Some days favor fire. Some days drown it.
Weather is a real gameplay layer, not decoration. Rolled per continent per day from the world seed — every player sees the same sky over the same land on the same day. Water pets get +15% in the rain. Fire pets take -15%. Terrain stacks on top. The day matters.
Eight weather states
| State | Visibility | Notes |
|---|---|---|
| clear | 1.0 | Baseline. Full sight radius. No effects. |
| overcast | 0.85 | Fire mildly weakened. Sun-block flavor. |
| rain | 0.70 | Fire won't ignite (traps/structures don't light). Mud drag on Earth pets. |
| storm | 0.55 | Rain + wind + lightning. Thunder-strike risk on tallest exposed unit. |
| fog | 0.45 | Sight radius cut heavily. Ambush odds spike. Scouting goes dark. |
| wind | 0.90 | Projectile drift. Arc weapons lose accuracy. Airship speed shifts by heading. |
| snow | 0.60 | +25% movement cost. Fire damped. Water freezes (ice terrain). |
| heatwave | 0.90 | Amber sky. Fire empowered. Food upkeep ×1.15 during battle. |
Type advantage matrix
Base swing ±15% damage. Terrain overrides stack. Combined weather + terrain is clamped to ±35% — nothing snowballs. This multiplier is separate from the existing 1.5×/0.7× type-chart, applied on top.
| Weather | Boosts +15% | Weakens −15% |
|---|---|---|
| clear | — | — |
| overcast | — | Fire −5% |
| rain | Water, Lightning | Fire, Earth |
| storm | Lightning ×1.2 | Flyer, Fire |
| fog | Phantom, Telepath | Mystic, Flyer |
| wind | Flyer | siege lobs (arc weapons) |
| snow | Ice | Fire, Dragon |
| heatwave | Fire, Dragon | Ice, Water |
Terrain overrides (always-on, stack with weather, capped combined ±35%)
| Terrain | Effect |
|---|---|
| Lava parcel | Fire +20%, Ice/Water/Leaf −20%, ambient tick damage to Ice units |
| Frozen parcel | Ice +15%, Fire −15%, +15% movement cost baseline |
| Forest parcel | Leaf +10%, Fire −10% (amplifies rain's fire debuff) |
| Water parcel | Water +15%, Lightning ×1.15 (chain-shock chance), Fire −15% |
| Underworld (UW1–3) | Phantom +10%, Mystic −10% ambient — the deep favors shadow |
Weather-neutral elements (no swing either way, reliable in bad weather): Combat, Insect, Iron, Rock, Toxin, Neutral. Masters/heroes are element-free — never eligible for the multiplier (they gain from their pet squads).
Per-continent probability cards
Every continent rolls its own weather each day. Rolls are deterministic — same world seed + same continent + same day = same weather, forever, for every player. There's no per-parcel micro-climate yet (v0.2+).
| Continent | Baseline | Signature |
|---|---|---|
| HUB (Tianxia) | clear | Temperate capital. Balanced across states. |
| ENT (Mythoria) | clear | Coastal — 30% rain, occasional storm, no snow. |
| BUS (Athlantia) | clear | Mediterranean — 15% heatwave, dry summers. |
| EDU | clear | Temperate starter zone — balanced. |
| HS1 (Sky Meadow) | clear | Wind-dominant (30%), some snow, some storm. |
| HS2 (Storm Reach) | overcast | Storm 40%. Perpetual overcast. Live lightning. |
| HS3 (Bright Halls) | clear | Fair sanctum. Wind + occasional snow. |
| UW1 (Mist Sea) | fog | Fog 55% baseline. Sight is a resource. |
| UW2 (Ash Desert) | overcast | Ash-storms 15%, heatwave 25%. Dry and mean. |
| UW3 (Diminished Realm) | overcast | Storm 30% (constant lightning), fog 25%, character 1/6 scale. |
| CGI | clear | Experimental zone — balanced default. |
| KOL | clear | Prestige island — 20% heatwave (sunny by design). |
Full spec: data/continent-weather.json. Owner-tunable dials.
Weather is locked at battle start (v1)
The weather at the moment a battle begins sets the affinity swing for the whole fight. If clouds part or a storm sweeps in during the match, that's atmosphere — the combat math stays fixed.
Why: the entire battle folds into a single effective strength number per side, computed once and locked. It keeps the fight predictable, replays deterministic, and the pre-battle preview a real forecast — not a wild guess.
Post-MVP, mid-battle weather rotation may return as a gameplay lever — but only opt-in, and only with a clean data pipe so both clients + the headless sim agree on the roll. The v1 lock keeps things simple.
Owner overrides — "triggered"
Some battles deserve their own sky. Owner (or an event system) can override a continent's weather for a duration — storms for scripted sieges, heatwaves for festivals, thick fog for a mystery event. Overrides beat the seeded roll while active. Persisted in state; visible to every player.
Visual + subtle presentation
Two channels of feedback so the day is obvious without being loud:
- Obvious: weather visuals (rain/snow/wind/lightning/heatwave-tint) + a match-start banner "☔ Rainy — 💧 Water +15% · 🔥 Fire −15%" + a HUD affinity chip you can glance at.
- Subtle: per-hit VFX flourishes on the existing type-advantage ring — water attacks splash harder in rain, fire flares in heatwave, ice frosts on snow days. Only when that element is empowered.