Pathfinder: Kingmaker
(11-08-2018, 09:55 AM)Skelas Wrote: I've been playing around with a Magus and they are kinda ridiculous the amount of damage they can put out in the right situation.  I gave mine a wand of true striking and use that before big shots and he does outlandish damage.  Squishy though, but with blur, mage armor and enlarge person he can stay relatively safe.

My character is a two handed spellstrike guy.  He uses touch attack spells to add to weapon damage with x2 on crits.  So, empowered or maximize spells he can hit for 100 damage easy.  In the end it's like a barb or two handed fighter but with spell flexibility and higher will saves.  He's also undead bloodline so he gets some nice melee and touch bonuses.  They get armor later and my guy is near 30 AC.
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(11-08-2018, 10:00 AM)Vllad Wrote: My all Zerker game was going great until I ran into a Fey that Charmed all my Zerkers and they all killed each other. Those 90 crits aren't really healable once you are on that side of Zerker hits.

Haha... will saves are the barbs weakness.
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(11-07-2018, 11:00 PM)Skelas Wrote: Nice trick I picked up, if you use the enlarge person spell or potion, whoever is enlarged attacks from behind your main tank due to the increased size giving them enhanced reach.  so they aren't in range of counters.  It also usually works out that the negative to hit is overcome by the +strength.  It's a much better spell than at first glance.

Also look at weapon length. The longer weapons will let people attack from behind the line, too.
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There is a 1.1 beta patch available on steam right now. it's 9.6 gig and you need a password to access it. the password is: Ms0SJWRhSRuo

Just right click on the game in your steam library, hit properties, and then the beta tab.

WARNING: I just installed the beta patch and my saved games were gone. So be advised. there is an option to roll back but I haven't checked it to see if your saved games are still there.
Skelas

Burnt to a crisp.
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Open Beta for Version 1.1 - Draft Patch Notes p.1

Dear Pathfinders,

due to popular demand, we're releasing the draft version of the patch notes for patch 1.1! Please note they haven't been proofread, and more studd will be added to it later. Have fun, and beware the spoilers in the Quest, Areas and Kingdom sections!

Quests

Players couldn't speak to Mim Wobblegander during the "Heal Mim" quest objective. Resolution: fixed.
The "Honor and Duty" quest couldn't be completed. Resolution: fixed.
The first objective of "The Door to Nowhere" quest couldn't be completed correctly in some cases. Resolution: fixed.
Players could skip the first meeting with Technic League but found the "Technic League Encampment" area in rare cases. Resolution: fixed.
It was unclear that players had to show the book to Jubilost to complete the quest objective. Resolution: objective description was improved.
Players could talk to Ditael several times to get several cursed swords. Resolution: fixed.
The "Green Stone" quest could be completed without an emerald. Resolution: fixed.
"Find a way to deal with the bandits", "Discover why monsters are attacking the kingdom" and "Find the propagandists" objectives couldn't be completed in the "War of the River Kings" quest. Resolution: fixed.
Willas Gunderson stayed in the Tavern after the quest completion. Resolution: fixed.
"An Amusement for the Nobles" quest's failed resolution was unclear and players thought that the quest was completed successfully. Also, some quest NPCs stayed active after its completion. Resolution: fixed.
Jubilost's story wasn't updated after the "Door to Nowhere" quest. Resolution: fixed.
In certain conditions, players could get the Incomplete Lawbringer Armor twice in the "Lawbringer" quest. Resolution: fixed.
Diplomacy check DC was wrong in the dialog with wererats (the "Ancient Formula" quest). Resolution: fixed.
An NPC didn't appear for the "Earthbreaker" quest at the "Secluded Lodge" area if the "Witch Hunt" quest wasn't completed. Resolution: fixed. Though, the NPC won't there during the "Witch Hunt" quest.
The dialog about rules in the "Price of curiosity" quest could be used to get infinite experience. Resolution: fixed. In rare cases, Jubilost didn't speak about Inconsequent Debates. Resolution: fixed.
"Death to Queen Bdaah!" and "Death to Chief Sootscale!" objectives could remain unfinished after completion of the "Old Sycamore Caves" area. Resolution: if players chose the peaceful way to resolve the conflict these quests will disappear from the Quest log (they will be failed).
Siding with Annamede in Pitax could cause all guards to attack the party. Resolution: fixed.
Additional reward for "The Lost Brother" quest is added.
The description for the objective was clarified in the first of Valerie's companion quests.
The alignment shift was changed in one of the dialogues in the "Deal with the Devil" quest.
Some alignment shifts were changed in the resolution of Valerie's final companion quest.
Tiressia could reward the player twice for killing the Scythe Tree. Resolution: fixed.
The speaker was fixed for the certain line in the dialogue in Jaethal's quest.
The quest description was improved for the case when Octavia and Regongar didn't join the party.
The quest text was clarified for one of the objectives in the "Missing Child" quest.
The location of the Poachers' Hideout was clarified in Sharel's quest.
A Lawful Good justification was added to attack Darven in the "Deal with the Devil" quest.
The quest text was clarified for one of the objectives in the Ekun's companion quest.

