DerekPaxton DerekPaxton

The coming 1.1 patch

The coming 1.1 patch

  We have been hard at work on the 1.1 patch.  Today we built an internal alpha which went to our testers and they began reporting issues, bugs, etc.  Our feature list isn't completely implemented yet, there are still a few things to checkin but I expect that they will be all in by Monday.  The team has been told to focus on bug fixes and polish between now and next Thursday (11/18/2010) which we are targeting as the date for the release of the public 1.1 beta.
  What is coming?
  Toby already posted about the two major changes coming in 1.1.  Global Mana and Population as a resource (in that improvements consume population).  Global mana is a significant change to the magic side of the game, and all the spells have been adjusted to account for it.  Population to improvements is a significant change to the economic side of the game, forcing players to balance their population between economic, production and military goals.
  There are a lot of UI improvements, one of my favorites is the city idle popup.  You now get warned when a city has nothing let in its queue, and you have the opportunity to jump right to it.
  But 1.1 also includes a rebalancing of all the stats, combat, equipment and creatures.  The goal here is to visit all the core stats, baseline them and make sure the numbers are reasonable.  Toby has been working on it and I don't envy him, its a herculian task and it won't be perfect right out of the gate but it will be a step in the right direction and we will be looking for opportunities to make it even better.
  One detail part of the rebalance is that we had to review what all the stats did.  This is was they do in the current version of Elemental:
Strength- Every point of strength over 10 gives +10% to damage.
Dexterity- Every point of dexterity over 10 gives +10% to your armors absorption (aka:defense).
Constitution- Constitution is added to your max hit points.
Intellect- Intelligence is used by various spells to adjust damage/effects.
Wisdom- Wisdom was kind of a non-used stat but in some places Essence was referred to as wisdom, Essence increased your max MP.
Charisma- Charisma is used to reduce the cost of recruiting NPC's (champions).  Charisma didn't do anything for champions.
  In 1.1 they have been changed to the following:
Strength- Modifies damage
Dexterity- Modifies dodge
Constitution- Modifies hit points
Intelligence- Modifies spell resistance, boosts some spells, required for Champions to cast some spells
Charisma- Sovereigns Charisma modifies Champion recruit costs.  Champions and the Sovereign give a prestige boost to the city they are in.
  That leaves us with the following formulas:
Attack (which is damage) = Weapon Attack + ((Strength - 10)/2)
Defense (which is damage absorb) = Armor Defense
Accuracy = 15 + (Level * 2)
Dodge = Dexterity / 2
Hit Points = 10 + ( (Constitution / 5) * (2 * Level) )
Spell Resistance = Intelligence / 2
Prestige Boost in City = Charisma / 5
  Elemental uses opposing roles for combat.  So if I have 23 Accuracy (I'm 4th level) and you have 5 Dodge (you have a Dexterity of 10) then we both roll from 1 to our rating and the highest roll wins.  I get a random number from 1-23 and you get a random number from 1-5, meaning there is about a 87% chance I will hit you.  The numbers are strongly weighted in the attackers favor as we didn't want to have long strings of misses going back and forth. (in fact as I look at it now I think it may now be weighted enough, we may need to change accuracy to level * 3)
  The nice thing about this system is that it never becomes impossible to hit or damage anyone.  It may become unlikely, but its never a waste of your time, and no creature is ever not a threat.
  Strength modifies damage as it did before but its no longer such a huge impact.  We were having problems balancing weapons because a 15 attack weapon on a 40 strength guy is 45 attack.  Now that would be a 30 attack, still huge but workable.
  Dexterity used to add to your damage absorption.  Which is fairly non-intuitive for Dexterity and kept us from designing more specialized creatures.  We want some creatures to be easy to hit and hard to damage, and others to be hard to hit but easy to damage, to makes them more or less difficult against different parties and attackers.  It gives us design room to grow into.
  Constitution now modifies hit points per level.  But the most important part is that hit points are now modified per level!  As your sovereign and champions levels up they will gain hit points, no more glass cannons.  We have played with a few numbers to get a progression that values level and the players constitution reasonably, but all the above formula's might be tweaked based on playtest feedback.
  Wisdom is gone now.  There are now 5 base stats (as there are 5 factions on each side, 5 tech tree branches, etc) and Intelligence is the "magic" stat.  We have to balance this stat a bit differently than most games because every sovereign is a caster but we don't want to make it isn't worth putting points in other stats.  We also use it as a limiter for what spells champions can cast, but your sovereign's don't have the restriction.
  Charisma is our non-combat stat.  We really wanted to allow players to build sovereigns that were never planned for combat.  They stay at home.  Charisma is a great stat for that.  The city your sovereign is in will get increased prestige, you can recruit cheaper champions (and let them fight your wars for you) and if you recruit high charisma champions you can use those in your cities to push prestige even higher.
  So why do we focus on stat adjustments?  It certainly isn't the sexiest part of the game, and many players will play without even noticing they changed.  From a code perspective removing a stat is harder than adding a stat (since you have to get everything that references it) so it's a lot of work without much direct payoff.
  The reason is that it's where you have to begin to balance anything after.  In order to balance the armor we have to know what the stats effect on armor is (formerly +10% per point of dex over 10, now no effect on armor).  In order to balance weapons we have to know strengths exact effect, previously we couldn't create high attack weapons because strength had such a huge impact that it was exponential.  Making strength more linear allows us to make weapons more varied.  Now that we have accuracy and dodge in we can create big weapons with high damage but penalties to hit, or small weapons with bonuses to hit or speed, but low damage.  We have more range to work with.
773,111 views 259 replies
Reply #101 Top

