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<tabber>
 
<tabber>
 
|-|Difficulties=
 
|-|Difficulties=
*The difficulty system returns: it is possible to choose between Operation A (, Hard), Operation B (, Medium), Operation C (, Easy), or Operation D (, Casual).
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*It is possible to choose between '''Hard''' ("operation A", ''''), '''Medium''' ("operation B", ''''), '''Easy''' ("operation C", ''''), '''Casual''' ("operation D", '''').
**Difficulties and drops available depend on the HQ Level :  
+
**Difficulties and drops available depend on the HQ Level:  
 
***HQ 1+ for Casual and Easy, limited "rare drops" available.
 
***HQ 1+ for Casual and Easy, limited "rare drops" available.
 
***HQ 35+ for Medium, some "rare drops" available.
 
***HQ 35+ for Medium, some "rare drops" available.
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*Beginning with the second map, '''difficulty progression rules''' apply.
 
*Beginning with the second map, '''difficulty progression rules''' apply.
 
** In order to play a map on Hard difficulty, the prior map must have been completed on either Normal or Hard.
 
** In order to play a map on Hard difficulty, the prior map must have been completed on either Normal or Hard.
** e.g., to do E-2 on hard, E-1 must be completed on normal or hard.
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** e.g. to do E-2 on hard, E-1 must be completed on normal or hard.
    
*To simulate simultaneity of battles in different locations, '''[[Tag|Fleet Tags]]''' conditions & deployment restrictions are employed.
 
*To simulate simultaneity of battles in different locations, '''[[Tag|Fleet Tags]]''' conditions & deployment restrictions are employed.
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**[[Land-Based Air Squadron#LBAS Relocation|LBAS Relocation]].
 
**[[Land-Based Air Squadron#LBAS Relocation|LBAS Relocation]].
 
**'''Choosing a higher difficulty''' on an event map will reset it to its initial state.
 
**'''Choosing a higher difficulty''' on an event map will reset it to its initial state.
**These conditions range from reaching certain nodes, defeating specific nodes, attaining air superiority on certain nodes, and defending against Air Raids. As soon as all the given conditions are met, the map advances to the next phase. Lower difficulties may require fewer conditions to be met to complete the phase.
+
**These conditions range from reaching certain nodes, defeating specific nodes, attaining air superiority on certain nodes, and defending against Air Raids. As soon as all the given conditions are met, the map advances to the next phase. Lower difficulties may require fewer conditions to be met to complete the phase. The order in which the gimmicks are completed does not matter.
 
**Completing a gimmick will play a "bell" sound once back in the main port ({{Audio|file=SE_215.mp3}} ''Bell Completion Sound Effect'').
 
**Completing a gimmick will play a "bell" sound once back in the main port ({{Audio|file=SE_215.mp3}} ''Bell Completion Sound Effect'').
 
**Nodes required to be visited/defeated in gimmicks are '''highlighted'''.
 
**Nodes required to be visited/defeated in gimmicks are '''highlighted'''.
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*** The enemy fleet will consist of "normal surface enemies" (4-5 SS so far), followed by "air support enemies" (1-2 CVL so far), bringing air support, and that cannot be attacked,
 
*** The enemy fleet will consist of "normal surface enemies" (4-5 SS so far), followed by "air support enemies" (1-2 CVL so far), bringing air support, and that cannot be attacked,
 
*** By meeting certain conditions, these nodes can be evaded.
 
*** By meeting certain conditions, these nodes can be evaded.
 +
**'''"[[Installation Node]]s"''', being most nodes having one or more [[Installation]] in it, and were {{Balloon}} [[Barrage Balloon]]s can be deployed.
 +
**'''"[[Atoll Node]]s"''', being some nodes located on atolls, and were {{Amphibious Tank}} {{Equipment/Link|Special Type 4 Amphibious Tank|Special Type 4 Amphibious Tank Kai|text=Ka-Tsu tanks}} spacial attack can be triggered.
    
*[[Land-Based Air Squadron#High Altitude Air-Raid|'''High-Altitude Abyssal Bombers''']] that are resistant to all types of interceptors other than the {{EquipmentLink|Me 163B|Prototype Shuusui|Shuusui|text=Land-Based Rocket Interceptors|link_category=High Altitude Interceptors}}.
 
*[[Land-Based Air Squadron#High Altitude Air-Raid|'''High-Altitude Abyssal Bombers''']] that are resistant to all types of interceptors other than the {{EquipmentLink|Me 163B|Prototype Shuusui|Shuusui|text=Land-Based Rocket Interceptors|link_category=High Altitude Interceptors}}.
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*'''[[Land-Based Air Squadron#Superfortress Air-Raid Sequence|Superfortress Air-Raid Sequence]]''', a QTE where the LBAS is attacked by bombers, and where the player must click on a button at the right moment to obtain better interception, using "Land-based high-altitude interceptors".
 
*'''[[Land-Based Air Squadron#Superfortress Air-Raid Sequence|Superfortress Air-Raid Sequence]]''', a QTE where the LBAS is attacked by bombers, and where the player must click on a button at the right moment to obtain better interception, using "Land-based high-altitude interceptors".
   −
*{{EquipmentLink|Arctic Gear & Deck Personnel}} were introduced during the [[Fall 2020 Event]], and need to be equipped on CV(B/L), {{Class|Ise|Kai Ni}}, and [[Akitsu Maru Kai]], to sortie them on "arctic" maps.
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*{{IconText|{{Aviation Personnel}}|AGDP}} {{EquipmentLink|Arctic Gear & Deck Personnel}} (AGDP) needs to be equipped on CV(B/L), {{Class|Ise|Kai Ni}}, and [[Akitsu Maru Kai]], to sortie them on "arctic" maps. Exclusive to the [[Fall 2020 Event]] and [[Early Spring 2024 Event]] so far.
    
|-|Error Messages=
 
|-|Error Messages=
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*Event mechanics:
 
*Event mechanics:
 
**[[Help:Event Preparation]]
 
**[[Help:Event Preparation]]
 +
**[[Ship Locking]] ("Tags")
 
**[[Combined Fleet]] (STF/CTF/TCF)
 
**[[Combined Fleet]] (STF/CTF/TCF)
**[[Transport Operation]]
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**[[Striking Force Fleet]] (SF)
**[[Friendly Fleet]]s (FF)
   
**[[Vanguard Formation]] ("Spoon")
 
**[[Vanguard Formation]] ("Spoon")
**[[Striking Force Fleet]] (SF)
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**[[Transport Operation]] (TP)
**[[Ship Locking]] ("Tags")
   
**[[Debuffs]]
 
**[[Debuffs]]
 +
**[[Friendly Fleet]]s (FF)
 
**[[Repairs#Emergency_Anchorage_Repairs|Emergency Anchorage Repair]]
 
**[[Repairs#Emergency_Anchorage_Repairs|Emergency Anchorage Repair]]
  
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