Areas

Tartuk could appear at the "Skunk river ford" area after the completion of the "Troll Trouble" quest if players hadn't met gnome expedition before. Resolution: fixed.
The bonuses party got from the allies were added at the "Ravaged Capital — Central Passage" area.
The magical fog didn't disappear at the "Technic League Encampment" area. Resolution: fixed.
Gwart's name didn't appear in the dialogue at the "Armag's Tomb" area. Resolution: fixed.
Creatures were roaming incorrectly at the "Barbarian Cairn" area. Resolution: fixed.
The party could walk through dwarven statue at the "Abandoned Keep" area. Resolution: fixed.
Villagers were reacting to animal companions and summoned units at the Capital. Resolution: fixed.
Radius of roll action icons was increased at the "Old Sycamore Outdoor" area.
Players weren't able to set a Camp at the "Kellid Barbarian Camp" area. Resolution: the party can stay overnight with the help of a specific Merchant's dialogue option.
Never-ending answer in one of the Book event was fixed.
Mim Wobblegander was still standing in the village at "Silverstep" area during her quest. Resolution: fixed.
Several inconsistencies were fixed in the dialogue with Jamandi Aldori at "Flintrock Grasslands" area.
Several inconsistencies were fixed in the dialogue with Gwart at "Flintrock Grasslands" area.
Rest didn't heal the Death's Door condition at the "Camp at the Capital Gates" area. Resolution: fixed.
One of the lootboxes was not reachable at the "The Menagerie" area. Resolution: fixed.
Portal from the "Camp at the Capital Gates" area to "Ravaged Capital" area were available before the dialogue with Storyteller. Resolution: fixed.
The main character could get stuck in siting pose while at "Capital Inn" area in some cases. Resolution: fixed.
Players didn't understand how Divine services work. Resolution: NPCs who offer cleric services have a dialogue option now clarifying how it works.
Experience for defeating Ilthuliak was too low. Resolution: experience is 4 times higher now.
Party could get stuck in the permanent combat mode if they entered the "Abandoned Keep" area form the "Verdant Chamber" after completing "Varnhold Vanished" quest but before starting "Betrayer's Flight" quest. Resolution: fixed.
The party couldn't rest for free in Varnhold or Pitax after conquering them. Resolution: fixed.
Encounter has the proper amount of Technic League Maguses at the "Technic League Encampment" area now.
Companions kept in the cages didn't have correct barks at the "Old Sycamore Caves" area. Resolution: fixed.
At the "Inconsequent Debates" event, the Host stated that the main character loves no one even if the character had an active romance. Resolution: fixed.
Players need to make successful perception check to find the "Middle of Nowhere" area now.
Some players had issue with the final story dialogue at "Old Sycamore Caves" area. Nothing happened if "Attack former allies" option was chosen when kobold chief was already dead. Resolution: fixed. Those who chose this option can return to the area and defeat mites.
The battle with Kalannah couldn't be finished in rare cases. Resolution: some fixes were implemented to prevent the issue.
The party could pass through some of the closed doors at the "House At The Edge Of Time" area. Resolution: fixed.
Greater Werewolf was incorrectly named as Greater Weretiger at the "Old Mesa" area. Resolution: fixed.
Some players had an issue with barbarian sentinels at the "Overgrown Cavern" area. They didn't start the dialogue and the peaceful resolution was unavailable. Resolution: fixed.
Rest Camp didn't take any time at the Capital Gates. Resolution: fixed.
Tsanna got stuck in fireplace after meeting with baron. Resolution: fixed.
The Vendor didn't have replenished rest supplies at the Capital Square. Resolution: fixed.
Reaford Tabulus in Pitax Royal Palace has a greater bonus on concentration checks now.
Dead Kassil could return in the Throne Room in some cases. Resolution: fixed.
Pitax location could have an empty name. Resolution: fixed.
Edrist Hanvaki got stuck in fireplace after meeting with baron. Resolution: fixed.
Stefano Mosconi could appear in Pitax after being killed. Resolution: fixed.
Corax rewarded incorrectly for some player's decisions in dialogue with Melianse. Resolution: fixed.
New reward was added for the puzzle at the Pitax Royal Palace.
Unable to exit forest at "Witch's Hut" area. Resolution: fixed.
Player was able to offer help to the Nober's wounded barbarian before learning about the wound. Resolution: fixed.
Jamandi's reply to the player's LG answer was changed during the coronation event.
Unexpected alignment shifts at the "Abandoned Keep" area. Resolution: fixed.
Goblin Party illustrated event (Book event) will continue even if the players fail at a Constitution check while tasting the goblin "ale".
Inconsistencies in dialogues with the Raven and Tristian in the 3d chapter. Resolution: fixed.
Linxia could propose an alliance even if the player decided to fight against her. Resolution: fixed.
Players could get extra experience interacting with the bridge and the cart at the "Old Sycamore Caves" area. Resolution: fixed.
Missing cooking receipts were added to the 4th chapter areas ("Armag's Tomb", "Two-Faced Hill", "Abandoned Keep", "Fossil Fields" and "Other World").
Vordakai has better loot now.
Characters could incorrectly get damage or disease in "Kobold Trail" book event. Resolution: fixed.
Players couldn't talk to Knurly Witch NPC at the "House at the End of Times" area in some cases. Resolution: fixed.
There could be issues with correct processing the player's decisions they made in the dialogues after defeating Harguka and Tartuk. Resolution: fixed.
Jhod didn't disappear at the "Thorn Ford" area when he left. Resolution: fixed.
No objective in the Quest Log for Nixie's request to bring feathers. Resolution: fixed.
Special Encounter didn't happen in the 3d chapter. Resolution: fixed.

