Loader image
Loader image
Back to Top

Combat Update

Combat in FTK has evolved much since it’s humble beginnings as dice rolling vs. stat points in our boardgame prototype. The dice have been replaced by a slot system that fills up with either hits or misses. A weapon can have anywhere from 1 to 6 slots, scoring a hit in all slots will do full damage, whereas missing a slot will reduce the damage output proportionally.
 
ForTheKing_skellyShot
 
These slots represent a players ability to effectively use a weapon, so certain players will have higher chances of scoring hits when using certain weapons. But with a little luck (OK a lot of luck in some cases), every character is capable of doing the same amount of damage as any other player, using any weapon. This last bit is important because whiffing on all slots will instantly break your weapon and force you to use whatever you can get your hands on.
 
FTK_combat_2
 
In addition to standard attacks, players can attempt focused shots and special attacks. These are handled slightly differently. When attempting these special attacks, all slots must roll as hits, else the attack fails. Basically all or nothing, high risk high reward shots. The special attacks are heavily dependent on the weapon being used. Fire, stun, bleed, heal, cure, evade, even death are just some of the specials currently in game.
 
FTK_combat_1
 
In addition to regular attacks, focused attacks, specials, and of course flee (you’ll be using this often!), players can find and equip various shields. Apart from providing static defense boosts, shields can be used to tank high amounts of damage, at the cost of sacrificing your attack for that round. The amount of defense boost one gains is once again determined by the slot system and the players proficiency with that type of shield. Certain shields may even unlock further special abilities.
And just so it’s not only the players who have all the fun, every enemy is capable of using the exact same attacks vs the player, only we’ve given them even more special moves like curse, poison, and steal.

Combat in For The King is high energy, fast paced, brutal and at times hilarious.

Because of the condensed nature of FTK, combat encounters are quick and brutal. The goal was to pack as much combat into the 2 hour experience as possible. An optimized battle flow, quick animations and FX, and punishing hits all work towards making combat fast paced and exciting. It may only take a few chops of an axe to fell a Beastman, but the reverse can be true too. You’re never really safe.
So grab your weapon of choice. But I’d also highly recommend a sturdy shield, a good supply of godsbeard, and some quick boots for when things go south.