ballot-checkAuto vs Manual

Every tactician in Faenora faces the same question: “Do I let my Hunters handle this… or do I take control before someone does something stupid?”

In Hunters of Faenora, you can toggle between Auto-Battle Mode and Manual Mode at any time during combat. Both have their place and their dangers. Mastering when to leave your Hunters to their whims (and when not to) is the definitive difference between tactical genius and collective barbecue.


Auto-Battle Mode

When Auto-Battle is enabled, your units act independently using their basic battle actions.

  • Each unit will use their basic battle action (i.e. slash, heal, shoot) automatically each turn.

  • Targets are chosen at random unless you’ve selected a prime target on the enemy grid, in which case your squad will prioritize that enemy when possible. (How? Just click on the enemy portrait in the grid. Easy peasy.)

  • Skills, items, and movement commands are ignored in Auto mode.

It’s efficient, chaotic, and sometimes shockingly effective — like watching a brawl that accidentally wins itself.

Auto-Battle is perfect for clearing weaker foes, grinding class XP or when you’re too busy staring at Moochkin's cuteness to focus on tactics.


Manual Mode

When you toggle a unit to Manual Mode, you assume direct tactical control. Each turn, you’ll choose from the following options:

  • Basic Attack – Strike an enemy (or heal a friendly) of your choosing. You select the target manually (within the confines of all class and positional logic).

  • Battle Skills – Deploy any unlocked skills from devastating AOE attacks to supportive buffs or heals.

  • Move – Shift your unit to another cell to alter positioning (AKA hide) or turn frequency.

  • Items – Use consumables from your item bag, such as potions or emergency Escape Portals (you did buy one, right?).

Manual Mode lets you squeeze every ounce of efficiency, synergy, and sheer luck from your squad. It’s slower, but infinitely more satisfying when your perfectly timed heal saves the day (or when your Fighter crits for max damage and you pretend it was strategy).


Switching on the Fly

At any point during battle, you can toggle Auto / Manual for individual units (or for the entire squad) using the quick toggle buttons.

This flexibility means you can start a fight in Auto, take control during critical turns, then hand it back to auto-pilot once the danger passes (or your coffee runs out).

If things get chaotic, the “All Auto” button lets you instantly toggle everyone to Manual or Auto-Battle. Useful during panic, multi-tasking or existential dread.


Tactical Insight (Battle Info Screen)

Before confirming a basic attack or skill, you’ll now see an Information Screen that displays:

  • Expected Damage – A projection of how hard you’ll hit.

  • Accuracy – Your likelihood of connecting that hit.

  • Status Effects – Any potential buffs, debuffs or conditions applied.

No more blind swings in the dark (unless you like that sort of thing, in which case feel free to cover your eyes while you confirm your skill). It’s a tool for tacticians who prefer to calculate doom before it arrives.


Strategy Tips

  • Use Auto for fodder fights, Manual for bosses. Save your brainpower for where it counts.

  • Toggle strategically: Switching a Cleric or Witch to manual mid-battle can change everything.

  • Prime Target wisely: Give your units something to shoot for. Don’t leave them in the dark abyss of uncertainty...unless you enjoy watching a Squire have a full-blown tactical meltdown over whether he read your mind correctly.

  • Don’t panic-toggle. Autoing mid-crisis often ends in creative forms of disaster. And screams that may have the neighbours calling the authorities. In the immortal words of Shaggy, "It wasn't me."

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