Let's talk about speed. YET AGAIN.
For those who have followed this game's development for a while, speed has been a constant pain. I've gone through a variety of different speed systems, each of which had something in favour. The fundamental driver is this - in a game where your character is fragile, and has permadeath, you must be able to rapidly assess the speed of foes. Currently I have an incremental system. If something takes 10 turns, say, walking on tundra might add 15% of time, having a light armour load might take off 20%, having high stamina might take off 25%, etc, and all these add together to create new (and hidden, under-the-hood), values.
So, I've been thinking about this all day, and I've come up with a model that is clear, fair, but still offers a lot of depth, and that scales nicely. The two things that affect the time it takes you or a foe to move are affected by terrain type and movement type. Under this model, here are the values.
Running: 2 turns/tile.
Walking: 4 turns/tile.
Crawling/Sneaking: 8 turns/tile.
Moving through difficult terrain: turns x 2.
^ Normal terrain like this will have no modifier, but wading through chest-high water would half your speed.
So, someone trying to run through difficult terrain - like up a sand bank - moves at the same speed as someone walking in normal terrain, which I'd say is about accurate. From the player's perspective, therefore, if they are crawling through normal terrain, someone sprinting will cross eight tiles in the same period. Snow, sand and waist-high water will slow you - all other terrain gives you normal walking speed. This means you can actually think about terrain types in combat - escaping across sand will be more difficult, enemies will be slowed on snow or through shallow water, etc, adding a simple but effective layer of tactical depth.
Lastly, I think I'm going to remove encumbrance speeding/slowing you. It's a boring mechanic and everyone else does it. Let's focus on terrain instead! Leave any thoughts below - I need someone to point out if I've made a glaring error, but I think this system gives a lot of knowledge and power to the player, whilst still retaining depth and thought to your movement and attack. In the mean time, you can keep up to date on my devblog, Facebook page, or Twitter feed. The devblog is updated weekly or fortnightly on Mondays, Facebook a few times a week, and the Twitter roughly daily. Any thoughts, please leave them in the comments! Stay tuned...