Jump to content

Welcome to Obsidian Forum Community
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

Update #60 - Patch 4.1 - Turn-Based Mode Beta


  • Please log in to reply
19 replies to this topic

#1
Dan H

Dan H

    Marketing PM

  • Developers+
  • 29 posts
Greetings, Watchers,
 
Josh Sawyer cordially invites you to experience Deadfire in a completely new way through our turn-based mode, now live in beta form.
 
 
Accessing Turn-Based Mode Beta
 
To start playing in turn-based mode, simply make sure that you have Patch 4.1 downloaded, and then start a new game! A window will appear that will let you select the combat mode you wish your new game to stay in. Clicking the button with the question mark will further expand the nuances between the two modes or, you can check out the image below to see for yourself!
 
deadfire-update-60-turn-based-summary.pn
 
Beta Feedback and End
 
As Josh said in his video, please send us feedback and any bugs that you might find! The team is much smaller now and we need to lock up our code for console ports, but we will definitely try to get to as much as we can. We will continue to take feedback until the end of February, so please let us know what you think!
 
Screenshots
 
deadfire-tb-combat-start-01.png
 
deadfire-tb-bow-01.png
 
deadfire-tb-poko-1.png
 
deadfire-tb-helfire-1.png
 
deadfire-tb-guardian-03.png
 
Patch 4.1
 
deadfire-update-53-magran-challenge--thu
 
In addition to our Turn-Based Mode Beta, 4.1 also comes with a variety of fixes and updates to Deadfire. Check out the full list here!
 
Console Update
 
With our Turn-Based mode beta going live, we wanted to assure those waiting for our console version that turn-based mode will also be included at launch for Deadfire's console release. Stay tuned for an exact date once we get one!
 

 

Thank you again for your continued support! If you have any issues with the game, contact us through our support portal to help you on your journey.
 
Cheers,
 
The Deadfire team
 
Reach out to us on our various social media channels (TwitterFacebookInstagram, here on our forums) and let us know your comments, your critiques, and what you love about the game.
 
Did you miss our last update? Check it out!

  • ShadySands, Infinitron, rjshae and 18 others like this

#2
Infinitron

Infinitron

    Arch-Mage

  • Members
  • 2050 posts
  • Pillars of Eternity Backer
  • Kickstarter Backer
  • Deadfire Backer
  • Fig Backer

Yo where's the Fig update



#3
algroth

algroth

    (9) Sorcerer

  • Members
  • 1344 posts
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

Nice Ilya Repin background there, Josh. :yes:


  • Phenomenum and aquacitizen like this

#4
Akeno_Rei

Akeno_Rei

    (0) Nub

  • Initiates
  • 1 posts

This is very cool, but why in your game there is not multiplayer?!



#5
Sticker

Sticker

    (0) Nub

  • Initiates
  • 2 posts

OMG Big THX for this Update now the Game is PERFECT :-). After this Update i buy all DLC´s :-)). Thank YOU.!!!! :w00t:

 



#6
Sticker

Sticker

    (0) Nub

  • Initiates
  • 2 posts

OMG  :w00t:  BIG THX for this Great UPDATE with Turn Based Mode i Love it noe the game is Perfect Thank You Very Much. I Buy after this Update all DLC´s. THX  :p



#7
gGeorg

gGeorg

    (2) Evoker

  • Members
  • 72 posts

I play the real time with auto-pause to almost all events. So the the new round base mode is not so innovative.

However, the "round order/sequence" panel in the right up corner would be very useful.

 

Is it possible to add togle.able (from menu option) panel of actions also for the real time?

sort the actions by the moment of activation/attack, so omit recovery

If an enemy is start casting a fireball, I see in the panel how many (mili)seconds left to explosion, so I can counter.

Dont realy need closely observing recovery phase.

The moment from start of the action to the execution, is the important.

Who is faster, who is slower, Such info is hidden in the current real time system, and is one of the reasons why is so messy.

 

Reason is simple, speed of actions and their proper counter actions is hard to guess. Hard to get timing. So counter spell or (rogue) interrupts are usually lucky guess than an intention. With more precise panel in the real time, planing action could be more strategic. I would rather see more readable RTS combat, than a harsh overhaul to a hard round system.

 

Perhaps show two panels, one action(attack/cast) panel, second recovery ( and walking) panel. So player easy recognize threat and timing.

 

Thank you


Edited by gGeorg, 26 January 2019 - 11:33 AM.


