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

Ol' Willy

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Not a fan of roguelikes, but I played one roguelike with "you do one action - everyone else does one action" combat, and with speed too (fast and slow weapons, movement buffs and debuffs). To dominate there you either tank damage by armor/dodge or kill everything in one hit. Proper crowd control is the absolute king there too

Actually reminded me of Underrail in some ways
 
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Hydro

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Idu why you call it a roguelike when it clearly isn’t
 

notpl

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Idu why you call it a roguelike when it clearly isn’t
Because roguelikes almost all work on this simultaneous action point system. I don't think anyone is suggesting that Infusion is going to be a roguelike, it's just the simplest point of comparison to get a feel for how it works in practice.
 

sebas

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Strap Yourselves In Codex Year of the Donut
If you win initiative, you win the combat, there is no opportunity to rebound.
The fix for this is party-based combat where you can have dedicated characters. Besides, there is no opportunity to rebound on Dominating which may as well be true the same in Infusion's highest difficulty mode.
 

Ol' Willy

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This new system may make pure tanks a more viable choice for dominating runs. In Underrail, maxxed AP/MP char with always be a more effective than pure tank because of its alpha strike capability. Tanks have lesser damage output and will suffer from lengthy retaliation turns from the enemies, even worse if you lose the initiative. No more of this, even if you last in the turn order, you will have to endure much less before you can act.

The best course of action here seems to endure the first round and then go with mass debuffs on the enemies to level the playing field before you start brrrr
 

Alex

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Does this system have any difference with RTwP with all autopause options checked?

Look at the video, enemies don't do things at the same time as the player.

Micro-turns, like a roguelike.

Why is everyone rating Infinitron badly for this, is he wrong?

I understand the turns are not simultaneous, like he says. That means there is some form of initiative to determine whose action is resolved first.

For instance, if you decided to use a special ability on an enemy that reduced his accuracy and the enemy decided to shoot you, in a simultaneous resolution, that enemy shot would be done without any penalty, as your ability is not in effect yet. With initiative, if you win the initiative, the first shot of the enemy is already going to have a penalty.
 
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Sobchak

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

track_record.png


I've put their track record into red circles so it's more clear.
 

Strange Fellow

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Steve gets a Kidney but I don't even get a tag.
You men are deluded. This looks and sounds phenomenal. The importance of initiative is absolutely the biggest issue with Underrail's combat, and this should take care of that very elegantly. I'm curious if this change of system will lead to a revisiting of cooldowns - seems like there could be potential for more creative action time-related limitations with this system, which would be cool.

In any case, this is elegant because contrary to what seems to be the prevailing sentiment ITT, it doesn't require a complete redesign of the systems. I'm struggling to think of any of the old abilities or feats that can't be converted very straightforwardly. All the different playstyles that the first game supported should still work, and the glorious Underrail experience of everyone chucking a ton of overpowered shit at each other should still be possible.


All this is what I WOULD be saying, if I didn't remember what Styg did to Quick Tinkering. No purchase. I do not forget, I do not forgive.
 

Stavrophore

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In any case, this is elegant because contrary to what seems to be the prevailing sentiment ITT, it doesn't require a complete redesign of the systems. I'm struggling to think of any of the old abilities or feats that can't be converted very straightforwardly. All the different playstyles that the first game supported should still work, and the glorious Underrail experience of everyone chucking a ton of overpowered shit at each other should still be possible.

but i don't want old experience, i've already have hundreds of hours of that under the belt.
 

Strange Fellow

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I agree. Underrail was already a massive game even before Expedition. Only content-junkies could ask for more Underrail 1.

Still, the new game is also called Underrail, it needs to be Underraily. What I'm saying is that the new system can retain the spirit of the old, even while things will necessarily have to change. The changes to combat will be fundamental enough that I don't see a reason to reinvent the wheel with the underlying systems. It should still produce a fresh experience.
 

frajaq

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As long as the dev learned lessons from the first game to make a good sequel, I'm all for it.

Never got past the first psibeetles in original Underrail myself, but looking forward to this!
 

normie

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

View attachment 59546

I've put their track record into red circles so it's more clear.
the titling convention has been good and clear, but why the fuck insist on being married to the "Infusion" idea so much you'd go about breaking it? call it Underrail 2 and leave the subtitles for expansions
and for the title logo, yes, UnderRail is a cooler look, if it's not the case anymore I'll start pronouncing it Underra-eel
 

Ol' Willy

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You men are deluded. This looks and sounds phenomenal. The importance of initiative is absolutely the biggest issue with Underrail's combat, and this should take care of that very elegantly. I'm curious if this change of system will lead to a revisiting of cooldowns - seems like there could be potential for more creative action time-related limitations with this system, which would be cool.

In any case, this is elegant because contrary to what seems to be the prevailing sentiment ITT, it doesn't require a complete redesign of the systems. I'm struggling to think of any of the old abilities or feats that can't be converted very straightforwardly. All the different playstyles that the first game supported should still work, and the glorious Underrail experience of everyone chucking a ton of overpowered shit at each other should still be possible.


All this is what I WOULD be saying, if I didn't remember what Styg did to Quick Tinkering. No purchase. I do not forget, I do not forgive.
It's a cycle, players start to minmax too good and create builds that become obscenely overpowered, Styg sees this and applies artistic changes.

Pure psi builds before dedicated patch were decimating everything, then psi system was changed. Though pure psi didn't stop being overpowered, I remember doing pure Psi dom run after the patch and having no problems

Obviously, maxxed MP/AP glass cannons are the most capable builds, the ones when you kill half of the map on the first turn, so artistic change will be added too

But remember that along every nerf Underrail had enough content and new feats/toys to compensate for it
 
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