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

Diggfinger

Arcane
Joined
Jan 6, 2014
Messages
1,246
Location
Belgium
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.

Glad to see Styg and Mac_Orion back in business.

Really excited to hear and see more of this new title!
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,421
FYI like the dev log says, during combat some actions can happen simultaneously with enemy actions, while some actions can "block" the passing of time until they're completed.
You can see a blocking action in the video, enemies are not allowed to interrupt the player character while he's healing, but they all freak out immediately after: https://youtu.be/HmPsCNMuUg8?t=1271
Probably most actions that are supposed to help you survive or take less damage are gonna be blocking actions, so that there's a chance they actually do anything.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,091
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
FYI like the dev log says, during combat some actions can happen simultaneously with enemy actions, while some actions can "block" the passing of time until they're completed.
You can see a blocking action in the video, enemies are not allowed to interrupt the player character while he's healing, but they all freak out immediately after: https://youtu.be/HmPsCNMuUg8?t=1271
Probably most actions that are supposed to help you survive or take less damage are gonna be blocking actions, so that there's a chance they actually do anything.
I don't think any enemy action can be simultaneous with the player, although their actions can be simultaneous with each other.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,421
FYI like the dev log says, during combat some actions can happen simultaneously with enemy actions, while some actions can "block" the passing of time until they're completed.
You can see a blocking action in the video, enemies are not allowed to interrupt the player character while he's healing, but they all freak out immediately after: https://youtu.be/HmPsCNMuUg8?t=1271
Probably most actions that are supposed to help you survive or take less damage are gonna be blocking actions, so that there's a chance they actually do anything.
I don't think any enemy action can be simultaneous with the player, although their actions can be simultaneous with each other.
Did you see what happens after the healing part? The player is being attacked during the burst's channeling time, and while shooting. Then he literally dies mid-burst and only one bullet comes out instead of three.
 

shihonage

Second Variety Games
Patron
Developer
Joined
Jan 10, 2008
Messages
7,199
Location
United States Of Azebarjan
Bubbles In Memoria
The question is not whether this combat will effectively work; the question is whether the combat model is simple and consistent enough to be understood by the player so they can plan around it.
 

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