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Difference between revisions of "Template:Event Mechanics"

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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 (丁, Casual).
+
{|class="wikitable" align=right style="text-align:center"
**Difficulties and drops available depend on the HQ Level :
+
!colspan=4|Map Clearing Medals
***HQ 1+ for Casual and Easy, limited "rare drops" available.
+
|-
***HQ 35+ for Medium, some "rare drops" available.
+
|Hard<br>[[File:Map Medal A.png|100px|Hard Medal]]
***HQ 80+ for Hard, all "rare drops" available.
+
|Medium<br>[[File:Map Medal B.png|90px|Medium Medal]]
 +
|Easy<br>[[File:Map Medal C.png|65px|Easy Medal]]
 +
|Casual<br>[[File:Map Medal D.png|68px|Casual Medal]]
 +
|}
 +
Depending of the [[HQ]] level, it is possible to choose between:
 +
*'''Hard''' ("operation A", ''''), at HQ 80+
 +
*'''Medium''' ("operation B", ''''), at HQ 35+
 +
*'''Easy''' ("operation C", ''''), at HQ 1+
 +
*'''Casual''' ("operation D", ''丁''), at HQ 1+
  
*Changing difficulty is possible but limited:
+
The map difficulty will directly affect the enemy encounters, making them more numerous, with higher stats, or even replacing weaker ships with stonger ones. Additionaly, will vary:
**When switching from any '''"lower"''' difficulty to any '''"higher"''' difficulty, the map will fully be reset.
+
*The maps' phases' gauges (HP/TP),
**When switching from any '''"higher"''' difficulty to any '''"lower"''' difficulty, the map will stay in the very same state it was previously, with only +25% of TP/HP being reset on the current phase's TP/HP bar.
+
*The amount of map [[gimmick]]s to complete,
***Gimmicks might also be reset when applicable.
+
*The [[LoS]] requirements,
 +
*The maps' rewards,
 +
*The ship [[Drop]]s.
  
*Beginning with the second map, '''difficulty progression rules''' apply.
+
Changing difficulty is possible but limited:
** In order to play a map on Hard difficulty, the prior map must have been completed on either Normal or Hard.
+
*When switching from any '''"lower"''' difficulty to any '''"higher"''' difficulty, the map will fully be reset.
** e.g., to do E-2 on hard, E-1 must be completed on normal or hard.
+
*When switching from any '''"higher"''' difficulty to any '''"lower"''' difficulty, the map will stay in the very same state it was previously, with only +25% of TP/HP being reset on the current phase's TP/HP bar.
 +
**Gimmicks might also be reset when applicable, notably the debuffs.
  
*To simulate simultaneity of battles in different locations, '''[[Ship Locking|Fleet Tags]]''' conditions & deployment restrictions are employed.
+
Beginning with the second map, '''difficulty progression rules''' apply.
** Ships not already tagged will be tagged with the associated tag of the map phase when deployed. This tag will be applied regardless of the difficulty and can't be removed by any measure before the end of the event.
+
* In order to play a map on '''Hard''' difficulty, the prior map must have been completed on either Medium or Hard.
** One map can use multiple tags, usually separated by phases or fleets.
+
* In order to play a map on '''Medium''' difficulty, the prior map must have been completed on either Easy, Medium, or Hard.
** Several maps can share one or more tags.
+
 
** On Normal or Hard difficulty, ships must have either the same tag as the map/phase they are being deployed to, or have no tag at all.
+
To simulate simultaneity of battles in different locations, '''[[Tag|Fleet Tags]]''' conditions & deployment restrictions are employed.
*** This requirement is sometimes waived on certain maps, mostly on the last map of the event where tags only matter on Hard.
+
* Ships not already tagged will be tagged with the associated tag of the map phase when deployed. This tag will be applied regardless of the difficulty and can't be removed by any measure before the end of the event.
*** Once the event is cleared (last map of the EO), all tag restrictions stop getting enforced on every map (tag routing will still apply).
+
* One map can use multiple tags, usually separated by phases or fleets.
 +
* Several maps can share one or more tags.
 +
* On Medium or Hard difficulty, ships must have either the same tag as the map/phase they are being deployed to, or have no tag at all.
 +
** This requirement is sometimes waived on certain maps, mostly on the last map of the event where tags only matter on Hard.
 +
** Once the event is cleared (last map of the EO), all tag restrictions stop getting enforced on every map (tag routing will still apply).
  
