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Now that all other aspects of the game are slowly shaping up, I think that combat really needs to be addressed, the way units can overlap, and their first attack has little to no windup, meaning that units often bunch up to deliver an instagibbing strike.

Currently, managing combat is more down to toggling locked doors to separate enemies and gib them each at once than it is to anything to do with tactics, positioning, ranged-melee balance, etc.

If you try to fight normally, usually a character will die unless the enemy is very weak or the character very strong, because all enemies will target the same unit. When you fight, you do the same, and at times it can be hard to tell how many units there are since their position is the same.

It also reduces strategical depth: There's no chokepoints, no blocking paths with strong melee units, etc.

I really think that at the very least, characters should block each other from positioning in the same tile, enemies not all choose the closest character, perhaps ranged combat could have a chance to hit characters in the way, making it more important to position your archers... ideally eventually there'd be some more nuance, like say blocking or pushing attacks to push enemies off-balance, crippling shots to slow them, etc. but I think for starters just fixing the biggest issues would help a lot.

P.S. Could we have the fog effect as you move up in layers back? I really liked that.

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almost 5 years ago - /u/unknownorigingames - Direct link

I 100% agree! This has been something on my list for a while now and, you're right, it needs some love. Thanks for writing this feedback up. It really helps out. I'll make combat a priority once I'm done this current update. :)