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Development Info Underrail 2: Infusion Dev Log #9: New Combat System

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Tags: Stygian Software; Underrail 2: Infusion

https://stygiansoftware.com/infusion/devlogs/9-new-combat-system.html



In Underrail's design I drew from what I considered to be the high point of western RPG tradition and tried to build up and out from there. This was the case with combat system as well. I adopted the action/movement point design with sequential turns that worked well (enough) in a number of classical RPGs, adjusting it for my specific needs. Over the years, however, I came to realize that, while it's a solid way to approach party-based combat, it has some significant disadvantages when it comes to single character RPGs, even more so when coupled with free-form exploration:

Reactivity, or rather lack of it. As Underrail veterans know all too well, if you happen to stumble into combat with multiple powerful enemies and lose an initiative roll, you are going to get "100-to-0-ed" more often than not, probably getting stunned in the process as well. This is because giving a long turn to a powerful character in this system, without any opportunity to react to or counteract their actions, puts the party on the receiving end into considerable disadvantage. While in party-based combat, you could tolerate having one of two of your characters nuked or temporary disabled, if you are controlling a single character, this is often an unrecoverable situation. To a lesser extent, same is true with the player character getting the jump on the NPCs, though often, unlike the player, they can afford to lose a unit or two.

Dual time modes. Every active thing in the game requires two implementation for polar opposite modes. One is the real-time mode where things happen simultaneously and can and should be reacted to immediately, and the other one consists of long sequential turns where each actor can only react to the end state of the previous turn. This goes beyond the combat itself and goes into general AI and the behavior of the environment itself.

Sluggishness. This system scales badly with large number of participants if the player is controlling only a single character. The ratio of player waiting to player acting gets worse and worse with each NPC added to the encounter. Even worse, because there is a need to keep all the combat turn-based in order to avoid having to implement and maintain real-time combat AI, sometimes in Underrail you are just a passive observer of third-party combat.

The new combat system is designed to address all these and more. It is a combination of traditional roguelike combat, where turns are still sequential but short with atomic actions, and simultaneous turns combat. So here is the basic rundown of how it works:
  • Under normal conditions, game is in real-time mode.
  • When required due to the presence of hostile entities, the game will transition in and out of combat mode. Usually player will not be able to activate combat manually except under special conditions.
  • In combat mode, everything is paused until the player performs an action. The action takes a certain amount of time and this amount is granted to all non-player participants to use for their new or ongoing actions (such as moving, attacking, activating special abilities).
  • When exactly this time is granted to the NPCs is critical as sometimes they might act immediately to interfere with the player. This time may also be granted in bulk or in smaller amounts (e.g. channeled abilities such as bandaging).
  • Player is free to act and give additional time to NPCs unless he is "blocked" by an ongoing relevant NPC action. An enemy trying to move out of the player's melee range is relevant and the player must "respect" their available time; a neutral crab roaming on the other side of the map is not relevant and it can do what it pleases.
  • NPCs usually won't block each other. Meaning they will act simultaneously for the most part.
  • Because NPCs are just executing their real-time AI while stopping for time allowance, there is no need for a separate AI implementation, and they can also take the time when player is acting to "think" about their situation. That is, their AI state machine is running at all times.
Hopefully this grants you some clarity regarding what you saw happening in the combat demo. This is the basic gist of the system, but, of course, the devil is in the details. The amount and the, uh, timing of the time transfer between the player and NPCs, as well as determining which actions (and under which circumstances) are simultaneous and which are blocking (sequential) - these things are going to be critical. I am going to tweak and shuffle these things throughout the rest of the development with the aim of making combat as fast, fluid and fun as possible while still keeping it cerebral and tactical. You should be able to go fast and furious when you can and as slowly and deliberately when needed. And you should be able to transition between those seamlessly.

The extent of the combat changes goes further than just time management, though that is the most radical one. There are others factors and considerations, such as focus, momentum, stamina, range, different speed categories to replace action/movement points modifiers, different combat stances and attacks, etc, etc. I will go into more details regarding those in future dev logs.​
 
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Over the years, however, I came to realize that, while it's a solid way to approach party-based combat, it has some significant disadvantages when it comes to single character RPGs
He was this close to getting how to fix it properly, but missed the forest for the trees.

  • Under normal conditions, game is in real-time mode.
  • When required due to the presence of hostile entities by the player, the game will can transition in and out of combat active pause mode. Usually Player will not be able to activate combat active pause manually except under special conditions whenever he wants.
Turd based gameplay for simulating tactical engagements is abomination that turns RPGs into slow, banal, exploitable slogs for no lifers and he wrote entire post explaining it only to miss the point, forest for the trees indeed.
 

Shaki

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Whenever I hear "real-time" I think "decline". Classic turn based system has its issues, but so far anyone ever trying to "improve" it, failed miserably.