#8
ivarhill

ivarhill

    (0) Nub

  • Initiates
  • 1 posts
  • Location:Eugene, OR

Great addition! It will boost replayability for sure :)

 

I have some feedback on the UI polish:

 

  • On the mode selection when starting a new game, it feels strange to have actual buttons at the bottom when you can still click the entire banner to choose and there's already the back/continue buttons right below. In addition to that, the actual button art looks unpolished and stretched, as does the highlight when clicked. I think it would work much better to just remove the buttons entirely and instead have a simple label, something like "Click to choose Real-Time with Pause" etc.- cleaner, more polished, and it's already clear that you should click the whole banner.
  • The shade of green used throughout the actual turn-based combat UI ("Your Turn" at the top, list of characters on the right, "End Turn" button on the bottom) feels too saturated. It stands out a lot and doesn't feel thematically coherent with the rest of the UI - a less saturated shade of green would work much better.
  • The way the right-side list fades out on its left edge seems a bit out of place.

 

Minor things in the grand scale of things, but improving these points would definitely make the experience feel more visually polished.


  • Phenomenum and Frak like this

#9
Elric Galad

Elric Galad

    (10) Necromancer

  • Members
  • 1564 posts
  • Location:Paris

Dear Obsidian,

I honnestly think that the current 1 action per turn is going to be incredibly complicated to balance given the real time basis of your ruleset. In my humble opinion :bow:, it is probably better to implement a turn-based system closer to Final Fantasy X or Heroes of Might & Magic V (as examples) where there is no "global turn", but each character act one after each other and recover more or less quickly for next action. 

 

That's just my 2 cents of hasty advice, so feel free to ignore  :geek:


  • Silent Winter, Harpagornis, MaxQuest and 3 others like this

#10
pmchem

pmchem

    (1) Prestidigitator

  • Members
  • 46 posts

Great update!  I hope TB mode helps console sales of POE2.

 

I'm really looking forward to patch 4.1.1 or 4.2 with bug fixes (I still play RTwP mode) and the seemingly-inevitable "champion edition" release!



#11
Weltraumhamster

Weltraumhamster

    (0) Nub

  • Initiates
  • 2 posts
can you tell me if you are planning on implementing the turn based Mode for the first part?

#12
house2fly

house2fly

    (8) Warlock

  • Members
  • 1137 posts
The combat mechanics are different enough in the first that adding tb mode would be a big job, so I wouldn't count on it. Would be nice though

#13
Weltraumhamster

Weltraumhamster

    (0) Nub

  • Initiates
  • 2 posts
I really love both games very much and hope obsidian can realize it. The hope dies last 😉

#14
franklin

franklin

    (0) Nub

  • Initiates
  • 1 posts

can I get the 4.1 patch to manually download as I cant seem to get it

 



#15
Tbone3336

Tbone3336

    (1) Prestidigitator

  • Members
  • 8 posts

I am so happy to hear of the console update part. Love POE so much and now having TB option in 2 will be epic on console. Thank you for the update and continued porting to consoles!



#16
LerxstOfSyrinx

LerxstOfSyrinx

    (0) Nub

  • Initiates
  • 4 posts
  • Location:St. Louis
  • Deadfire Silver Backer
  • Fig Backer

Once turn-based gets out of Beta, will we be able to switch an already in-progress game to turn-based, or will we have to start the game over to play the game as turn-based?


  • Ghilteras likes this

#17
harken23

harken23

    (0) Nub

  • Initiates
  • 1 posts
  • Deadfire Backer
  • Fig Backer

I'm loving turn-based mode, but one quibble I'm having is, when I'm targeting an action or something the character will almost ALWAYS say one of their "I can't do that thing" lines before I've clicked on an action or a move. I hope that's fixable, because it gets REALLY annoying, esp in a longer battle. I suppose I could turn off combat voices or something, but I really don't want to do that. Thanks!


  • Overminty, darkcharl and Solar1927 like this

#18
DarkPhoenix8

DarkPhoenix8

    (1) Prestidigitator

  • Members
  • 6 posts

Dear Obsidian,

I honnestly think that the current 1 action per turn is going to be incredibly complicated to balance given the real time basis of your ruleset. In my humble opinion :bow:, it is probably better to implement a turn-based system closer to Final Fantasy X or Heroes of Might & Magic V (as examples) where there is no "global turn", but each character act one after each other and recover more or less quickly for next action.

That's just my 2 cents of hasty advice, so feel free to ignore :geek:


I agree. With only 1 action per round this is a very big nerf to fast attack characters who are built to have high DPS. Acting first every round is not good enough if the overall damage is reduced. HoMM5 did it right, please make it similar.

#19
Ghilteras

Ghilteras

    (1) Prestidigitator

  • Members
  • 13 posts

I'm too far into the game to start another new game to use this wonderful feature. Is there a way to manually edit my save game to switch to turn based mode?



#20
protopersona

protopersona

    (4) Theurgist

  • Members
  • 214 posts

I'm too far into the game to start another new game to use this wonderful feature. Is there a way to manually edit my save game to switch to turn based mode?

Nope. The devs have stated it's a problem with the engine that they don't have the resources to correct right now.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users