So I went into the Discord and I got some clarification. The way I describe the combat here,
In terms of the combat, I had some questions regarding the new system. Let's take for example a knife wielding character attacking someone using a sledgehammer, and for the sake of simplicity, these two characters are the only two involved in combat. While the AP conversions to units of time will obviously not be identical with what we see in Underrail, is this a correct estimation for how the situation will roughly go?
Sledgehammer character and knife character start combat directly in front of each other. Knife character wins initiative so he moves first. It takes him 0.5 seconds to use his knife, while it takes the sledgehammer character 2 seconds to swing his sledgehammer. It takes both characters 1 second to use a health hypo.
If a turn takes three seconds, would the turn play out with the knife character striking with his knife four times, then the sledgehammer character striking with his sledgehammer, followed by the knife character using a health hypo and then the sledgehammer character using a health hypo?
If we were to add a third character with a spear who takes 1.5 seconds to strike, would he strike after the third characters knife swing, moving before the sledgehammer guy, even if he was last in initiative? Would he then take his second strike after both the knife and sledgehammer characters took their health hypos?
I don't know exactly how the initiative system works or how it will work, but what this demonstrates is that the system is not actually "real time" but instead semi-turnbased, with one action allotted per microturn. "Action points" or "time" are awarded and carry over each turn based on how much AP/Time the player character uses, and the enemy will react on the turn that they finally acquire enough action points to do what they want to do.
This honestly sounds like a really interesting and promising system, and still allows for "alpha strikes", in that if a knife character can deal enough damage and move fast enough, he would be able to kill two sledgehammer characters (2 strikes each) before either of them could swing their hammer, using my original AP/Time measurements.
It's really not too different from Underrail. The system basically just condenses a single Underrail turn into a bunch of smaller ones, with differing amounts of AP per turn based on the specific actions taken. With this in mind, I'm excited to see future information, as I really think this will make Underrail's combat even more tactical and complex, improving upon what is already one of the best cRPG combat systems ever.