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 A new Cataphract OI? In 2026? Hell yeah.


I've started poking at it, and I really like the expansion to the combat system - the fray system feels more fleshed out and dynamic this time around, and it was already one of my favorite JRPG combat systems. I also really like the rest system - it feels pretty intuitive and adds some nice risk-reward to combat.

I'm currently "stuck" on the fight with the Controller and six Conscripts - I can get through it but I'm taking WAY too much damage because that fight is absolutely brutal as an introduction to a new enemy. My gut feeling is that it should probably have fewer enemies as backup, but that's probably because I haven't figured out the trick to handling it. I'll get there, though - I'm starting to piece together how to disrupt the Controller, and just need to put that into practice.

...

My one major complaint is that the combat feels way more random than it did in Cataphract OI. I had problems with the fight that introduces the little I Only Disarm imp because both Engage and Circle Formation kept missing repeatedly, so I assumed that it was immune and that I had to use the Boar Spear to kill it. I'm really not a fan of that in a game that's so focused on learning through observation.

I'm also not a bit fan of so many attacks dealing chip damage to Free or Safe characters. In my opinion it makes the combat system feel muddier - it's one thing when you have something like Boar Spear where that's it's thing, but apparently Warji's Ogre Bat can also hit disengaged enemies despite not saying that anywhere? On the receiving end, it feels a little bad to take unavoidable damage in a game where healing is so limited.

Granted, both of those things feel more like engine limitations that you didn't have time to polish out than intentional design decisions (inb4 you tell me that they were intentional design decisions :p), so those being my two big complaints is probably a good thing.

All in all, I'm glad to see that you're still making stuff! Now, back to figuring out that Controller fight...

thanks for your thoughts! my opinion is that a little bit if chip damage promotes a little bit of pressure while you're figuring things out, even if you can suss out a stable defensive strategy, you can't sustain it forever. that's the principle anyway. i'm not convinced it's 100% necessary, but it'd feel wrong if it was straight zeroes. the thing that bothers me is the inconsistency. partly that's the system (i don't think i can math it out so ranged attacks deal 1 while you're in the fray), part of it's the rushed development cycle (ogre bat originally served boar spear's function before i arrived at the concept of reach weapons and revised all the damage formulas late in development, and i cant promise all the changes in the spreadsheet made it into the game), part of it is for tutorial purposes (i'd like all blocked melee attacks to deal 1, but the falchion dealing 0 to the axe guy in the first battle helps communicate that you need to be doing something besides just attacking). i'll be working on untangling this stuff in the next round of revisions..

re: randomization, that's a needle i'm still figuring out how to thread. i like randomization in general and it feels right to me that some enemies should resist it to various degrees. but any time you have a percentage chance in the middle range (i use a lot of 70s and 30s in this) you create a communication problem, and now it takes a lot of experimentation that players generally aren't that motivated to do in order to assess the effectiveness of your status ailments, etc. sometimes i like living with that ambiguity, and i don't like predictability of moves that always or never work. but when you have this many different enemies it's kind of a drag to have to restart the learning process with each one.. my ideal would be to collapse the range of fray resistances to a couple of heuristics (ranged enemies resist a little, flying enemies resist a lot). there's also the possibility of making fray/disarm ALWAYS work if not resisted, and expressing 'fray resistance' purely through enemy reactions - but the sequencing of actions in rm2k3's turn order might end up undoing that, situationally. so i might have to play around a bit to see what feels right.

so yeah, they kind of were both intentional lol! but that just means you're even more right to raise them. thanks for helping me see the realities of these decisions more clearly, it's valuable perspective. you're on your own with the controller but i'm rooting for you. good luck!

My main issue with the chip damage is that it currently feels inconsistent - some attacks deal 0 damage while others deal 2-3, without much of an indication other than memorizing "oh, this skeleton has a broadsword", which just feels a bit janky. It also interacts a bit weirdly with the healing system in my opinion - if my main way of healing is by leaving party members out of fights, I feel like fights with only one enemy should let me do that without taking mandatory damage. Maybe blocked attacks could be 1 damage with clear indicator that they were blocked, and then being Safe reduces that to 0 to give you more of a reason to Buckler over just Disengaging?


As for randomization... yeah, thinking about it more my issue is less with randomization and more that the feedback I got didn't make me realize that I was just very unlucky (I swear, I missed like four Circle Formations/Engages on the same enemy in a row). Another possible suggestion would be to represent resistance to the fray/disarming by making those enemies immune to AoE abilities - in other words, Circle Formation or similar attacks would pull every melee enemy into the fray, but you'd have to use Engage on each ranged or flying enemy individually.


Thanks for the encouragement - hopefully I'll have time to get back to it this week!