Kingdom

A new "Effortless" kingdom difficulty was added which stays between "Auto" and "Easy" - for those players who wish to participate in kingdom management, but don't want to pay much attention to kingdom development.
Kingdom project navigation was improved - all projects was divided into subcategories.
Kingdom events that happen right before the end of the month give more time to react now.
Going into negative BP will delay increasing unrest until the next day, giving time to repay the debt before that happens.
The "Windmill" building didn't have the unique model. Resolution: fixed.
"Sunny Glade" kingdom recourse was unreachable on the Global Map. Resolution: fixed.
"The Bog Mischief" kingdom event has a proper "success" description now.
2 slots for buildings were unlocked, that should be available at the Town level in the Capital instead of City one.
Bartholomew stopped working as a vendor after moving to the capital. Resolution: fixed.
The "Rebuild the Temple of the Elk" and "Pillage the Temple of the Elk" projects are correctly removed now as soon as one of them is completed.
Solved kingdom event cards displayed total accumulated stat changes by this event, which was sometimes confusing. Resolution: they display only the results of the resolution itself.
Smithy and TownHall buildings didn't have correct models. Resolution: fixed.
Projects for the Dwarven Keep Restoration in Dire Narlmarches and South Narlmarches are given as soon as respected region is claimed now. This projects allow region upgrades based on restored keeps.
Building upgrades deducted the cost of the base building from the treasury incorrectly. Resolution: fixed, upgrades' cost now matches their description.
Training projects for Companions now appear only for companions below 12 and 14 level after chapters 5 and 6 respectively. Those projects now level up companions to 12th and 14th level respectively. If such projects were being developed during the update, they are cancelled and their cost are fully reimbursed.
Kingdom was still destroyed if the boss of the chapter was killed on the same day it would destroy the kingdom. Resolution - fixed. An event that led to the destruction of the kingdom is removed.
"Safe Refuge" event was incorrectly marked as Problem. Resolution: fixed.

