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

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,145
Location
Reichskommissariat Russland ᛋᛋ
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.
There is a reason why wargames with tactical depth ten times more than in average RPG are all turn based

Please share more pleb opinions
 

BlackPlate

Novice
Joined
Jan 6, 2020
Messages
35
Single biggest problem in Underrail 1 combat was cheesing the AI with LOS abuse. I should think that has been eradicated.
Are you referring to breaking LOS by running around corners or obstacles? That is a pretty good simulation of being fast and fighting tactically. It can get wonky and cheesy, but there is no better way to simulate that with the current combat system.
 

Crescent Hawk

Cipher
Joined
Jul 10, 2014
Messages
667
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.
I do agree with you yeah, even if in the end I will probably enjoy my time with it. Like this the game just feels like a blueprint for a System Shock type game. A party based game would be way better. Nevertheless Iam impressed by the looks and ambiance.
 

Crispy

I feel... young!
Patron
Staff Member
Joined
Feb 16, 2008
Messages
1,877,325
Location
Future Wasteland
Strap Yourselves In
Looks neat.

Not sure why you play at such a low resolution, though. Framerate problems?
 

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