Quoting econundrum1, reply 65



Quoting Trojasmic,
reply 28
Was there any mention of 20-30 new quests in 1.1?



 

No that's your private obsession, they never suggested at any point there would be new quests in 1.1, so know they haven't added what you asked for last week, shocking.

This was actually mentioned in a dev. journal earlier. No need to be rude.

Reply #102 Top

I don't like how the Constitution is only useful in multiples of 5.  That means that you need to gain 5 levels increasing only constitution just to have any impact on the HP of your character.  I would move that down to 2 at the most (still forcing two levels dedicated to constitution to have any effect, which isn't great either), and remove the arbitrary 2x multipler to the level.  This will put HP at around the same level, but make constitution a meaningful stat.

 

Also, I would like if you could increase more than one stat, since now you pretty much have to specialize on specific stats, and end up being very weak in all other stats.  Or just have all stats increase by 1 every 2 or 3 levels, so you aren't completely anemic in all things but the specialization.

Reply #103 Top

some quick feedback:

Quoting Gwenio1, reply 2

quoting postThere are a lot of UI improvements, one of my favorites is the city idle popup.  You now get warned when a city has nothing let in its queue, and you have the opportunity to jump right to it.


I would think a popup that tell you that there ARE idle when you try to end turn and asks "Are you sure you want to proceed to the next turn?" would be better (with the ability to mark cities as idle so they do not cause the message). Then you only get one pop up from idle cities.

you should never see more than one popup from an idle city, we were concerned about spamming the player with popups so you only get one when the city goes idle, if you dismiss the popup you won't get another one until you build something in there and it goes to idle again.  We are also looking to do some other visual indicators with the empire tree on the left of the screen to help you identify idle cities (and know if something is idle making units, idle making buildings or both), but this will most likely not be in for 1.1 (I know there are bars there but we would like something that grabs your eye a bit more).

 

Quoting Tridus, reply 82


So for practical purposes Essence as a mechanic is gone. There's no rationalizing. It's quite clear that it's gone as a stat. Now we have "isCaster" as a flag.

Over beta Essence was reduced so far in function that I don't care about it going away a whole lot, TBH. The original concept was pretty much non-existent in 1.0 anyway.

That said, we do need a casting points stat of some kind.


Oh here's a question - if INT is your spell resistance stat, is there a stat for spell hit? Or is it the same as the melee accuracy stat? And on a related note, what are the dodge/spell resist stats for normal trained soldiers?

Yes.  Essence as a stat is gone, as a concept it still the conduit for which mana flows from a channeler into a champion so they can cast spells.  The way this is represented in game balance is that imbued champions (those with essence) have a mana maint cost you must pay for them every turn.  Int is the new all purpose casting stat, it WILL scale some (but not all) spells, along with being a pre-req for non-Sovereign units to cast a spell and is the basis for your magic resist.  

Spell hit is the same as melee hit calculation wise as your hit scales with your level, not any one stat.  However, we can still modify the hit % of particular spells by putting accuracy mods on the spells themselves.

