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Turn-based combat mode in Deadfire

Abu Antar

Turn-based Poster
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Jan 19, 2014
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14,186
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
most of the text is missing, but it's in game.

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My old friend, Missing String. They should make a character with that name as an Easter egg.
 

Lady_Error

█▓▒░ ░▒▓█
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Oct 14, 2012
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1,879,250
So let me get this straight, the TB combat system was included in the game data and somebody is working on making a mod out of it?
 
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Safav Hamon

Self-Ejected
Village Idiot The Real Fanboy
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May 15, 2018
Messages
2,141
The changes:

  • There's a new attribute called Initiative that replaces recovery speed
  • Every character acts once per round in order of highest initiative. There's no RNG.
  • Characters have one offensive action, one defensive action, and one movement action per turn
  • Stride now determines total movement points
  • Heavy armor lowers initiative and stride
  • Action speed is calculated by intervals and not seconds
 

jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,358
If this turns out to be real, I'll pre-order the next three games Obisidian made with season pass, whatever the games are. Even it's a multiplayer only online game where you have to play as Todd Howard playing Fallout 76.

Also Kingmaker is the game that really needs a turn based mod.
 
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Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,210
Location
Azores Islands
Obsidian only did this because consoels, hence the console release delay, to fully implement it. How does it feel to get a feature like turn based combat just because it means more sales on consoles? Codex is not a learning animal, especially when it comes to their fetish developers.
 

J_C

One Bit Studio
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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 don't know why would anyone get excited about this. Deadfire was designed as a RTWP game, turning it into turn based will only result in terrible gameplay. Arcanum's combat suffered from allowing TB and real-time, and that game was designed that way from the very beginning. I can't even imagine the monstrosity which will result from this change.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,210
Location
Azores Islands
I don't know why would anyone get excited about this. Deadfire was designed as a RTWP game, turning it into turn based will only result in terrible gameplay. Arcanum's combat suffered from allowing TB and real-time, and that game was designed that way from the very beginning. I can't even imagine the monstrosity which will result from this change.
True, the number of encounters and enemies in deadfire is not conductive to a fun TB experience. Unless the rebalance every map/encounter.
 

Roguey

Codex Staff
Staff Member
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May 29, 2010
Messages
36,707
I don't know why would anyone get excited about this. Deadfire was designed as a RTWP game, turning it into turn based will only result in terrible gameplay. Arcanum's combat suffered from allowing TB and real-time, and that game was designed that way from the very beginning. I can't even imagine the monstrosity which will result from this change.
Given that it doesn't have hordes and hordes of combat, I dunno, I think it can turn out all right.
 

2house2fly

Magister
Joined
Apr 10, 2013
Messages
1,877
Obsidian only did this because consoels, hence the console release delay, to fully implement it. How does it feel to get a feature like turn based combat just because it means more sales on consoles? Codex is not a learning animal, especially when it comes to their fetish developers.
if it's good then why does it matter why they did it?
 

Seethe

Cipher
Joined
Nov 22, 2015
Messages
994
I don't know why would anyone get excited about this. Deadfire was designed as a RTWP game, turning it into turn based will only result in terrible gameplay. Arcanum's combat suffered from allowing TB and real-time, and that game was designed that way from the very beginning. I can't even imagine the monstrosity which will result from this change.

Real time sucks in PoE 2 with the clusterfuck that happens as soon as you unpause for 2 seconds.
 
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Safav Hamon

Self-Ejected
Village Idiot The Real Fanboy
Joined
May 15, 2018
Messages
2,141
Characters have one offensive action, one defensive action, and one movement action per turn

Small correction: The new turn-based combat system uses action points.

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A full diamond represents a standard action, half diamond secondary actions, and circles are free actions.
 
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Safav Hamon

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I'm guessing Dexterity will control AP, but I'm not sure it would mesh nicely with an Initiative attribute. Thoughts?
 
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Butter

Arcane
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I'm guessing Dexterity will control AP, but I'm not sure it would mesh nicely with an Initiative attribute. Thoughts?
Dex influencing AP is fine. Initiative should just be a dice roll or determined by the encounter (e.g. if you get ambushed, all the enemies get to move first).
 
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Safav Hamon

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Village Idiot The Real Fanboy
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Messages
2,141
Deterministic initiative systems are better than RNG, especially in Deadfire's case.

It allows you to formulate strategies around initiative, instead of leaving it up to chance.
 
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aweigh

Arcane
Joined
Aug 23, 2005
Messages
18,143
Location
Florida
Considering everyone plays PoE games by mashing spacebar every 0.1 seconds, I think going turn-based will make fighting hordes of mobs faster if anything.
 

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