Combat is a unique system in Ancestors: The Humankind Odyssey encountered during exploration. At some point in time, you are going to find yourself in a dangerous situation with an animal and combat will ensue.
Overview[ | ]
Combat in this game is unlike other games. You can't run out with a Sharpened Stick and stab a Giant Warthog in the eye just because you want to. You aren't able to take an aggressive combat role. Instead, you are required to do a bit more thinking and use your smarts to figure out the best course of action in a dangerous situation. Your hominid isn't at the top of the food chain and in fact is part of the food chain.
Combat consists of three main actions:
- Intimidating an animal - Scare away that threat. If you don't get into a fight, you don't have to engage in combat.
- Counterattacking an animal - Give that threat a lesson they soon won't forget. If you are attacked, you can defend yourself. This is the only way to attack a threat. Be aware this is dangerous and requires skill because if you fail to attack, you can be hurt badly or killed.
- Dodging the attack of an animal - Run away from danger and live to fight another day. If you are attacked, you can move out of the way of the attack. Be aware this is dangerous and requires skill because if you fail to dodge, you can be hurt badly or killed.
Intimidating[ | ]
Intimidation can be performed bare-handed or while holding an object in either or both hands. Intimidating can be performed alone or in a group.
Intimidating can only be done when your hominid has the Alert status.
The larger you can make your hominid into a threat, the better your chances of intimidating that threat. Having two items in your hands makes your size much larger. Even items that aren't offensive in nature can be used to increase your size and intimidation power. A Natal Grass Cycad in each hand makes your size much larger to a hostile threat. Even though the leaves aren't a weapon, they can be quickly grabbed in any biome and used to intimidate hostile threats.
Early in the game, intimidating is automatically triggered when near an animal that's about to attack. In this instance you will get an option to intimidate by pressing the appropriate button. Later in the game, you will learn neurons that allow you to choose whether you want to intimidate or not.
A successful intimidation will result in the intimidated animal running away. If unsuccessful, the animal may attack you instead. The success rate of intimidation depends on the objects held in your hands and on the numbers of your exploring party.
As you learn specific neurons, your ability to intimidate successfully will increase. Group intimidations will also become more successful.
When exploring in a group, your clan members may mimic this action automatically or even initiate it by themselves once the Self Empowerment (CM 02) neuron is learned.
Counterattacking[ | ]
Counterattacking can be performed barehanded, holding a single-handed weapon, and/or a double-handed weapon. However, weapons make counterattacking more successful. Counterattacking with your bare hands is not recommended as this will almost always result in an injury to your hominid.
You will only be able to counterattack when attacked by another animal. This is the only way to attack an enemy.
When attacked, time will slow down and you will be prompted to press and hold buttons in a specific order to counterattack.
- A successful counterattack will result in your hominid damaging the attacking animal in a specific way, depending on the weapon in your hands. However, counterattacking isn't without its risks. Depending on the animal and the weapon used, you may sustain damage regardless. Certain animals can damage you even after a successful counterattack with the wrong weapon.
- An unsuccessful counterattack may result in your hominid falling down to one side with an injury specific to the attacking animal ( Bleeding, Injury, Venom Poisoning ).
- A failure to counterattack (not taking any of the prompts following the attack) may result in an injury for your hominid or even a death cut-scene, depending on the attacking animal.
- After successfully hitting an enemy the first time with each weapon, on onscreen display will alert you to your ability to strike that enemy with that weapon.
A killing animation cut-scene may be triggered by the first counterattack on an animal, the success rate depending on the type of animal (higher success rates for smaller animals such as mambas and lower success rates for larger animals such as Machairodus).
After successive successful counterattacks on the same animal, the animal will begin to show injures (moving slowly, limping, making pained noises, sticks sticking out of them etc.). In this instance another counterattack may cause a cut-scene showing your hominid killing said animal.
As you learn specific neurons, your ability to counterattack successfully will increase. This lowers the chances of damage and increases your ability to cause harm.
When exploring in a group, your clan members may mimic this action automatically or even initiate it by themselves once the Group Defense (CO 06) neuron is learned.
Dodging[ | ]
Dodging can be performed by either holding one, two, or no items in hand.
You will only be able to dodge when attacked by another animal.
When attacked, time will slow down and you will be prompted to press, hold, and release buttons in a specific order to dodge.
- A successful dodge will result in your hominid running in the selected direction and sustaining no damage from the attacking animal.
- An unsuccessful dodge may result in your hominid falling down to one side with an injury specific to the attacking animal ( Bleeding, Injury, Venom Poisoning ).
- A failure to dodge (not taking any of the prompts following the attack) may result in an injury for your hominid or even a death cut-scene, depending on the attacking animal.
Initially, dodging will cause your hominid to drop any items in your hands. Learning specific neurons reduces your chances of dropping items during a dodge and eventually allow you to keep from dropping your items.
As you learn specific neurons, your ability to dodge successfully will increase. This lowers the chances of damage and increases your ability to escape.
Repeated dodges in a short interval of time will quickly lower your dopamine levels, especially when exploring alone.
