Overfall Guide

Condition Management for Overfall

Condition Management

Overview

A brief introduction to the condition management system, information about buffs and debuffs.

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. 🙂

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