Classes & Mechanics

Guidance Spell granted Base Attack Bonus. Resolution: Guidance Spell grants Additional Attack Bonus instead of Base Attack Bonus now.
Freedom of Movement spell worked incorrectly. Resolution: fixed.
War Domain "Battle Rage" ability wasn't shown in buffs on the character, despite working properly. Resolution: fixed.
Some abilities granted by Domains didn't work correctly for Druids. Resolution: fixed.
Barbarians were losing their speed bonus for non-heavy armor even if the full plate they were wearing were mithral. Resolution: fixed.
Some descriptions were fixed for Arcane Trickster.
War Domain 8th level Bonus Combat Feat ability lacked description and name. Resolution: fixed.
Some spells, like Molten Orb, had descriptions that they should target a point, despite the fact that they must specifically target a creature (as they deal additional damage to a target creature). Resolution: fixed.
The description for Power Word Blind spell was improved.
Effects that turn a character into a dragonlike creature give them blindsense 60 now instead of blindsight 30.
The whole party slowed down out of combat if one of the characters' speed was less than 30ft. Resolution: only slowed down characters will move slower than 30ft.
Auto cast didn't work with Charge ability. Resolution: fixed.
Some feats granted without fulfilling all requirements (such as, Ranger's "Combat Style Feat") were inactive. Resolution: fixed.
Divine Power didn't give bonuses to attack rolls. Resolution: fixed.
Attacks with Masterwork weapons were bypassing DR/Magic as if they were magical. Resolution: fixed.
Non-magical weapons temporarily enhanced by Magus or by a Paladin were not bypassing DR/Magic. Resolution: fixed.
Javelin and Dart weapons had no proficiency specified in their tooltip. Resolution: tooltip shows correctly that they are simple weapon now.
Trident was marked as a simple weapon in tooltip, while being a Martial weapon. Resolution: tooltip shows correctly that it is a martial weapon now.
No description for the save from the Wild Gaze ability. Resolution: fixed.
Creeping Doom spell worked incorrectly. Resolution: fixed.
Clay golems are Mud golems now.
Alchemist can not use her bomb and mutagen abilities while under the effects of a polymorph effect any more.
The Resonating Word spell works correctly now.
Animal creatures summoned via Summon Monster spell have fiendish or celestial template depending on caster alignment now.
The Lesser Restoration spell does not remove Fatigued condition any longer if target is Exhausted.
New Grease spell is added. Wizards, Maguses and Bards can learn it.
Serpentine Bloodline Sorcerer's Serpent's Fang ability gives additional bite attack instead of replacing empty hand weapon now.
The Blind Fightning feat also gives immunity to gaze attacks now.
The incorrect description for Dragon disciple's bite attack was fixed.
Monk could use Flurry of Blows with any weapon as long as the character was without armor or shield. Resolution: fixed.
Shortsword dealt slashing damage. Resolution: fixed, shortsword deals piercing damage.
Duelist's Crippling Critical ability reduced duelist's AC instead of target's AC. Resolution: fixed.
Alchemist's Fast Healing grand discovery didn't work. Resolution: fixed.
Wrong information in Combat Maneuvers Bonus description that Tiny or smaller creatures use their Dexterity modifier in place of their Strength modifier to determine their CMB (in fact they do not). Resolution: fixed.
Descriptions for Bard and Rogue (also, Cleric and Inquisitor) shared abilities were improved.
Magus's Ghost Touch weapon enchantment had a wrong description. Resolution: fixed.
Spell Specialization did not affect spells with variant casting (Dragon Breath 4th level spell, for example). Resolution: fixed.
Sorcerer bloodlines previously did not show that many of them give wings at level 15. Resolution: wings are now properly shown on class progression screen.
Calming Touch ability of Community domain were not used to heal the party on rest. Resolution: fixed.
Ward Against Death ability of Repose Domain did not protect against negative levels. Resolution: fixed.
Sorcerers and Eldritch Scions could take Dragon Disciple prestige class with any bloodline, instead of being limited to draconic bloodlines. This created strange interactions with its "Blood of Dragons" ability of that prestige class. Resolution: Only Sorcerers and Eldritch Scions with draconic bloodline now can take levels in Dragon Disciple. Characters that had already taken a level in Dragon Disciple can continue taking levels in it.
Alchemist's Breath Weapon Bomb did damage to the friendly targets even if the alchemist had Precise Bomb discovery. Resolution: fixed.
Dwarven racial trait Hardy was giving +3 bonus to saving throws instead of +2. Resolution: fixed, the bonus is +2 now.
Greater Restoration did not remove Death Door condition. Resolution: fixed.
Clerics had a Greater Domain Power in their progression screen at level 8. This feature did nothing and was there to signify when cleric gets his second powers of domains. It was only confusing people, since some domains receive features on other levels and all domains show their feature in the progression at the correct level now. Resolution: feature was removed from progression screen.
Eldritch Scoundrel did not have Knowledge (Arcana) as a class skill. Resolution: fixed.
Alchemist's Choking Bomb was applying Nauseated condition even if the saving throw against initial effect was successful. Resolution: fixed.
Guarded Hearth ability of Community domain did not grant any bonuses. Resolution: fixed.
Duelist Parry didn't work. Resolution: fixed.
Animal Domain didn't give Lore (Nature) as a class skill for clerics. Resolution: fixed.
The Inquisitor gains Exploit Weakness ability at 14th level now.
New 7th–level cleric spell Resurrection was added.
Rogue's Master Strike ability save DC is now Dexterity based. For characters who already have this ability you have to turn it off and on again to apply this changes.
Attacks of Nereids and Spit Venom spells projectiles used to be acid green. Resolution: their color was changed to poison purple.
Litany of Eloquence now requires a saving throw.
Water Elemental Bloodline Sorcerer Arcana is now working correctly.
Water Elemental Bloodline Sorcerer now gains Scorching Ray (Cold) spell on 5th level instead of Scorching Ray (Electricity) spell.
Water Elemental Bloodline Sorcerer Elemental Movement ability now gives immunity to combat maneuvers instead of +30 feet bonus to your base speed.
Earth Elemental Bloodline Sorcerer Elemental Blast ability now can be used three times per day.
Alertness, Deceitful, Deft Hands, Persuasive and Stealthy feats applied wrong values to skill bonus points. Resolution: all feats apply correct values now.
Incorporeal creatures got full damage from magical weapon. Resolution: they get half damage.
Experience distribution for the skillcheks was fixed.
Inspiring Recovery mechanics were triggered two times instead of one. Resolution: fixed.