 
|-|Fleets=
 
|-|Fleets=
*The '''[[Combined Fleet]]''' (CF), a fleet assembling both the 1st and 2nd fleets, may come back.
+
The '''[[Combined Fleet]]''' (CF), a fleet assembling both the 1st and 2nd fleets, may come back.
** The CF is only available for the two 1st fleets, where the 2nd fleet can be merged with the 1st one in the "Fleet menu".
+
* The CF is only available for the two 1st fleets, where the 2nd fleet can be merged with the 1st one in the "Fleet menu".
** The CF '''cannot''' be used in anything outside of event sorties.
+
* The CF '''cannot''' be used in anything outside of event sorties.
** 3 different types of CF are available, depending on the map requirements and the current fleet setup.
+
* 3 different types of CF are available, depending on the map requirements and the current fleet setup.
** CF with a flagship that carries the {{CommandFacility}}'''{{EquipmentLink|Fleet Command Facility}}''', will be able to make use of the '''[[Evacuation]]''' mechanic.
+
* CF with a flagship that carries the {{CommandFacility}}'''{{EquipmentLink|Fleet Command Facility}}''', will be able to make use of the '''[[Evacuation]]''' mechanic.
*** The evacuation requires an escort destroyer.
+
** The evacuation requires an escort destroyer.
*** Only one ship can be evacuated per battle.
+
** Only one ship can be evacuated per battle.
  
 
<div style="margin:20px"><span style="border:2px red solid;padding:10px">{{TextGlow|'''The Flagship of the Escorting fleet cannot sink!'''|black|text-colour=lime|glow-size=2px}}</span></div>
 
<div style="margin:20px"><span style="border:2px red solid;padding:10px">{{TextGlow|'''The Flagship of the Escorting fleet cannot sink!'''|black|text-colour=lime|glow-size=2px}}</span></div>
  
*The '''[[Striking Force Fleet]]''' (SF), a fleet with '''seven''' ships, may come back.
+
The '''[[Striking Force Fleet]]''' (SF), a fleet with '''seven''' ships, may come back.
** The SF is only available for the 3rd fleet, where an extra 7th ship can be added in the Fleet menu.
+
* The SF is only available for the 3rd fleet, where an extra 7th ship can be added in the Fleet menu.
** The SF '''cannot''' be used in anything outside of event sorties.
+
* The SF '''cannot''' be used in anything outside of event sorties.
** A SF with a flagship that carries the {{CommandFacility}}'''{{EquipmentLink|Striking Force Fleet Command Facility}}''', will be able to make use of the '''[[Evacuation]]''' mechanic.
+
* A SF with a flagship that carries the {{CommandFacility}}'''{{EquipmentLink|Striking Force Fleet Command Facility}}''', will be able to make use of the '''[[Evacuation]]''' mechanic.
*** Only one ship can be evacuated per battle.
+
** Only one ship can be evacuated per battle.
  
*The '''{{ToolTip|[[Vanguard Formation]]|[[File:Vanguard.png]]}}''' can be used.  
+
The '''{{ToolTip|[[Vanguard Formation]]|[[File:Vanguard.png]]}}''' can be used.  
** This formation will organize the fleet such that the 2 to 3 last ships protect the 2 to 4 first ships of the Fleet.
+
* This formation will organize the fleet such that the 2 to 3 last ships protect the 2 to 4 first ships of the Fleet.
** This formation is available for single and Strike Force fleets made of 4 to 7 ships.
+
* This formation is available for single and Strike Force fleets made of 4 to 7 ships.
*** The formation makes ships way more evasive in combat, especially DD, and more accurate against DD, especially [[PT Imp]]s.
+
** The formation makes ships way more evasive in combat, especially DD, and more accurate against DD, especially [[PT Imp]]s.
*** This formation is available '''only during the duration of the event''', on the event's maps as well as on the regular maps.
+
** This formation is available '''only during the duration of the event''', on the event's maps as well as on the regular maps.
  
