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And yes, the game doesn't play itself, which is a good thing.
Which doesn't matter because this is a game where you don't want an AI deciding what to do for you, the situations are usually to complex for an AI to make a good decision. Depending on the difficulty, using a potion to early or using a spell onthe wrong fight will cripple you in the long run, as this is not a game where you can spam the rest button to get your spells back (time managment and all, depending on the situation, you might want to do a dungeon without resting so that you don't miss a timed quest).
No matter how good you are in RTwP, you will have many wasted rounds of characters just base attacking while you were concentrating on other characters.
So like people have said, RTwP for fodder battles with a bunch of low level enemies and turn based for the rest.
So glad this game gives both options.
well, I'm not playing turn based, just pause and giving commands as needed, I tried the turn base and it didn't deem like it was turn based!
In turn base, each toon gets a urn and you do what you do with /him/here and the enemy also get their turn and they do what they do. When I turned on TB, it did not behave as I expected, (I have played DOS1 and 2 and 3) the enemy just kept on bashing my team as if nothing changed, maybe I did it wrong? I just clicked on the sand glass icon.
You didn't turn TB on then.
1. Pathing issues [characters just walk into monsters / other npc's without noticing their path is blocked and only look for an alternative route once half the initiative order has already passed, costing them valuable actions; characters don't put in any effort to avoid traps even after being spotted; characters don't switch to attacking an alternative monster / npc after noticing that the original cannot be reached].
2. Identifying what is going on. Due to everything happening all at once, identifying what is going on in the complete chaos of spells being cast, both characters and monster moving at the same time, monsters using abilities etc is very difficult. I ended up pausing pretty much every second to see if my battle plan was still succeeding and what the enemy was doing to counter my plans. At that snail-pace you are better off using TB.
3. The Character AI is abysmal and doesn't deserve the name. It does nothing more than "whack monster with weapon / cantrip", period. It even attacks with a ranged weapon when the enemy is standing RIGHT NEXT to you [causing a to-hit penalty] without trying to move away.
4. No way to tell when a character will actually activate that special ability or cast that spell you clicked. The turn order is there and you rolled initiative but cannot tell where a character is in the initiative order. If I click "cast that spell" now, does that happen NOW or does he stand there picking his nose for another 5 seconds BEFORE attempting to cast the spell? Since you cannot tell, you have no way of knowing what the situation will be at the moment the spell is being cast.
5. Realtime movement but turn-based activation. Because movement happens in realtime while activations [such as spell casting] are NOT realtime [meaning that you can click "cast this spell now" and nothing will happen for another 3-6 seconds] Area Effect spells such as Fireball are very difficult to use properly. You have to aim when you GIVE THE ORDER to cast the spell, not when the character is ACTUALLY casting the spell [which depends on his place in the initiative order]. This means that you do nothing for 3-6 seconds AND have to wait another 3-6 seconds before the spell has actually finished casting; by the time the spellcasting has finished the battlefield has changed dramatically, meaning your fireball will end up hitting NOTHING. B
When this game was just released, I played it for several weeks in RTwP mode [the only mode available at that time] before I deinstalled the game due to the frustration of RTwP combat. I kept loosing a key battle due to above described issues. I only started playing again once I learned a Mod implemented turn-based combat [apparently the rules were implemented in the engine but not used in the game]. Baldur's Gate had the exact same issues with RTwP combat; I don't understand why developers opt for RTwP combat rather than the far superior TB and don't even give users a choice of which one to use. This game is the first game where the player is offered the choice between RTwP and TB.
I guess if you have some sort of disability TB is a life-saver, but other than that and using in-combat switch to get free move actions as the devs intended to go through A1 faster - it's just a net negative.
I disagree. Less precision due to RTwP means you loose more resources [spells, hitpoints etc] in a combat compared to TB; a rather crucial consideration as they are limited especially if you are in a dungeon of some sort where uninterrupted rest is hard to come by. Next to this, resting takes time and while you are resting your kingdom is in trouble.
I don't know what the Dev's intended; I do know that in RTwP I end up almost never using spells / abilities. This makes TB [where I do use spells / abilities] superior imho.
As to if the devs intended getting more actions than you supposed to by switching back and forth to and from TB - if they didn't, they would fix it or removed the in-combat toggle.
It seems your Turn-Based is not Turn-Based. In Turn-Based, combat automatically halts when its a party-member's turn to do something [such as move, attack, cast spells etc]. Turn-based has an Initiative Order in which each participant on the battlefield will get its turn [depending on implementation groups of identical monsters are usually grouped together in Initiative as well]. Did you use a Mod for this or the game's built-in TB combat?