Epoch: Unseen Devlog 5 - Counter System and AP Rules
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.

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.