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Gilded Honor
  • Game Overview
    • Champions
      • Stats
      • Archtype
      • Abilities
      • Star Rating
      • Leveling & Experience
      • Element Type
    • Equipment Cards
    • Inventory
    • Status Effects
    • Competitive Play
      • League Battle
      • Tournament Packs - Phase 2
    • Battle System
    • Map and Formation
      • Destructibles
      • Obstacles
      • Runes
  • Gameplay Experience
    • Account Progression
    • Quest/Missions
    • BattlePass
    • Currency/Materials
    • Store/Shop
    • Gacha/Champion Summon
    • PVP
    • PVE Gameplay -WIP- Phase 2
      • Story Missions -WIP- Phase 2
      • Seasonal/Bi-Weekly Events -WIP- Phase 2
      • Mission Achievements -WIP- Phase 2
  • AI and Behaviors
    • Champion AI
    • AI Intelligence Tree
    • Equipment AI
  • Art + Sound
    • Factions Design
      • Crimson Machina
        • Scarlet
        • Elora
        • Caspian
        • Pine
        • Arabella
      • The Neon Belt
        • Nyx
        • Cipher (CyberMage)
        • Daven
        • Ava
        • Kairo
        • Nightshade (Phase 2)
      • Celestial/Noble
        • Empress
        • Moon Hare
        • Dragon Heir
        • Fan Blade Dancer
        • Drunk Traveler
      • Aridoria Kingdom -WIP-
        • Druid
        • Fionn
        • Soraya
        • Dastan
        • Zarathos
      • Quantum Armada -WIP-
        • Queen
        • Lili
    • Sound -WIP-
    • UI/UX
      • Premium Shop
      • Main Menu
      • Inventory
      • Summon Champion WIP
      • Formation WIP
      • Game Replay
      • Mail
      • Versus Pre-Match Screen
    • Map Objects
    • Runes
  • Development Cheat sheet
    • Copy of Status Effects
    • Copy of Stats
    • Test Characters
    • Equipment Card (Fables) Rules/Examples -WIP-
    • AI Tree implementation
  • Extra
    • Designer Specs
      • Champion Design Guideline
    • Social Systems -WIP- Phase 2
    • Faction Castles -WIP- Phase 2
    • Tower Challenge
  • archive
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  1. Gameplay Experience
  2. PVE Gameplay -WIP- Phase 2

Story Missions -WIP- Phase 2

The game’s story unfolds through a series of missions, each with its own set of challenges and narrative. As players complete missions, they unlock new champions and abilities, and the difficulty increases, introducing new mechanics. As character’s traverse the game's story they will unlock access to new areas learning about the different regions of the game and their inhabitants.

Mission Structure

  • Tutorial Missions (Missions 1-5): Introduce basic gameplay mechanics and champion abilities.

  • Early Game (Missions 6-20): Expand on the game’s lore and introduce the first set of unique champions.

  • Mid Game (Missions 21-50): Increase complexity with missions requiring specific strategies to overcome new enemy types.

  • Late Game (Missions 51-100): Introduce advanced mechanics like champion synergies and environmental effects.

  • End Game (Missions 101+): Offer high-difficulty missions with rotating challenges and special events.

Increasing Difficulty

  • Enemy Scaling: Enemies become tougher, requiring better champion combinations.

  • New Enemy Types: Introduce enemies with abilities that counter certain champion types, encouraging players to adapt their strategies.

  • Health Management: Later missions require careful management of character’s health.

  • Time-Limited Challenges: Some missions have time constraints, adding the need to use the most optimal teams.

New Mechanics

  • Synergy System: Champions from the same faction or with complementary abilities gain bonuses when placed together.

  • Environmental Hazards: Certain missions feature hazards that can affect both champions and enemies, such as traps or weather effects.

  • Boss Mechanics: Bosses in later missions have unique mechanics that players must learn and counter.

New Characters

  • Unlockable Champions: New champions with unique abilities become available as players progress, offering fresh strategies and ensuring basic gameplay can be achieved.

  • Villains Turned Allies: Some missions will introduce bosses or villains that can be later recruited.

  • Temporary Champions: Rare and powerful champions recently introduced to the game can be temporarily awarded to use during some story missions.

Challenge Achievements

  • Life Achievements: One time bonus rewards given when completing a certain mission while keeping most characters alive and/or above % of health.

  • Time Goals: Try to beat the missions in a faster time to receive one time extra rewards.

  • Team Challenge: Beat missions using desired characters to earn time limited rewards.

Conclusion

Each mission in 'Gilded Honor' is designed to offer a fresh challenge and gradually introduce players to the game’s depth. The story missions serve as a backbone for the game’s world, enticing players to keep progressing to uncover the full story and unlock all the content.

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Last updated 1 year ago