Set up difficulties for your game to influence the status of factions or check for it in conditions.
Difficulties are mainly used to use them in condition checks, or e.g. for difficulty based status bonuses, but they can also influence other things.
Difficulties are set up in Game > Difficulties.
Time Factors #
The different time factors are used to change the time behaviour of different parts of the game.
A factor of 1 represents normal time flow.
A factor of 2 will double the time speed resulting in things happening twice as fast.
A factor of 0.5 will halve the time speed resulting in things happening halve as fast.
You can change the time factor of:
Used for changing the speed of movements (e.g. player controls, enemy movements, etc.).
Used for changing the speed of battles and battle related things (e.g. status effects).
Used for changing animation speed.
Faction Multipliers #
Use multipliers to influence the status of a defined faction.
The multipliers are used to influence the initial status of combatants belonging to the faction.
A multiplier of 1 will use the defined values.
A multiplier of 2 will double the defined values, e.g. 100 maximum health would become 200.
A multiplier of 0.5 will halve the defined values, e.g. 100 maximum health would become 50.
Status Value Multipliers #
Add multipliers for defined status values.
Multipliers for Experience type status values will be used to influence the experience rewards in battles.
Any not added status value will use the default multiplier value of 1.
Attack Modifier Multipliers #
Add multipliers for defined attack modifiers. The multiplier is used for all attribute values of the attack modifier.
Any not added attack modifier will use the default multiplier value of 1.
Defence Modifier Multipliers #
Add multipliers for defined defence modifiers. The multiplier is used for all attribute values of the defence modifier.
Any not added defence modifier will use the default multiplier value of 1.
Using Difficulties #
Beside faction multipliers, difficulties are mainly used for condition checks.
Status Bonuses #
Status bonus templates added to classes, combatants, equipment, passive abilities and status effects can optionally only be available for a defined difficulty.
When checking for difficulty, only bonuses that match the current difficulty of the game will be used.
Schematics, Battle AI, Formulas #
Schematics, battle AI and formulas can check the game’s difficulty using a Check Difficulty node.
Many condition checks throughout the framework, both in settings and components, offer difficulty checks.
Setting the Difficulty #
The game’s difficulty can be selected when starting a new game via the start menu (UI > Start Menu).
The New Game option can optionally display a difficulty selection dialogue.