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Detailed explanation of the defense mode of the last spell alternating day and night

The last spell, the defense mode of alternating day and night is very important. What I brought to you this time is a detailed explanation of the defense mode of alternating day and night, which is very comprehensive. Friends who want to know the defense mode of alternating day and night can refer to it, hoping to help you.

Detailed explanation of day and night alternate defense mode

In the game, each chapter is divided into "ten days" to complete, and a complete chapter can be regarded as a round in the "meat pigeon" game, and you can continue the game if you quit halfway. And if the game fails, there will be some "accumulated" and "unlocked" content to encourage players to start a new round of attempts.

The game started on the first night (although it was daytime, it could not perform any functions). At night, the zombie tide will hit from the specified direction. The first two waves are 1 direction, and then two directions will start. At the end of Armageddon, it will come from all directions-of course, if you can make it to the last round, your three players will be as tall as lawn mowers. In the upper left area of the screen, you can view the progress of time, turn and zombie tide (no new enemies will be generated after the progress, but the count of remaining enemies will be displayed). The lower right corner will show the attributes and skills of the hero you control. Using skills requires consuming AP points and MP points, and AP points automatically reply every turn. MP and HP need to use potions to trigger specific passive skills or complete the night's battle before they can recover-use AOE as efficiently as possible, form skill linkage, make efficient use of damage (for example, make up for the residual blood enemy left by AOE with crossbows), appropriately use heroes to share damage and attract zombies to move. In short, this is a "round-grabbing" game. If your output ability is not enough to match the generation speed of zombies, then the zombie group must be constantly advancing to the core spell area, and what can buy you time is all kinds of buildings (including the broken wall in the base before). On the right side of the screen, you can view the information of the enemy you are aiming at, including blood volume, mobility, armor, resistance and evasion rate (90% chance of a turn-based game really killing you).

Then the core that determines whether you can match the "output ability" generated by zombies at night lies in the daytime operation-the game has a whole set of operating systems, including all-round workers (who can clean up abandoned buildings in ruins to obtain gold coins or stone resources), gold mines and stone mines (who can increase the collection speed by adding more workers), shops (who can buy and sell props), armored bows and arrows, magic swords and other shops (who can generate corresponding types of random equipment according to time, and more workers can speed up production). Obviously, starting with more workers and gold mines can bring better long-term benefits, but you need to consider whether the speed of transforming resources into combat power can match the improvement of monster strength in each round. In the UI interface of operation and construction, you can see the number of gold coins, stones and workers in the upper right corner. On the left is the information prompt bar, which will prompt the player to upgrade the hero role, the new dark and light unlocking content, the available gold coin masonry, the available construction options, the products of various workshops and so on.