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==Features== | ==Features== | ||
===Caravan=== | ===Caravan=== | ||
The player's overall party is referred to as a caravan, a collection of wagons, tents, people, monsters, and supplies. The camp that the caravan forms acts as a mobile base for the player throughout the course of the game, options being available for moving around the caravan and camp in order to exercise some strategy while venturing about the world. The camp itself contains an assortment of different tents that vary and increase depending on caravan members and the spot the camp has been set. It is undoubtedly the most visited spot throughout the game, containing essentials such as a church, a lady that refills ration, and a tent where monsters can be reformed. Whenever a WarpWing is used it will return the player to the camp. | The player's overall party is referred to as a caravan, a collection of wagons, tents, people, monsters, and supplies. The camp that the caravan forms acts as a mobile base for the player throughout the course of the game, options being available for moving around the caravan and camp in order to exercise some strategy while venturing about the world. The camp itself contains an assortment of different tents that vary and increase depending on caravan members and the spot the camp has been set. It is undoubtedly the most visited spot throughout the game, containing essentials such as a church, a lady that refills ration, and a tent where monsters can be reformed. Whenever a WarpWing is used it will return the player to the camp. | ||
===Wagons=== | ===Wagons=== | ||
[[Image:Caravan_Heart_Group.png|border|right|550px]] | |||
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. | ||
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