Overfall

Overfall

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Condition Management
By Ali
A brief introduction to the condition management system, information about buffs and debuffs.
   
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Condition Management
Hey folks!

In this guide we're gonna take a quick look at the core element of the combat system of Overfall, condition management.

It is without a doubt, a huge part of our component-based structure. So, "what's a condition?" you might ask. Well; there are predetermined beneficial or disadvantageous states that a character can apply to anyone with their skills. these states are what we call conditions.

If we were to list the main effects we can witness in a combat, those are:
  • Applying a condition
  • Removing a condition
  • Transfering a condition
  • Damaging
  • Healing
  • Pulling
  • Pushing
After a lot of iteration, we decided that applying a unique state to a character is what makes the combat really fun and since there are tons of skills in Overfall(literally, tons of), this system made a lot of sense to us. Because what's more joyful than mixing conditions? Well, I'd say applying them.

The best part is they're definitely easier to memorize, fun to mix and much more organized than a typical RPG combat structure. Why would you read the same effect's description again and again on different skill tooltips to understand what it does like in most RPGs when it should just say "Applies Fear". After learning what "Fear" is , you're good to go while using every skill it belongs to.



Another thing we really enjoyed putting into the game is combos! Overfall is a game of cooperation between your characters, you even start the game by choosing two heroes, yet there are 36 different types of companion classes. So why not making it a lot more fun by mixing conditions up during the combat?

Let's make a demonstration:

Your Druid applies Tormented to a foe with one of a skill called Shroom Diffusion.
  • Tormented deals damage to the character for each moved hex.

Next turn is your Fighter's. He applies Fear to the same poor fella with his Intimidation skill.
  • Fear forces the character to move 5 hexes to opposite direction of caster on turn start.

Boom! You have a dead man walking! Yeah...



As much as it's important to apply conditions, it's equally important to remove debuffs from allies and buffs from foes or transfer them. You can cure debuffs with passive or active skills(trinkets). And believe me, you will...
Buffs & Debuffs
So it's perfectly logical for you to ask "what are those conditions?" There are two kinds of conditions; buffs and debuffs.

Every condition in the game has a process(proc for short) rate while you apply them. What it means is that you can either fail or succeed to apply a certain buff/debuff based on it's proc rate. If it's 100% you're guaranteed to apply it.

In Overfall, conditions stack. At some point, you'll see little numbers on buffs and debuffs if you apply a certain condition to the target character multiple times. There are two types of stacks; intensity and round:

  • Intensity means the main effect of that condition will be multiplied on each stack.

  • With every Round stack, the condition's duration will increase by 1. (They have 1 round duration at default, exceptions will be pointed out on their own description.)

There are exceptions to this stack system which can also be seen from the description. Some of them don't stack.

Let's take a look at what they are and wrap it up.

BUFFS

(In alphabetical order)

ABSORB
Absorbs next 5 damage from all sources. Stacks by intensity.

AEGIS
Increases Evasion by 2 for 2 rounds. Stacks by intensity. *Your Evasion and enemy's Accuracy together determines enemy's direct hit chance while attacking.

CONCENTRATION
Increases Proc Rate by 100%. Stacks by round. So you'll be more likely to land a low-proc rate condition.

DEFIANCE
Cannot be affected by Vulnerable, Dazed, Chilled, Mortal Wounds, Weakness. Stacks by round.

DESPERATION
Increases heal effects on you by 50% for 2 rounds. Stacks by round. This also affects Regeneration.

FURY
Doubles the Critical Strike Rate. Stacks by round.

HASTE
Increases base speed by 100% on your next movement phase. Stacks by round.

HIDDEN
Cannot be targeted by enemy. Increases damage of Weapon Skills by 50%, gives -2 movement speed. This buff will be removed if you use any skill on a target and does not stack.

INVULNERABILITY
Cannot be targeted by an enemy. Stacks by round. Basically, you're immortal and untouchable and unstopp... OK, you get the point.

LIFE STEAL
Steals 50% of the damage dealt as HP on Weapon Skill direct hits. This skill also expires after an attempt to hit.

MIGHT
Increases the direct damage of Weapon Skills by 50%. Power overwhelming!

PRECISION
Increases Accuracy by 2 for 2 rounds. Stacks intensity.

PROTECTION
Decreases the damage of Weapon Skills you take by 50%. Stacks by round.

REDUCTION
Reduces 1 damage from every damage taken for 2 rounds. Stacks by intensity. This is the best thing against damage-over-time debuffs.

REGENERATION
Restores 2 HP each turn for 2 rounds. Stacks by round.

RETALIATION
Deals 50% of an incoming weapon skill's direct damage to attacker. Stacks by round. Good old return damage!

REWIND
Teleports character back to previous position at the end of turn. Removes this buff when you teleport back and it doesn't stack. This can also be applied to foes.

