Post #5: Resuming Development & Combat Overhaul


Things had been upended with the pandemic and all, but getting back to development now that I've got a normal-ish schedule again

Over the last few weeks I've been working on the combat mechanics and balance, and now starting to code in the changes. 

The biggest and most noticeable change is that battles are now 5-on-5, and there's a movement grid to make things more interesting and allow for several types of formations and strategies. This also makes characters' Range type more important, as their position determines who they are able to attack.




Another big change is that each combat Round is broken into 3 Phases, during each of which a character can move and/or act.  Action Points are restored to full after each Round, which adds depth to the combat since you can spend all your AP up front to attack fast and hard, or start cautiously and set up a powerful attack in Phase 2 or 3. Which kind of attack you use also has an impact on your Initiative score, meaning you can use a weaker attack that gives a boost to your Initiative next Phase, or a stronger attack that hits hard now but at the cost of next Phase's Initiative. Also, each time a character (enemy or player) is attacked, it reduces their Evasion until the end of the Round - so if there's a fast enemy, gang up on them and take them down!


There are plenty more changes to make before the next release is ready for download, but with updated math and a new combat system, the battles will be both more balanced and more tactical! 

Get Holdfast Gate

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