One of the biggest upgrades for the sequel is moving away from turn based and using an Action Point system. This means that each character in the battle starts with 0 Action Points and depending on their speed, the points start building. Once a character has enough points to do an action, they can act. No specific order and no waiting your turn.
Another change is that now you can control the full team. Team characters will have options based on their AI that you can select between. For example: A Gladiator has “Attack Healing” as their AI. He has enough action points to do a Wound attack. Since the opponent has a Cleric and a Paladin alive, you can choose to attack either one of them because they have healing. So using this example you can control the Gladiator but you don’t have freedom to attack the Mage unless the AI allows it.
This system creates a fast pace battle style that will be more exciting. It also gives us a foundation to add full 4v4 multiplayer combat with each player controlling their own character.
Another big change is that skills are now separate instead of stacking to one attack. In the original, an attack could have Injure, Hamstring, Disarm, and Concussion all in one hit. Now we will be moving to a system where characters have a max of 4 skill slots that can be edited. So now the Guardian will have a choice between Attack, Injure, Guard, and Hamstring. This change allows us to add more skills without throwing off the game balance or having battles be completely random.
More excitement, more strategy, less RNG!