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Here's a small preview of the fighting system that's coming in Symphony of the Serpent. It's still far from complete, but you can get an idea of what it'll look like.

As I've stated in the past, this fighting system will not be skill based or turn based. That was important to me going into it. What we have here is something of real-time chess. It's all about choosing your movement, upgrading your abilities and health, finding items, and using special moves. There will be lots of enemy types with different movement patterns and abilities that will test your strategic battle planning.

Another important aspect of this system is a focus on multiple ways to defeat enemies. You will be able to brute force victory or use clever tactics like manipulating the environment. You can also use special items or abilities in smart ways to make the fight easier. Would love to hear some feedback and ideas!

Thank you all for the support and have a fantastic week!

Comments

Mikey V

I'm more of a stealth type of player...any options for that. Not to add more work.

Scott Guy

Does the "6" mean that's how many strikes it will take to defeat him?

WyamondWolf

Awesome I'm stoked to try out this new mechanic. Your always pushing the envelope, adding new things but making sure the run smooth with what you've already built. Keep up the awesome work.😍🥰

NLT

Potentially. I do want to add ways to kill the enemies without risking taking damage. So that's kinda similar. I think in the overworld, there could be secret ways to avoid encounters also.

NLT

Yeah. This could change, but right now I'm experimenting with an attack and counterattack system that's automatic. So, based on your skill level, you can attack without taking damage by attack from behind, or maybe with some upgrade a chance to not take a counterattack if you attack from the side. Plus potential for projectiles, magic items, other environmental manipulations that can cause damage. Maybe a grenade with an AOE that reduces the enemies HP before the battle even starts. Stuff like that.

Scott Guy

Very intriguing! Sounds like this will definitely be worth the wait for each release!

Onden

Sorry for unrelated comment, but the updates to TGO after v1.0 are grammar and bug fixes only, correct? Why are you still putting those on the normal membership tier delay now that v1.0 is released to all tiers? I can understand tiered release for content, but making people wait simply to get bug fixes doesn't seem right.