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The "alternating groups" is actually how its explained in-game if you right click on "initiative" (right click Agility, then Initiative from there)
Directly from the game:
Devs are trying to say that they create a bunch of slots and alternate enemies with your allies & chars (so slot for allies > slot for enemies > slot for allies). THEN it place every participant in one of those slots based on his Initiative roll.
That also leading to ability to exploit that system - by deliberately keeping 2-3 chars with very low Initiative. And I could confirm that such exploit is working really well :)
It is definitely wrong, though.
https://steamcommunity.com/profiles/76561198016869574/screenshot/2278324186519372672/
Of course you don't know where I got my information from because you never even been close to opening the codex
The codex entry is wrong.
Either there's a bug that is causing it to work differently than described, or they changed how it works but did not update the codex.
You can clearly see from my screenshots that first one friendly acts, and then one enemy acts, and then two friendlies act. If the game was putting them into groups of 2-to-4 then you would never have just one person on a side act... and yet, that happens twice at the start of combat.
Level five party, no officers, no extra turns, no guaranteed first turns.
The codex entry is wrong.
Bro look at your own screenshots ffs. A group has 2-4 characters. Your 6 people get broken up into 3 duos, enemy 10 people split into 5 duos. Now these groups are alternated so 1 group from one team and then. Now obviously if if you 3 of these and 5 of those, you cant sort them without the organise our team and grupin but if have 3 duos in your team and we takre the 10 enemies and split them into also into 3 groups Then yeah basically the turn order on your screenshot is almost perfectly the pattern.
This is what 3 duos and 5 duos would look like:
Friendly, Friendly
Enemy, Enemy
Friendly, Friendly
Enemy, Enemy
Friendly, Friendly
Enemy, Enemy, Enemy, Enemy
... or perhaps:
Friendly, Friendly
Enemy, Enemy
Friendly, Friendly
Enemy, Enemy, Enemy, Enemy
Friendly, Friendly
Enemy, Enemy
See the difference?
Here is the actual turn order in another form:
Group of one (1) friendly
Group of one (1) enemy
Group of two (2) friendlies
Group of five (5) enemies
Group of two (2) friendlies
Group of three (3) enemies
Group of one (1) friendly
Group of one (1) enemy
So no, the order on the screenshot isn't almost perfectly what the codex entry describes. If it were, there wouldn't be groups of one, because one is not in the range 2-to-4.
https://steamcommunity.com/sharedfiles/filedetails/?id=3129722076
One enemy goes, then my entire team, then a friendly npc, and then the rest of the enemies.