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Two of these variations (depends on the variations).(Rarity increases with the amount of eyes but generally very rare.) 1 is large and centered, 3 to 6 go vertically down the face, 7+ circle around the head in a zigzag. Units with large/small pupils/eyes, sometimes one large/small than the other.(Depending on the weapon, some are very inconsistent, some are not.) Units can have minor variations between them that are randomly generated, mostly for aesthetics. The Snake Archer's bow can also have eye variations. All Units with eyes or other things in TABS can have variation, like Clams from the CLAMS person, or Crows from the Scarecrow. Units also get X's on their eyes (X X) when they are dead, with some units they will show (> <) on their face when damaged, and normally they blink (-) at random intervals. Units will always have googly eyes as long as they remain set to on in the options menu. Unit weight also has a much less impact on recoil resistance since then.
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Although said to increase the strength of units to let them carry heavier weapons in the Unit Creator, all weapons seems to have the same weight after Full Release. It does not affect unit health or how fast the unit will fall. Other than knockback resistance, unit weight has little effect in gameplay. The lightness of the unit is also what makes the ragdolls fun. For example, a King has a high unit weight (12.00x) to make them seem strong, being unstaggered by simple arrows while a Squire has normal unit weight (1.00x) to make them squishy and expendable. Depending on their role, units will have their weight assigned to show their strength. Unit weight affects the unit's resistance against knockback from enemy attacks. This size-hitpoint scaling holds true for the reverse as well. Hitpoints scale in the square of the unit's size, so a unit with 100 hitpoints and 2.00x size will have a practical hitpoints of 400 (100 x 2.00²). Size is not just for show either, as it can alter the unit's stats such as speed, weight and more importantly, hitpoints - the amount of damage they could take before they die. Many units come in different sizes, some are just slightly taller than the average, while others can be literal giants. Currently, units are controllable, via unit possession. These abilities and behaviours should be considered when selecting and deploying your units, as they can have a major impact on the game. Units with the melee unit movement type will approach their targets until they within the their weapon's range, and will back up to its maximum range when their targets get too close units with the ranged unit movement type will also approach their targets until they are within their weapon's range, but will not back up when their targets are too close.Ĭertain units have abilities to dodge or parry, while others can charge into melee range. They are special soldiers, whom you place before on the map before battle.Įach Unit has their own unique AI which determines its behavior in combat.

The "New" AI has been showcased in the Closed Beta. Although AI is considered quite "basic" in the Open and Closed Alpha, Landfall has redeveloped and innovated their AI for the Early Access release of TABS.
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On-screen prompts will then tell you how to attack with said character.They have a relatively simple AI system. Press and hold the "Shift" key to speed up movement.į key is also used for possessing a unit that you can then directly control once a battle has started. Note: If you press the "tab" key before a battle is finished it will prematurely end it.į key unlocks the camera before a battle has started and allows you to fly the camera around the battle arena. The "Tab" key is used to begin and move onto the next campaign battle once a level is completed. The T key will pause the battle without restarting it. The E key will move the camera up on an X-axis getting you further from the map.

The Q key will move the camera down on an X-axis getting you closer to the map. W, A, S, and D keys allow you to move the camera up, down, left and right on a Y-axis. On-screen prompts will then tell you how to attack with said character.

Is also used for possessing a unit that you can then directly control once a battle has started. Click and hold in to increase your speed.
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Pressing before a battle has begun will allow you to free fly the camera around the map.

Note: If you press /back/select before a battle is finished it will prematurely end and will need to be repeated. back/select button is used to begin and move onto the next campaign battle once a level is completed. Will pause the battle without restarting the match.