When exploring in a group, your clan members may mimic this action automatically or even initiate it by themselves once the Group Preservation (DO 07) neuron is learned.
Neurons[ | ]
The following neurons impact combat.
Image | Neuron | Neuronal Branch | Genetic Mutation? |
Description |
---|---|---|---|---|
Acute Stress Response (MS 02) | Motricity | No | Reactions for escapes and counterattacks are faster. HOLD (button) to prime dodging or counterattack. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge or counterattack. | |
Ataraxia (DO 06) | Dodge | No | A dose of dopamine is secreted following the success of dodging or counterattacking. HOLD (button) to prime dodging or counterattack. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge or counterattack. | |
Counter Maneuver (CO 02) | Attack | No | The preparation speed for a counterattack against an irascible animal is increased. HOLD (button) to prime counterattack. MOVE (button) to turn toward aggressor. RELEASE (button) at the right time to counterattack. | |
Counter Maneuver (CO 03) | Attack | No | The preparation speed for a counterattack against a wildlife animal is increased. HOLD (button) to prime counterattack. MOVE (button) to turn toward aggressor. RELEASE (button) at the right time to counterattack. | |
Counter Maneuver (CO 04) | Attack | No | The preparation speed for a counterattack against a predator is increased. HOLD (button) to prime counterattack. MOVE (button) to turn toward aggressor. RELEASE (button) at the right time to counterattack. | |
Deimatic Behavior (IT 01) | Communication | No | The chances of successfully intimidating a threat and scaring it away are increased. HOLD (button) to intimidate a threat when close enough. | |
Determination (BB FR 01) | Self-Control | Yes | Less Dopamine is needed when responding to a threat. | |
Determination (BB FR 02) | Self-Control | Yes | Less Dopamine is needed when responding to a threat. | |
Determination (BB FR 03) | Self-Control | Yes | Less Dopamine is needed when responding to a threat. | |
Determination (BB FR 04) | Self-Control | Yes | Less Dopamine is needed when responding to a threat. | |
Dominant Species (IT 06) | Communication | No | Intimidation effectiveness is maximized. HOLD (button) to intimidate a threat when close enough. | |
Evasive Action (BB DO 03) | Dodge | No | The preparation speed for dodging an irascible animal is increased. HOLD (button) to prime dodging. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge. | |
Evasive Action (DO 02) | Dodge | No | The preparation speed for dodging a predator is increased. HOLD (button) to prime dodging. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge. | |
Evasive Action (DO 04) | Dodge | No | The preparation speed for dodging a wildlife animal is increased. HOLD (button) to prime dodging. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge. | |
Fight Response (CO 01) | Attack | No | The preparation speed for a counterattack is increased. HOLD (button) to prime counterattack. MOVE (button) to turn toward aggressor. RELEASE (button) at the right time to counterattack. | |
Flee Response (DO 01) | Dodge | No | The preparation speed for dodging an aggressor is increased. HOLD (button) to prime dodging. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge. | |
Grasp Control (HA 02) | Dexterity | No | The chances of dropping an item following a dodge are minimized. HOLD (button) to prime dodging. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge. | |
Grasp Control (HA 03) | Dexterity | No | The chances of dropping an item following a dodge are minimized. HOLD (button) to prime dodging. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge. | |
Grasp Control (HA 04) | Dexterity | No | The chances of dropping an item following a dodge are minimized. HOLD (button) to prime dodging. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge. | |
Group Defense (CO 06) | Attack | No | Clan members have the ability to defend themselves during an attack, provided they have an effective weapon in hand. | |
Group Preservation (DO 07) | Dodge | No | Clan members have the ability to dodge an attack, if they don't have a weapon in hand. | |
Group Unity (CM 04) | Communication | No | A group intimidation is more effective against any threat. When in a group, HOLD (button) to intimidate a predator when close enough. | |
Group Unity (CM 07) | Communication | No | A group intimidation is more effective against any threat. When in a group, HOLD (button) to intimidate a predator when close enough. | |
Induced Fear (IT 03) | Communication | No | The chances of successfully intimidating an irascible opponent and scaring it away are increased. HOLD (button) to intimidate an irascible opponent when close enough. | |
Infundibular Pathway (BB DO 01) | Dodge | Yes | A dose of dopamine is secreted following the success of dodging or counterattacking. HOLD (button) to prime dodging or counterattack. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge or counterattack. | |
Infundibular Pathway (BB DO 02) | Dodge | Yes | A dose of dopamine is secreted following the success of dodging or counterattacking. HOLD (button) to prime dodging or counterattack. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge or counterattack. | |
Infundibular Pathway (BB DO 03-2) | Dodge | Yes | A dose of dopamine is secreted following the success of dodging or counterattacking. HOLD (button) to prime dodging or counterattack. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge or counterattack. | |
