====== Combat Mechanics ====== In **traceALTER**, battles unfold on a tactical grid that represents the players’ environment, emphasizing positioning, turn-based strategy, and resource management. Inspired by games like **Final Fantasy Tactics**, **Fire Emblem**, and **XCOM**, combat in traceALTER is divided into distinct **Combat Phases** that guide player actions and allow for strategic depth in each encounter. ===== Initiating Combat ===== Combat can be initiated in two main ways: * **Direct Engagement**: Approaching a hostile NPC enemy will automatically place you in combat with the opponent. * **Context Menu**: Right-click on an enemy and select “Attack” to initiate combat directly, allowing for a prepared start to the encounter. Once combat is initiated, both players and enemies are arranged on the tactical grid, and the turn-based combat phases begin. ===== Observing Combat ===== Players may observe combat after it has begun by clicking on any combatant. Observers will see all actions taken in the fight, and after 3 rounds of observing they may join the fight. They will not be able to take any action on the first phase after joining. ===== Combat Phases ===== Each combat turn is divided into three **Phases**: **Movement Phase**, **Offensive Phase**, and **Bonus Phase**. Each phase allows specific actions, giving players opportunities to reposition, attack, or execute supportive maneuvers. During each phase, players have the option to **Skip** or **Defer** their turn to adapt to the battle as it unfolds. * **Defer Turn**: Shifts the player’s turn to the end of the phase’s queue, allowing them to act after all others in that phase. This option is available once per phase. * **Skip Phase**: Ends the player’s turn for the phase without taking any action, moving immediately to the next phase. ==== Movement Phase ==== The **Movement Phase** allows players to reposition on the battlefield, with movement governed by the **Initiative** stat. Players with higher Initiative act last, giving them the advantage of reacting to opponents’ movements. * **Movement Range**: Determined by the [[stats#speed|Speed]] stat, with each point in Speed contributing to the distance a character can travel. Certain skills or equipment may modify this range, providing additional flexibility. * **Initiative Advantage**: Players with high [[stats#initiative|Initiative]] can choose their movement after observing the positioning of others, allowing for reactive and strategic placement. After all characters have completed or skipped their movements, the phase proceeds to the **Offensive Phase**. ==== Offensive Phase ==== The **Offensive Phase** is dedicated to combat and support actions, where players can use **[[skills|Offensive Skills]]** from their skill bar to attack enemies or assist allies. Certain items, such as healing potions or support tools, can also be utilized here. * **Skill Usage**: Only abilities labeled as **Offensive** may be used, enabling players to deliver attacks, cast spells, or apply buffs and debuffs. * **Item Usage**: Healing items or restorative tools can be accessed, but equipment management (such as switching armor) is restricted to the Bonus Phase. * **Evade and Movement Restriction**: Evasive abilities like **Sidestep**, **Shunpo**, and **Surge** are locked out in this phase and can only be accessed in the Bonus Phase. If a player chooses to **Flee** during the Offensive Phase, they begin a three-turn escape sequence (see Fleeing Combat section for details). Once all actions in the Offensive Phase are resolved, the game transitions to the **Bonus Phase**. ==== Bonus Phase ==== The **Bonus Phase** allows players to perform specialized actions such as evasive maneuvers, equipping gear, or using movement skills. Actions taken here are often hidden from opponents, adding a layer of tactical surprise. * **Evasion and Mobility Skills**: [[skills#bonus|Skills]] marked **Bonus** can be used, allowing for movement and dodge actions that are invisible to opponents until executed. * **Equipment Changes**: Players may equip or switch **1 item** from their inventory, such as armor or weapons. Unlike skills, these changes are visible to all players once applied. When the Bonus Phase concludes, all actions from the Offensive and Bonus Phases are resolved, completing the turn and moving to the next round. ===== Turn Order ===== Turn Order is determined by the **[[stats#initiative|Initiative]]** stat, controlling the sequence in which characters act. Characters with higher Initiative act later, gaining a tactical edge by observing their opponent’s actions. * **Turn Order Priority**: Movement follows Initiative strictly. In the Offensive Phase, actions resolve simultaneously, though skills marked **Priority** will take effect before standard actions. * **Deferred Actions**: Characters may defer their turn to the end of the current phase queue, allowing strategic adjustments but limited to once per phase. ===== Combat Effects ===== Combat involves various status effects that influence player and enemy actions, each impacting abilities and movement in different ways: * **Stun**: Stunned characters skip their turn entirely for a set duration, rendering them unable to act. Stuns are powerful but limited by certain resistances (see Daze below). * **Daze**: Dazed characters become immune to stuns, preventing stun-lock but at the cost of mobility. Daze restricts movement to **1 tile** per phase, slowing the character’s ability to reposition. * **Root**: A rooted character is immobilized and cannot move, but retains the ability to perform other actions, such as casting spells or attacking. These effects are often inflicted by specific [[skills]] and add an essential layer to combat strategy, as managing status effects can turn the tide of battle. ===== Fleeing Combat ===== **Fleeing** is an option available in the Offensive Phase, allowing characters to escape combat if necessary. Fleeing initiates a four-turn countdown (three with the [[cowardly_chicken|cowardly chicken]] [[background_traits|trait]]), during which the player is restricted from using abilities other than movement actions. * **Flee Mechanic**: The escape sequence begins once the Flee action is selected. The character must avoid taking damage and cannot use any skills aside from movement for three consecutive turns. * **Interruptions**: If the character is hit by an enemy or uses any ability beyond movement, the escape attempt is canceled, and they must either re-initiate the flee sequence or remain in combat. Fleeing is a high-risk maneuver but provides a last resort when combat becomes unsustainable. ==== Detailed Order of Operations ==== Equipment Swapping (Bonus Phase) Escape Check (Successful Escapes) Priority Bonus Actions Priority Bonus Items Priority Offensive Actions Bonus Actions Bonus Items Priority Movement Items Movement Items Priority Offensive Items Offensive Actions Offensive Items And within the same brackets it goes like this: A deferred offensive phase action will go before non deferred ones. A non deferred priority offensive action will go before deferred ones. A deferred bonus action will go before non deferred ones. You take 50% More Damage if you're using a Priority Move from all sources that turn. Init Order is specifically taken from the Movement Phase into the Offensive Phase. So if the order is ABCD before going to the Offensive Phase then it will be ABCD for the Offensive Phase, even if D wasn't faster than anyone else due to them deferring. This means that when things process, if the Move Order was ABCD and no deferring or priority moves or bonus phase stuff was done, attacks and such will process in the order of D, then C, then B, then A. If Priority is involved, then the slowest will go first instead. {{tag>mechanics}}