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HsinyuUploaded by
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This page was last updated on 15 February 2020, 1:22AM
- Changelogs
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Version 1.0.9
- Added immediate action support for other mods
- Added an option to fix the action type of activating an item storing a full-round spell
- Added an option to fix inspecting enemies can cause errors in certain condition (in fact it's forced on since the bug can break this mod)
- Improved some patches to prevent this mod from being broken by outer bugs
- Fixed units could end its turn faster while standing up from prone
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Version 1.0.8
- Added an option to fix Spellstrike will apply a touch effect twice when hitting target with a natural weapon (or a unarmed attack)
- Added an option to fix the action type of swapping weapon
- Changed standard action and move action will always be regarded as cooling when it's not in units turn (for compatibility reason)
- Changed logging warnings instead of stopping loading if the mod fails to patch the game (for compatibility reason)
- Fixed activating an item storing a full-round spell is considered as a full-round action instead of a standard action
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Version 1.0.7b
- Update Deutsch translation
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Version 1.0.7a
- Update Russian translation
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Version 1.0.7
- Added an option to fix Dweomer Leap
- Added an option to fix Acrobatics (Mobility)
- Added an option to fix that certain neutral units can attack their ally
- Added an option to fix that certain aura effect will be triggered repeatedly when you inspect its owner
- Fixed the exact range of movement is still slightly shorter than the indicator range
- Fixed when the "Auto cancel ..." options are turned on, actions will be cancelled if you just reach the target but run out of the movement
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Version 1.0.6a
- Reuploaded 1.0.6, the package of 1.0.6 was 1.0.5
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Version 1.0.6
- Added Russian translation (much thanks to Msarc)
- Adjusted the font size of buttons on combat tracker for Deutsch & French
- Changed the minimum distance of charge is now euqal to the distance of 5-foot step plus 2 feet
- Changed units can no longer move and charge in the same turn even using the five-foot step
- Fixed the exact range of movement is slightly shorter than the indicator range
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Version 1.0.5
- Fixed when AI do not have enough actions they still try to use full-round abilities
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Version 1.0.4a
- Added French translation (much thanks to slipenbois)
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Version 1.0.4
- Fixed time scale doesn't work properly
- Fixed when a unit appears on the end of the combat tracker, the red icon of surprise round will be displayed in a short time
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Version 1.0.3a
- Updated Deutsch translation
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Version 1.0.3
- Added Deutsch translation (much thanks to michalnh)
- Added an option to fix the damage bonus of certain abilities (Blast Rune, Moonfire)
- Changed combat tracker and indicators can be hidden with other HUDs (using the hotkey in UI Extensions mod)
- Fixed a path issue for Linux
- Fixed combat tracker isn't refreshed instantly when changing language
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Version 1.0.2
- Changed to exit combat as soon as possible when there is no enemy
- Fixed some bugfix options do not take effect unless re-enabling turn-based mode
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Version 1.0.1
- Fixed missing the "Localization" folder causes a critical error
- Fixed if you set more than one of "Ctrl", "Alt" or "Shift" in a hotkey, it won't be displayed properly
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Version 1.0.0
- Added a check to reset all settings when upgrading from beta version
- Added localization support
- Added a button to enable / disable full attack (plus a hotkey)
- Added an option to set the max delay between iterative attacks
- Added an option to prevent unconscious units from instantly leaving combat
- Addad an option to fix the damage bonus of Blast Rune
- Added an option to fix the missing effect of Shadow Evocation Sirocco
- Added an option to fix that you can somehow make an AoO to an unmoved unit just as it's leaving the threatened range
- Changed to mark the units who can act in current round instead of who cannot act
- Changed the setting of "Turn-Based Mode" will be saved now
- Changed 5-foot step will be auto turned off (if possible) if you get a returned move action after attack
- Fixed a confused player unit is still uncontrollable on turn start even if it should act normally this turn
- Fixed you can't delay after just trying to do something but failing at the beginning of turn
- Fixed the circle of indicators won't disappear when the unit dies if the mouse is hovering on it
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Version 0.9.40
- Added round number to the combat log
- Added a mark in front of the name of the units which cannot act before the next round
- Added a time scale multiplier for invisible units
- Added an option to fix the distance of Blind-Fight
- Added an option to prevent abilities from targeting untargetable units
- Added an option to prevent confused units from trying to attack dead units
- Fixed some issues of confusion
- Fixed turn-based mode cannot auto start in certain cases
- Fixed player's unit cannot end its turn if it's unable to act
- Fixed the resource of activated abilities won't be consumed even if the unit delays to the next round
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Version 0.9.39
- Improved settings menu, added subtitles
- Added an option to ignore dead units if they cannot be targeted
- Added an option to re-roll perception dice against stealth once per round
- Changed units remembered by enemies can enter stealth in combat (when they're out of LoS)
- Changed units in stealth won't be spotted by neutral units
