Combat Mechanics
Overview
Combat in Last State is a turn-based tactical encounter system where stance choice, target selection, readiness, and equipment determine survival. In current runtime it is triggered across multiple hostile contexts: wildlife/predator engagements, bandit and hostile NPC encounters, caravan/road ambush events, and threat escalation around bandit activity routes and camps.
Combat System
Stances
Players can switch between three stances during combat to adjust their tactical approach:
| Stance | Attack Mod | Defense Mod | Description |
|---|---|---|---|
| Balanced | 0% | +5% | Steady footing with even attack and defense. |
| Aggressive | +18% | -8% | Press the assault for more damage at the cost of safety. |
| Defensive | -8% | +22% | Turtle up to weather blows and counter. |
Runtime notes from current combat logic:
- Defend action scaling uses stance and readiness; defensive stance produces the strongest mitigation profile for incoming hits
- Recover action synergy: defensive stance improves recovery output (combat UI/logic applies a recovery boost while defensive)
- Enemies can also rotate stances during combat rounds, so your best stance can change mid-fight
Targeting
Attacks can be aimed at specific body parts, each with different risks and effects:
| Target | Base Hit Chance | Damage Mult | Strategic Effect |
|---|---|---|---|
| Torso | 40% | 1.0x | Standard target. Reliable damage. |
| Head | 20% | 1.25x | High damage. Can cause enemies to reel from impact. |
| Arms | 28% | 1.1x | Weaken/Disarm pressure: Applies weaken turns and disarm turns, reducing enemy damage and accuracy for multiple rounds. |
| Legs | 26% | 1.15x | Slow: Applies slow turns, reducing enemy accuracy each round and disrupting their movement rhythm. |
Weapons
Weapons determine damage output, reach (accuracy bonus), and special interactions.
| Weapon | Dmg Mult | Reach Bonus | Ammo/Usage |
|---|---|---|---|
| Fists | 1.0x | +0% | Always available. Bare-knuckle strikes. |
| Slingshot | 1.2x | +5% | Uses slingshot_ball ammo. Fast, low-fatigue ranged option. |
| Spear | 1.3x | +4% | Durable melee control weapon. Includes counter-hit potential in combat logic. |
| Throwing Spear | 1.4x | +6% | Single-use inventory item. Removed from inventory when thrown. |
| Bow | 1.5x | +8% | Uses Arrows. Reliable ranged option. |
| Crossbow | 1.8x | +10% | Uses Bolts. High-power ranged weapon. |
| Club | 1.2x | +2% | Basic blunt melee. Lower fatigue profile with frequent action flow. |
| Nailed Club | 1.32x | +3% | Heavy blunt-spike variant. Can stagger and apply armor-break effects. |
| Rusty Machete | 1.28x | +3% | Combat-usable blade with bleed chance at lower reliability than clean machete. |
| Machete | 1.4x | +4% | Combat-usable heavy blade with stronger bleed profile. |
Mechanics & Formulas
Hit Chance
Core Aim Chance = clamp01(Base Target Hit + Stance-Target Adjustment + Accuracy Bonuses)
- Base Target Hit comes from target choice: Torso
0.40, Arms0.28, Legs0.26, Head0.20 - Stance-Target Adjustment is applied by matrix (for example: aggressive boosts head/legs, defensive boosts arms/legs, balanced strongly favors torso).
- Sleep Deprivation Penalty: at
sleepDeprivationLevel >= 3, hit chance is multiplicatively reduced (15% baseline, scaling to max 25%) - Final attack roll in live combat then adds weapon reach and subtracts enemy
defense pressure, then clamps again to a practical floor/ceiling (
0.10to0.98for player attacks) - Readiness is a separate combat scalar used in damage/defense, computed from
morale, fatigue, injury, condition and clamped to
[-0.25, +0.35]
Damage Calculation
Player Damage (runtime) = round((Base Roll + Skill Bonus) Weapon Mult Target Mult Spec Weapon Bonus (1 + 0.6StanceAtk + 0.4Readiness))
- Critical hits apply an additional multiplier (
x1.5) - Enemy mitigation layers depend on enemy type
- Bandits apply defense-based reduction
- Ruins archetypes can apply extra flat reduction (
damageReduction) - Mitigation is contextual rather than one single fixed formula for all enemies
Defense & Injuries
- Defense Rating (player):
clamp01(0.25 + StanceDef + Readiness + DefendBonus + AgilityDefense) - Defend bonus:
+0.25while defending - Agility defense bonus:
max(0, (Agility - 3) * 0.1) - Incoming damage mitigation uses wearable defense + defense rating - armor
pierce (when present), capped at
65%effective defense - Armor wear: on incoming hits, equipped wearables have a small
durability-loss chance (
5%,-0.3durability to a random wearable) - Injury application: successful enemy hits apply limb injury pressure via
addInjury(...)scaled from mitigated damage
Actions
- Attack: Strike the selected target with your equipped combat weapon. Attack behavior includes weapon fatigue cost, reach effects, crit chance, and on-hit weapon effects (bleed, stagger, armor-break) where supported
- Defend: Raise guard and activate
defendingstate, granting a strong one-hit defensive cushion in the next enemy damage calculation - Heal: Use medical supplies in combat
- Generic medicine: INT-scaled healing, can reduce bleeding, gains stance/readiness bonuses
- Medkit: larger heal package, bleeding reset, and fracture treatment chance (with skill/quality scaling)
- If infection-type states are active, heal actions also roll cure chance from Intelligence + medicine quality
- Recover: Restore fatigue during combat (
+8to+14base), with +20% efficiency while in defensive stance - Flee: Escape roll based on readiness with modifiers
- starts from
0.6 + readiness - reduced by your leg penalties
- affected by agility bonus
- clamped to runtime bounds (
15%min, up to95%max with agility bonuses)