Trained units do have an int and dex stat, it is currently the default for all units (of 10).  So that can be used for their dodge and resist, if we find we want more granularity than that for trained units we will address it later, for now it is basically a bonus you will get of better dodging and resisting with your champions and Sov.

Quoting dabrownsrphat, reply 100
The idle pop up thing to me wasn't even needed.  On the left city icons, there is a yellow bar showing building progress and a red bar showing training progress.  Having these pop ups will get very irritating very quickly imo.  The problem with the icons was that you couldn't scroll them.  So if you had a few different champions walking around and/or tons of cities conquered, you couldn't scroll to see the ones on the "bottom" 


BTW, there wasn't anything about making changes on the battlefield so that attack turns were based on the unit instead of the army just taking turns, is this still planned?  IMO this will make battles so much more fun and more strategic (seeing which enemy units are coming up first and attacking them first, and knowing which units you have will be attacking first, etc.)  I know it is a HOMAM type of thing, but it made battles more unique and fun than just army 1's turn, unload everything you have, army 2's turn unload everything, then see who is left standing. Also, units which will not be so heavily armored will have faster combat speed or turn speed, allowing for more attacks than the heavily armored slower units makes much more sense and fun, allowing different tactics for units instead of just piling on the heaviest armor on all units.

 

Thanks though, I am appreciative that you guys give feedback/updates, and doing what ever needs to be done to make this the great game it can be.

I personally really like the idle popup as it helps keep players (particularly those fairly fresh with the game) informed that things are happening in the game without having to hunt for information.  Obviously we don't want it to be too spammy, if it gets too bad we will probably put in an option to turn it off, is just nice to be able to have some semblance of control over the flow of the game.

Quoting Lord, reply 92
So why doesn't Toby get the honor of unveiling this?  Kael is Johnny-come-lately and steals Toby's thunder! 

we are a team :)  I helped write a lot of the write ups for new features, Derek just had more time to post something.  there's no usurping going on

Quoting db0, reply 85

Something I'd like to mention: One of the issues in games like this where you want to allow heroes to have a non-combat build (in this case: charisma), is that a build, implies experience points, and at this point, the only way we have for XP gain is via combat. To truly allow non-combat builds, we need to have a way to gain levels outside of combat. The obvious candidate is XP from quests. Something to consider.

This is something we are aware of and will look to address in future.  There needs to be a way to level up outside of combat, however, it needs to be balanced with in combat leveling since combat always will be riskier (thus probably faster to level).

Quoting Tridus, reply 10

Quoting Derek Paxton, reply 9 
Attack and damage absorb is similar but instead of comparing the numbers and the highest wins the amount of damage absorb (ie: defense) is subtracted from the attack.  So if I have an attack of 20 then I will do 1-20 points of damage.  If you have a Defense of 7 then you will ignore 1-7 points of that damage.


Im not looking at the code right now, there may be another adjustment, but thats the high level.

Ah. So it's still possible for a high defense unit to roll a 0 (or a 1) and wind up with no defense that attack? That's concerning.

On the upside, scaling HP and lower attack numbers from not having Strength act as such a strong multiplier could make it less of an issue then it was before (combined they lower the chance of a one-shot kill). Thanks for the info.

This was probably my highest concern when I first started in this position from extensive playing of our previous versions and I can assure you its being addressed.  If you want to know the nitty gritty of it, we have a hard cap on your roll (for damage and damage mitigation only) of 50% of the value.  PLUS we square the stat value, then roll and take the square root, which will give you an average roll closer to the right end of the spectrum (I forget the exact number that will be the average, but it will be closer to 75%).  We could do this because we pulled accuracy out of the damage roll, thus we still have the concept of missing or dodging or critical failure modeled, its just not part of damage mitigation.  End result: damage when attacking with the same guys over and over should be more consistent but still varied.

Reply #104 Top

pop ups like that are great, but stuff like that needs the ability to be turned off in the options if we don't want it...

Reply #105 Top

So, I have a few questions:

-Aren't you afraid that Dexterity, as previously mentioned, will become the dump stat? Maybe it'd be nice to tie accuracy to Dexterity, or to make dodge scale better with higher levels of dexterity. As it is now, a Str 40 hero looks clearly better than a Dex 40 hero; although it is true that I can't know without trying first.