- Changed when the mouse is hovering on a unit's view, the indicators will show its circles instead of current unit's ones
- Fixed turn-based mode cannot auto start if enemies spawn in player's sight
- Fixed some minor errors
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Version 0.9.38
- Implemented proper "Stand Up" action (standing up from prone will cost a move action)
- Changed an unactable unit will lose one turn instead of being frozen
- Changed units that are summoned before combat won't get additional duration anymore when combat start
- Changed the later the unit is summoned, the higher the order of its turn (after its caster)
- Changed the "Auto End Turn" options
- Changed units remembered by any enemy cannot leave the combat (regardless LOS)
- Fixed combat start and end instantly in specific cutscene
- Fixed minor UI issues
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Version 0.9.37
- Added an option to reset settings
- Added an option to scale the size of the combat tracker
- Added an option to toggle 5-foot step when right click on the ground
- Added an option to toggle "Surprise Round" feature
- Changed the conditions for acting in the surprise round
- Changed when a hidden unit is acting, it will be shown as "Unknown" on the combat tracker
- Changed when the mouse hover on a unit's view, the unit will be highlighted on the combat tracker
- Fixed charging units can sometimes get infinite movement and attacks after it's stuck
- Fixed charging units will circle around and never end turn when there is no valid path to its target
- Fixed summoned units will exist one more round when they should be "dismembered"
- Fixed an error happens when clear a hotkey
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Version 0.9.36
- Separated all bugfixes to a new settings tab and make them toggleable
- Added a notification that will be shown when switching between the combat modes
- Added an option to ignore the "Pause On Combat Start" setting when the turn-based mode is enabled
- Added an option to set Overrun ability as a full round action
- Added an option to set Angelic Form ability as a move action
- Added an option to auto deactivated certain abilities after combat (Inspire Greatness, Inspire Heroics)
- Added an option to fix Spellstrike does not take effect when using Metamagic (Reach) on a touch spell
- Changed the background color of the combat tracker, now it has better contrast
- Changed the disabled color of the special action buttons
- Changed summoned units can act in surprise round if the summon is finished and their caster can act in surprise round
- Changed summoned units that is not summoned using a full round action can act immediately after their caster's turn
- Fixed the duration of the summon spells is one-round less than what it should be
- Fixed using 5-foot step after a charge is accidentally allowed by the previous update
- Fixed sometimes the movement speed become twice after a charge
- Fixed clicking an enemy during charging causes the unit attack twice
- Fixed combat will start when using any ability on non-enemy objects
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Version 0.9.35
- Changed unseen enemies will be able to act in the surprise round
- Changed AI units will try to approach the target with 5-foot step if possible
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Version 0.9.34
- Added the "Show Ability Range Instead Of Attack Range When Using Auto Cast" option
- Fixed "Inspect" is broken by the previous update
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Version 0.9.33
- Added the "DO NOT Moving Through Non-Ally" option
- Added the "Try To Avoid Overlapping When Charging" option
- Added the "Auto Cancel Actions On Turn-Based Combat End" option
- Added the "Do Not Mark Invisible Units" option
- Added the "Do Not Show Invisible Units On The Combat Tracker" option
- Added the "Minimum FPS" option, and auto decrease Time Scale to prevent FPS drops below this value
- Changed the conditions for acting in the surprise round
- Changed units will trigger the combat before attacking or using an offensive ability, even when they are in-stealth or invisible
- Changed units can take a standard action to use a full round ability in surprise round (except making a full attack)
- Changed joining combat during regular rounds won't cause flat-footed anymore
- Fixed sometimes Charge ability could be interrupted (due to many reasons)
- Fixed queued actions can't be canceled on turn start (e.g Kinetic Blade and Gather Power)
- Fixed queued actions can't trigger a surprise round
- Fixed Kineticist doesn't remove the previous command if you command it to attack with Kinetic Blade before the combat
- Fixed the small circle under the in-range ability targets is hidden when the attack indicator option is enabled
- Fixed Eldritch Archer can spellstrike twice in surprise round
- Fixed Spellstrike doesn't take effect when attacking a neutral target
- Fixed the color of UI element doesn't change when attacking neutral units
- Fixed using Charge right after disabling Defensive Stance will waste the action
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Version 0.9.32
- Added the "Try To Avoid Overlapping When Moving Through Ally" option
- Changed the combat tracker won't be shown during a dialogue anymore
- Fixed the "Fix x as y action" options are accidentally broken by the previous update
- Fixed units won't leave combat when their in-game state changes (caused Call Forth Kanerah/Kalikke glitch)
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Version 0.9.31
- Added the Unity Mod Manager support for checking the availability of updates
- Fixed the "Auto Turn On AI ..." option "is accidentally binding to the "Auto Turn Off AI ..." option
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Version 0.9.30
- Added a temporary bugfix, which fix a vanilla bug that the ability circle won't show up if you first select it via hotkey
- Added the "Show Unit Description When Right Click The UI Element" option
- Added the "Auto Turn On Unit's AI When Ending The Turn-Based Combat" option
- Added an optional icon to indicate if a unit loses its dexterity bonus to AC to current unit
- Changed the icon to indicate a "surprising" unit instead of indicating a "surprised" unit, and also changed the image usage
- Restored a change, because I misread the rule: now units are flat-footed before their first turn again.
