Dungeons & Combat FAQ
Feb. 29th, 2020 12:12 pmWhat are Dungeons?
For players, dungeons are the event logs where the combat-focused aspects of the game will come in. This is where your character should be prepared to get their fight on and push through to the next layer of Purgatory! Participating in dungeon logs is also the main way of getting new powers and memory regains in Can Cry, so be sure not to miss out if you can avoid it! How will Dungeon logs work?
The dungeon log will outline all of the locations, obstacles and enemies that can be found in the Underside that players can use as prompts for their own toplevels. There will, however, be a handful of mod-posted mandatory combat prompts in the comments that must be cleared for the dungeon to be completed. These will usually involve one or two powerful Revenants that will have their own clear requirements and the Aberrant who is in control of the dungeon. For more information on how combat will work in dungeons, see the section below! Is participation in Dungeon logs mandatory?
What can we find in Dungeons?
Do Dungeons disappear when they're cleared?
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So about that Combat...
There's two tiers of Combat to keep in mind: Mid-Tier Combat and Boss-Tier Combat. What's Mid-Tier Combat?
Mid-Tier Combat is not mod controlled. Each Combat toplevel will contain a description of the enemy Revenant, an outline of its powerset and fighting style and a set of basic win conditions that must be met for the fight to be cleared. Some fights may also include optional bonus conditions that can be cleared for fun extras. As mentioned above, each Mid-Tier Encounter will come with a number of win conditions that must be met. Some of these are basic OOC conditions – the most common of which are "comment count" and "participation count" which refer to number of comments posted and number of characters participating respectively. Some of these win conditions are IC situations that must occur in the thread – these exist to give players hooks and a sense of direction to take the fight and to encourage Thinking With Cool Powers. If "at least 1" IC situation is called for, it doesn't need to happen in every thread, just somewhere under that monster's toplevel. Bonus conditions are just that – bonuses! They're not necessary to clear the encounter and not every Combat toplevel will feature then, but they can lead to some fun little IC rewards if met. In short, get creative! The prompts and challenges are meant to encourage, not limit. And if you happen to pull off something particularly fucking radical, your kindly mod might see fit to reward you. What's Boss-Tier Combat?
Boss-Tier combat is lightly based on D&D style combat, wildly shaved down so there's no big list of stats and abilities to worry about. Rather, players only have to worry about two things: Durability and Movement.
Movement dictates the number of actions you can take during a turn of Combat. For each number of movement you have, you can take that many actions during each turn. "Actions" are defined as things that progress the flow of a battle – so moving, dodging, attacking, blocking, all that good stuff all count as an individual action. Talking does not, because I know we never shut up. Executors start with 2 Movement by default, though like with Durability, you may sacrifice a point of Movement to add to your total Durability if you think this better reflects how your character would fight. Got all that? Nope? TOO BAD ON WE GO. Fights will progress on a comment-by-comment basis, with a turn order dictating the reply order, and each reply from an individual serving as their turn for that round of Combat. Combat will cycle through each participant of the fight until either the Boss is defeated or all participating Executors are unable to battle. What happens in that case is a surprise. :) During Combat, the effectiveness of each action will be rolled behind the scenes, with the dice count varying on intended fight difficulty. To simplify things and make them a bit easier to understand from a player perspective, Boss-Tier Combat also employs something called death numbers. Each Aberrant is assigned a death number and each roll of the dice will dictate the effectiveness of their attack in comparison to said death number. The current state of death numbers is a big of a work in progress, but the lineup so far is as follows:
10 or Less Out: Glancing Blow (counts for half a hit). 6 or Less Out: Regular Blow (counts for one hit). 3 or Less Out: Critical Blow (counts for two hits). Death Number: Immediately Fatal Blow. It should be noted that the dice rolls behind the scenes will always come secondary to what makes a fun and engaging fight for players or for what makes more sense from an IC perspective. Bonuses and the like will be applied for fun or clever ideas or good use of teamwork, and if players suggest something Fucking Radical And Audacious enough, the mod may simply say "you know what? alright lads" and let you go ahead with your nonsense. If you're still confused or you'd like to see an example of this system in action here then check our the Boss-Tier Combat test that was conducted prior to the game's opening. In addition, the Combat system currently is a wee bit experimental and definitely a work in progress. Aspects of it are expected to change based on player engagement and feedback, so pardon our rough edges! | |