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After you, Mr. Huge Deadly Dragon.

Pillars of Eternity II: Deadfire just received a significant free update which introduces the option for turn-based combat.
Incidentally, the game is now 34% off until January 30th, during our HOT SALE.

As the most powerful captain in the Archipelago you can make even gods bow to you, but that doesn't mean you should forget your manners. This free update adds the option to play every combat encounter in turn-based fashion, fundamentally changing the tactics, use of skills, and overall feel of the game.
The mode is still in beta so give it a whirl and let the developers know what you think.
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Lazbot: Anything that's OPTIONAL and provided as a free update is AUTOMATICALLY a winner.

Doesn't matter what it is, options are king when it comes to consumer choice.

Well done *thumbs up*
+1

I am allready curious how the implemented it...just frim imagination i find it hard to think of a turnbased PoE2 because the combat feel more like diablo then Fallout or something similar.
But i will see.
After Fallout I've been more drawn to ARPG's but I agree, this is a welcomed feature which essentially makes the game even more tasty for re-runs, and it also makes it a good choice for those who likes TBRPG's better.

Just too bad the game is so fragmented it's a nightmare to choose. I just wait for a "all-in-one-package-that-doesn't ruin-me-totally" :-D
Weird, I wonder how they accomplished this, I mean the combat/stat system in poe is very tied to the RTWP system, especially how long each action takes (attacking, casting a spell etc) is decided by your attributes, how would they change that in turn-based, you'd be losing a lot of the granularity if 1 spell took 1 turn to "charge" up, another took 2, etc. I hope it's not a mess like Arcanum's RT/TB system.
Post edited January 26, 2019 by Crosmando
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Crosmando: Weird, I wonder how they accomplished this, I mean the combat/stat system in poe is very tied to the RTWP system, especially how each action takes (attacking, casting a spell etc) is decided by your attributes, how would they change that in turn-based, you'd be losing a lot of the granularity if 1 spell took 1 turn to "charge" up, another took 2, etc. I hope it's not a mess like Arcanum's RT/TB system.
That can be done in turn based, particularly since, in a certain sence, action games really are turn-based with very short games and a rule that, if you don't enter any input, your turn immediately ends. (There's also the collision versus dice roll aspect, but that's not important to this discussion.)

For example, suppose the original battle system is based on frames (let's assume 60FPS). There might, for example, be a spell that takes 30 frames to cast (just as an example). In a turn based version, replace frames with "ticks", but keep the numbers the same. The only differences would be that ticks don't pass when your character's turn comes up, while they can pass instantly when there's no active turn; in other words, ticks would be decoupled from real time and frames. This preserves the granularity of the original system.

Now that we've done this, we have a functional turn based battle system which retains the original granularity. Now we just need to add mechanics for movement (if desired, I actually prefer RPGs that don't have such mechanics for in-battle movement) and do some tweaking and re-balancing, and we have a decent turn-based game. We could go even further and add a turn order list in the corner of the screen like some games do (Final Fantasy X, Lords of Xulima, StarCrawlers, among others; Final Fantasy Tactics has one but you need to press a button to show the list IIRC).
This is awesome! I kind of prefer turn-based combat to the former. And as everyone has already echoed, it would be just perfection if they could offer it to the first installment of Pillars. Great work, nevertheless!
Discounted base game + discounted DLCs cost more than 3 copies of ATOM RPG .
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i_hope_you_rot: Discounted base game + discounted DLCs cost more than 3 copies of ATOM RPG .
And?
Pillars had a huge discount during Christmas sale + they can afford the higher price point because the game was well received.
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i_hope_you_rot: Discounted base game + discounted DLCs cost more than 3 copies of ATOM RPG .
I like ATOM RPG (so far). In fact, I probably like it more than Pillars. I still think that PoE2's price tag is reasonable (especially on sale, where I paid almost exactly 3x the price of ATOM for the Obsidian Edition). PoE2 has more content, more media (e.g. voices & translations), and is generally a much more polished game. Maybe in a year or two, if ATOM gets some quality updates, you can make that comparison.
I usually dislike TB RPGs but any company that makes an "OR" an "AND" wins a +1 reputation bonus from me :)


To elaborate, I loved Heroes of Might and Magic's turn based system but I never got into RPGs that did the same.

So far, games were either turn based OR Real time with pause. They made this OR an AND which will hopefully make many other RPGs try the same formula.
So, has anyone tried the new mode yet?
I am not a big fan of real time with pause, and my interest in this title would significantly step up if the turn based mode was done right.
I wish I could play this, but you get yet another 30 seconds worth of load screens both ways every time you have to go talk to someone or fetch some stupid thing. It's less bad early, but once you hit Neketaka, the load screen is the real game.

Really disappointed, people have been complaining about this since launch and likely before that.
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Groener_BDF: I love turn based games but, as it stands, this implementation is awful. I got as far as the encounter with the 2 revenants and the construct in the sea cave and quit after 5 minutes of clicking (and God why do you have to press end turn every turn? I though action ends turn was pretty much the norm these days), 1 revenant down, and I was loosing the will to live.

This is a small encounter with a party 2 against 3 mobs which would have been over in 30 seconds RTwP. I know turn based leads to longer encounters but this is just excruciatingly slow and feels really clunky.
Hey, there's actually an option to turn "end turn on action" on. It's the little red dot next to the action point icon on the bottom of the screen.
I missed the sale.
Oh well, I will get it during the next sale. Hopefully if there are any bugs in this implementation of the tb combat, they will be solved by then.
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Enebias: So, has anyone tried the new mode yet?
I am not a big fan of real time with pause, and my interest in this title would significantly step up if the turn based mode was done right.
The turn based is done pretty well. The ability to turn your companions over to AI control disappears, but I guess that makes sense.

It's fairly D&D. You can move and take an action or take an action and then move, and you can take a single step without provoking a disengagement attack. A stat called "stride" determines how far you can move in a given round. If you don't take an action with a character in a turn, it cycles back to them before the end of the turn. (There's no overwatch or anything.)
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Enebias: So, has anyone tried the new mode yet?
I am not a big fan of real time with pause, and my interest in this title would significantly step up if the turn based mode was done right.
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basileus: The turn based is done pretty well. The ability to turn your companions over to AI control disappears, but I guess that makes sense.

It's fairly D&D. You can move and take an action or take an action and then move, and you can take a single step without provoking a disengagement attack. A stat called "stride" determines how far you can move in a given round. If you don't take an action with a character in a turn, it cycles back to them before the end of the turn. (There's no overwatch or anything.)
What about "thrash mobs"? My main concern is that fights with weak but numeous enemies might take half a lifetime to end...