Combat: Difference between revisions
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[[File:Combat actions interface.png|thumb|The combat actions interface.]] |
[[File:Combat actions interface.png|thumb|The combat actions interface.]] |
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[[File:Combat choose first attack interface.png|thumb|Choose your first attack!]] |
[[File:Combat choose first attack interface.png|thumb|Choose your first attack!]] |
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'''Combat''' is a mechanic in [[Brighter Shores]] in which |
'''Combat''' is a mechanic in [[Brighter Shores]] in which one or multiple [[player character]]s fight against [[monsters]] or each other. Currently two styles of combat exist, [[melee]] and [[ranged]], with melee being the predominant combat style used. Players can equip [[weapon]]s and [[armor]] to make themselves stronger, and [[potion]]s to heal or buff themselves. Gaining combat levels will increase their max health, damage and deflect rating, allowing them to use stronger equipment and unlocking stronger monster [[variant]]s with increased rewards. |
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The current combat [[profession]]s available to the player, one per [[Episodes|episode]], are as follows. |
The current combat [[profession]]s available to the player, one per [[Episodes|episode]], are as follows. |
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Players may choose any of their currently equipped weapons to initiate combat with a monster, and may swap to any of their equipped weapons between attacks during combat. However, they may not change their equipped armor, weapons or potions once combat has begun. |
Players may choose any of their currently equipped weapons to initiate combat with a monster, and may swap to any of their equipped weapons between attacks during combat. However, they may not change their equipped armor, weapons or potions once combat has begun. |
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Melee weapons have an attack range of one tile, whilst ranged weapons have a range of five tiles. Upon initiating combat, if necessary, the player will automatically move to within attacking range for the weapon they have chosen. |
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=== Weapon Swapping === |
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If a ranged weapon is chosen to initiate combat, the player will automatically swap to a melee weapon upon running out of ammo. The game will select what it deems to be the weapon from the player's loadout that will deal the most damage to the monster they are currently fighting. Assuming the two melee weapons are of similar strength, the game will take the elemental immunity and advantage of the monster into account when making this selection. |
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=== Movement === |
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Movement is allowed during combat, albeit with a reduced movement speed. However, players may not interact with other objects, scenery, dropped items, or reorganize their [[backpack]] in any way. Once combat has been initiated, they must end the encounter either by winning, dying, or escaping with the [[Immunity]] spell. |
Movement is allowed during combat, albeit with a reduced movement speed. However, players may not interact with other objects, scenery, dropped items, or reorganize their [[backpack]] in any way. Once combat has been initiated, they must end the encounter either by winning, dying, or escaping with the [[Immunity]] spell. |
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If initiating combat with a ranged weapon, a player may retreat to keep their distance from mobs, kiting it to some degree to take full advantage of their ranged weapon until it runs out of ammo. |
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=== Attack Speed === |
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After every weapon hit, a white indicator will appear on its card indicating the duration of its attack animation, after which all weapons will be darkened and placed on a global cooldown. The duration of this global cooldown is dependent on the weapon that was used to perform the previous hit. Switching weapons during the global cooldown will ensure the next hit is performed with the new weapon without delay. Since a hit occurs at the end of the attack animation, a weapon's attack speed is the sum of both its animation and global cooldown durations. |
After every weapon hit, a white indicator will appear on its card indicating the duration of its attack animation, after which all weapons will be darkened and placed on a global cooldown. The duration of this global cooldown is dependent on the weapon that was used to perform the previous hit. Switching weapons during the global cooldown will ensure the next hit is performed with the new weapon without delay. Since a hit occurs at the end of the attack animation, a weapon's attack speed is the sum of both its animation and global cooldown durations. |
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=== Death === |
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Reaching |
Reaching zero hitpoints in combat will cause the player to [[Death|die]] and respawn in the [[Hopeport]] infirmary. Other than inconvenience, there currently appear to be no other consequences. |
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== |
==Monsters== |
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{{Main|Monsters}} |
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Killing a monster rewards [[experience]], [[coin]]s, and a chance to drop equipment of variable [[rarity]] and randomized stats. The level of equipment dropped range between the level of the monster killed and the level of the monster immediately |
