There are several important news regarding the combat system.
Visible chance of full success for Feints and Shield Attacks
Actions like Feints and Shield
attacks have always had two indicators: the first represents the
primary, mostly Skill based check, and the second represents the
chance to overcome the opponent’s resistance (based on Awareness for
all Feints, but also on Quickness for Quick Feints). A full success
requires the attacker to pass both checks. When they saw two circles
showing a chance of success of about 70%, some players assumed that
the overall chance was about the same, but combined probability
doesn’t work that way and the chance was much lower than they
expected. This led to a lot of misunderstandings about the fairness
of the RNG. To avoid such confusion in
the future, I have added a third indicator that calculates the
combined probability for you and shows the overall chance of complete
A note to veteran players: nothing has
changed in the mechanics of Feints. They work exactly as they did
before; there is just this further bit of (hopefully useful)
I have introduced these to
address extremely lucky shots by weak AI controlled characters
happening even if the player was being careful. You won’t see them
often, because they only trigger when attacks with a very low chance
to hit connect, but they are there as an additional layer of
protection against vastly inferior and unskilled enemies—providing
your defensive position is good enough.
More details are in the changelog.
Changes to javelin throws
Let’s face it, some of those one-shot kills were fairly anticlimatic, especially when they happened on a fluke. Bull’s-eye shots are still possible, but only when the chance to hit is at least 50%.
I have also changed the way javelins can break shields: now the rolls are more dependent on your chance to hit and influenced by your Attitude.
The demo has been updated too.
Thanks to all of you who have expressed support and encouragement!