DjchunKfunK wrote: ↑Thu May 16, 2019 10:14 am
How does the combat compare to something like Divinity: OS?
Similar, in a sense, but from what I've seen so far anyway you aren't setting up environmental combos and the like. I played one just now though where there was an environmental hazard I lured a mini-boss close to and then detonated for big damage, so the maps can also be tactical in that sense.
It's turn-based but you can move your party of three (I don't know if that number increases as you progress) in any order, while for each character they can move and act in any order. In fact, because movement points and action points are separate, you can move a bit, fire off a spell (for example), then move again until you're out of movement points. You can move one character, switch to another to move them and take an action, then switch back to your first for their action... or any combo thereof. Basically, you can use all your partys' movement and action points in whatever order you see fit until you manually end your turn, when it switches to the enemies to do the same.
It's a pretty flexible system, and the way it plays out with some of the mission objectives it's closer to a puzzle game at times, trying to see the optimal solution from the tools at your disposal, than a straight combat-RPG.
You can also undo your most recent move (although only until you switch to another character, at which point it's seen as finalised), and one of your characters also has a one-use per mission turn reset ability, which allows for a certain amount of experimentation, while the gems you upgrade your skills with between missions can be switched around at will, so again experimentation is encouraged and you're never locked into what may be a sub-optimal build.
It's really neat, enjoying it.