- Fixed summoned units from a trap is unable to be targeted in the first round
- Fixed the "Auto ... After Combat End" option doesn't work in the case you exit the turn-based combat by turning off the mode
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Version 0.9.29
- Changed the attack indicator will be auto-disabled when the mouse is hovering over an ability on the action bar
- Changed if every unit has a command before the combat start (no unit is surprised), then there will not be a surprise round
- Fixed if a unit delay during the surprise round, it will get full actions in the round
- Fixed if a unit try to delay to a surprised unit in surprise round, it will be delayed to the prior of that unit
- Fixed Ranged Legerdemain is broken by a previous change
- Fixed if disabling the mod (not the mode) during a turn-based combat, some ability changes won't be reversed
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Version 0.9.28
- Implemented surprise round
- Added an icon to indicate if a unit is "surprised"
- Changed units won't be flat-footed before their first turn anymore, instead they will only be flat-footed in the surprise round
- Changed units (or summoned units) that join the combat in the middle of the combat have to wait for exact one round (6s) to act
- Changed summoned units will appear in the combat instantly, but they are unable to be targeted until they can act (right after the caster)
- Fixed activating / deactivating Kinetic Blade in combat costs a standard action
- Fixed quick-loading from a combat will cause the turn-based mode doesn't be disabled properly
- Removed the toggle of the "Stop Action Cooling When A Unit Is Unable To Act" option, now it's the default (only) option
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Version 0.9.27
- Fixed sometimes the game won't consider a unit is moved even if it's moved, caused AOO inconsistent
- Fixed sometimes a unit can't make an AoO to the target which leaving the threatened range when the unit is threatening multiple targets
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Version 0.9.26
- Fixed a critical bug that causes 0.9.25 cannot be loaded
- Fixed sometimes (e.g. during specific cutsense) the game won't trigger the combat-ended event and causes the TB mode bug out
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Version 0.9.25
- Added options to show the attack indicator
- Fixed when the main character is not in the party, the game will never consider the player is in combat (causes TB mode cannot be triggered)
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Version 0.9.24
- Fixed Bardic Performance alway cost a standard action with the "fix" option
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Version 0.9.23
- Added an option to fix the cost of action to start Bardic Performance
- Fixed sometimes a Charge ability would be interrupted due to an unexpected obstacle
- Fixed if a unit used Charge ability on its turn, other units can move through or overlap with the charged unit in the next one second
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Version 0.9.22
- Added the "Auto Select The Entire Party After Combat End" option
- Fixed the icon of the standard action won't disappear if you take the second move action in place of a standard action
- Fixed when using the "Select Unit When Click The UI Element" option, clicking an uncontrollable unit through UI will prevent giving command
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Version 0.9.21
- Added an option to set Vital Strike ability as a standard action
- Fixed sometimes the movement indicator appears outside the combat after the group being teleported (thanks to Soldier9)
- Fixed the list of in-combat units won't be updated properly during certain cutscene
- Fixed the initiative order sometimes get wrong in the next round after using Delay
- Fixed the move action will be returned even if the unit attack more than once during full attack
- Fixed nauseated unit can not take any action (now they can start a turn with single move action)
- Fixed if you turn off "Defensive Stance" on turn start, you can't move unless performing any other action first
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Version 0.9.20
- Changed the move action will be returned if current unit attacked only once during a full attack
- Added an option to prevent auto end turn when current unit still has swift action left
- Added an option to adjust the distance of 5-foot step
- Added an option to auto enable 5-foot step on player's turn start
- Fixed 5-foot step can provoke Attack Of Opportunity on the last step
- Fixed a unit with a speed of 5 feet or less can take a 5-foot step (now it can't)
- Fixed a unit can take a 5-foot step after Charge (now it can't, but it can still take a 5-foot step before Charge)
- Fixed sometimes there is a minor distance error between the indicator and the actual movement
- Fixed units keep consume their movement when trying to move even if they are unable to move (e.g. Defensive Stance)
- Fixed sometimes AI units can not end their turn (e.g. Duergar Geokineticist)
- Fixed Pounce doesn't take effect when using Charge as a full round action