Difficulty settings and fixes

No penalties for the 2nd and further attacks on the low Difficulty settings.
Random encounters from the 4th chapter could be triggered at the left edge of the 1st chapter region. Resolution: fixed.

Items

Not enough Javelin, Darts and Slings. Resolution: Oleg now sells Masterwork Dart, Masterwork Flail, Masterwork Heavy Flail, Masterwork Javelin, Masterwork Sling, Masterwork Starknife, Masterwork Trident, Masterwork Bardiche.
Half-Plate of Hatred had zero price. Resolution: fixed.
Robe of Arcane Annihilation provided wrong bonuses to attack. Resolution: fixed.
A typo is amended in English version of Headband of Vast Intelligence +6 description, it stated +4 bonus, while it gives +6 bonus.
The Ring of Evasion description was fixed.
Wild Hunt scimitar didn't have a name. Resolution: fixed.
Blackemoor's Grimoire item summoned incorrect monsters. Resolution: fixed.
Mourning item had the wrong price (75 g). Resolution: price was increased.
Ring of Circumstances was giving +1 luck bonus to saving throws instead of its actual mechanics. Resolution: fixed.
Blessed Signet had Caster Level 1 for Blessing Spell. Resolution: it has Caster Level 3 as per description now.
Gnome Hooked Hammer weighted 10lbd. Resolution: it weights 6 lbs instead of 10 lbs now.
Dwarven Urgrosh had wrong damaged assigned to its endings. Resolution: damage and attack types was changed between ends of Dwarven Urgrosh to align with visuals of the attack.
The Mallot of Woe was incorrectly wielded. Resolution: it is properly wielded now.
Lesser Ring of Ultimate Protection and Greater Ring of Ultimate Protection had wrong descriptors. Resolution: Items have Resistance descriptor for SavingThrows bonuses now.
Trailbleazer's helm didn't grant correct racial AC and bonuses to Saving throws. Resolution: Trailbleazer's helm grants +3 insight bonus to saving throws only against Gians and Goblinoids and grants +3 AC against Goblinoids as per description.
Ring of Enhanced Summons had alignment restriction. Resolution: the item no longer has Neutral alignment restriction.
Vicious weapon harms user when using Lay on Hands. Resolution: Vicious enchantment no longer damages the players if they use anything else but vicious weapon.
No Potions of Inflict Wound were available from Vendors. Resolution: Potion Of Inflict Light Wounds, Potion Of Inflict Moderate Wounds and Potion Of Inflict Serious Wounds were added to Vendors that have Potions of Cure Light/Moderate/Serious Wounds.
Tiger's Stripes didn't have Enhancement. Resolution: it has +5 Enhancement now.
Arrowguard Buckler granted +4 AC. Resolution: it grants +5AC instead of +4AC as per description.
Enchantments from Elemental Punisher, Arcane Enforcer, Authority, Overthrow, Blinding Light, Venom, Tyrant, Ruin, Spinebreaker, Chaos Shard, Grim Finale should work only with the weapon wielded now.
Highwayman's Argument should correctly deal damage against frightened and shaken targets now.
Blade of the Merciful correctly deals damage to non good targets now.
RoyalGift was too cheap. Resolution: its price is changed from 10000 to 64000.
Vicious weapons dealt multiplied damage on critical hits. Resolution: fixed.
Satisfaction Rapier didn't deal silver damage. Resolution: it deals silver damage as per description (mithral) now.
Black Star Starknife casted three spells on crit. Resolution: it casts one of three spells on a critical hit now.
The Narrow Path applied Negative levels on target. Resolution: it applies Negative level on a player as per description now.
Chaos Hammer enchantment could work with other weapons and also buff duration was wrong. Resolution: it only works with this weapon and the Touch of Chaos buff that is applied on target is active only for one round as per description.
Oils of Enhancement II worked per round. Resolution: it works per minute as per description now.
Ring of Reckless Bravery had incorrect descriptors. Resolution: it has correct descriptors now.
Forest Knight's Bracers, Cloak of Sold Souls Trailblazer's Helm and Ring of Reckless Courage stayed at Notable type after assembly. Fixed: the items were moved to appropriate inventory category type.
Crusader's Mithral Full Plate had icon with Gloves. Resolution: fixed.
Irlene had rod without any description. Resolution: we reworked artisan's rods - they work as metamagic rods with some additional benefits now .
Leviathan's gift robe granted infinite Maximize Spell Metamagic. Resolution: it grants only 6 times per day as per description.
The wrong price for +2 unholy estoc. Resolution: fixed.

