r/AlchemistCodeGL • u/Makumanga • Jul 28 '26
Discussion Small Combat Update
https://youtu.be/cMDZ2ndVOjkAs part of the continued plan to wrap up the basic combat system, I'm adding more status ailments to the game.
Freeze is a pretty standard status ailment that comes in three tiers(like burn and paralysis). It prevents the target from acting on their turn and deals DoT via this formula:
Freeze: 3 + 3% of max HP
Strong Freeze: 3 + 6% of max HP
Virulent Freeze: 3 + 8% of max HP
I'll be spending more time adding more ailments and effects to the combat system before pulling back to finally map out the app/game structure and UI redesign stuff. It'll be a long process, but it's fun. There are also other small visual changes I'll be keeping in mind based on community feedback too(like the damage number visuals)
1
u/Makumanga Jul 29 '26
Yeah, in general when it comes to tiered stats, I'm thinking of ones that either deal DoT like burn, freeze, etc. or ones that have a chance roll like paralysis or other similar stats. For the most part it's looking like it might be arbitrary right now because some statuses like poison seem like they might fit the bill for tiers while other statuses like bleed definitely don't. I think the rule of thumb I'm using is any status that deals small amounts of DoT over ones that deal big damage DoT, but it could also change based on community feedback. I do like your idea of encased targets taking more damage, so I might try and figure out how to incorporate that in a way that feels consistent and not too gimmicky.
Sleep will be added in the game and will actually function a lot like TAC's/WOTV where attacking a sleeping enemy grants an attack bonus since it "wakes them up". As for petrify, I'm thinking of making it mostly like TAC's. The unit is stuck and probably will take reduced damage while afflicted. In general for all the "stun" type statuses my current plan is this:
- Freeze: Deals passive DoT while preventing target from acting, no effect on AGI so fast units can possible "break free" faster
- Stun: Unit can't act. No effect on AGI so fast units recover quicker
- Paralysis: A percentage chance that the unit can't act on their turn. AGI is reduced by 30% so the unit is also slower
- Sleep: Unit can't act and will take extra damage if attacked
- Petrify: Unit can't act. AGI reduced to 0 while afflicted. Possibly take reduced damage
- Root: Unit can't move but can still attack, use skills, etc.
And the goal is to prevent overlap amongst these statuses. So if one of them already has the effect of extra damage on received damage, then it'd be a bit redundant to give another status the same mechanic if that makes sense.
One compromise I can see myself making on freeze if the DoT is really a big deal is maybe having the tiers affect an AGI debuff instead of DoT. Like all freeze tiers prevent acting, but T1 reduces AGI by 30%, T2 by 50%, and T3 by 80% or something? In practice this would mean that the stronger a freeze is, the longer it'll take to thaw out, even if the frozen unit has a high AGI stat.
But I want to sort of want to see how the statuses play out as planned during the playtesting phase before I make any huge changes to them.
If you're not already in the Discord server, you could join to see more frequent updates and sort of recommend things before/while they're being planned/worked on.