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Version 0.9.19
- Fixed sometimes the movement indicator isn't cleared after combat
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Version 0.9.18
- Remade 5-foot step, it's now a real 5-foot step
- Added options to show the movement indicator
- Added an option to set Charge ability as a full round action
- Changed the combat tracker now will always stay behind the combat log
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Version 0.9.17
- Removed "DO NOT Auto Cancel ..." options because they're useless (you can re-demand a touch action through the action bar)
- Fixed "toggle off TB mode" does not work properly if you toggle it BEFORE the combat
- Fixed hotkeys will be broken after you exit to the main menu
- Fixed sometimes buffs can last one more round than the duration they should have
- Fixed units keep consume their movement when trying to move even if they are stuck
- Fixed Spell Combat cost only one standard action instead of a full round action (now it eats the move action after attack with its weapon)
- Fixed if Magus is not close enough to target when ordering Spell Combat, it will perform a single attack instead of a full attack
- Fixed if Magus has moved in current turn, it will not perform Spell Combat (it should perform Spell Combat unless it has no move action)
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Version 0.9.16
- Added options make "Moving Through ..." not affect the enemies
- Added the "Radius Modifier Of Collision" option
- Added an option to select a unit via turn based UI
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Version 0.9.15
- Improved combat UI, better skin and offering more info
- Improved time accuracy
- Implemented "Moving Through ..." as an option
- Changed some code logic, supposed to make it work more properly, but might cause new bugs
- Fixed the turn will be more than 6s if the time goes too fast
- Fixed the confusion effects sometimes does not work properly
- Fixed a confused unit can move after self harming
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Version 0.9.14
- Added "Time Scale" options
- Added an option to toggle the flanking mechanic change
- Fixed units can touch their targets unlimited times until hitting
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Version 0.9.13
- Adjusted settings UI
- Added a custom hotkey to toggle turn-based mode
- Added an option to speed up the animation of full round spell
- Added the "Camera Lock On Current Non-Player Unit" option
- Changed flanking do not consider opponents' command anymore
- Changed camera lock will not work when the game is paused
- Fixed some cutscene animations are skipped during TB combat (e.g. Amiri rushes into the combat in the boss fight of the prologue)
- Fixed when there are no enemies in sight, but there are still enemies outside of the sight, the combat will end instantly
- Fixed when two units can start their turn at the same time, the order list will confuse
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Version 0.9.12
- Made the "Scroll To ..." and "Auto Select ..." options separate
- Fixed certain AI units can not end their turn
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Version 0.9.11
- Fixed the turn order list becomes invisible but still blocks the screen area when outside of combat
- Fixed the units can't switch stealth in combat
- Fixed if an aoo interrupts an enemy's spell and they fail the concentration check they can just immediately try again with no loss of action
- Fixed the confusion effect "do nothing" just makes the unit idle for 6s without causing any action lost
- Fixed "Pause On ..." and "Auto Cancel ..." options will be triggered even when you can't perform any action anymore in current turn
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Version 0.9.10
- Added two "DO NOT Auto Cancel ..." options to prevent some spells be lost after casted
- Fixed if the mod is disabled by version incompatibility, it will not be properly disabled and will cause some creepy issues
- Fixed staggered unit can not delay or turn off abilities without costing charges
- Fixed you can select a unit which is unable to act as a delay target when ""Stop Action Cooling When The Unit Is Unable To Act"" is on
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Version 0.9.9
- Added new options to auto cancel actions after moving
- Changed the function of "Pause On Player's Unit Finished The First Move Action" to "... Move Action Through Move"
- Fixed if a cutscene is triggered during TB combat, some event animations could not be run properly (because it's not their turn :p)
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Version 0.9.8
- Changed the mod shouldn't cause a crash again, instead it will pause the game and write the message to logs when a critical bug happened
- Fixed a critical bug that crash the game to main menu after a summoned unit disappeared (thanks to Pinrri)
- Fixed if you turn off toggleable abilities outside of combat, the effect will not be removed
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Version 0.9.7
- Fixed the compatibility with 2.0.0m
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Version 0.9.6