-Are there plans to make the tactical battles somewhat more... wll, tactical in the future? As in, making positioning count more, either via Civ-II like zone of controls, or something softer and more tactical (attack of opportunities, flanking bonus, shield wall formation bonus, etc.)?

-Are there plans to give talents to units, and to make heroes chose talents/perks when they level up?

-If a bunch of people decided to make a FfH mod for Elemental, what would be your reaction, Derek?

Reply #106 Top

Quoting Werewindlefr, reply 105
So, I have a few questions:

-Aren't you afraid that Dexterity, as previously mentioned, will become the dump stat? Maybe it'd be nice to tie accuracy to Dexterity, or to make dodge scale better with higher levels of dexterity. As it is now, a Str 40 hero looks clearly better than a Dex 40 hero; although it is true that I can't know without trying first.

-Are there plans to make the tactical battles somewhat more... wll, tactical in the future? As in, making positioning count more, either via Civ-II like zone of controls, or something softer and more tactical (attack of opportunities, flanking bonus, shield wall formation bonus, etc.)?

we are concerned of course with all stats being important...  I have also had concerns about dex specifically needing more of a boost but the only way to really get a feel for it is to play around in game with it once the other numbers are balanced.  Keep in mind a dodge is 100% damage mitigation, so a character with a super high dodge will be very useful.  

 

Someone mentioned earlier in a post I forgot to grab some tactical combat changes that had been asked about.  All of that stuff is still coming, particularly an initiative based style of tactical combat, its just not a 1.1 thing.  We are always looking for ways to make tactical combat more tactical, however, we also have to balance so that it doesn't feel like you HAVE to manually fight every battle to get halfway decent results.  

Its on the list ;)

Reply #107 Top

Quoting econundrum1, reply 65

What spells they can cast seems like a very big difference to me.

e.g. If I have a champion who can only cast level 1 spells and his up against one who can cast level 5 spells who is more powerful and has more options.

How high a level spells a champion can cast very much impacts their power.

I would also add that the concept of essence is still in the game it's just not a stat any more, your soverigns essence still brings life to the land and it still acts as a boolean flag to allow you to access the kingdoms mana or not.

To be clear, I am not entirely set upon keeping essense as a non-boolean stat (actually it has four effective states, regardless of how it is stored internally [non-caster, imbued caster, natural caster, and sovereign]), but would like to keep a reason to want one hero to cast a spell as opposed to another and for it to be one that does not lose its usefulness quickly (meaning between INT and said other stat you will will have reason to put points in them throught level 20 to 30-ish). A stat that determines spell points is just the first thing that comes to mind, but a stat that determines casting time would work as well.

Reply #108 Top

Quoting Kestral2040, reply 103
some quick feedback:
Yes.  Essence as a stat is gone, as a concept it still the conduit for which mana flows from a channeler into a champion so they can cast spells.  The way this is represented in game balance is that imbued champions (those with essence) have a mana maint cost you must pay for them every turn.  Int is the new all purpose casting stat, it WILL scale some (but not all) spells, along with being a pre-req for non-Sovereign units to cast a spell and is the basis for your magic resist.  

Spell hit is the same as melee hit calculation wise as your hit scales with your level, not any one stat.  However, we can still modify the hit % of particular spells by putting accuracy mods on the spells themselves.

Trained units do have an int and dex stat, it is currently the default for all units (of 10).  So that can be used for their dodge and resist, if we find we want more granularity than that for trained units we will address it later, for now it is basically a bonus you will get of better dodging and resisting with your champions and Sov.


Ah. Sounds good!

This was probably my highest concern when I first started in this position from extensive playing of our previous versions and I can assure you its being addressed.  If you want to know the nitty gritty of it, we have a hard cap on your roll (for damage and damage mitigation only) of 50% of the value.  PLUS we square the stat value, then roll and take the square root, which will give you an average roll closer to the right end of the spectrum (I forget the exact number that will be the average, but it will be closer to 75%).  We could do this because we pulled accuracy out of the damage roll, thus we still have the concept of missing or dodging or critical failure modeled, its just not part of damage mitigation.  End result: damage when attacking with the same guys over and over should be more consistent but still varied.

Sounds even better! :D That will really fix the issues.

