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Development Info Chaos Chronicles Development Blog: Group Combat

Grunker

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Awesome.

Is there an option to turn on the grid so you can see the entirety of it?
 
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HobGoblin42

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Awesome.

Is there an option to turn on the grid so you can see the entirety of it?

Yes, in the combat the grid is active during your turn. In the current version, it looks like this, but I doubt this will be the visualization in the final game:

CC_Oct2012_Grid.jpg
 

Grunker

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Okay, I admit that by this point I'm a fan-boy-in-the-making, but most of the shots just looks promising. That grid however, looks motherfucking sweet. The green-into-yellow movement bar (signifying move-into-double-move I presume?) is tried and true and also looks sweet! Touch it up or whatever, but the current form looks really, really promising.

(Dunno if you've seen the hex-grid in Civilization V? For all its flaws, that game had a very clear, unobstructing hex-grid.)

Another question: I presume we can move a single hex at a time to micro-manage the path we take to where we're going to be? So we avoid triggering AoOs and that stuff.

Also: Will there be difficult terrain (costing double movement)? Not really required, but just a luxurious add-on if it's there - you can have spells that produce zones with difficult terrain and that sorrta stuff then :)
 

wormix

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The dark grid looks really nice, as does the overlay.

Are you going to have facing play a part in combat?
 
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HobGoblin42

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The green-into-yellow movement bar (signifying move-into-double-move I presume?) is tried and true and also looks sweet! Another question: I presume we can move a single hex at a time to micro-manage the path we take to where we're going to be? So we avoid triggering AoOs and that stuff.
Yes, yellow means double-move (similar to KotC and ToEE), red means not reachable in this round (not on the screen). The pathing algorithm already tries to avoid fields with AoOs but only to a certain degree (not all costs, for example very long distances compared to the direct way). And needless to say: you are always free to walk step by step if you don't want to use the given path.

Also: Will there be difficult terrain (costing double movement)? Not really required, but just a luxurious add-on if it's there - you can have spells that produce zones with difficult terrain and that sorrta stuff then :)
Yes, terrain fields with spider webs for example cause the Entangle effect (partially) to passing creatures which results in double movement costs.

Are you going to have facing play a part in combat?
Yes, but it's limited to flanking. That means if an opponent is already attacked from the front, you can attack him from behind receiving a big bonus. It's a little different to the original 3.5 rule where both attacher get the bonus. We decided against the use of a stronger facing component because it takes too much time to adjust the orientation for all your characters turn by turn.
 
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Brayko

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If all goes according to plan, we'll have a lot of Kodex Kwality Kontenders for GOTY 2013. :)

Looks amazing BTW, please don't fuck it up like Inquisitor was fucked up. :salute:
 
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Kosmonaut

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Looks good! Although I would like to watch it in movement. What about posting videos of the game? Or isn't feasible at this moment?

In before: animations done in After Effects.
 

logrus

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Project: Eternity
Now that's one brilliant idea! Addresses one of the most irritating thing in turn-based mechanics. I hope guys will prove that turn-based combat may be dynamic! O love how the followed and extended the initial idea to the state where groups get some common behaviour. It may add a lot to the game itself - bunch of low level goblins is no longer a xp-meat, if such group zergs one of your weaker party members it may be still dangerous. Brilliant - solving the problem with tedious turn-based combat and enhancing the tactical level of combat. :incline:
It seems that in the next two years there will be lots of interesting games to play: Wasteland, Age of Decadence, Grimoire, Project Eternity, Chaos Chronicles and more!
 

Mother Russia

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Awesome.

Is there an option to turn on the grid so you can see the entirety of it?

Yes, in the combat the grid is active during your turn. In the current version, it looks like this, but I doubt this will be the visualization in the final game:

CC_Oct2012_Grid.jpg

Looks great but I would prefer squares, and the option to turn off grid whenever you want.
 

Sitra Achara

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And needless to say: you are always free to walk step by step if you don't want to use the given path.

ToEE's alt-click to set waypoints was a good method, could you implement that (pretty please)?
 

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