Hello commanders!
In today's Dev Diary, we'll cover what many tactical RPG fans like best: combat. We designed it to be dynamic, fluid, and inviting to engage. But how did we achieve that? Enjoy the read below!

Classes
In your team, you will have characters of different classes, each of which will have a
tree of 16 skills, from which you will choose 9, giving you the chance to
try other builds and tactics. For example, the Wizard class can pick all the water-based spells, fire-based spells, or a mix of them. The same Wizard class can follow the route of
AoE or single target damage or favor a more protection-oriented build.
Abilities vary from
single target to effect over time and area of effect. Some include
summoning, spawning area-of-effect items on the battlefield, or using line-of-sight and blocking enemies' paths.
Your protagonist, the Commander, Andar Witherell, is a special class on its own and can either go the route of
damage dealer, shield buffer, or healer, with a lot of flexibility in its skills.
When completing a team, the critical thing to pay attention to is
class synergy. Classes can protect, heal, or empower other characters, and creative use of special abilities (taunts and control) can provide
exciting encounters.
Resources
There are several combat-specific resources: Action Points, Focus, and Mana/Energy.
Action Points: Each character or enemy character has two Action Points. You can use these points for moving (both APs), moving and abilities use (1AP + 1AP), or if in a favorable position, abilities only (2APs). Remember that some high-impact abilities cost more than others and have a 2AP cost.
Focus: Each class generates Focus by using other abilities or by the use of a potion. Focus is always 0 at the beginning of combat and can reach a maximum of 100.
Mana/Energy: This set of resources is directly connected to the Intellect and Agility stats and can be replenished by resting or using potions.
Battlefield
Zoria is
not using a traditional grid-based system, thus making the combat a bit more fluid. You will still have battlefield obstacles that can hinder you or your enemy.
When observing the environment during the battle, you need to pay attention to
using line-of-sight - your character cannot fire while another party member or enemy is in front of him. The same is true for the enemies - they will move into position to attack a character if they are out of sight. Also, initiating combat near an
environment trap can lead to the creative use of such traps to aid in battle.
But, even if the scales of victory start tipping to you, you can't be sure of your success. The combat is turn-based, but
the world around continues to work on the real-time system. Enemies patrolling nearby can join the action if they get within range, so it can turn simple situations into really complicated fights, depending on the area.

After this description, we hope you fancy a little skirmish. That's why we invite you to
test our free demo and share any feedback you have.
Until the next one!
[ 2022-10-02 12:46:49 CET ] [ Original post ]