Hmm, now that I think about it... I wonder how this works in multiplayer? What do pauses to react look like to other party members in this game? Could it potentially break something if, let's say, someone outside of combat did something to one of the characters involved in the reaction while the target player is deciding what to do?

Solasta had desync problems when multiplayer was implemented there, but this specific concern was never a thing there since everyone was pulled into combat no matter where they were on the map. Here though? Since characters outside of combat are treated very differently from those that are... That's something worth testing.

Last edited by Saito Hikari; 15/12/22 07:53 AM.