|
Your donations keep RPGWatch running!
RPGWatch Forums » Comments » News Comments » Underworld - Definitive Editon Engine Update

Default Underworld - Definitive Editon Engine Update

August 22nd, 2015, 08:24
After some time a new update has appeared for Swords and Sorcery: Underworld Definitive Edition. The update is about combat in the new engine that was made.

loading…


First of all, there are portraits. These are visible throughout the game but in combat there are a couple things to take note of.

  • They are layed out in their actual combat positions. There are three rows of two, which represents their actual position in combat. Therefore the first two are most exposed.
  • Characters (and monsters) are grayed out when out of melee range. (It does NOT mean they are inactive, nor does the highlighting indicate which character/monster is up). This allows for many things, including tactical positionning options. These include: join or leave melee, order everyone forward or to retreat, or move to the front. there is also the protect option (given the character carries a shield) which allows him or her to set themselves alongside or in front of a companion and physically “share their armor”. They effectively change position in the roster. Monsters can have similar behavior.
The combat log now appears in real time in the top left corner. This allows for much quicker combat since there is no longer a need for a pause to allow players to follow friendly and enemy actions.

Visual effect for spells.

All options appear in the bottom row and can be clicked or activated with their keyboard shortcuts (those appear on the left when hovered). Several actions are unlocked later with the earning of new levels. Naturally, spell casters are rewarded with new spells.

  • Ambidextria allows Knights and Rogues to use two 1H weapons.
  • Stun allows the rogue to immobilize a foe for some time (how many rounds depends on an accuracy and luck versus the monster’s endurance and luck check).
  • Burst allows the archer to shoot three arrows simultaneously (with damage per shot reduced by 25%).
  • Later, Barrage allows the archer to shoot all visible targets (up to 10) with a 50% damage score.
  • Berserk allows the Knight to hit all enemies in melee with a loss of 50% of his/her own life bar.
  • Bleed allows the Rogue to inflict cumulative damage over time, but you’ll need a high level for this one.
  • Powerhouse allows the Knight to replace 1H weapons with 2H weapons. Meaning potentially two 2H if he/she chooses to not carry a shield.
To make this work better, I redesigned both the monster and item database. Monsters now have the same attributes as characters. Some attributes like endurance, spirit, intelligence and luck are used in different checks, allowing for much more variety of resistances and weaknesses. This info can be collected with a spell called Read Mind that’ll help you figure out how to defeat the tougher enemies in later stages of the game.

Another example is the Rogue no longer systematically leaves stealth mode after an attack. An accuracy and luck versus intelligence and luck check determines whether he/she remains unseen or is spotted by the target. If the target is killed by an assassination, the Rogue will remain unseen no matter what.

Weapons now have a penetration and minimum strength score. I added this mainly to accomodate the Archer. The Archer’s damage now exclusively depends on his/her accuracy and luck (to a lesser extent of course), regardless of strength. But to use a more powerful weapon, the Archer will have to match the weapon’s minimum strength. Penetration is deducted from the target’s armor score before determining final damage. While this helps balance the Archer’s contribution to the group, it works the same for melee weapons (whose damage scores are determined by strength.) But bows tend to have higher penetration scores than swords or daggers.

To further accomodate this system, I changed the way weapons work as well. They no longer add to the character’s damage score but multiply it (+0.20*Base Melee, +5.5*Base Ranged…). The weakest ranged weapon (sling) adds 20% to base ranged damage (the accuracy score). The most powerful melee and ranged weapons exceed 10*. Scores of armor and special items have attribute bonuses and many can be enchanted later in the game.
More information.
Myrthos is offline

Myrthos

Myrthos's Avatar
Cave Canem
Administrator
RPGWatch Team

#1

Join Date: Aug 2006
Location: Netherlands
Posts: 10,617
Mentioned: 202 Post(s)

Default 

August 22nd, 2015, 08:24
Always good to see another dungeon crawler WITH turn-based tactical combat. As a kid I played Dungeon Master and Lands of Lore and they had "real-time combat", but nowadays I can't stand this silly back and forth anymore. I really tried to get into Legend of Grimrock, but it was impossible for me and I quit after an hour. I will keep an eye on this one, though.
Darkheart is offline

Darkheart

Darkheart's Avatar
SasqWatch
Original Sin 2 Donor

#2

Join Date: Feb 2015
Location: BW, Germany
Posts: 1,985
Mentioned: 10 Post(s)

Default 

August 22nd, 2015, 16:52
I finished this game several years ago. With all of the myriad improvements Charles has made since that time, it's almost a different game. Well done!
gozioso is offline

gozioso

Sentinel
Original Sin 1 & 2 Donor

#3

Join Date: Jul 2010
Posts: 256
Mentioned: 0 Post(s)
+1:

Default 

August 22nd, 2015, 17:59
Cool, I will have to revisit this
--
If you don't stand behind your troops, feel free to stand in front.
rune_74 is offline

rune_74

SasqWatch
Original Sin 2 Donor

#4

Join Date: Apr 2007
Posts: 5,689
Mentioned: 13 Post(s)

Default 

August 22nd, 2015, 18:42
I will be replaying this one when it is updated, for sure!!
Carnifex is offline

Carnifex

SasqWatch

#5

Join Date: Oct 2011
Location: Holly Hill, FL.
Posts: 15,229
Mentioned: 66 Post(s)

Default 

August 22nd, 2015, 18:57
I am rather stunned at the changes myself; I wish that all devs were this devoted to their products.
Santos is offline

