Jonesy89: Maybe it's just me, but the changes that the dev team have made are not very well explained in game. What effect do different armor ratings have? What is the effect of being flanked? How is this bloody companion upgrade business supposed to work; if I want to get, say, Pistol Specialist III for Glory, do I need to take Pistol Specialists I-II? If anyone could help me figure this stuff out, I'd really appreciate it.
Firstly, the in-game help has been updated with new information (the ? button on your commlink). It's not exactly brimming with details though...the link fredlepfr provided gave me more information about the combat than the in-game help did, so I'd check that out.
In a nutshell (including additional observations so far):
- armor rating is now == points of damage reduced per hit. AFAIK it doesn't affect chances to hit your character anymore (though your stats still do as per usual with some tweaks).
- cover now reduces critical chance, and the min/max critical you can get. E.g. with medium cover, hits don't do more than 1x damage (and often less), no matter the stats of you or your gun.
- cover now appears to affect chance of being hit (and damage taken if you are hit) for area effect weapons - so make sure you aim so that the impact point has a clear LOS to the target if possible!
- Getting "flanked" means you'll take at least 1.0x damage (I think), and it opens up the full range of critical chance for the attacker.
- Armor-stripping spells are now useful! Additionally, a number of grenades and weapons have armor-stripping effects (though AFAIK this effect only lasts one round). There are also armor-piercing weapons/spells too.
As for the companion upgrades, I was thinking the same as you initially - especially since the game tells you to "be careful" about what you choose! But it turns out each level is completely independent of the last, so no need to worry.
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While I'm writing about the game, gotta say first impressions are VERY good. Love the new combat, everything feels so much slicker and faster, levels look better AND respond quicker...
So far I've seen two of the new missions - they were both quite good, while one of them cracked me up (gotta love the cheesy battle music in that one)!
So far I haven't really tested the ability to "loan" weapons to my team - mainly because when I had spare weapons (before I sold them) apparently none of my team mates had the skills to use them - despite the fact that in one case they were ALREADY using a BETTER weapon!
On the plus side, "loaning" them consumables now returns them to you at the end of the mission if they don't use them, which is good.
There is also a TONNE of cyber/bio-ware potentially available. It's not cheap, and a lot of it is just the same thing in a different slot with different essence and/or price than what was already there, but even so it makes the cyber/bio side of things much more flexible than it was before.
However there are some disappointments:
- There is still no ability to switch into/out of combat mode when no enemies are around (unless pre-scripted). The "solution" to some people's complaints about running into enemies in real-time mode (who then get the first shot in) has apparently been fixed by a combination of ensuring the enemies don't fire in their first turn, and by having combat mode enabled more often in some cases (e.g. at level start, as opposed to when you meet the enemies). It's an improvement, sure, but it would have been so easy for them to add a "combat mode" button.
- There is still no ability to transfer items between team members during a mission. Picking up items in real-time mode still means it either goes straight into your inventory, or you get the option to swap it or stash it. Now if they had only provided a "combat mode switch" option, this would have partially fixed itself - in that you would have been able to get your team mates to pick up the items themselves in turn-based mode. Although if you really want it I guess you can always add it yourself using the editor (and/or possibly add more stash access options).
However, that being said - I still love it, and it's still a significant improvement over the (already pretty damn good) original DF campaign.