customized in the AI section of the game's loading screen settings.
Ingot Shelf

The Ingot Shelf is a shelf used for storing up to 20 Ingots. There are shelves for each of the kinds of ingots in the game.

Ingots can be deposited in the Ingot Shelf by pressing the `E` key. They can be removed by pressing . Ingot shelves can be stacked on top of one another to maximize use of available space.

The recipes for all Ingot Shelves are found in the Placeables section of the Build Menu under
Storage.

## History

Iron Ingot ShelfCopper Ingot ShelfAluminum Ingot ShelfCobalt Ingot ShelfLead Ingot ShelfSteel Ingot Shelf
Know issues

Here all all known issues with game based on our testing or your feedback (via reports).

Since alpha.0.5.10 - all previous issues are not mentioned here. Each version will be updated.

Legend:

* ✅ - task is done
* ❌ - task abandoned
* 👌 - working on this task
* Ⓝ - not confirmed or not a priority
* text without symbol - not working on this task

Format: <symbol> [<since version>] <description> (<additional description>) - <options to do>

## List of issues and bugs

### Visual

* [since ever] Result table
* [since ever] ✅ Swordmen sprites and animations
* [since ever] 👌 Siege sprites
* [since ever] ✅ Werewolf sprites and animations

### Game mechanics

* Ⓝ [since ever] Spy effect disabled (kills spies when step on city tile) - do not move Spy unit on enemy city tile

### Game options

* [since ever] 👌 Editor is not fully working
* [since unknown] Multiplayer is not working

### Balance and gameplay

* [since ever] ✅ Earthquake is OP (player can win game easily)
Ecomic buildings

Economic buildings creates income in form of resource storage increments.

* Farm - generating gold for each field attached
* Quarry - generating ~~stone~~ gold and population for each mountain attached
* Lumberjack camp - generating ~~wood~~ gold for each wood or forest attached

Economics building are available at Town´s menu (building). Higher City tiers may be needed to reveal different options.
Faction - Pallanti

Pallanti is a goddess of nature and life.

> Welcome, my child, my name is Pallanti, a goddess of life and nature, the mother of the first people. When our existence was born, people did not know how to communicate or make a living. I taught them how to set up fields and make friends with other beings. I am the giver of subsistence and protector of all creatures.
>
>

Pallanti´s faction is green.

## Gameplay

Journey through the forest can be eventually man´s last. Apllies multiple times when forest is under Pallanti´s protection.

Pallanti faction is bonded to Primordial forest where can her primary magic units be summoned only. This tile is primarly summoned via Primordial woods spell. This special woods infectes nearby tiles in time.

Faction has 2 summonable magic units. Wolfman is the agile one with passive regeneration when it is not in battle and +1 to Attack when another Wolfman is near - very effective to attack in pack. The ancient woods protector Wild beast is the stronger one and can only move on forest-like tiles. Both need to be summoned on Primordial forest tile.

Nature is not always pretty and Pallanti knows it. Player can cast Mutate spell on own mortal unit which transforms target to strong and ugly Mutant-creatures. Summon Mother is ultimate spell which is again used on friendly mortal units. It creates powerful support unit Mother, which protects its mutant children by supernatural Sight and healing effect, every time a mutant is hit by Mother´s attack (splash damage). Mutation can be done only on Primordial forest tiles.
Seagull

The Seagull is a species of bird in the game.

Seagulls and other birds can be seen flying overhead or hopping on the ground searching for food.

The player can use any weapon to kill them, but shooting them with the Archer Bow or throwing any spear at them is easiest because they fly away if the player gets too close.

The player will frequently come across dead birds, including Seagulls, which can be harvested for a number of Feathers.