Internal Process Speed (FR 06) | Self-Control | No | Reactions when facing a predator are faster. | |
Internal Process Speed (FR 07) | Self-Control | No | Reactions when facing an irascible animal are faster. | |
Internal Process Speed (FR 08) | Self-Control | No | Reactions when facing a wildlife animal are faster. | |
Kinesthetic Sense (WH 01) | Dexterity | No | The success rate of a counterattack is increased. HOLD (button) to prime counterattack. MOVE (button) to face the aggressor. RELEASE (button) at the right time to counterattack. | |
Kinesthetic Sense (WH 02) | Dexterity | No | The success rate of a counterattack is increased. HOLD (button) to prime counterattack. MOVE (button) to face the aggressor. RELEASE (button) at the right time to counterattack. | |
Perceptual Time Dilation (FR 05) | Self-Control | No | Reactions when responding to a threat are faster. | |
Proprioceptor Efficiency (BB WH 01) | Dexterity | Yes | The probabilities of inflicting a lethal blow are increased. HOLD (button) to prime counterattack. MOVE (button) to face the aggressor. RELEASE (button) at the right time to counterattack. | |
Proprioceptor Efficiency (BB WH 01-2) | Dexterity | Yes | The probabilities of inflicting a lethal blow are increased. HOLD (button) to prime counterattack. MOVE (button) to face the aggressor. RELEASE (button) at the right time to counterattack. | |
Proprioceptor Efficiency (BB WH 01-3) | Dexterity | Yes | The probabilities of inflicting a lethal blow are increased. HOLD (button) to prime counterattack. MOVE (button) to face the aggressor. RELEASE (button) at the right time to counterattack. | |
Proprioceptor Efficiency (BB WH 01-4) | Dexterity | Yes | The probabilities of inflicting a lethal blow are increased. HOLD (button) to prime counterattack. MOVE (button) to face the aggressor. RELEASE (button) at the right time to counterattack. | |
Proprioceptor Efficiency (BB WH 01-5) | Dexterity | Yes | The probabilities of inflicting a lethal blow are increased. HOLD (button) to prime counterattack. MOVE (button) to face the aggressor. RELEASE (button) at the right time to counterattack. | |
Released Strength (BB CO 01) | Attack | Yes | A successful strike causes more damage. HOLD (button) to prime counterattack. MOVE (button) to turn toward aggressor. RELEASE (button) at the right time to counterattack. | |
Released Strength (BB CO 02) | Attack | Yes | A successful strike causes more damage. HOLD (button) to prime counterattack. MOVE (button) to turn toward aggressor. RELEASE (button) at the right time to counterattack. | |
Self Empowerment (CM 02) | Communication | No | While following you, clan members are able to automatically mimic an intimidation or the action of conquering fear. | |
Startle Response (CO 05) | Attack | No | The preparation speed for a counterattack is maximized. HOLD (button) to prime counterattack. MOVE (button) to turn toward aggressor. RELEASE (button) at the right time to counterattack. | |
Tachypsychia (FR 01) | Self-Control | No | The margin of error is increased during attacks because more time is allowed. | |
Temporal Distortion (FR 02) | Self-Control | No | The margin of error is increased during attacks because more time is allowed. | |
Temporal Distortion (FR 03) | Self-Control | No | The margin of error is increased during attacks because more time is allowed. | |
Temporal Distortion (FR 04) | Self-Control | No | The margin of error during attacks is maximized because more time is allowed. | |
Thrusting Aim (WH 03) | Dexterity | No | The success rate of a counterattack on a predator is increased. HOLD (button) to prime counterattack. MOVE (button) to face the predator. RELEASE (button) at the right time to counterattack. | |
Thrusting Aim (WH 04) | Dexterity | No | The success rate of a counterattack on an irascible animal is increased. HOLD (button) to prime counterattack. MOVE (button) to face the irascible aggressor. RELEASE (button) at the right time to counterattack. | |
Thrusting Aim (WH 05) | Dexterity | No | The success rate of a counterattack on a wildlife animal is increased. HOLD (button) to prime counterattack. MOVE (button) to face the animal. RELEASE (button) at the right time to counterattack. | |
True Aim (WH 06) | Dexterity | No | The success rate of a counterattack is maximized. HOLD (button) to prime counterattack. MOVE (button) to face the aggressor. RELEASE (button) at the right time to counterattack. | |
True Grip (HA 05) | Dexterity | No | The items always remain in hands after a dodge. HOLD (button) to prime dodging. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge. | |
Willpower (BB IT 01) | Communication | Yes | All threats induce less fear. | |
Willpower (BB IT 02) | Communication | Yes | All threats induce less fear. | |
Willpower (BB IT 03) | Communication | Yes | All threats induce less fear. | |
Withdrawal Reflex (DO 05) | Dodge | No | The preparation speed for dodging is maximized. HOLD (button) to prime dodging. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge. |
Notes[ | ]
- Sometimes, after you've evaded or wounded/intimidated and driven off the attacking animal, it may run right into another dangerous animal, which will do you the favor of eliminating one threat (though all Machairodus will just get territorial with each other, and it's impossible to get the bird-enemies into fighting something else).