Visible NPC Battle
Some battles begin by attacking or being attacked by a visible overworld enemy.
Combat in Covert Cats is real-time, role-driven, and built around pressure, timing, aggro, cooldown flow, and party coordination. The battle screen may look clean, but there is a lot happening underneath it.
Covert Cats uses tactical real-time combat. Abilities are not turn-based, enemies do not politely wait, and players are expected to manage targeting, timing, support, and survival under pressure.
Fights can begin from visible overworld enemies or from randomized encounters, but once combat starts, the game shifts into the battle screen and the same core rules apply.
Combat can begin in more than one way.
Some battles begin by attacking or being attacked by a visible overworld enemy.
Other battles begin through encounter pressure with no visible overworld enemy present.
A small number of NPCs can also serve multiple roles, such as vendor and attackable target. In those cases, their context menu may include options like Talk, Trade, and Attack.
Once combat begins, there is a brief opening delay before normal tactical flow starts. After that, enemies and players act according to their available abilities, timing, and targeting.
Active fights are represented in the overworld by a battle circle. Nearby players can sometimes join an active fight, depending on encounter type, position, and timing.
If the fight is tied to a visible enemy NPC, a nearby player in the assist radius can join by:
If the fight is a randomized encounter, there is no visible overworld enemy. In that case, nearby players can still join by:
If a player is standing inside multiple circles, Combat Assist follows its normal priority rules to determine which fight to join.
Once combat begins, the game switches from the overworld to the battle screen.
Allied cats appear on the left side of the battlefield.
Enemies appear on the right side of the battlefield.
The battle screen still uses the normal HUD elements around it, including:
The battle log is especially important. It reports damage, healing, interrupts, enemy cast messages, summon actions, and many other events that explain what is actually happening.
Many enemies prefer to attack the player with the most aggro. Aggro is generated mainly by:
The Fur is the main aggro-control class and is the only class with a reliable taunt tool, The Fur Finger, which forces the Fur to the top of a target’s aggro list with extra overhead.
Controls aggro, absorbs damage, and reduces enemy armor for allied physical classes.
Brings fast damage, stuns, and interrupts, especially against dangerous enemy wind-ups.
Keeps the party alive through healing, sustain, and support buffs.
Supports longer fights through Energy sustain, summons, buffs, and utility tools.
Harder content is designed around these roles working together rather than all players doing the same job.
Every time a player uses an ability, timing rules immediately matter.
Recovery is the delay before the player can use any ability again. Different abilities have different Recovery values, but the lower threshold cannot be reduced below 2 seconds.
Recharge is the delay before that specific ability can be used again. Recharge does not stop other abilities from being used.
Haste improves Recovery, especially on slower abilities, but it does not reduce Recharge.
Some dangerous enemies and bosses use wind-up mechanics before powerful attacks go off. During a wind-up, enemies will visually have a pre-attack animation and/or the battle log will usually show a cast message explaining what the enemy is beginning to do.
These windows matter because they can often be interrupted. A successful interrupt:
The Claw is the main class built around this kind of reactive control.
When the last enemy dies, the fight ends and the battle moves into the loot phase.
At that point:
Loot is currently handled on an honor-system basis. If one player takes an item, the loot window updates to reflect that it is gone.
This means ninja looting is possible. There is no roll system yet.
After combat ends, players receive:
This gives a short chance to recover, regroup, or hide before the overworld starts applying full pressure again.
Most combat failures come from bad timing, bad targeting, or misunderstanding how the fight is actually structured.