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===Wagons=== | ===Wagons=== | ||
A staple of the Zenithian Trilogy, the wagon, makes a return in Caravan Heart as a central part of forming a team. The player will start out with one wagon in their caravan and can obtain two more as the game progresses, each wagon having to be assigned a guard monster and up to four humans depending on the individual weight of monster and person alike and the weight capacity of the wagon in question. The monster will be able to act each turn while the caravan members in the wagon will act according to the order they were placed in, with the fifth turn of a fight (and any preceding turns that caravan members couldn't act) being used by the wagon to get organized before the caravan members will repeat their actions where repetition is applicable. If a guard monster for a particular wagon gets KOed, or if the wagon has no guard monster, the caravan members will be unable to act in battle. | A staple of the Zenithian Trilogy, the wagon, makes a return in ''Caravan Heart'' as a central part of forming a team. The player will start out with one wagon in their caravan and can obtain two more as the game progresses, each wagon having to be assigned a guard monster and up to four humans depending on the individual weight of monster and person alike and the weight capacity of the wagon in question. The monster will be able to act each turn while the caravan members in the wagon will act according to the order they were placed in, with the fifth turn of a fight (and any preceding turns that caravan members couldn't act) being used by the wagon to get organized before the caravan members will repeat their actions where repetition is applicable. If a guard monster for a particular wagon gets KOed, or if the wagon has no guard monster, the caravan members will be unable to act in battle. | ||
===Food=== | ===Food=== | ||
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===Battles=== | ===Battles=== | ||
Unlike the other games in the Monsters sub-series, Caravan Heart uses a battle system akin to that of the traditional games where enemies can appear in individual groups well-exceeding the normal 3-on-3 battles, though the player is still restricted to as many as three acting monsters on their side. With this system in place many moves have been given their traditional traits such as Firebal (Sizz) being able to hit groups and Icebolt (Crack) being able to only hit one monster but significantly more as it advances. Additionally, monsters can only have six moves each as opposed to the previous 8, likely due to balance out with acting caravan members that have techniques that mimic many attacks. With the odds in numbers often being against the player and strategizing more strict, Caravan Heart can prove to be a more challenging game when compared to others in the sub-series. | Unlike the other games in the Monsters sub-series, ''Caravan Heart'' uses a battle system akin to that of the traditional games where enemies can appear in individual groups well-exceeding the normal 3-on-3 battles, though the player is still restricted to as many as three acting monsters on their side. With this system in place many moves have been given their traditional traits such as Firebal (Sizz) being able to hit groups and Icebolt (Crack) being able to only hit one monster but significantly more as it advances. Additionally, monsters can only have six moves each as opposed to the previous 8, likely due to balance out with acting caravan members that have techniques that mimic many attacks. With the odds in numbers often being against the player and strategizing more strict, ''Caravan Heart'' can prove to be a more challenging game when compared to others in the sub-series. | ||
===Monster Hearts=== | ===Monster Hearts=== | ||
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===Reform / Tenshin System=== | ===Reform / Tenshin System=== | ||
Caravan Heart replaces the breeding system from the previous games with the reform system (tenshin system when taken directly from the Japanese version). Instead of two monsters being used to create a new one, a single monster has two monster hearts applied to it which are then used to reform it. While using three ingredients may be more complicated than using two, the system itself has more benefits as the reformed monster will not forget any of the moves it learned, retaining them even in their advanced states, and the stat loss isn't nearly as severe as it could be with breeding. | ''Caravan Heart'' replaces the breeding system from the previous games with the reform system (tenshin system when taken directly from the Japanese version). Instead of two monsters being used to create a new one, a single monster has two monster hearts applied to it which are then used to reform it. While using three ingredients may be more complicated than using two, the system itself has more benefits as the reformed monster will not forget any of the moves it learned, retaining them even in their advanced states, and the stat loss isn't nearly as severe as it could be with breeding. | ||
===Caravan Members=== | ===Caravan Members=== | ||
Nearly as important as the guard monsters are the people that ride in the wagons they guard, the caravan members. These individuals are often callbacks to classes from previous games, some being the classes outright, while others fulfill roles specific to Caravan Heart. Depending on what class they are, the caravan members can have significant effect in battle, on the field, and within the camp itself. The different members available throughout the game are: '''Mapper, Warrior, Cleric, Dancer, Mage, Seer, Merchant, Fighter, Fisher, Hunter, Medic, Knight, Fencer, Cook, Tamer, Bard, Thief, Player, Metal Hunter, Gambler, and Rebirther.''' | Nearly as important as the guard monsters are the people that ride in the wagons they guard, the caravan members. These individuals are often callbacks to classes from previous games, some being the classes outright, while others fulfill roles specific to ''Caravan Heart''. Depending on what class they are, the caravan members can have significant effect in battle, on the field, and within the camp itself. The different members available throughout the game are: '''Mapper, Warrior, Cleric, Dancer, Mage, Seer, Merchant, Fighter, Fisher, Hunter, Medic, Knight, Fencer, Cook, Tamer, Bard, Thief, Player, Metal Hunter, Gambler, and Rebirther.''' | ||
Additionally, if more than one of the same kind of member is put in a wagon their power will increase, and if the wagon if full of that particular character then a special move can be used in battle. It is also possible to find advanced forms of the individual types that can mimic the actions of two or three of the same type, but without using up as much space. Members cannot change their type, nor can they advance their own type, so it will become necessary to remove members as new, superior ones are found. Occasionally, when a caravan member is let go they will leave behind a heart based on their class which can be used in reforming to boost a stat by a certain amount. | Additionally, if more than one of the same kind of member is put in a wagon their power will increase, and if the wagon if full of that particular character then a special move can be used in battle. It is also possible to find advanced forms of the individual types that can mimic the actions of two or three of the same type, but without using up as much space. Members cannot change their type, nor can they advance their own type, so it will become necessary to remove members as new, superior ones are found. Occasionally, when a caravan member is let go they will leave behind a heart based on their class which can be used in reforming to boost a stat by a certain amount. | ||
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