Underworld - Definitive Editon Engine Update

Myrthos

Cave Canem
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After some time a new update has appeared for Swords and Sorcery: Underworld Definitive Edition. The update is about combat in the new engine that was made.



First of all, there are portraits. These are visible throughout the game but in combat there are a couple things to take note of.


  • They are layed out in their actual combat positions. There are three rows of two, which represents their actual position in combat. Therefore the first two are most exposed.
  • Characters (and monsters) are grayed out when out of melee range. (It does NOT mean they are inactive, nor does the highlighting indicate which character/monster is up). This allows for many things, including tactical positionning options. These include: join or leave melee, order everyone forward or to retreat, or move to the front. there is also the protect option (given the character carries a shield) which allows him or her to set themselves alongside or in front of a companion and physically “share their armor”. They effectively change position in the roster. Monsters can have similar behavior.
The combat log now appears in real time in the top left corner. This allows for much quicker combat since there is no longer a need for a pause to allow players to follow friendly and enemy actions.

Visual effect for spells.

All options appear in the bottom row and can be clicked or activated with their keyboard shortcuts (those appear on the left when hovered). Several actions are unlocked later with the earning of new levels. Naturally, spell casters are rewarded with new spells.


  • Ambidextria allows Knights and Rogues to use two 1H weapons.
  • Stun allows the rogue to immobilize a foe for some time (how many rounds depends on an accuracy and luck versus the monster’s endurance and luck check).
  • Burst allows the archer to shoot three arrows simultaneously (with damage per shot reduced by 25%).
  • Later, Barrage allows the archer to shoot all visible targets (up to 10) with a 50% damage score.
  • Berserk allows the Knight to hit all enemies in melee with a loss of 50% of his/her own life bar.
  • Bleed allows the Rogue to inflict cumulative damage over time, but you’ll need a high level for this one.
  • Powerhouse allows the Knight to replace 1H weapons with 2H weapons. Meaning potentially two 2H if he/she chooses to not carry a shield.
To make this work better, I redesigned both the monster and item database. Monsters now have the same attributes as characters. Some attributes like endurance, spirit, intelligence and luck are used in different checks, allowing for much more variety of resistances and weaknesses. This info can be collected with a spell called Read Mind that’ll help you figure out how to defeat the tougher enemies in later stages of the game.

Another example is the Rogue no longer systematically leaves stealth mode after an attack. An accuracy and luck versus intelligence and luck check determines whether he/she remains unseen or is spotted by the target. If the target is killed by an assassination, the Rogue will remain unseen no matter what.

Weapons now have a penetration and minimum strength score. I added this mainly to accomodate the Archer. The Archer’s damage now exclusively depends on his/her accuracy and luck (to a lesser extent of course), regardless of strength. But to use a more powerful weapon, the Archer will have to match the weapon’s minimum strength. Penetration is deducted from the target’s armor score before determining final damage. While this helps balance the Archer’s contribution to the group, it works the same for melee weapons (whose damage scores are determined by strength.) But bows tend to have higher penetration scores than swords or daggers.

To further accomodate this system, I changed the way weapons work as well. They no longer add to the character’s damage score but multiply it (+0.20*Base Melee, +5.5*Base Ranged…). The weakest ranged weapon (sling) adds 20% to base ranged damage (the accuracy score). The most powerful melee and ranged weapons exceed 10*. Scores of armor and special items have attribute bonuses and many can be enchanted later in the game.
More information.
 
Joined
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Always good to see another dungeon crawler WITH turn-based tactical combat. As a kid I played Dungeon Master and Lands of Lore and they had "real-time combat", but nowadays I can't stand this silly back and forth anymore. I really tried to get into Legend of Grimrock, but it was impossible for me and I quit after an hour. I will keep an eye on this one, though.
 
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I finished this game several years ago. With all of the myriad improvements Charles has made since that time, it's almost a different game. Well done!
 
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Cool, I will have to revisit this:)
 
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I am rather stunned at the changes myself; I wish that all devs were this devoted to their products.
 
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Thanks all, it is nice to see it is appreciated :)
 
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I don't understand why he spends so much time to make a second complete overhaul of his game instead of using there ressources for the sequel.
 
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I don't understand why he spends so much time to make a second complete overhaul of his game instead of using there ressources for the sequel.

It wouldn't make sense to have a catalog with two mismatched games. Probably quite hurtful actually. Also in the end rehauling Underworld doesn't cost that much time. Making the engine did. Work that is exclusively dedicated to Underworld may represent a few weeks.

Also I rearranged the UI a bit to reduce clutteredness.

cbt_scrn_220815.png
 
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It wouldn't make sense to have a catalog with two mismatched games. Probably quite hurtful actually. Also in the end rehauling Underworld doesn't cost that much time. Making the engine did. Work that is exclusively dedicated to Underworld may represent a few weeks.

Also I rearranged the UI a bit to reduce clutteredness.

cbt_scrn_220815.png

I can see this. You are putting in changes for the new game into the old one. I'll also have to replay it someday soon. I hope the new one is coming along well.
 
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And as the official reviewer for the past iterations, I'll likely review the sequel as well. However, I might be generous and let allow someone else to write about the DE of U1!! :)
 
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Could we hope for an ipad version this time?

It's in the works but still uncharted territory for me so no promises just yet.
 
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Various discussions led to a new combat layout. Less cluttered, more functional! :)

cbt_270815.png
 
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