Reply #109 Top

Quoting econundrum1, reply 64

Quoting Trojasmic, reply 28Was there any mention of 20-30 new quests in 1.1?

 

No that's your private obsession, they never suggested at any point there would be new quests in 1.1, so know they haven't added what you asked for last week, shocking.

Everyone playing Elemental and participating in this forum want more quests except you and a couple of your troll buddies.

Reply #110 Top

Concerning the Mana Pool, is there a way to increase it over time and will there be a character creation option that would allow for a larger pool?

 

 

Reply #111 Top

I hope battles in Elemental do not become a contest of 1 hit wonders.  It was that once already and it was terrible. 

I think the damage done should be a % on the unites Total undamaged health, this would have the effect of preventing 1 hit wonders on healthy troops.

Plate Armor should provide significant defense from physical attacks.  Historically speaking - swords did little damage to a fully plated mail knight it was the war hammers, Maces and Flails/ball and chain weapons that disabled enemy plated knights.

Reply #112 Top

Just want to say: I love your communication policy!

This is how it is supposed to be done.

Reply #113 Top

Most of what you have written seems to indicate excellent improvements. I also liked the way that you two have replied to many of the comments here.

If I may ask three small questions?

1. Will tactical combat be optimized so as to allow more than 1 friendly unit per tile?

2. I would have liked to have seen Charisma also have some sort of "leadership" bonus (e.g. boni to morale, perhaps to accuracy if high enough); are the current changes set more or less in stone?

3. What would be a reasonable ETA on 1.1 -- end of January 2011?

thank you

Reply #114 Top

some great stuff here. especially the stat reforms; people have been crying out for that since the beta. it's just a shame it's taken so long. it achieves nothing to say "told you so," so i won't. great work

i recall the idea that essense would be become a boolean (either you have it or not), and that's the only thing about this that concerns me. the shift to global mana is great and will reduce the effectiveness of spamming lots of channelers to boost mana production, making the benefits largely logistical (being in more places at once). however, if there is no stat reduction for imbuing a character, then we will still have lots of channelers floating round, just for a diferent reason: that there is no reason i can see NOT to imbue characters whenever you have essense.

so it looks like the lots of channelers strategy will be much more balanced, but there will be no real incentive to go after the hoarding-power strategy, which is a shame. please tell me there will at least be SOME advantage to not imbuing?

personally, it made more sense to use wisdom as the spell-power stat, and then sacrifice is to imbue (so you had to choose between lots of channelers or fewer more powerful ones)

i also see no reference to combat speed as a stat? does this mean (as i may dare to dream) that combat speed (or iniative if it is being reinvented) is no longer a stat that can be increased on level up? i had always hoped this would happen because it made no sense being there, and it was confusing to decide between boosting CS or strength as the "offensive" combat stat.

edit: i see the comment about mana maint for imbued channelers. that could work i suppose. but what about children? once you start getting grandkids and get wives from other factions you can still get a huge number of channelers without imbuing. on one hand this can make imbuing unecessarry if you're patient, giving the same old problem. on the other hand it seems cruel to charge mana maint for kids.

Reply #115 Top

Quoting Sethai, reply 114

so it looks like the lots of channelers strategy will be much more balanced, but there will be no real incentive to go after the hoarding-power strategy, which is a shame. please tell me there will at least be SOME advantage to not imbuing?

----

i also see no reference to combat speed as a stat? does this mean (as i may dare to dream) that combat speed (or iniative if it is being reinvented) is no longer a stat that can be increased on level up? i had always hoped this would happen because it made no sense being there, and it was confusing to decide between boosting CS or strength as the "offensive" combat stat.

More channelers (other than sovreign and offspring) = less mana to go around (it will be an enchantment with an upkeep).

I am fairly sure combat speed is still it, just not listed (other than how many action points you have). Initiative is coming to replace it, just not yet.

Reply #116 Top

Quoting Kestral2040, reply 106


Someone mentioned earlier in a post I forgot to grab some tactical combat changes that had been asked about.  All of that stuff is still coming, particularly an initiative based style of tactical combat, its just not a 1.1 thing.  We are always looking for ways to make tactical combat more tactical, however, we also have to balance so that it doesn't feel like you HAVE to manually fight every battle to get halfway decent results.  