Who knows tho, Styg has a good track record, maybe he will succeed where others failed.
 

newageofpower

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I thought Infusion was supposed to have a party? Styg was experimenting with it in the Underrail 1 DLC.

Anyways, granular simultaneous turn-based combat has been attempted before, the most recent of which was Copper Dreams/Mechajammer... which burned and failed, though that game's problems have other origins.
 

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Stuff looks great, the simulatenous turn combat system is imho an evolution and improvement over regular turn based combat, while not going full RTWP retard mode. The graphics, detail and ambient are an incredible step up. Old mechanics were expanded upon as i see. Interface[mainly style], sounds and some icons[?] were reused. You can't go wrong with a based serbian person, if anyone has to make a good atmospheric RPG with a good dose of depressiveness in the mix, it will be based Serb. Enjoy the last days of europe.
 

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Honestly, it's hard to know what to think about this change. Even though Underrail has interesting quests and a well-developed setting, 90% of the game time you spend exploring and fighting. These are the two giant pillars that support the game.

The setting and exploration seem to remain solid, which is great. But messing with combat is, at the very least, extremely risky. Not that Styg hasn't already done this a few times over the years with Underrail (with varying degrees of success and public acceptance). But this time, the change seems like it will be quite radical and will cause an even greater division.

I'm going to remain cautiously neutral about this. I hope that even if combat ends up not being one of the game's strengths, at least we don't have a Deep Caverns 2.0. If there's anything Underrail can leave behind, it's all the backtracking that dragged down the endgame.
 

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Player is free to act and give additional time to NPCs unless he is "blocked" by an ongoing relevant NPC action. An enemy trying to move out of the player's melee range is relevant and the player must "respect" their available time; a neutral crab roaming on the other side of the map is not relevant and it can do what it pleases.

Styg This sounds like it's going to be complicated to implement, depending on how you define "relevant NPC action". Do you envision the player being able to move while enemies who are actually within the battle are still doing stuff, as long as they aren't directly physically interacting with the player?

Or is this is just going to be like Larian RPGs where characters who are far away aren't in the turn-based bubble where the battle takes place (and get sucked into it if they come too close)?
 

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Player is free to act and give additional time to NPCs unless he is "blocked" by an ongoing relevant NPC action. An enemy trying to move out of the player's melee range is relevant and the player must "respect" their available time; a neutral crab roaming on the other side of the map is not relevant and it can do what it pleases.

Styg This sounds like it's going to be complicated to implement, depending on how you define "relevant NPC action". Do you envision the player being able to move while enemies who are actually within the battle are still doing stuff, as long as they aren't directly physically interacting with the player?

Or is this is just going to be like Larian RPGs where characters who are far away aren't in the turn-based bubble where the battle takes place (and get sucked into it if they come too close)?

No, they won't be able to move without player giving them time, but if they are far enough away and not involved in combat (e.g. just some random NPC on the other side of the map), player will not have to wait for their individual actions to complete. Meaning, if they are still performing an action with their time, such as moving, player will be able to issue more of his own commands simultaneously.
 

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Player is free to act and give additional time to NPCs unless he is "blocked" by an ongoing relevant NPC action. An enemy trying to move out of the player's melee range is relevant and the player must "respect" their available time; a neutral crab roaming on the other side of the map is not relevant and it can do what it pleases.

Styg This sounds like it's going to be complicated to implement, depending on how you define "relevant NPC action". Do you envision the player being able to move while enemies who are actually within the battle are still doing stuff, as long as they aren't directly physically interacting with the player?

Or is this is just going to be like Larian RPGs where characters who are far away aren't in the turn-based bubble where the battle takes place (and get sucked into it if they come too close)?

No, they won't be able to move without player giving them time, but if they are far enough away and not involved in combat (e.g. just some random NPC on the other side of the map), player will not have to wait for their individual actions to complete. Meaning, if they are still performing an action with their time, such as moving, player will be able to issue more of his own commands simultaneously.
I'm not sure that answered my question.

How far away is far enough? If there's an enemy who is participating in a battle, fairly close but not right next to you, hiding around a corner and applying a bandage - can you act while he's still doing that?
 

Styg

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If they are involved in combat, no. As I said above, currently, the condition for an NPC not blocking players actions with their own actions is not being close + not being involved in combat.
 

Gandalf

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Game looks great. Not a fan of so much gore. Nothing wrong with that combat system. Will there be a pass time option? I don't like dancing with the character to skip turns.
 

damager

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This will either be genius or horrible crap

At least he’s ambitious and tries to evolve the genre
 

Styg

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Do you use dynamic lighting system? Do you use raytraced prebaked light maps? Lighting looks real nice, but it would be nice to get more dynamic elements going on - imagine a ceiling lamp swinging in tunnel wind, casting shadows?
All lights are dynamic, we don't do any prebaking. We're still to handle dynamic shadows properly.
 

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