Monsters are classed into two main categories, active and passive. Killing a monster rewards [[experience]], [[coin]]s, and a chance to drop equipment of variable [[rarity]] and randomized stats. The level of equipment dropped range between the level of the monster killed and the level of the monster immediately preceding it in the same episode. Certain mobs throughout the game may also occasionally drop items used for other professions. |
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As the player progresses through combat professions, higher level [[variant|variants]] |
As the player progresses through combat professions, higher level monster [[variant|variants]] will be unlocked, and [[Knowledge|knowledge points]] may be spent to unlock passive monsters as offline training methods. |
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=== Monster Types === |
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Most monsters are neutral and their names are displayed in orange, but some monsters are aggressive, indicated by a red name. An exclamation mark (!) will appear over the head of an aggressive monster if it has aggroed onto you. |
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⚫ | Active monsters may be further subdivided into neutral and aggressive monsters. The names of neutral monsters are displayed in orange, while aggressive monsters are indicated by a red name. An exclamation mark (!) will appear over the head of an aggressive monster if it has targeted you. Active monsters may have vulnerabilities and/or immunities to certain elemental [[Attack Style|attack style]]s, as displayed on their card, and are immune to its own elemental attack style. It is generally inadvisable to fight an active monster with a weapon matching its elemental immunity. |
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⚫ | Passive monsters may be fought as an offline activity and combat is initiated in a similar way to that of active monsters. Passive monsters cannot physically harm the player, but require weapons with a minimum strength rating of the monster's <math>Combat Level + 20</math> to fight. Players may not select any weapons below this strength rating. The combat level of passive mobs is always equal to its unlock level. |
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⚫ | |||
==== Stationary Monsters ==== |
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⚫ | |||
Certain monsters are stationary and do not move from the tile they spawn on. If these monsters do not possess a ranged attack, it is possible to either retreat out of their attack range or step underneath them safely without disengaging combat, allowing the player to heal or otherwise regenerate their health. If a player so desires, they may kill these monsters at a much lower combat level at the cost of reduced kills/hr. |
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==== Bosses ==== |
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Certain monsters are one-time bosses fought as part of [[quests]], which are of greater difficulty. Most bosses boast increased HP compared to normal monsters, and some have access to area of effect attacks as indicated by orange highlighted tiles and a blue cast bar above their combat panel. Currently, quest bosses do not have any elemental vulnerabilities or immunities. |
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Bosses, as indicated on their card, boast increased HP compared to normal monsters of the same level, as well as mechanics the player will be required to perform correctly to avoid taking significant damage.The only mechanic currently implemented in-game are area of effect attacks, indicated by orange highlighted tiles and a blue cast bar above their combat panel. As of writing this, bosses are only found as part of [[quests]] and thus may only be killed once. Most named bosses currently in-game do not have any elemental vulnerabilities or immunities. |
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== Trivia == |
== Trivia == |
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*[[Special attacks]] |
*[[Special attacks]] are intended to be a feature of the combat system, and are scheduled to be released some time during Early Access. |
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*[[PvP]] is an upcoming combat feature that will allow player characters to fight each other. Currently it is scheduled to be released some time during Early Access. |
*[[PvP]] is an upcoming combat feature that will allow player characters to fight each other. Currently it is scheduled to be released some time during Early Access. |
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==Update history== |
==Update history== |
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{{Update history| |
{{Update history| |
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* {{Update list|update=2024-11-27|date=27 November 2024}} |
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** If a ranged weapon is chosen to initiate combat, the player will automatically swap to a melee weapon upon running out of ammo. Prior to this, the player was expected to manually swap to a melee weapon. |
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* {{Update list|update=2024-11-06|date=6 November 2024}} |
* {{Update list|update=2024-11-06|date=6 November 2024}} |
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** Combat was included in the first public early-access release of the game. |
** Combat was included in the first public early-access release of the game. |
Latest revision as of 03:56, 29 November 2024
Combat is a mechanic in Brighter Shores in which one or multiple player characters fight against monsters or each other. Currently two styles of combat exist, melee and ranged, with melee being the predominant combat style used. Players can equip weapons and armor to make themselves stronger, and potions to heal or buff themselves. Gaining combat levels will increase their max health, damage and deflect rating, allowing them to use stronger equipment and unlocking stronger monster variants with increased rewards.
The current combat professions available to the player, one per episode, are as follows.