Its on the list

I would like to say that you should focus on tactical combat and ask players to manually do most combats. It is not smart to be too much in the middle. This game is already far away from Civilization and more into the world of Disciples, HoMM and similar games. You should focus on stuff with makes you on par with those games - tactical combat. All the other stuff is already better and more complicated then those games (but again not nearly as complicated as Civilization). At the moment you are in a middle and not even nearly equal in quality or complexity to any of the sides.

Reply #117 Top

Quoting Sethai, reply 114
edit: i see the comment about mana maint for imbued channelers. that could work i suppose. but what about children? once you start getting grandkids and get wives from other factions you can still get a huge number of channelers without imbuing. on one hand this can make imbuing unecessarry if you're patient, giving the same old problem. on the other hand it seems cruel to charge mana maint for kids.

They could make kids not start as casters, which would fix it easily. Though IMO the dynasty system is so disconnected from the rest of the game that it might make more sense to just ditch it entirely and solve the problem that way.

Reply #118 Top

Quoting Trojasmic, reply 109

Quoting econundrum1, reply 64
Quoting Trojasmic, reply 28Was there any mention of 20-30 new quests in 1.1?

 

No that's your private obsession, they never suggested at any point there would be new quests in 1.1, so know they haven't added what you asked for last week, shocking.
Everyone playing Elemental and participating in this forum want more quests except you and couple of your troll buddies.
Saying "you and everyone who disagrees with you are all trolls" is neither polite nor conducive to discussion. While the person you responded to was using an equally deficient level of discourse, you would be better served not responding at all.

He also has a bit of a point - this particular thread is not about that.

Reply #119 Top

Thanks for keeping us on the straight and narrow Crux!  For the record, I never said "you and everyone who disagrees with me is a troll".  I simply called out 1 troll and a few of his troll buddies. 

By the way, this particular thread has had numerous inquiries about other content in 1.1.  Given the title of the post, I welcome all forum inquires asking about what's coming in 1.1.  You should too.  ;-)

Reply #120 Top

Quoting Tridus, reply 117

They could make kids not start as casters, which would fix it easily. Though IMO the dynasty system is so disconnected from the rest of the game that it might make more sense to just ditch it entirely and solve the problem that way.

I would prefer it if kids had to be imbued as well.

and i would also like inheritance to give the dynasty system more meaningful (though this would probably require more customization of kids, including making their unit cards) for people still to enjoy the game.

Reply #121 Top

This should be good.

Are you also correcting the fact that wrong names appear over cities quite often?

As an example, I'm playing with names City1, City2, etc. and all of a sudden I see Banana as my city name which I later discover to be a Gilden City name.

This is weird.

Thanks

 

Reply #122 Top

Those popups on the right side- one UI suggestion:

 

Allow an option to make them bigger?  Oftentimes on my laptop they are a little too small for me to really notice them.

 

Idea #2: another possible use of the charisma stat.

Cha of husband+ Cha of wife should effect childbirth rates/caps of non-sovereign marriages.  0 should be possible, as well as more then 4. 

 

As for Dex, doesn't Dex give a bonus to combat speed also?  Maybe Dex could be a dodge against single-target spells like lightning bolts, firestreams, and disintegration beams, but not vs area spells such as fireballs.   Some spells harder to dodge then others.

 

 

Reply #123 Top

All this stuff sounds like an enormous improvement. I do still have concerns about the I go You go combat. Especially in range combat, you have a situation where the team that can attack first can greatly hamper their opponents ability to retaliate, simply because they went first. I would very much like to see an initiative system, so that every battle doesn't play out like an ambush.

Reply #124 Top

Quoting cephalo, reply 123
All this stuff sounds like an enormous improvement. I do still have concerns about the I go You go combat. Especially in range combat, you have a situation where the team that can attack first can greatly hamper their opponents ability to retaliate, simply because they went first. I would very much like to see an initiative system, so that every battle doesn't play out like an ambush.

its coming but not in 1.1 :)

Reply #125 Top

Quoting Kestral2040, reply 124

Quoting cephalo, reply 123All this stuff sounds like an enormous improvement. I do still have concerns about the I go You go combat. Especially in range combat, you have a situation where the team that can attack first can greatly hamper their opponents ability to retaliate, simply because they went first. I would very much like to see an initiative system, so that every battle doesn't play out like an ambush.
its coming but not in 1.1

 

Does this mean real time combat is coming?