Table of Contents

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:

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.

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.

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 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.

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.

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 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.

Combat Effects

Combat involves various status effects that influence player and enemy actions, each impacting abilities and movement in different ways:

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 trait), during which the player is restricted from using abilities other than movement actions.

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.