Santos

Ass-hat

#6

Join Date: Oct 2007
Location: NH
Posts: 593
Mentioned: 0 Post(s)

Default 

August 22nd, 2015, 19:04
Thanks all, it is nice to see it is appreciated
--
Swords and Sorcery - Underworld and Sovereign
OlderBytes.com
Charles-cgr is offline

Charles-cgr

Charles-cgr's Avatar
Sentinel
Original Sin Donor

#7

Join Date: Mar 2010
Posts: 411
Mentioned: 0 Post(s)

Default 

August 22nd, 2015, 19:16
I don't understand why he spends so much time to make a second complete overhaul of his game instead of using there ressources for the sequel.
--
Your Heavenly Father loves you and wants you to come to repentance

Originally Posted by Ephesians 5:11
And have no fellowship with the unfruitful works of darkness, but rather reprove them.
Humanity has risen! is offline

Humanity has risen!

Humanity has risen!'s Avatar
SasqWatch

#8

Join Date: Nov 2011
Location: Trois-Rivières, Québec
Posts: 2,006
Mentioned: 2 Post(s)

Default 

August 22nd, 2015, 19:36
Fortunately, in the real world, people do what appeals to them and not what someone else might think would work better.
Carnifex is offline

Carnifex

SasqWatch

#9

Join Date: Oct 2011
Location: Holly Hill, FL.
Posts: 15,229
Mentioned: 66 Post(s)

Default 

August 22nd, 2015, 19:48
Originally Posted by Humanity has risen! View Post
I don't understand why he spends so much time to make a second complete overhaul of his game instead of using there ressources for the sequel.
It wouldn't make sense to have a catalog with two mismatched games. Probably quite hurtful actually. Also in the end rehauling Underworld doesn't cost that much time. Making the engine did. Work that is exclusively dedicated to Underworld may represent a few weeks.

Also I rearranged the UI a bit to reduce clutteredness.

--
Swords and Sorcery - Underworld and Sovereign
OlderBytes.com
Charles-cgr is offline

Charles-cgr

Charles-cgr's Avatar
Sentinel
Original Sin Donor

#10

Join Date: Mar 2010
Posts: 411
Mentioned: 0 Post(s)
+1:

Default 

August 22nd, 2015, 22:03
Originally Posted by Charles-cgr View Post
It wouldn't make sense to have a catalog with two mismatched games. Probably quite hurtful actually. Also in the end rehauling Underworld doesn't cost that much time. Making the engine did. Work that is exclusively dedicated to Underworld may represent a few weeks.

Also I rearranged the UI a bit to reduce clutteredness.

I can see this. You are putting in changes for the new game into the old one. I'll also have to replay it someday soon. I hope the new one is coming along well.
forgottenlor is offline

forgottenlor

forgottenlor's Avatar
Font of Useless Knowledge
RPGWatch Team

#11

Join Date: Jan 2014
Location: Vienna, Austria
Posts: 2,590
Mentioned: 60 Post(s)
+1:

Default 

August 23rd, 2015, 01:12
I'll be there to buy the sequel on day one for sure.
--
Your Heavenly Father loves you and wants you to come to repentance

Originally Posted by Ephesians 5:11
And have no fellowship with the unfruitful works of darkness, but rather reprove them.
Humanity has risen! is offline

Humanity has risen!

Humanity has risen!'s Avatar
SasqWatch

#12

Join Date: Nov 2011
Location: Trois-Rivières, Québec
Posts: 2,006
Mentioned: 2 Post(s)
+1:

Default 

August 23rd, 2015, 05:11
And as the official reviewer for the past iterations, I'll likely review the sequel as well. However, I might be generous and let allow someone else to write about the DE of U1!!
--
If God said it, then that settles it!!

Editor@RPGWatch
Corwin is offline

Corwin

Corwin's Avatar
On The Razorblade of Life
Super Moderator
RPGWatch Team

#13

Join Date: Aug 2006
Location: Australia
Posts: 12,766
Mentioned: 72 Post(s)
+1:

Default 

August 23rd, 2015, 10:59
Could we hope for an ipad version this time?
Mic is offline

Mic

Traveler

#14

Join Date: Feb 2013
Location: Denmark
Posts: 17
Mentioned: 0 Post(s)

Default 

August 23rd, 2015, 12:11
Originally Posted by Mic View Post
Could we hope for an ipad version this time?
It's in the works but still uncharted territory for me so no promises just yet.
--
Swords and Sorcery - Underworld and Sovereign
OlderBytes.com
Charles-cgr is offline

Charles-cgr

Charles-cgr's Avatar
Sentinel
Original Sin Donor

#15

Join Date: Mar 2010
Posts: 411
Mentioned: 0 Post(s)
+1:

Default 

August 27th, 2015, 12:09
Various discussions led to a new combat layout. Less cluttered, more functional!

--
Swords and Sorcery - Underworld and Sovereign
OlderBytes.com
Charles-cgr is offline

Charles-cgr

Charles-cgr's Avatar
Sentinel
Original Sin Donor

#16

Join Date: Mar 2010
Posts: 411
Mentioned: 0 Post(s)
RPGWatch Forums » Comments » News Comments » Underworld - Definitive Editon Engine Update

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT +2. The time now is 06:11.
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2022, vBulletin Solutions Inc.
vBulletin Security provided by DragonByte Security (Pro) - vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.
Copyright by RPGWatch