Full notes
Full Squad Tactics update
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What changed
- Gameplay
- Balance
- Performance
I listened to all the feedback I got from the playtest and, even though the combat system has been praised a lot, there were some aspects of it that made it unnecessarily complicated and very difficult for new players to get into it. I put a lot of thought into it and came up with this changes:
"Required momentum " and "Momentum Loss" are now the same and called "Momentum Cost". So if a skills has a momentum cost of 3, it means your momentum needs to be at least 3 for activating it, and it will drop by 3 afterwards. You won't see the arrows up or down next to momentum numbers anymore.
All attacks generate momentum on hit, even the ones that consume momentum to activate. Attacks now can land Critical Hits, dealing increased damage and generating extra momentum for the attacker. The base damage multiplier is x1.3 (30% total damage increase), this can be increased by weapons, skills, characters classes, etc... Base Critical Chance is total Hit Chance minus 100%, so if hit chances is 115%, Critical Chance is 15%. Now it makes more sense to increase your accuracy and debuff enemy evasion as much as possible. Minimum Critical Chance is always 5%, anyone can get lucky once in a while!
Momentum can now temporarily exceed max momentum, if not used by the end of a turn it drops back to maximum
"Required Stability" and "Stability Loss" are now the same and called "Stability Cost". You won't see the arrows down next to Stability numbers anymore. This was greatly reduced or removed from most skills since it was a very annoying and constant restriction. It remains mostly for Druid Spells only, but they got their AP cost and Momentum cost lowered to compensate for it.
Off-hand attacks are now a separated category from attacks. By default units have 1 main attack and 1 off-hand attack per turn (can generate momentum too).
Reduced Action Points cost for most spells, abilities and commands. In general, you will now be more limited by Momentum costs than Action Points costs.
Greatly reduced Action Points cost for all potions.
All heroes now start with an explosive potion, a new item that deals physical and stability damage in area
Commands now have shorter range but don't need line of sight
All Heroes now have "Aim Legs" attack. Fighters can now learn "Combo Finisher" as replacement.
Enemy difficulty in first region slightly reduced, but increased in all other regions.
Added new skills to most minions
Added effect on attacks to some minions (this include reaction attacks).
The reasoning behind all this may not be obvious, but with all those changes combined the key results are this: Reducing enemy stablility is now always possible (and quite easy) for any hero, by using "aim legs" attack, "push" (with lower AP cost than before), explosive potion, and "off-hand punch". There's not such thing as "too much momentum" anymore, you want as much as you can get. You can now perform more actions per turn on average, with high momentum you have better choices but there's still plenty to do even with zero momentum. Accuracy and Evasion are more important than ever, since successful attacks generate momentum and criticals generate twice as much. Preventing enemy attacks could be a good way to keep their momentum low.
All this has been tested privately during this last days with very positive results. I'm still making some adjustments but if everything goes well I'll re-open the playtest for everyone soon!
A lot of non-combat changes and other stuff is also on the way, stay tuned for more updates
Source
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