Difficulty to launch surprise attack

Bourgui
Level 9
3 months ago (edited)

I often have problems to launch an attack with bow (I don't have the small bow on target) and so, a lot of surprise attacks failed.

Bourgui
Level 9
2 months ago

Playing V 0.4.21 now, it seems to be due to the fact some characters are in movment even if I paused the game.

Esker
Level 3
2 months ago

I find that I get surprise a lot _more_ often in Solasta than I would on a tabletop, I assume because if you're in Cautious Mode and far enough away you don't have to make stealth rolls, so it's basically just as easy to get surprise with a party of half-plate-wearing rangers and clerics, etc. as it would be with a party of rogues. 

That said, the times I don't get surprise are generally due to my inability to manipulate the UI quickly and precisely enough, rather than due to my characters' stealth skill or the enemies' perception, which in a real-time game would be just how it goes, but in a turn-based one feels off. 

Overall, I think this game did a much better job with mechanics than a certain other 5e-inspired CRPG currently in early access, but one thing I do like about said other game is the ability to force turn-based mode out of combat. Would be great to have similar functionality here. I'm sure that's been brought up and may even have been addressed by the devs already though, so sorry if I'm being redundant.

silverblade
Level 9
2 months ago (edited)

I find that I get surprise a lot _more_ often in Solasta than I would on a tabletop, I assume because if you're in Cautious Mode and far enough away you don't have to make stealth rolls, so it's basically just as easy to get surprise with a party of half-plate-wearing rangers and clerics, etc. as it would be with a party of rogues. 

That said, the times I don't get surprise are generally due to my inability to manipulate the UI quickly and precisely enough, rather than due to my characters' stealth skill or the enemies' perception, which in a real-time game would be just how it goes, but in a turn-based one feels off. 

Overall, I think this game did a much better job with mechanics than a certain other 5e-inspired CRPG currently in early access, but one thing I do like about said other game is the ability to force turn-based mode out of combat. Would be great to have similar functionality here. I'm sure that's been brought up and may even have been addressed by the devs already though, so sorry if I'm being redundant.

Agreed. I found surprising monsters to be very easy. The benefit of having real stealthy characters is even after their ranged attack, there’s a decent chance they stay hidden which obviously helps in their second attack.  Which by the way shouldn’t happen since once you attack, your position is revealed.

And I also would like to see turn based movement/actions out of combat. 

IXI
Level 8
1 month ago (edited)

This post has been deleted.

IXI
Level 8
1 month ago

And I also would like to see turn based movement/actions out of combat. 

yes please, when i know a battle is coming up i would like to pick the best spots before hand, but i have no idea what the lines of sights are, distances, movement range, etc... depending on one's table play style and RAW interpretations one could argue that you wouldn't/shouldn't have that kind of forehand knowledge but i would be nice to have as an option.  



yellow flower of courage

Heldred
Level 9
1 month ago

I agree, it can be done, but the mechanics/UX isn't stellar.  In the future, for hard-core play (with difficulty cranked up), surprise will probably become a necessity for most battles. 

zas
Level 6
1 month ago

That said, the times I don't get surprise are generally due to my inability to manipulate the UI quickly and precisely enough, rather than due to my characters' stealth skill or the enemies' perception, which in a real-time game would be just how it goes, but in a turn-based one feels off.

To me that's something that should be addressed before 1.0. If player is trying to play surprise, but fails due to UI, that's a usability issue.

Agreed. I found surprising monsters to be very easy. The benefit of having real stealthy characters is even after their ranged attack, there’s a decent chance they stay hidden which obviously helps in their second attack.  Which by the way shouldn’t happen since once you attack, your position is revealed.

Well, to me it is ok your attacking remains unnoticed if: stealth checks are in his favor, doesn't move, and is invisible to enemies (no light, no torch, enemies cannot see in the dark, etc...).
But the enemy should still move in direction of the attacking character (he knows from where the attack came, but didn't identify the enemy yet); or take cover (preparing for the second hit).

For now, you can stay stealth even with a light... it doesn't make much sense.


And I also would like to see turn based movement/actions out of combat.

Yes.

I would add: stealth doesn't look to depend much on lighting atm (Winter EA)

IXI
Level 8
1 month ago

For now, you can stay stealth even with a light... it doesn't make much sense.

I would add: stealth doesn't look to depend much on lighting atm (Winter EA)


yep most light has no effect on stealth, however, i trigger combat when i put dancing lights right beside a foe and i didn't even get surprise 


yellow flower of courage