- Refactored the code to make it more readable, maintainable and extensible
- Removed the turn-based mode button (because there is already an in-game button that can turn off the mod in UMM)
- Replaced the word "round" with "turn" to be consistent with the information on d20pfsrd
- Implemented Delay (with a custom hotkey)
- Changed if a unit is unable to act when it's turn began, it will be delay by 6s (pass 1t)
- Improved toggleable ability mechanic, you can turn off abilities before doing anything in current turn, and without losing charges or actions
- Fixed actions of the toggleable abilities can be triggered outside of the unit's turn (when the ability buff is timeout)
- Fixed the combat order list does not show up after a zone transition
- Fixed units can still take second move action after used the standard action
- Fixed units can still cast a full-round spell after used one move action
- Fixed the count of Attack Of Opportunity isn't reset at turn start, instead it's reset by it's own timer
- Fixed ray spell effect glitch (the animation is frozen by time, e.g. Lightning Bolt)
- Fixed another ray effect glitch (multi-ray only comes after turn end, e.g. Scorching Ray)
- Fixed some area effect moves in real time (e.g. Cloudkill)
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Version 0.9.5
- Fixed the unit's turn order will be delayed if you demand to end turn during its action processing
- Fixed if two units can start their turn at the same time, the order may be different with the list on the order list
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Version 0.9.4
- Fixed a blank row on the order list after someone leave or die in combat
- Fixed "cancel actions" not properly work
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Version 0.9.3
- Improved UI behaviors
- Added an option to auto turn off AI
- Added options to auto cancel actions on turn end
- Added a custom hotkey for end turn (thanks to Spacehamster)
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Version 0.9.2
- Fixed a bug that caused the game crash to main menu when the mod is checking for units' command
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Version 0.9.1
- Fixed can not load saves when the mod is disabled
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- Author's activity
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February 2020
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15 Feb 2020, 1:22AM | Action by: hsinyuhcan
Attribute change
Description changed.
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14 Feb 2020, 12:45PM | Action by: hsinyuhcan
Attribute change
Description changed.
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14 Feb 2020, 12:44PM | Action by: hsinyuhcan
Attribute change
Description changed.
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07 Feb 2020, 8:16AM | Action by: hsinyuhcan
Attribute change
Description changed.
November 2019
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18 Nov 2019, 2:41AM | Action by: hsinyuhcan
Attribute change
Description changed.
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15 Nov 2019, 6:16AM | Action by: hsinyuhcan
File added
Turn-Based Combat [version 1.0.9]
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15 Nov 2019, 6:15AM | Action by: hsinyuhcan
Changelog added
Change log added for version 1.0.9
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12 Nov 2019, 1:15AM | Action by: hsinyuhcan
Attribute change
Description changed.
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12 Nov 2019, 1:09AM | Action by: hsinyuhcan
Attribute change
Description changed.
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12 Nov 2019, 12:32AM | Action by: hsinyuhcan
Attribute change
Description changed.
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12 Nov 2019, 12:29AM | Action by: hsinyuhcan
Attribute change
Description changed.
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11 Nov 2019, 11:27AM | Action by: hsinyuhcan
Attribute change
Description changed.
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11 Nov 2019, 11:26AM | Action by: hsinyuhcan
File added
Turn-Based Combat [version 1.0.8]
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11 Nov 2019, 11:17AM | Action by: hsinyuhcan
Changelog added
Change log added for version 1.0.8
September 2019
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21 Sep 2019, 2:59AM | Action by: hsinyuhcan
Attribute change
Description changed.
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21 Sep 2019, 2:53AM | Action by: hsinyuhcan
Attribute change
Description changed.
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20 Sep 2019, 3:25PM | Action by: hsinyuhcan
File added
Turn-Based Combat [version 1.0.7b]
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20 Sep 2019, 3:24PM | Action by: hsinyuhcan
Changelog added
Change log added for version 1.0.7b
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19 Sep 2019, 4:22AM | Action by: hsinyuhcan
Mod image added
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19 Sep 2019, 4:20AM | Action by: hsinyuhcan
Mod image added
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