Episode | Name | ||
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1 | Hopeport | Guard | |
2 | Hopeforest | Scout | |
3 | Mine of Mantuban | Minefighter | |
4 | Crenopolis | Watchperson | |
5 | Stonemaw Hill | Shieldbearer |
Combat Mechanics[edit | edit source]
Players may choose any of their currently equipped weapons to initiate combat with a monster, and may swap to any of their equipped weapons between attacks during combat. However, they may not change their equipped armor, weapons or potions once combat has begun.
Melee weapons have an attack range of one tile, whilst ranged weapons have a range of five tiles. Upon initiating combat, if necessary, the player will automatically move to within attacking range for the weapon they have chosen.
Weapon Swapping[edit | edit source]
If a ranged weapon is chosen to initiate combat, the player will automatically swap to a melee weapon upon running out of ammo. The game will select what it deems to be the weapon from the player's loadout that will deal the most damage to the monster they are currently fighting. Assuming the two melee weapons are of similar strength, the game will take the elemental immunity and advantage of the monster into account when making this selection.
Movement[edit | edit source]
Movement is allowed during combat, albeit with a reduced movement speed. However, players may not interact with other objects, scenery, dropped items, or reorganize their backpack in any way. Once combat has been initiated, they must end the encounter either by winning, dying, or escaping with the Immunity spell.
If initiating combat with a ranged weapon, a player may retreat to keep their distance from mobs, kiting it to some degree to take full advantage of their ranged weapon until it runs out of ammo.
Attack Speed[edit | edit source]
After every weapon hit, a white indicator will appear on its card indicating the duration of its attack animation, after which all weapons will be darkened and placed on a global cooldown. The duration of this global cooldown is dependent on the weapon that was used to perform the previous hit. Switching weapons during the global cooldown will ensure the next hit is performed with the new weapon without delay. Since a hit occurs at the end of the attack animation, a weapon's attack speed is the sum of both its animation and global cooldown durations.
Death[edit | edit source]
Reaching zero hitpoints in combat will cause the player to die and respawn in the Hopeport infirmary. Other than inconvenience, there currently appear to be no other consequences.
Monsters[edit | edit source]
Monsters are classed into two main categories, active and passive. Killing a monster rewards experience, coins, and a chance to drop equipment of variable rarity and randomized stats. The level of equipment dropped range between the level of the monster killed and the level of the monster immediately preceding it in the same episode. Certain mobs throughout the game may also occasionally drop items used for other professions.
As the player progresses through combat professions, higher level monster variants will be unlocked, and knowledge points may be spent to unlock passive monsters as offline training methods.
Monster Types[edit | edit source]
Active monsters may be further subdivided into neutral and aggressive monsters. The names of neutral monsters are displayed in orange, while aggressive monsters are indicated by a red name. An exclamation mark (!) will appear over the head of an aggressive monster if it has targeted you. Active monsters may have vulnerabilities and/or immunities to certain elemental attack styles, as displayed on their card, and are immune to its own elemental attack style. It is generally inadvisable to fight an active monster with a weapon matching its elemental immunity.
Passive monsters may be fought as an offline activity and combat is initiated in a similar way to that of active monsters. Passive monsters cannot physically harm the player, but require weapons with a minimum strength rating of the monster's to fight. Players may not select any weapons below this strength rating. The combat level of passive mobs is always equal to its unlock level.
Stationary Monsters[edit | edit source]
Certain monsters are stationary and do not move from the tile they spawn on. If these monsters do not possess a ranged attack, it is possible to either retreat out of their attack range or step underneath them safely without disengaging combat, allowing the player to heal or otherwise regenerate their health. If a player so desires, they may kill these monsters at a much lower combat level at the cost of reduced kills/hr.
Bosses[edit | edit source]
Bosses, as indicated on their card, boast increased HP compared to normal monsters of the same level, as well as mechanics the player will be required to perform correctly to avoid taking significant damage.The only mechanic currently implemented in-game are area of effect attacks, indicated by orange highlighted tiles and a blue cast bar above their combat panel. As of writing this, bosses are only found as part of quests and thus may only be killed once. Most named bosses currently in-game do not have any elemental vulnerabilities or immunities.
Trivia[edit | edit source]
- Special attacks are intended to be a feature of the combat system, and are scheduled to be released some time during Early Access.
- PvP is an upcoming combat feature that will allow player characters to fight each other. Currently it is scheduled to be released some time during Early Access.
Update history[edit | edit source]
Core mechanics | |
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In-game objects |