Combat is similar to that of modern 3D turn-based RPGs, like Wasteland 2 or Divinity:Original Sin. Action-point based, full control of a party and a big variety of spells and skills to use in battle. You can freely move the camera during combat. The grid is square-based, not hexagonal.
Since I'm here, I'll give a brief update. I keep progressing quite fast, basic combat mechanics are in place (turn order and initiative, move around, attack an enemy, kill it) all with animation and camera control, plus the basics of the AI. In parallel to this, map design is also looking good; it has been quite challenging to build scenes that are ready for both exploration and combat mode, as some compromises need to be made. But I'm quite satisfied with the results even if there's still a lot of work to do.
When I need a rest I work a little on the setting, story and rulesystem and take notes about ideas for quests or characters. That is, the actual game which I wish I could just implement with a snap of my fingers. I hope once development is more advanced (spring?) I can really focus on this part, which is what makes a game fun and interesting, and is the part of my job I enjoy the most. I also love programming, but in the end programming is a 10% of implementing things, and a 90% of frustratingly finding out why stuff doesn't work as it should. You often spend a whole day or more on very silly things. Moreso when you start from scratch with new code and a new environment.
But despite that, I'm far ahead of my planned schedule, which is good. I might be showing some screenshots or even videos in a few months (with placeholder art).