STABILITY
Cannot be affected by Crippled, Immobilized, Fear, Charm, Disarm, Confusion, Blind. Stacks by round.

VIGOR
Cannot be affected by Bleeding, Trauma, Poison, Burning, Agony, Tormented, Bone Pore. Stacks by round.

DEBUFFS

(In alphabetical order)

AGONY
Deals 1 damage every turn for 3 rounds. Stacks by intensity.

BLEEDING
Deals 1 damage every turn for 3 rounds. Stacks by intensity.

BLIND
Decreases Accuracy by 10. Character cannot target non-adjacent units with skills. Stacks by round. Screen goes half black on this one.

BONE PORE
Deals 1 damage whenever the unit uses a skill. Stacks by intensity.

BURNING
Deals 1 damage every turn for 3 rounds. Stacks by intensity.

CHARM
Victim cannot target the caster of Charm. Stacks by round. Little hearts will pop up above the affected character's head. Lovely!

CHILLED
Halves the Critical Strike Rate. Stacks by round.

CONFUSION
Skips the utility phase. Stacks by round.

CRIPPLED
Decreases base speed by 1. Stacks by round.

DAZED
Decreases Proc Rate by 50%. Stacks by round.

DISARM
Skips the attack phase. Stacks by round.

FEAR
Victim moves 5 hexes to opposite direction of the caster on turn start. Does not stack.

IMMOBILIZED
Skips the mobility phase. Stacks by round.

MORTAL WOUNDS
Reduces the effectiveness of any healing effect by 50%. Stacks by round .

POISON
Deals 1 damage every turn for 3 rounds. Stacks by intensity.

TAUNT
Forces victim to attack the caster. Stacks by round. Aggro!

TORMENTED
Deals 1 damage for each hex tile the unit moves. Stacks by Intensity.

TRAUMA
Deals 1 damage every turn for 3 rounds. Stacks by intensity.

VULNERABILITY
Whenever you take a damage you take 1 more. Stacks by intensity.

WEAKNESS
Reduces the damage output by 50%. Stacks by round.

That's it for this one. Dont hesitate to ask questions, make suggestions I'm applying Charm to you all. Take care. :)
10 Comments
HellSlayer 11 Jun, 2017 @ 10:53am 
But this is not a guide..this is all ingame those explanation of buffs and debuffs..
Guide would be showcase what heroes combo with each other. This is very basic stuff.. :( I wanted more
dimastiy90 26 Feb, 2017 @ 12:00am 
What does it mean?stack by round?
razorG 17 Mar, 2016 @ 11:58am 
great work
Veys 16 Mar, 2016 @ 11:10am 
they are in with latest patch! F1 <3
razorG 9 Mar, 2016 @ 5:09am 
https://www.facebook.com/perags/photos/a.668225296620088.1073741828.618264271616191/694923520616932/?type=3&theater This on the Pera games facebook page. You need this in the game with a list of their attacks and skills when you right click on them in battle.
razorG 8 Mar, 2016 @ 6:31am 
Fantastic. Another thing I think would be very welcome would be a profile of each enemy so that when you go into combat you could right click on the enemy and it tells you about that enemy. It could give you a connection to who you are actually fighting and also it could include what weapons and buffs it is capable of so you can plan how to fight if it is a close range unit or an archer that moving away from wouldnt make any difference as it can hit you from range.
Ali  [author] 8 Mar, 2016 @ 6:21am 
There will be an "F1 Help" hotkey for this very soon! :) We're aware of the problem.
razorG 8 Mar, 2016 @ 6:16am 
You need to put this into the option menu of the game.
Ali  [author] 2 Nov, 2015 @ 11:48pm 
@Belial It's actually vice versa. As well as the conditions you mentioned are the same for just flavour, they're gonna be mixed in the near future to become the "combo" conditions. This is a widely open-ended mechanic we're currently working on that brings a lot of mixing & planning. They'll be introduced to you once the final touches are finished.

For example; " Possession " combo condition requires you to combine Confusion , Charm and Trauma on your foe, which makes the affected characters dumber and uncontrollable (uncontrollable part is of course more dangerous and fun at the same time for player-controlled characters) due to the fact that they can use their abilities for anyone's favor in the battlefield, because they're mad. :p (WIP)

Notice how flavour part kicks in here with one of the DOTs and gives us a nice little spicy feeling of mixing things up. More on all of these later! :)

Thanks a lot for your comment! Here, have some food. :overfood:
Belial 2 Nov, 2015 @ 7:26am 
I noticed you have multiple conditions doing the same thing, like dot-effects bleeding, burning, agony etc. Doesnt make a lot of sense, even if its to maintain balance, skills still have to be unique. Just looking at this list makes me think the game mechanics are not very thought-out