Obsidian Entertainment

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Pillars of Eternity is getting turn-based combat, all but demanding replays

More than just rolling for initiative

Obsidian added a turn-based mode to Pillars of Eternity II: Deadfire in patch 4.1, roughly eight months after the game’s initial release. Designer Josh Sawyer, who worked on Baldur’s Gate II and directed both PoE games, said in a 2023 interview with Touch Arcade that the real-time systems in the PoE games were largely a concession to the old-school CRPG fans that crowdfunded both games.

Turn-based was Sawyer’s stated preference, and he thinks Baldur’s Gate 3 largely put an end to the debate in modern times:

I just think it’s easier to design more intricate combats. I like games with a lot of stats, obviously. (He laughs). But the problem with real time with pause is that it’s honestly very difficult for people to actually parse all of that information, and one of the things I’ve heard a lot from people who’ve played Deadfire in turn based, is that there were things about the game like the affliction and inspiration system that they didn’t really understand very clearly until they played it in turn based.

But both Pillars games were designed with real-time combat in mind, such that, even with his appreciation for the turn-based addition to PoE 2, Sawyer knows “the game wasn’t designed for it,” he told Touch Arcade. This is almost certainly going to be the case, too, for the original PoE, but there could be lessons learned from PoE 2‘s transformation to apply. Other games from that era might also lure folks like me back, though perhaps they, too, have a density of encounters and maps that just can’t cut it for turn-based.

Beyond this notably big “patch” coming to the original PoE, the 10th anniversary patch should make it easier for Mac and Linux (through Proton) users to stay up to date on bug fixes, and for players on GOG and Epic to get Kickstarter rewards and achievements. Lots of audio and visual effects were fixed up, along with a whole heap of mechanical and combat fixes.

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2002’s Neverwinter Nights gets a patch in 2025 from “unpaid software engineers”

Neverwinter Nights came out in 2002 and received an enhanced edition in 2018. In 2025, that should really be it, but there’s something special about Bioware’s second dip into the Dungeons & Dragons universe. The energy from the game’s community is strong enough that, based largely on the work of “unpaid software engineers,” the game received a new patch last week.

Neverwinter Nights (NN) Enhanced Edition (on Steam and GOG) now has anti-aliasing and anisotropic filtering built in, major improvements to its networking code and performance, and more than 100 other improvements. As noted by PC GamerNN was originally built for single-core CPUs, so while it may seem odd to seek “major” improvements to performance for a 23-year-old RPG, it is far from optimized for modern systems.

NN received a similar fan-led patch, described as “a year-long love effort” by community developers, in 2023.

Perhaps it’s not so surprising that NN achieved this kind of fan-driven immortality. Opinions vary on the virtues of its single-player campaigns, but its “persistent worlds,” essentially tiny MMOs run by people with DM-like powers, kept it from giving off the abandoned feel of other “massive” online games. Fantasy author Luke Scull credits the game with launching his writing career and continues to work on an unofficial sequel to the game, The Blades of Netheril, with a roadmap of seven chapters through at least 2027.

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