Part 2: Update #2 It's murdering time
Let's do A, B and D---


































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So we get a choice whether to attack, for passive npc groups like citizens this entirely our choice. Other npc groups don't give you a choice (unless you have the skills to talk yourself out of it.)
You also get a choice of tactical or not tactical. In every case you want to choose tactical, as the alternative, as far as I've experienced over the years, simply weighs up the groups stats/weapons/armor and randomly inflicts casualties until one side is dead (usually yours).

We get a topdown view of the battlefield, representing the grid-like section of the surroundings.

And then for each character we get a choice of actions. The number of actions per turn being determined by agility iirc. This means choosing use item, then selecting the weapon from the list of everything harmful in the characters inventory, then cycling through ALL opponents (in line of sight or not) to find the one you want, then repeating this for however many actions the character gets per turn.
For close/high risk battles this is almost a must, but for the moment we can basically stomp our way through letting the AI do its sometimes braindead thing.

For every character.

And then confirm that yes, this is what we actually wanted to do.

You have several results when you shoot.
- Nothing displayed = missed completely
- Grazed = armor deflected (I think)
- Injured = solid hit but they still have stamina left (I think)
- Impared = solid hit and they have no stamina left (I think)
- Killed = they dead.
Which leads me into how health works.
Health is an average of Might, Agility and Stamina. When Health gets to zero they die.
Stamina is basically a buffer before Might and Agility start getting damaged.
When your Stamina is gone your character starts losing the other two, which radically affects their usefulness in battle.

Tom's revolver can chew through these guys pretty easily. Sidenote: Most weapons don't require ammo.


Really easily.

But rifles are better.










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This is what it looks like when you're about to have a random encounter. If you walk forward when you see this you'll get the <X> and friends is watching you message.
If you wait they go past and you can continue unmolested. The problem is that they start from slightly off screen, so if you're rushing through the map you'll end up running into them.
The alternative is to take it one step at a time and take like 100 times as long to get anywhere.










Sidenote: "and friends" means a vaguely leveled group of related NPCs.
















































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And here we see the copy protection in action.
code:
X
XXXXXXXX X
XXXXXX
XXXXXX
X XX
X XX
XX
PEACEKEEPER .375 MAGNUM
Round: .357 Magnum
Barrel Length: 6"
Overall Length: 11.125"
Weight: 46 oz.


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So that's Primus explored, Cybil visited and some pretty big clues as to where the specimen thieves are.
However to do either of our current "quests" I'm going to have to grind the characters up in both skills and equipment.
Fake edit: Okay I've played through the next update already and long story short we're not in Primus anymore.