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If you are an artist interested in working on this project, please feel free to email me. I am looking for a pixel artist as well as a 2D character designer for portraits.

Some of the images used as placeholder art are copyrighted by their respective owner, Square Enix. These resources include custom sprites by the artists at Other resources seen are either created by myself or are credited to their respective owners on the Credits page.

If you see any media on this website that is not attributed properly is please let me know and I will fix it immediately.

Dusk Tactics, source code, media and information on this website are all copyright ©2014-2020 Louis Agoglia unless otherwise noted.


Table of Contents


Terrain is what defines each an every tile on a map. These tiles that make up any given map all have a terrain associated with them. This terrain is usually obvious when looking at a tile, i.e. if it's a water tile the terrain type is most likely related to water.

Defining Terrains

In addition to creating maps, the Map Editor is also responsible for creating a Terrain Information File (.ter) to go along with any tileset used in a map. Since tilesets are created from an image file, the terrain file is named after the image file and loaded concurrently.


Name Move Type Description Move Cost Attack Mod Accuracy Mod
Object NONE An object blocking movement N/A 0 0
Rock NORMAL Hardened minerals of various shapes and sizes 1 0.07 0.07
Gravel NORMAL Tiny rocks and pebbles dot the land 1 0.05 -0.05
Sand NORMAL Difficult to gain proper footing in and painful in high winds 1 -0.05 -0.1
Dirt NORMAL Soft ground with almost no rocks and little moisture 1 0.03 0.05
Granite NORMAL Igneous rock formed by magma, very solid ground 1 0.15 0.15
Soil NORMAL Very soft fertile ground, not very solid 1 0.05 0.03
Brush NORMAL Sporadic plantlife growing from dirt or soil 1 0.05 0.05
Grass NORMAL Nature's carpet, comfortable to walk on 1 0.07 0.07
Growth NORMAL More plantlife than sturdy ground 1 0.03 -0.03
Mud NORMAL Mixture of water and dirt creating a malleable ground 1 -0.07 -0.05
Marsh SHALLOW WATER Plantlife, water, and mud makes movement difficult 2 -0.2 -0.15
Swamp DEEP WATER Deep water and extra mud making it very difficult to traverse 3 -0.3 -0.2
Frost NORMAL Ground hardened a bit due to low temperatures 1 -0.03 -0.05
Snow NORMAL Solid ground covered by a layer of snow, slippery and wet 2 -0.1 -0.1
Ice NORMAL Very hard frozen ground, slippery and unsuitable for combat 1 0.1 -0.15
Pond SHALLOW WATER Shallow water increases movement difficulty 2 -0.07 -0.1
Lake DEEP WATER Moderately deep water, difficult to traverse 2 -0.1 -0.15
River SHALLOW WATER Water with a strong current making movement difficult 2 -0.1 -0.2
Ocean DEEP WATER Deep body of water with strong currents, often impedes movement 3 -0.25 -0.3
Ash NORMAL A soft layer of burnt material coats the ground 1 0.03 0
Lava LAVA Molten rock flowing like water, nearly impossible to cross 3 0.1 0
Tar NORMAL Thick asphault that traps anything foolish enough to enter 3 -0.2 -0.05
Trail NORMAL Moderate use of this ground has made it easier to traverse 1 0.07 0.1
Path NORMAL Common use of this ground creates easy access routes 1 0.1 0.1
Road NORMAL This man-made route creates the perfect land to traverse 1 0.13 0.15
Brick NORMAL Patterned ceramic connected by mortar to create permanent structures 1 0.15 0.17
Stone NORMAL Smoother, more solid rock, often used in structures 1 0.1 0.13
Wood NORMAL Material refined from trees to create structures and flooring 1 0.05 0.07
Carpet NORMAL Textile floor covering makes for softer ground, found indoors 1 0.03 0.03
Wall WALL Used in structures to define rooms, impossible to pass through N/A 0 0
Roof NORMAL Uppermost part of a structure covered with shingles, difficult footing 1 0 0.05
world/terrain.txt · Last modified: 2013/04/22 00:10 by lou