 
|-|Friendly Fleets=
 
|-|Friendly Fleets=
*'''NPC [[Friendly Fleet]]s''' (FF) may be introduced to the event.
+
'''NPC [[Friendly Fleet]]s''' (FF) may be introduced to the event.
** FFs act as another unit that appears in particular battles to help aid the fleet when attacking the enemy.
+
* FFs act as another unit that appears in particular battles to help aid the fleet when attacking the enemy.
**It is possible to choose between using "normal only" or "normal and powerful" FF in the main menu.
+
*It is possible to choose between using "normal only" or "normal and powerful" FF in the main menu.
***Powerful FFs have an additional cost of '''6 Instant Constructions''' {{IC}} for each time they are deployed in a battle.
+
**Powerful FFs have an additional cost of '''6 Instant Constructions''' {{IC}} for each time they are deployed in a battle.
****The blowtorches won't be consumed unless a powerful FF appears.
+
***The blowtorches won't be consumed unless a powerful FF appears.
*** If activated, one FF is randomly selected from a preset list of fleets to help the fleet.
+
** If activated, one FF is randomly selected from a preset list of fleets to help the fleet.
*** Which ships are in the fleet will influence which FF can help, excluding the FFs containing ships also in the main fleet.
+
** Which ships are in the fleet will influence which FF can help, excluding the FFs containing ships also in the main fleet.
*** The FF will appear at the start of either day or night battle, depending on the node.
+
** The FF will appear at the start of either day or night battle, depending on the node.
** FFs are usually available sometime after the start of the event, to help Admirals facing difficulties clearing the maps.
+
* FFs are usually available sometime after the start of the event, to help Admirals facing difficulties clearing the maps.
 +
 
 +
|-|Historical Bonuses=
 +
Most maps have various bonuses, coming in many shapes. Since most of those bonuses follow the historical formations/tactics used in the relevant operations, they are referred to as "Historical Bonuses". Such bonuses are also found on [[7-4]] and [[7-5]].
 +
*The bonuses can be given to:
 +
**Ships, including all remodels,
 +
**[[Ship|Ship types]], with all ships of a given type sharing a bonus,
 +
***In those cases, types do not overlap (e.g. a CLT does not count as a CL),
 +
**Ships [[Nationalities]], with foreigners (non-Japanese) sharing a bonus,
 +
**[[Equipment]], with some types or specific ones giving a bonus,
 +
***It is only applied to the ship they are equipped on,
 +
***For planes, those bonuses won't work if the plane count is 0, but for the [[Foreign Plane Bonuses]].
 +
 
 +
*Then, bonuses can be applied:
 +
**Map-wide, working on all nodes
 +
**On some Nodes only, with usually boss or gimmick nodes having some bonuses,
 +
***Those node bonuses are often split following the map's phases.
 +
**Against some abyssals specifically,
 +
***Usually bosses and their escorts,
 +
 
 +
Bonuses can stack or not between each other depending on the case.
 +
*Bonuses are either damage, accuracy, and/or evasion,
 +
*Damage and evasion bonuses are "post-cap",
 +
*Some gimmicks like the map's phase can further affect the bonuses (usually the [[Debuff]]).
  
 
|-|Gimmicks=
 
|-|Gimmicks=
Line 72: Line 110:
 
** Map phases, where some map areas need to be unlocked, like on [[7-2]], [[7-3]], and [[7-5]].
 
** Map phases, where some map areas need to be unlocked, like on [[7-2]], [[7-3]], and [[7-5]].
 
*** Map areas can either be a path to the next boss, an intermediate path asking for new gimmicks, or a shortcut.
 
*** Map areas can either be a path to the next boss, an intermediate path asking for new gimmicks, or a shortcut.
 +
**[[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'''.
  
