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KineticKeeper

Epoch: Unseen Devlog 5 - Counter System and AP Rules

·1 min read

Bundled frequently-touched combat rules this round. Counter attacks, AP, refactoring — setting a boundary for how far to take the combat phase.

Counter System and Combat Cleanup

Built the SRW-style counter system: Counter / Evade / Defend on receiving an attack.

Also built the AI formula for choosing between them. Got heavy GPT assistance — more complex than expected.

Tunable variables exposed for later balance testing.

Devlog - 5 image 1

AP System

Added Action Points. Consumed by attacks, skills, item use.

Most units spend 1–3 AP. Boss-tier or intentionally strong units may get 4–5.

Might fully replace MP. Need more playtesting to decide.

Refactoring

Code got messy from sustained pushing. Did a cleanup pass.

Stripped over-optimized and over-engineered code.

Next

About two months since restarting development. Slow pace, working alongside a day job.

Unit detail popup and pause popup — once those are done, the combat phase is roughly complete.

Time to start preparing scenario and maintenance phase.