On their official developer diary, Tyranny director Brian Heins had some insights into what combat will look like in the game, in the ways it differs and is similar to Pillars of Eternity. In a general overview, combat is real-time, with the ability to pause at any time to issue commands to a party of up to 4 characters. In addition to the spells and abilities each character can use, there are companion combos which allow your character and a companion to work together in create a powerful effect. Abilities use a cooldown system, allowing you to use most of your abilities multiple times per encounter. Combat is based on your character’s skills, and the more you use those skills, the more experience you’ll gain. With that overview, what follows are some specific elements to the combat system in Tyranny.
- Accuracy is determined by character skills, and any attacks and spells will use the skills associated with the chosen weapon or spell. If more than one skill is used they are averaged together to find the final value.
- Accuracy bonuses from weapons or abilities are then added to that value to determine the attack’s total accuracy.
- The skills used to determine accuracy are the skills that earn experience.
- Each attack targets one of the 5 defenses: Parry, Dodge, Endurance, Will, or Magic. Enemies have specific strengths and weaknesses regarding these defenses.
- The accuracy value is compared to the defense and the difference is used to determine the results. The higher the accuracy the greater the chance to crit, and the lower the accuracy the greater the chance to graze or miss.
- There are several damage types: Slash, Pierce, Crush, Burn, Shock, Frost, Corrode, and Arcane. Enemies have different strengths and weaknesses against these.
- Armor protects against damage but also gives different protections. Heavy armors provide Armor which reduces damage dealt to a minimum of 1. Lighter armors give Deflection which adds a chance that an attack will be downgraded a level. A crit could become a hit, a graze could become a miss and everything in between. You can increase Deflection with Finesse and other talents.
- Characters have a single health bar, when damage reduces it to 0, they fall unconscious. They can be revived with special abilities or items or will revive at the end of combat.
- Unconscious characters gain a wound. When wounded max health is reduced and all skills suffer a minor penalty. Wounds stack and remain until rest.
- The game will have 4 difficulty settings: Story Mode, Normal, Hard, and Path of the Damned.
- Increased difficulties feature improved AI and tactics rather than more enemies. They will more effectively chose targets and use their abilities more often. Weaker enemies will also be replaced with more challenging ones.
Other Combat Changes
- Interrupt is still a feature in the game. Only some abilities will interrupt on a hit or crit. Any interrupted target has their actions cleared and enter recovery for a length determined by how strong the ability was.
- Consumables are now an instant action, meaning the effects apply as soon as you use the consumable, even if the character is on recovery. Once a consumable is used, all consumables for that character are on cooldown to prevent spamming healing.
- Friendly Fire is no longer a concern for players, allowing them to focus on the combat.
With this list, combat now has a more defined quality and should begin to take shape in players’ minds. Check out our E3 preview for a hands on look on the game and keep with us as we continue to bring updates on this dark sequel’s development!
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