*'''[[Combat/Map Mechanics and Nodes#Short_Battle_Nodes|Enemy Radar Ambush Nodes]]''', where entering these nodes will result in the fleet facing off against an enemy fleet that will ambush and attack it.
+
*Special [[Node]]s:
** The fleet will not be able to fight against the enemy fleet.
+
**'''[[Emergency Anchorage Repair]]s''':
** By meeting certain conditions, these nodes can be evaded.
+
*** [[Akashi Kai]], [[Asahi Kai]], and [[Akitsushima Kai]] can be capable of conducting emergency repairs; however, only Akashi has the full capabilities compared to the others.
 +
*** This consumes [[File:Item Icon Emergency Repair Material.png|25px]] [[Emergency Repair Material]]s.
 +
*** [[AR|AR Kai]], [[Akitsushima Kai]], and [[AO|AO Kai]] will also take advantage of the special routing linked to this mechanic, even if it is not used.
 +
**'''Enemy Ambush Nodes''', "off-route ambush nodes", [[File:AmbushNode.png|thumb|50px|Ambush]]
 +
*** They serve as a "radar check", with fleets lacking enough [[Surface Radar]]s being off-routed there,
 +
*** The fleet will not be able to fight against the enemy fleet.
 +
**'''Airstrike Supported Battle Nodes''', ("ASS nodes") "off-route combat nodes",[[File:Airstrike Supported Combat Node.png|thumb|50px|ASS]]
 +
*** 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.
 +
**'''"[[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#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".
 +
 
 +
*{{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.
  
*[[Repairs#Emergency_Anchorage_Repairs|'''Emergency Anchorage Maintenance/Repairs''']].
 
** Both [[Akashi Kai]] and [[Akitsushima Kai]] can be capable of conducting emergency repairs; however, Akitsushima has more limited capabilities compared to Akashi.
 
** This consumes [[File:Item Icon Emergency Repair Material.png|25px]] [[Emergency Repair Material]]s.
 
** [[Akashi Kai]], [[Akitsushima Kai]], and [[AO|AO Kai]] will also take advantage of the special routing linked to this mechanic, even if it is not used.
 
  
*[[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}}.
+
|-|Zombification=
 +
'''Bug:''' It is possible to save a sunk ship in [[events]]:
 +
*When sinking a ship on a "time-limited event map", by closing the game before the battle ends (before battle result screen is shown), and refraining from logging in until a maintenance in which the time-limited map is removed from the game occurs, upon entering the game after the map is removed, the sunken ship will remain in the game, at 0 HP and with the "Sunk" status.
 +
*The ship can be repaired as per normal; removing this status, and sortieing it at 0HP will cause it to return to 1HP.
 +
*Opening the game at any time before the map is removed, or sinking a ship in a normal map will not enact this behavior, regardless of whether a maintenance has occurred or not.
  
*'''[[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".
+
This probably comes from the fact that the game is unable to resolve the battle state due to the map the ship was sunk in, no longer existing. This presumably aborts the game's attempt to check for and delete the sunken ship in question from the roster.  
  
*{{EquipmentLink|Arctic Gear & Deck Personnel}} were introduced during the [[Fall 2020 Event]], and need to be equipped on CV(L) to sortie them on "arctic" maps.
+
|-|Error Messages=
 +
{{:Sortie/Error Messages}}
  
 
|-|Useful links=
 
|-|Useful links=
 
*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]]
+
**[[Striking Force Fleet]] (SF)
**[[Friendly Fleet]]s (FF)
 
 
**[[Vanguard Formation]] ("Spoon")
 
**[[Vanguard Formation]] ("Spoon")
**[[Striking Force Fleet]] (SF)
+
**[[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]]
 +
**[[Foreign Plane Bonuses]]
  
 
*General mechanics:
 
*General mechanics:

Latest revision as of 14:18, 20 October 2024

Participation requirements

To take part in any event, a player MUST HAVE at least:

  • A 75% sortie win ratio.
  • 5 empty ship slots.
  • 20 empty equipment slots.

Special Mechanics

In addition to regular Sortie mechanics, events often involve some specific or rarer mechanics :

Map Clearing Medals
Hard
Hard Medal
Medium
Medium Medal
Easy
Easy Medal
Casual
Casual Medal

Depending of the HQ level, it is possible to choose between:

  • Hard ("operation A", ), at HQ 80+
  • Medium ("operation B", ), at HQ 35+
  • Easy ("operation C", ), at HQ 1+
  • Casual ("operation D", ), at HQ 1+

The map difficulty will directly affect the enemy encounters, making them more numerous, with higher stats, or even replacing weaker ships with stonger ones. Additionaly, will vary:

  • The maps' phases' gauges (HP/TP),
  • The amount of map gimmicks to complete,
  • The LoS requirements,
  • The maps' rewards,
  • The ship Drops.

