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Infusion Dev Log #9: New Combat System

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,303
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tbh, I wouldn't mind some lo-fi tunes. It shouldn't take over, but something at least.

Game seems to be progessing well. Nice Christmas present.

May God give you the will, strength, and fortitude to complete the game.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,413
I don't think anyone was expecting this new combat system. Crazy ish. And some unexpected fuel for the Fallout Tactics bros.

Associated dev log: https://stygiansoftware.com/infusion/devlogs/9-new-combat-system.html
Sounds bit like what was initially promised for Copper Dreams.
Yeah, could be. Taking a closer look, the combat really is just like in a roguelike. Combined with high-res graphics it feels a lot like watching someone play Jupiter Hell, wonder if that game was of any influence.
 

Hydro

Educated
Joined
Mar 30, 2024
Messages
598
Ah shit, that was an honorable death. Love the ambience, albeit it could be toned down a bit.

Also, damn, those autism triggering sights’ options stats.

I don’t think that being able to cut fences has any impact gameplay wise. There’s no skill check and it just requires having an appropriate tool and consumes time. What’s the point? Also being able to break a glass. Interactivity with vague purpose imo
 

Zariusz

Liturgist
Joined
Nov 13, 2019
Messages
2,075
Location
Civitas Schinesghe
Ah shit, that was an honorable death. Love the ambience, albeit it could be toned down a bit.

Also, damn, those autism triggering sights’ options stats.

I don’t think that being able to cut fences has any impact gameplay wise. There’s no skill check and it just requires having an appropriate tool and consumes time. What’s the point? Also being able to break a glass. Interactivity with vague purpose imo
You could say the same about vents in Underrail, i see this as yet another way to increase possible secret passages and alternative ways so yet another win for exploration. Lets not forget that now we will be able to push crates to create new passages and climbing areas, i really like those immersive sim elements.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,413
Ah shit, that was an honorable death. Love the ambience, albeit it could be toned down a bit.

Also, damn, those autism triggering sights’ options stats.

I don’t think that being able to cut fences has any impact gameplay wise. There’s no skill check and it just requires having an appropriate tool and consumes time. What’s the point? Also being able to break a glass. Interactivity with vague purpose imo
It all comes down to the level design, I guess. What you have there is basically you opening a door, which cannot be closed anymore afterwards. It might be that this is never used for anything interesting, or it might be that there's a spot where cutting a fence at the wrong time will let out a monster that would otherwise stay trapped, create ways for enemies to flank you, etc.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,413
Here's more random notes on the vid:

Stamina system: stamina is displayed on your lungs in the top left, it is lost when you run (even outside of combat), and when performing melee attacks
Less cooldowns: health hypos can be used more but become less effective with repeated usage, special melee attacks consume more stamina, Adrenaline Shot still has a cooldown and it's listed as 1 minute
Guns: calibers are split into pistol rounds and rifle rounds now, you can fire specific 2, 3 or 4 bullet bursts like in Laser Squad, 4 is probably the most a low-level character can fire in a single action, unless it's possible to force a longer action somehow
Range mechanics: you aim your guns in various 'modes' that each have a minimum and maximum range, it seems you cannot use your rifle scope if enemies are at range 5 or closer, possibly losing all the bonuses of say an Anatomically Aware Scope
XP: there is no XP gain in the demo, system must still in the works
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,826
I both love and hate the new visuals. On one hand, they make the setting seem a lot more oppressive and really give the feeling of inspecting run down, abandoned shitholes, which is great. On the other, the 3D textures all seem rather cheap and low detail. Visually, it looks a lot "cheaper" than the previous game
 

flabbyjack

Arcane
Joined
Jul 15, 2004
Messages
2,624
Location
the area around my keyboard
I both love and hate the new visuals. On one hand, they make the setting seem a lot more oppressive and really give the feeling of inspecting run down, abandoned shitholes, which is great. On the other, the 3D textures all seem rather cheap and low detail. Visually, it looks a lot "cheaper" than the previous game
Change is hard. You'll get used to the new graphics and may even end up preferring them. So you have that to look forward to.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,928
Except text font and sound effects it looks more like Cayne than Underrail.

My issues:
- I was hoping area transition will be gone but here we are again: areas don't make sense from a topological point of view.
- The new combat system is retarded. If you want to implement simultaneous turn combat then take a look at Frozen Synapse or Door Kickers.
- The level of detail is simply autistic. Complexity for the sake of it doesn't mean it will be fun.
 
Last edited:

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
179
Insert Title Here
Infinitron why on earth did you move these comments from the main thread?
discussing other games makes them take too much of a presence on the forum and too much a drain on the attention economy that should be going towards threads of games he's being paid to market and ensure good google metrics for, so this is his way of running interference and making the forum unusable for anything but what the piper has been paid for
Styg should maybe consider paying the infinitron tax if he doesn't want the threads of his games fucked with
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,413
Well, the same old issues are there. Infusion is much more zoomed-in than Underrail, and at that zoom level you notice things, one of them is shadows being inconsistent and often absent.

Underrail vs. Infusion if they were both zoomed-out:

xqLVPkC.png


GcUewWH.png


Underrail has a simple blob-shadow on characters, Infusion still has nothing:

EqXUuXc.png
6B6yhcX.png
 
Joined
Jan 1, 2011
Messages
619
I'm intrigued by magazines being actual items that need to be equipped.
Also intrigued by the weapon attachments in general, really. Giving nearly all of them a penalty as well as a bonus and allowing you to have as many as you want is very different.
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,478
Loving the visuals and the UI the potential for environmental story telling is definitely there. Really giving me resident evil vibes with that equipment loadout. https://youtu.be/Iu3c1j7cyKc. A virus gauge similar to outbreak would be cool a quest where you team up with group go into a infected area getting hit increases the gauge which is alternative way of dying losing friendlies. Look I know everyone loves underrail cause of the combat but I thought it was crap its just min maxing 2-3 stats It took a while for styg and crew to make it more interesting with new weapon types. Dynamic combat is a plus.
 

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