Pillars of Eternity’s turn-based mode update is now live, introducing an alternative way to engage with its battles more than a decade after its debut.
Obsidian’s cRPG followed in the footsteps of genre classics, launching with just a real-time with pause system. Although it didn’t stop it from receiving plenty of acclaim, there have always been voices asking for a turn-based mode. Thanks to yesterday’s update, that option is now available.
Pillars of Eternity Turn-Based Mode Update
Not only can we select Pillars of Eternity’s turn-based mode at the start of a new campaign, but we can also swap between it and its real-time with pause counterpart from the options menu, using a dedicated keybind, or the HUD toggle button.
Here are the full patch notes for Pillars of Eternity’s turn-based mode update, as shared by the developer on Steam:
Major Features
- Turn-Based Mode (TBM) has been added to Pillars of Eternity!
- Turns are now influenced by character speed, combat pacing has been adjusted for increased lethality, and certain actions (such as swapping weapons, drinking potions, or enabling modals) are now classified as free actions with per-turn limits.
- Players can select Turn-Based Mode when starting a game or swap between real-time with pause and turn-based combat in the options menu, keybinding, or HUD toggle button.
General
- Added support to change to the original Pillars of Eternity main menu art by clicking base game and DLC icons.
Combat and Mechanics – Turn-Based Mode Specific
- TBM Turns have been reworked compared to Deadfire:
- Characters no longer take 1 turn per round. Instead characters take turns as frequently as their Initiative (based on RTwP Recovery) allows.
- Faster characters (high dexterity, lighter armor, and/or speed improving effects) may end up taking multiple turns each round, while slower characters may act less or even potentially skip an entire round, if encumbered by enough speed penalties.
- TBM Lethality has been significantly increased over RTwP:
- In addition to legacy lethality changes from Deadfire (increased Graze Range, reduced Miss Range, Basic attacks perform Full Attacks, etc…), TBM now increases damage (dealt by any source) by 35% globally.
- This change helps to keep combat moving forward and highlights careful tactical decision making.
- TBM Intellect has been reworked vs. RTwP:
- The effect of Intellect on duration in TBM has been increased from +/- 5% → 10% per point.
- TBM Initiative has been reworked from Deadfire’s:
- The new formula for Initiative is:
- Base RTwP Recovery * 2 + 1
- All modifiers to initiative happen after the above calculation.
- First turn initiative uses a default recovery of 2s.
- The minimum initiative a character may achieve can never be below 1.
- Initiative from Reload Time is reduced by 25%.
- The new formula for Initiative is:
- TBM Free Actions have been reworked from Deadfire’s:
- Swapping weapon sets, drinking potions, and toggling modals (or within a modal group) are all now considered free actions.
- Each of these Free Actions are now limited to 1 activation per turn within their respective action type category.
- E.g. you may drink a potion and change your active paladin aura, but you may not drink two or more potions in the same turn, or change paladin aura → attack → and then change it back.
- Additionally, no individual Free Action may be activated more than once in a turn.
- Swapping weapon sets, drinking potions, and toggling modals (or within a modal group) are all now considered free actions.
- TBM Phrase progression has been reworked from Deadfire’s:
- As turns are no longer bound to 1 turn per round, phrases no longer progress 1 phrase per turn.
- Phrases now progress based on the amount of initiative (recovery) that has elapsed since the Chanter’s last turn (or the start of combat).
- TBM Interrupt mechanics differ from Deadfire’s:
- Successful interrupts will add their interrupt value to the Initiative value of the victim’s next turn (effectively pushing back their turn).
- Interrupts in TBM have had their values increased over their RTwP equivalents.
- An interrupt can still cancel a victim’s pending spell casts if successful.
Combat and Mechanics – General
- Using quick items or disarming traps while spiritshifted will no longer cause the turn to become unresponsive.
- Overlapping Unconscious and Prone effects no longer allow a character to move freely.
- Potion of Major Recovery no longer adds duration to hostile effects instead of reducing it.
- Fixed an issue that would cause the bonus from the Holy Power spell to sometimes stack and not be removed.
- Stacked Stun/Paralyze/Petrify etc… effects should no longer cause characters to be disabled for longer than intended.
- The Helwax mold should now once again be usable.
Visual and Audio
- Cipher focus HUD FX are once again visible.
- Fixed characters sometimes being stuck in a running animation during cutscenes.
- The title screen background should no longer appear with a delay.
User Interface and Interaction
- Added a keybinding and HUD button to toggle TBM freely while outside of combat.
- Spacebar and Enter keys are now the default bindings to end turn while in a TBM combat.
- Added keybindings for Delay turn, End turn, and the Combat Speed slider.
- Smart camera is now present in TBM and may be optionally disabled in game options.
- Accuracy tooltips can once again be viewed in the inventory screen.
- Burial Isle cutscenes no longer prevent future actions from being cancelled or similar strange behaviors.
- Fixed an issue where the combat log would display erratically on certain resolutions.
- Fixed Player-controlled characters sometimes being unable to attack if any Class Behavior is active.
- Fixed an issue that allowed summoned Concelhaut to be looted after death.
- Fixed cursor changing to the default one while hovering over party members outside of combat.
- Fast mode now can now be enabled without toggling off slow mode first.
Localization
- Resolved translation errors with Wizard’s Wall of Draining spell on Polish language.
- Korean localization should now be available and updated in all versions of the game.
Since there’s no third entry in the series on the horizon, and Avowed scratches a different kind of RPG itch, Pillars of Eternity’s turn-based mode update is the next best reason to start a new playthrough and replay what’s easily one of the best entries in the genre.
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