Make Combat Great Again! (or mediocre??)
Posted: Thu Mar 14, 2019 12:08 pm
Doing some playthroughs and testing, there are a lot of issues I wish could be fixed in Exult's combat system.
I know the original wasn't great, but maybe it could be improved a tad with Exult. Some issues I've noticed recently:
-Monster AI seems to always swarm the Avatar rather than focus on other targets. Much of my fights ends with the Avatar laying on the ground unconscious like a pansy while the others fight. Speaking of monster AI, is there any documentation about what the various "base attack modes" c mean when you edit a shape in ES under the monster tab? (Unpredictable, non combatant, tactician, berzerker, opportunist) and so on.
- party members stand around unconscious enemies rather than finish the job. They wait until the enemy gets up before they'll kill it. If they don't finish it off and it goes unconscious again, they wait.
-make improvements to combat strategies: target strongest, weakest, flank, random... do they work?
Combat needs a lot of love, surely it can be made more efficient?
I know the original wasn't great, but maybe it could be improved a tad with Exult. Some issues I've noticed recently:
-Monster AI seems to always swarm the Avatar rather than focus on other targets. Much of my fights ends with the Avatar laying on the ground unconscious like a pansy while the others fight. Speaking of monster AI, is there any documentation about what the various "base attack modes" c mean when you edit a shape in ES under the monster tab? (Unpredictable, non combatant, tactician, berzerker, opportunist) and so on.
- party members stand around unconscious enemies rather than finish the job. They wait until the enemy gets up before they'll kill it. If they don't finish it off and it goes unconscious again, they wait.
-make improvements to combat strategies: target strongest, weakest, flank, random... do they work?
Combat needs a lot of love, surely it can be made more efficient?