User Interface

Players can Inspect units now. The functionality is activated by toggling a new button in HUD Menu. After activation, the ckillcheck is either made or revealed (if players have already met the specific type of unit before). The result of the skillcheck and revealed sections of unit information can be found in the Combat Log. A special tooltip with available information shows in the upper right corner of the game on hovering the unit or Combat Log record with the mouse cursor.
An option to control the size of the fonts in the dialogues and descriptions was added.
There could be Black Screen after starting camping if "Begin Resting" button was pushed really fast. Resolution: fixed.
The character's stats numbers were not updated if scrolls were used from the inventory. Resolution: fixed.
Some names were hardly visible in the dialogues. Resolution: fixed.
Players can skip the time without resting now.
Players can control the time for rest after the hunting now.
Notification about minimum rest time to restore abilities was added.
Timeline icon visualization was improved in the Rest interface.
Rest until full recover was improved.
Indoor (dungeon) maps could be too dark and uncomfortable to recognize details. Resolution: fixed. Missing descriptions for high-level cooking recipes and their buffs were added.
"Use rations" option was set to ON automatically during the Rest in dungeons. Resolution: no options are changed automatically. Players may change "Use rations" option at the main screen of the Rest interface.
"Point of interest" mark was too big on the Map. Resolution: the mark is changed.
The usability of picking up a character voice during the character creation was improved.
NPC Armag's name and portrait was not represented in his final dialogue. Resolution: fixed.
Some usable items didn't have corresponded icons while players chose target. Resolution: fixed.
A lot of new icons are added.
The description of the chosen cooking recipe was not updated when players changed it. Resolution: fixed.
Ekun's animal companion had incorrect portrait. Resolution: fixed.
Part of Credits was missing. Resolution: fixed.
Some buffs had no descriptions. Resolution: fixed.
Ability Score Modifier (Skill page during Level UP) was counted according to the temporary modifiers. Resolution: the value is counted according to the permanent bonus of the Ability Score.
"Load premade build" button was added in Level UP interface for pregenerated characters and companions.
Map for the "Lost Dwarven Fortress" area was improved.
No feedback on "Copy to spellbook" and "Copy recipe" actions in Inventory. Resolution: improved.
Several UI elements had empty tooltips. Resolution: tolltips are added.
Custom character model couldn't be rotated in UI. Resolution: fixed.

Sound and Voice-Over

The meeting scene with Nok-Nok didn't have voice-overs. Resolution: fixed.
Lantern King's voice lacked suitable audio effects when he transformed into his original form. Resolution: fixed.
Critters sounds were too annoying. Resolution: now critters play sounds with 50% chance.
Music didn't play in the Barony introduction scene. Resolution: fixed.
Small mastodon's footsteps were too loud. Resolution: fixed.
The interrogation scene at Secluded Lodge had wrong music. Resolution: fixed.
Viscount Smoulderburn didn't have the right sound effects. Resolution: fixed.
The Faery dragon companion sounds were too annoying when he played a looped cutscene at Oleg's Trading Post. Resolution: fixed.
Proper sound effects were added for the Cacophonous Call and Ear-Piercing Screams magic spells.

Misc

ASUS Aura support was added. Some critical battle events have visualization on the ASUS keyboard now.
Familiars didn't disappear when battle started. Resolution: familiar's fade animation was fixed.

Localization \ text fixes:

A lot of text fixes in the dialogues.
Protector of Unjust had error in Russian translation. Resolution: fixed.
French mistranslation: Feat Extend spell. Resolution: fixed.
Missing or wrong German, French and Chinese localization.
Any references to Intimidate, Bluff, Diplomacy was improved (everything references to the core skill - Persuasion).
Descriptions of Restoration spells (lesser, regular, greater) were clarified.
Description for Bloodbird condition was improved.
Greater Invisibility description was improved (Russian localization).
The description of the "Decapitator" weapon was fixed.
The description for Flare Burst spell was clarified.
The incorrect loading screen tip was fixed.
The description for golden golem's poison was added.
Silverstep Grotto: names for the transition points were added.
New pack of localization fixes for FR, DE, ZH.