Changing difficulty is possible but limited:

  • When switching from any "lower" difficulty to any "higher" difficulty, the map will fully be reset.
  • When switching from any "higher" difficulty to any "lower" difficulty, the map will stay in the very same state it was previously, with only +25% of TP/HP being reset on the current phase's TP/HP bar.
    • Gimmicks might also be reset when applicable, notably the debuffs.

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 Medium or Hard.
  • In order to play a map on Medium difficulty, the prior map must have been completed on either Easy, Medium, or Hard.

To simulate simultaneity of battles in different locations, Fleet Tags conditions & deployment restrictions are employed.

  • Ships not already tagged will be tagged with the associated tag of the map phase when deployed. This tag will be applied regardless of the difficulty and can't be removed by any measure before the end of the event.
  • One map can use multiple tags, usually separated by phases or fleets.
  • Several maps can share one or more tags.
  • On Medium or Hard difficulty, ships must have either the same tag as the map/phase they are being deployed to, or have no tag at all.
    • This requirement is sometimes waived on certain maps, mostly on the last map of the event where tags only matter on Hard.
    • Once the event is cleared (last map of the EO), all tag restrictions stop getting enforced on every map (tag routing will still apply).

The Combined Fleet (CF), a fleet assembling both the 1st and 2nd fleets, may come back.

  • The CF is only available for the two 1st fleets, where the 2nd fleet can be merged with the 1st one in the "Fleet menu".
  • The CF cannot be used in anything outside of event sorties.
  • 3 different types of CF are available, depending on the map requirements and the current fleet setup.
  • CF with a flagship that carries the Command FacilityFleet Command FacilityFleet Command Facility, will be able to make use of the Evacuation mechanic.
    • The evacuation requires an escort destroyer.
    • Only one ship can be evacuated per battle.
The Flagship of the Escorting fleet cannot sink!

The Striking Force Fleet (SF), a fleet with seven ships, may come back.

  • The SF is only available for the 3rd fleet, where an extra 7th ship can be added in the Fleet menu.
  • The SF cannot be used in anything outside of event sorties.
  • A SF with a flagship that carries the Command FacilityStriking Force Fleet Command FacilityStriking Force Fleet Command Facility, will be able to make use of the Evacuation mechanic.
    • Only one ship can be evacuated per battle.

The Vanguard FormationVanguard.png can be used.

  • This formation will organize the fleet such that the 2 to 3 last ships protect the 2 to 4 first ships of the Fleet.
  • This formation is available for single and Strike Force fleets made of 4 to 7 ships.
    • The formation makes ships way more evasive in combat, especially DD, and more accurate against DD, especially PT Imps.
    • This formation is available only during the duration of the event, on the event's maps as well as on the regular maps.

NPC Friendly Fleets (FF) may be introduced to the event.

  • FFs act as another unit that appears in particular battles to help aid the fleet when attacking the enemy.
  • It is possible to choose between using "normal only" or "normal and powerful" FF in the main menu.
    • Powerful FFs have an additional cost of 6 Instant Constructions Instant construction Material for each time they are deployed in a battle.
      • The blowtorches won't be consumed unless a powerful FF appears.
    • If activated, one FF is randomly selected from a preset list of fleets to help the fleet.
    • Which ships are in the fleet will influence which FF can help, excluding the FFs containing ships also in the main fleet.
    • The FF will appear at the start of either day or night battle, depending on the node.
  • FFs are usually available sometime after the start of the event, to help Admirals facing difficulties clearing the maps.

Most maps have various bonuses, coming in many shapes. Since most of those bonuses follow the historical formations/tactics used in the relevant operations, they are referred to as "Historical Bonuses". Such bonuses are also found on 7-4 and 7-5.

