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Eternity Pillars of Eternity 2: Deadfire + DLC Thread - now with turn-based combat!

Vityaz

Augur
Joined
Oct 7, 2014
Messages
169
Damn, I wasn't expecting it so soon (or at least not before the console launch). Not that I am complaining, mind you.
 

Maculo

Arcane
Patron
Joined
Jul 30, 2013
Messages
2,545
Strap Yourselves In Pathfinder: Wrath
It will sell 10 more copies to codexian oldfags.


Also i can't imagine deadfire being a good TB games,the system is not compatible.
Hard to tell. I am more concerned over how the UI will shape up, because that seems harder to fix compared to number tweaks.

Also, if I read the article correctly, TB mode arrives January 24th. I had hoped Obsidian would do a round of public testing to get a head start out any bugs or balancing issues.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014


https://techraptor.net/content/pillars-of-eternity-ii-deadfire-turn-based-hands-on-preview

Pillars of Eternity II: Deadfire Turn-Based Hands-On Preview

pillars-of-eternity-ii-deadfire-turn-based-preview-featured-902x507.jpg


Pillars of Eternity was supposed to play just like Baldur’s Gate. BioWare’s first CRPG popularized pausable real-time combat back in the 90s, successfully implementing the Dungeons & Dragons 2nd Edition ruleset. As the isometric CRPG genre evolved, some players have come to express a great distaste for this combat mode. Their arguments are usually that it doesn’t feel tactical enough, especially when played with the AI on. It’s often just buffing your characters up, selecting targets, and watching them hit-and-miss for a couple of minutes. We can see why Obsidian Entertainment decided to add a turn-based mode to their award-winning RPG Pillars of Eternity II: Deadfire.

My personal experience with the combat in Deadfire was actually very positive, though I do generally prefer turn-based combat in CRPGs. Compared with the first Pillars, Deadfire not only felt more engaging, it also felt more fluid and less hacky. I still like the first game, but, with Deadfire, the developers realized that there’s room to evolve beyond nostalgia. Despite Deadfire’s reportedly poor commercial performance, it was a step in the right direction. This direction points to a place where classic RPGs can still thrive in the current industry. We had the chance to do a hands-on preview, hoping that it adds a new dimension to the game. You can’t switch back and forth between the two modes. You also can’t use an existing save in real-time. When you start a new game you’ll get to choose either real-time or turn-based, then you can’t go back.

pillars-of-eternity-ii-deadfire-turn-based-preview-1.jpg

The red arrows show that Edér is in engagement with the skeleton warrior, so he can’t disengage without taking damage.


The player character and the companions still move in real-time, and you can still pause. You can also inflict stealth attacks in real-time right before you go into turn-based combat mode. In that sense, it resembles my experience with Mutant Year Zero: Road to Eden, where I can set up my characters in advance before the actual turn-based battle. The difference is that there are no tiles. Movement is handled in in-game meters, with every character being able to move exactly 10.2 meters. There is currently no menu option to change it. Even if you run out of meters you can still execute an action. A melee attack requires close engagement with an enemy, obviously.

You can only do one Standard or Cast action per turn, alongside your movement. Clearly, you execute Standard actions instantly. Cast actions, you guessed it, involve spellcasting, and take up two turns. It’s awkward to watch magic users spellcasting with flailing arms waiting for the turn to release it, though it suits the feel of a classic RPG. There are also Free actions, mostly buffs or special skills, and apparently, there’s no cap on them. The general impression is that the spells and skills feel more essential in turn-based. If you can use a spell or skill to knock out an enemy, it’s one less nuisance to worry about.

pillars-of-eternity-ii-deadfire-turn-based-preview-2.jpg

An example of Free action, which you can execute before or after a Standard action.


On the whole, there is much to like in this implementation, though it’s too early to say how it’ll play like in an entire playthrough. There is the fact that, despite all its flaws, pausable real-time at least allows you go on autopilot when you have to face swarms of feeble creatures. Turn-based requires that you are always on alert for each battle, no matter how minor. There doesn’t appear to be fewer battles in this mode either. It’s also possible that, since the Pillars games meant to emulate the tradition of the Infinity Engine games, there’s an unpredictable element when you put a turn-based mode on top of it. It will take time to adjust, and some balancing patches will most likely be necessary.

My main gripe so far is that, since the movement system isn’t based on tiles, character positioning can look very awkward. Sometimes when you move a character, he/she pushes other characters to the side, making them slide out of the way. It just looks like they didn’t design the animation system for this, and it might need some tweaks. This also happens in real-time mode, but you don’t see it as much because in the fray of combat the characters tend to move a lot more as they tackle different enemies. Either way, it will take some getting used to, or a movement animation patch to make it look more natural.

pillars-of-eternity-ii-deadfire-turn-based-preview-3.jpg

Bowling with a Rolling Flame spell and a couple of gunpowder barrels while some imps skulk around.