General visual improvements at the following areas:

Capital square (there were no winter or rain. Resolution: fixed)
House At The Edge Of Time
Dreamscape
Lich Kulich Lair
Irovetti palace
Castle of Knives
Other World (the lighting was fixed)
Jamandi Masnion
Kamelands Safari and Hunting Lodge (chandeliers were missing)
Armag Tomb
Capital Square (the lighting of animated objects was fixed)
Vordakai Tomb light setup is broken. Resolution: fixed.
Dunsward Tomb
Varnhold
Abandoned Keep (some parts of the area were too dark. Resolution: more light sources are added)
Athach Lair (the lighting was fixed)
Olegs Trading Post (big campfire had incorrect light. Resolution: fixed)
Adamantine Shield Fortress (issues with shadows were fixed)
Troll Lair
Troll Wilderness (background is missing. Resolution: fixed)
Silverstep Grotto Cave (foliage interaction was fixed)
Lizardfolks Lair ("black" grass was fixed)
Dweomercat Lair
Flintrock Grasslands (decals were fixed)
Camp at the Capital Gates

Other visual fixes and improvements

Arrows get stuck in the terrain on a miss and stuck in a creature on a hit now.
Some enemies didn't hold the weapon correctly. Resolution: fixed.
Dynamic fluid fog were added to a lot of the areas.
Several issue with Nyrissa's visual (wings, hair, clothing). Resolution: fixed. Animations were also improved.
"Dancing" bushes at the "Castle Of Knives" area. Resolution: fixed.
There were issues with helmets visualizations. Resolution: fixed.
Foliage interaction were fine-tuned at outdoor areas.
Equipped weapon were not visualized in the fourth weapon slot on the back. Resolution: fixed.
Mandragora Swarm had incorrect outline if hidden behind other objects. Resolution: fixed.
Creature Nymph (medium size) had visual bug. Resolution: fixed.
There were issues with footprints in some cases. Resolution: fixed.
Birds could get stuck over the area during bad weather.
Armors and robes are visualized correctly now - above the base wizard outfit.
Random sparks on the ground from invisible torches in the safe areas. Resolution: fixed.
VFX are fit better to the companion's size now.
Troll great club has a proper position on the characters back now.
Some fixes with weather system.
Scythe Tree attack animation was fixed.
Inappropriate water reflections on low graphics settings. Resolution: fixed.
1-pixel line on the edge of some areas. Resolution: fixed.
Snow visual effect could disappear after the Rest. Resolution: fixed.
Some spells visual effects were updated.
Wings for corresponded Aasimar's feat is correctly visualized now.
No stealth animation for the animal companion. Resolution: fixed.

System

DLC support for GOG version on Linux was added.
Loading time up to the Main Menu is optimized.
Weather system optimization.
Dynamic fog is no longer effected by dead creatures.
The game crashed on Mac after character creation in some cases. Resolution: some fixes were applied to prevent this issue.
The game crashed on Mac on subjugating the new region. Resolution: some fixes were applied to prevent this issue.
If party entered the indoor when there was a storm at outdoor area the strong wind could still be active. Resolution: fixed.
Main Menu is optimized for the low hardware specifications.
Different characters sharing the same name no longer share saves. Also, every character gets their own autosave and quicksave slots now.
Skelas

Burnt to a crisp.
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holy shit. Many substantial changes.
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Greetings, Pathfinders!


This is the first "Spotlight of Development" post from the series and there will be more (name isn't set in stone though). In those posts we will tell you about the future of the project, upcoming changes, patches, DLCs etc.
We have received a lot of feedback on the strategic part of our game – development of the Barony. So, this time, we decided to highlight most obscure parts of Kingdom mechanics in the "Spotlight of Development" and try to address some of the questions and clarify various aspects of Kingdom Management.
Spoiler alert! There will be info about certain events, buildings or projects; some of them reference certain decisions or story elements!

Barony Status

Barony status - is one the most important parameters and it shows how peaceful the citizens are and how strong is their loyalty towards you as a ruler. Disregarding that parameter may lead to the barony collapse as well as the end of the game. Barony status can be lowered due to the following reasons:
  • At the start of the event, if it is about riots and uprisings. If the event is successfully resolved, the status will be restored.

  • At the end of some problems, if they fail.

  • If you have a negative amount of BP.

  • When one of the stats of a barony was reduced below zero.

  • As a result of decisions made during the barony ranking up process (for example, if you decided to increase taxes significantly)
Several events can help when barony status fell too low:
  • When the status of your barony becomes "Troubled," at the start of the next month, you will get special event "Feast for the Afflicted," which restores one status level for 1000 BP and takes 5 days.

  • If your barony status reaches "Riots," you will get another event - "Address the Barony," which allows Regent, Curator or Grand Diplomat to restore one status level for 25 BP, it takes 28 days and has difficulty check (DC) of 25 (if you fail this project, there won't be any bad consequences).

