I'm still in my first playthrough and in act 1, but throughout my playthrough, I have tried to use turn based mode outside of combat to do a prep round for 1 minute buffs before sending my characters into combat. The moment 1 character moves into enemy line of sight however, all other characters are ejected from turn based mode, and even though time for those 1 minute buffs are paused until I complete each combat round for the character in combat, time continues to flow for the characters not in combat until they move into range and are spotted by enemies, making NPCs hostile to them.
I was resigned to give up this optimized style of play except maybe when I use 1 minute buffs on a single character so it doesn't matter how much time passes for every other character that didn't initiate combat, but recently I tried to use Greater Invisibility in combat for the first time to disastrous results. Because the enemy NPCs lose track of my character and I wanted to take full advantage of having disadvantage to attacks by purposefully not attacking with my other characters until my AC tank character had attracted all of the enemy NPCs towards them or simply snuck around and wiped them all out one by one, when the enemy NPCs lost track of my character combat automatically ended and I was ejected from turn based mode. By the time I managed to reenter turn based mode, 4-6 turns would have passed, so more than half of the time for each of my 1 minute spells was wasted no matter what I did.
This has been an extremely frustrating experience. Please patch in something so that characters in turn based mode and on the same map when initiative is rolled are included in combat regardless of whether or not any NPCs are hostile to them, and I think even more importantly, PLEASE patch in a toggleable option to remain in turn based mode even after combat resolves.
I was inclined to make a bug report, but I figured it would be better to post this here on the forum because it's less a bug and more a gameplay issue as nothing is functioning inappropriately, the game mechanics just weren't designed to take these things into account in favor of the convenience of not having to manually skip turns for characters not in combat or leave turn based mode after each combat.
Last edited by Orenji-kun; 01/02/24 10:06 AM. Reason: fixed the title and clarified to avoid the implication that I want combat to jumping between maps