It’s hard to say how the turn-based system differs in technical terms. You would have to replay the full game in both modes, paying attention to the stats and the combat log. Then you might be able to draw a conclusion as to which is better or more balanced. Or we could accept that it depends on personal preferences and that each system has its own strengths and weaknesses. What I can say is that it doesn’t feel like they just slapped it together and tacked it on top of the real-time mode.

As I fired up Deadfire to try out the turn-based mode I didn’t expect it would pull me in again, as it’s been less than a year since I played it for the review. It was surprising to find myself hankering to play one quest after another, and really enjoying it. Maybe not more than I enjoyed my first playthrough, but probably just about as much. This is the baseline to gauge how compelling and successful this mode can be in the long-term. I don’t know that it’s enough to attract a new playerbase, but it’s definitely enough to retain the current one, giving us a new combat experience.

TechRaptor previewed Pillars of Eternity II: Deadfire Turn-Based Mode on PC via Steam with a key provided by the developers. The game is also available on GOG and Origin.
 
Last edited by a moderator:

BEvers

I'm forever blowing
Joined
Aug 14, 2018
Messages
808
Clearly, you execute Standard actions instantly. Cast actions, you guessed it, involve spellcasting, and take up two turns. It’s awkward to watch magic users spellcasting with flailing arms waiting for the turn to release it, though it suits the feel of a classic RPG. There are also Free actions, mostly buffs or special skills, and apparently, there’s no cap on them.

That doesn't sound bad.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,021
Pathfinder: Wrath
The number of turns should be related to the power of the spell, not every spell taking up two turns, that's loony. They had an opportunity to finally balance high level spells compared to lower level ones, but they fucked it up.
 

2house2fly

Magister
Joined
Apr 10, 2013
Messages
1,877
The number of turns should be related to the power of the spell, not every spell taking up two turns, that's loony. They had an opportunity to finally balance high level spells compared to lower level ones, but they fucked it up.
it'll almost certainly be moddable
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,875
First turn based game from Obsidian comes after being bought by Microsoft.
What a timeline we live in. No i don't give a shit that Southpark had it, it doesn't count.
If they would release PoE turn based from start they would be rolling in dough right now completely independent.

I mean if you look around turn based games sell shitload more than rtwp games.
NuComs sold at elast 5mln+
FireEmblem sold 10mln+ in last few years
Larian rolling in dough
Darkest dungeon 2-3 mln
and on and on and on

They sold their soul in order to satisfy consoletards where consoletards in that time choose turn based as their new god.
"Irony" just doesn't cut it to describe it.

And yes a lot of problems with POE combat system come from RTWP. Making it turn based is great choice and frankly speaking it could became really fucking good game.
 

2house2fly

Magister
Joined
Apr 10, 2013
Messages
1,877
Torment Numenera and Bard's Tale 4 are both turn-based as well, but please don't allow facts to get in the way of your narrative.
 

Prime Junta

Guest
Yay, I guess.

Kinda burned out on gaming ATM but I figure I'll pick this up the next time I feel the craving.
 

user

Savant
Joined
Jan 22, 2019
Messages
839
Yeah, I don't think them being turned-based is such a large factor to their success.

I think that if PoE's writing wasn't trying so hard to the point of being cringe-y, if skill checks and choices were as many and impactful as in P:K and if Sawyer's system wasn't coming from an mmo, they would have fared much better.
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
I'm a bit butthurt that they started to neglect their Fig backers. These news should have arrived as a Fig update, but nowadays they completely forget to update us, and go to the mainstream media instead.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,497
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I'm a bit butthurt that they started to neglect their Fig backers. These news should have arrived as a Fig update, but nowadays they completely forget to update us, and go to the mainstream media instead.

They did sort of update us back in December. +M
 

2house2fly

Magister
Joined
Apr 10, 2013
Messages
1,877
I'm a bit butthurt that they started to neglect their Fig backers. These news should have arrived as a Fig update, but nowadays they completely forget to update us, and go to the mainstream media instead.
the first article going online at 9 a.m. EST is almost certainly a screw-up, should have been PST(ie Obsidian's timezone). the Shacknews video looks like a fig update and I imagine one will probably be coming along soon
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,497
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I'm a bit butthurt that they started to neglect their Fig backers. These news should have arrived as a Fig update, but nowadays they completely forget to update us, and go to the mainstream media instead.
the first article going online at 9 a.m. EST is almost certainly a screw-up, should have been PST(ie Obsidian's timezone). the Shacknews video looks like a fig update and I imagine one will probably be coming along soon

Looks to me like they released the launch day Fig update video to Shacknews two days early as an exclusive. I don't know if there will be anything more today.
 
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jdinatale

Cipher
Joined
Sep 28, 2013
Messages
422
So the turn based mode will be in Beta, which means we will have to wait another 6 months to 1 year to get the Game of the Year Definition Edition. Still waiting on that to finally play the game.

I will probably buy the season pass to show my support though.
 

user

Savant
Joined
Jan 22, 2019
Messages
839
I'll probably give the turned-based mode a go, enter some random combat, miss with spells for 10 consecutive rounds with my 18 perception wizard and then launch P:K again.

PS: Infinitron what gave you the idea I am TemplarGR?
 

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