  • The bonuses can be given to:
    • Ships, including all remodels,
    • Ship types, with all ships of a given type sharing a bonus,
      • In those cases, types do not overlap (e.g. a CLT does not count as a CL),
    • Ships Nationalities, with foreigners (non-Japanese) sharing a bonus,
    • Equipment, with some types or specific ones giving a bonus,
      • It is only applied to the ship they are equipped on,
      • For planes, those bonuses won't work if the plane count is 0, but for the Foreign Plane Bonuses.
  • Then, bonuses can be applied:
    • Map-wide, working on all nodes
    • On some Nodes only, with usually boss or gimmick nodes having some bonuses,
      • Those node bonuses are often split following the map's phases.
    • Against some abyssals specifically,
      • Usually bosses and their escorts,
Bonuses can stack or not between each other depending on the case.
  • Bonuses are either damage, accuracy, and/or evasion,
  • Damage and evasion bonuses are "post-cap",
  • Some gimmicks like the map's phase can further affect the bonuses (usually the Debuff).

  • Completion Gimmicks might be required to further progress the map, demanding certain conditions to be accomplished on a given map to unlock several things :
    • Boss Debuffs, where once the "Last Dance" of the final boss of a given map is reached, its debuffed form can be unlocked.
    • Map phases, where some map areas need to be unlocked, like on 7-2, 7-3, and 7-5.
      • Map areas can either be a path to the next boss, an intermediate path asking for new gimmicks, or a shortcut.
    • LBAS Relocation.
    • 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. 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 (Play Bell Completion Sound Effect).
    • Nodes required to be visited/defeated in gimmicks are highlighted.
  • Special Nodes:
    • Emergency Anchorage Repairs:
    • Enemy Ambush Nodes, "off-route ambush nodes",
      Ambush
      • They serve as a "radar check", with fleets lacking enough Surface Radars being off-routed there,
      • The fleet will not be able to fight against the enemy fleet.
    • Airstrike Supported Battle Nodes, ("ASS nodes") "off-route combat nodes",
      ASS
      • 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.
    • "Installation Nodes", being most nodes having one or more Installation in it, and were Barrage Balloon Barrage Balloons can be deployed.
    • "Atoll Nodes", being some nodes located on atolls, and were Amphibious Vehicle Ka-Tsu tanksSpecial Type 4 Amphibious Tank
      Special Type 4 Amphibious Tank Kai
      spacial attack can be triggered.
  • 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".

Bug: It is possible to save a sunk ship in events:

  • When sinking a ship on a "time-limited event map", by closing the game before the battle ends (before battle result screen is shown), and refraining from logging in until a maintenance in which the time-limited map is removed from the game occurs, upon entering the game after the map is removed, the sunken ship will remain in the game, at 0 HP and with the "Sunk" status.
  • The ship can be repaired as per normal; removing this status, and sortieing it at 0HP will cause it to return to 1HP.
  • Opening the game at any time before the map is removed, or sinking a ship in a normal map will not enact this behavior, regardless of whether a maintenance has occurred or not.
This probably comes from the fact that the game is unable to resolve the battle state due to the map the ship was sunk in, no longer existing. This presumably aborts the game's attempt to check for and delete the sunken ship in question from the roster.

Some error messages you may encounter before a sortie.

  • Do note that:
    • Most errors are "general" and can be seen in many situations,
    • Some errors are event only, being liked to event maps/locks/mechanics.
Original message Translation
Sortie error Jp 1.png Sortie error En 1.png
Sortie error Jp 2.png Sortie error En 2.png
Sortie error Jp 3.png Sortie error En 3.png
Sortie error Jp 4.png Sortie error En 4.png
Sortie error Jp 5.png Sortie error En 5.png
Sortie error Jp 6.png Sortie error En 6.png
Sortie error Jp 7.png Sortie error En 7.png
Sortie error Jp 8.png Sortie error En 8.png
Sortie error Jp 9.png Sortie error En 9.png
Sortie error Jp 10.png Sortie error En 10.png
Sortie error Jp 11.png Sortie error En 11.png
Sortie error Jp 12.png Sortie error En 12.png
Sortie error Jp 13.png Sortie error En 13.png
Sortie error Jp 14.png Sortie error En 14.png
Sortie error Jp 15.png Sortie error En 15.png
Sortie error Jp 16.png Sortie error En 16.png
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Sortie error Jp 18.png Sortie error En 18.png
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Sortie error Jp 52.png Sortie error En 45.png
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Sortie error Jp 56.png Sortie error En 56.png
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Sortie error Jp 59.png Sortie error En 59.png