PRE-ALPHA MVP demo live · World simulation in build · Public playtest TBA
EtherFantasyClash Front · Ether Fantasy
Weather

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

StateVisibilityNotes
clear1.0Baseline. Full sight radius. No effects.
overcast0.85Fire mildly weakened. Sun-block flavor.
rain0.70Fire won't ignite (traps/structures don't light). Mud drag on Earth pets.
storm0.55Rain + wind + lightning. Thunder-strike risk on tallest exposed unit.
fog0.45Sight radius cut heavily. Ambush odds spike. Scouting goes dark.
wind0.90Projectile drift. Arc weapons lose accuracy. Airship speed shifts by heading.
snow0.60+25% movement cost. Fire damped. Water freezes (ice terrain).
heatwave0.90Amber 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.

WeatherBoosts +15%Weakens −15%
clear
overcastFire −5%
rainWater, LightningFire, Earth
stormLightning ×1.2Flyer, Fire
fogPhantom, TelepathMystic, Flyer
windFlyersiege lobs (arc weapons)
snowIceFire, Dragon
heatwaveFire, DragonIce, Water

Terrain overrides (always-on, stack with weather, capped combined ±35%)

TerrainEffect
Lava parcelFire +20%, Ice/Water/Leaf −20%, ambient tick damage to Ice units
Frozen parcelIce +15%, Fire −15%, +15% movement cost baseline
Forest parcelLeaf +10%, Fire −10% (amplifies rain's fire debuff)
Water parcelWater +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+).

ContinentBaselineSignature
HUB (Tianxia)clearTemperate capital. Balanced across states.
ENT (Mythoria)clearCoastal — 30% rain, occasional storm, no snow.
BUS (Athlantia)clearMediterranean — 15% heatwave, dry summers.
EDUclearTemperate starter zone — balanced.
HS1 (Sky Meadow)clearWind-dominant (30%), some snow, some storm.
HS2 (Storm Reach)overcastStorm 40%. Perpetual overcast. Live lightning.
HS3 (Bright Halls)clearFair sanctum. Wind + occasional snow.
UW1 (Mist Sea)fogFog 55% baseline. Sight is a resource.
UW2 (Ash Desert)overcastAsh-storms 15%, heatwave 25%. Dry and mean.
UW3 (Diminished Realm)overcastStorm 30% (constant lightning), fog 25%, character 1/6 scale.
CGIclearExperimental zone — balanced default.
KOLclearPrestige 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.