It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I've noticed that it's actually still possible to move prior to using some "full turn" actions, such as that sword action that supposedly cuts through armor. As long as the enemy is within the "green zone", you simply choose the action and then click the enemy - your character then moves to the enemy and uses the action.

Is this a bug? Or intentional behaviour?

On a related note, I've noticed that certain combat actions don't seem to work as advertised, but apart from "execute" I haven't seen anyone mention them. In particular, "charge" is supposed to add +5 damage per space moved, but it never actually seems to make a difference no matter how many spaces away I use it from.

Likewise, the above-mentioned sword action that cuts through armor doesn't appear to work if used at range, but appears to work when using it when the enemy is in front of you - hence why I suspect being able to use it on enemies not adjacent to you is a bug.

Also, WTF is up with that OP rock throw? I've got one character with only one level in throwing, and I've managed to take out almost all the health of enemies on multiple occasions! And it's a free move!

Finally, the way combat actions are presented on the action bars needs some work. I realise it's possible to customize these for each character - which I've done once the number of actions increased beyond one bar's worth - but the default layout should be a bit better than the random mess it is now. Though this is a minor bug and since we can customize it it's not a huge deal.
Skills that I've read are bugged in some way (or in some cases don't work at all) in 1.01 and prior versions:

Cripple

Disarm

Talon

Execute

Powerful Kick

Toss

Also Hook and Slash I've experienced directly in my own game doesn't do a block followed by a hit, it just hits twice, guaranteed. Yeah that move is a tad bit strong right now.
Post edited May 04, 2017 by Gliese58i
avatar
Gliese58i: Also Hook and Slash I've experienced directly in my own game doesn't do a block followed by a hit, it just hits twice, guaranteed. Yeah that move is a tad bit strong right now.
Strange, for me that one works as advertised - i.e. it does one hit against the enemies shield, then another hit against the enemy's health. It IS damn strong though, one of the best moves in the game.

Also I've since worked out that "charge" does seem to be working - apparently it requires all hexes you travel to be directly in line with the enemy you're attacking. I guess if you could charge around corners it would be too OP...

Other observations:

Rebuke (upgraded with powerful kick): for me the upgraded rebuke seems to work - in that usually, the enemy ends up on the floor. Sometimes they resist falling down due to their physical resistance, but usually they go down.

Disarm: This appears to switch them to their second weapon - so I assume that's not supposed to happen. In my view the way it works currently is still pretty good if the enemy is carrying a shield, since this effectively removes the shield.
Post edited May 05, 2017 by squid830
Disarm actually meant to read Disarm Trap, this was mentioned by a dev somewhere though I guess Disarm can be added to the list from your observation.

Strange that I have a different experience than you with Hook and Slash. There's a "blocked" message appearing on the first strike but it always goes through to damage the health of the enemy while the shield health is untouched. Then the second strikes also lands without fail for a double unblockable attack (that can only be used against someone holding a shield ironically making shieldbearers more vulnerable to my berserker than those without).

Rebuke I've seen inconsistent results with. I've had it apply knockdown only for the opponents to get up on the following turn and act like nothing happened (using full moves).

Cripple similarly seems to work sometimes but sometimes it does nothing.

Talon might just be a description error and not its use. I have no way of knowing since the description for it makes no sense on 1.01 to know what the ability is supposed to do.
I reported the issue regarding full action attacks (for Swords and Axes) to the Steam support forums yesterday.
(The full action attack for Spears seems to work correctly). Someone from LA acknowledged it is not supposed to work like that.

The final ability for axes is called Weapon Hook and it is supposed to disarm the opponent by un-equipping their weapon. That might be what Squid830 is thinking of. I have heard that "Weapon hook" ability is bugged because it also disarms shields (which is only supposed to happen with Shield Hook). Don't have any units with Weapon Hook yet so I can't test it myself.
Post edited May 05, 2017 by daveyd
avatar
daveyd: I reported the issue regarding full action attacks (for Swords and Axes) to the Steam support forums yesterday.
(The full action attack for Spears seems to work correctly). Someone from LA acknowledged it is not supposed to work like that.

The final ability for axes is called Weapon Hook and it is supposed to disarm the opponent by un-equipping their weapon. That might be what Squid830 is thinking of. I have heard that "Weapon hook" ability is bugged because it also disarms shields (which is only supposed to happen with Shield Hook). Don't have any units with Weapon Hook yet so I can't test it myself.
It's possible that Weapon Hook is actually removing whatever is in either hand, and then the AI immediately switches to their second weapon set, which makes sense.

The way it works currently makes it an upgraded shield hook, since their shield seems to be gone for good once you use it (in addition to the weapon they were currently holding).

The one really annoying skill bug (which is apparently fixed in 1.0.2) is the bizarre friendly damage that One-Two dual wielding does: if you have a friendly next to the target, they take damage for some reason. The really strange thing is that this skill isn't supposed to affect units adjacent to the target - and it definitely doesn't affect adjacent enemies, only adjacent friendlies. Very strange.
Post edited May 06, 2017 by squid830