  • And if your barony status becomes "Crumbling," the third event appears - "The Last Resort," which allows your General, Warden or Minister to restore one status level for 50 BP, it takes 14 days and has difficulty check (DC) of 21 (fail in this event will decrease respective kingdom stat by 6).
We are planning to add some additional events to help you recover the barony status.
There are also several buildings, projects, and decisions, which allow you to increase barony status during ranking up. Sometimes events and triumphs can lead to positive change in barony status and lead to "Serene." To give several examples:
  • Assassin’s Guild (that could be unlocked from kingdom quest for CN kingdoms) can prevent going into Crumbling state, but at the cost of 10 Community, and only if you have allowed bandits ran rampant in your kingdom.

  • If you have decided to help Linxia and despite all odds secured an alliance with her, you will be granted a project that occasionally makes status better (up until Worried). * This project also makes Last Resort better.

  • The decision to reduce taxes while increasing the rank of Economy to 3, will make status better (can even make it Serene); increasing taxes will make status worse.

  • Troublemakers Kingdom Problem can make status worse on Disaster.

  • Arrears Kingdom Problem can make status better on Triumph while solving with Councilor.
"Invincible Kingdom" setting prevents your barony from being ruined when it reaches barony status "Destroyed." However, some story events (like Massive Troll Attack or The Barony Was Consumed By The Bloom) can still lead to the destruction of Barony. You will be warned about such events in advance (2 months, a month, 3 weeks, 2 weeks and a week before). Such events are prevented by completing the main story mission of the chapter.
In the upcoming 1.1 patch, when BP drop below 0, barony status will change at the end of the day and will not when you hit negative BP. This will give you an opportunity to visit merchant Hassuf and buy additional BP.
We are working on other improvements for barony status system, and primarily on providing clear information about status changes (which, in most cases, are enigmatic).

Events

There are all kinds of events in your barony and a lot of them might affect stats or status of the barony. For most events, you need to assign advisors to solve them. Success or failure of the event is determined as follows:
  • D20 is rolled.

  • Advisor's ability score bonus is added (Str for General, Con for Warden, Dex for Minister, Int for Treasurer and Magister, Wis for Councilor and High Priest, Cha for Regent, Grand Diplomat and Treasurer).

  • Then “+2” bonus for every rank of the kingdom stat is added.

  • After that, another modifier, based on barony status, is added (from +1 if it is Serene, 0 if it is Stable and -1 for each step below Stable up to -4 if Crumbling).

  • The resulting number is compared to the difficulty of the event and if they are at least equal - the event is resolved successfully. If the resulting number is higher than the difficulty event by 5 - you get Triumph. If the resulting number is lower by 6 - you get Disaster.
If you want to increase the ability score bonus, you can equip your companion advisors with magic items increasing respective abilities. For NPC-advisors special projects like "Strengthen Jhod's Skills as an Advisor" appear when the corresponding barony stat rank increase; these projects increase bonus that NPC advisors provide.
There are two types of events: Opportunities and Problems. Failing an Opportunity won't lead to severe consequences, but ignoring the Problem might. When possible, you should assign an advisor with the highest bonus for resolving Problems. You can risk appointing advisor with a smaller bonus to the Opportunity and have a chance to grow barony stat, rank it up and eventually make a bonus for this advisor better. You can ignore the event (there is a special button at the bottom of a card), and it will be resolved as Failure on the next day.
If an event requires an advisor, you need to appoint him before the 1st day of the following month. In case you didn't assign the advisor for an event, one will be assigned automatically on the first day of the next month. And any events left without an advisor are automatically resolved as Failures. In the upcoming 1.1 patch, you will be able to resolve all the events that appeared after 20th of the current month, until the end of the next month.
You can assign advisors while you are inside the borders of the barony - there is no need to be in your capital. So you should plan your adventures accordingly and come back once in a month to assign orders. If something important happens (or you were away for too long) - you will receive a messenger raven. So, it is essential to claim regions and expand your barony.
And if the event requires baron's personal attention - you need to visit the throne room. Some of those events are related to the problems and can lower stat of your barony once in 14 days until you visit the throne room. Examples of such events from the beginning of the Barony would be: Troll Invasion, Visitor Waits in the Castle, New Troll Sightings, Problem with Taxes…
Some events, like those related to Bald Hilltop (Ancient Curse quests), are especially dangerous for your barony. First events of this kind called Eight-Legged Plague and Rotten Beasts. While these events are quite rare, they can significantly lower the stats of the barony. You can find the timer for the Bald Hilltop in Linzi's Journal, it shows the time left for the whole quest. The corresponding problem will appear in the barony and enemies will spawn on the Bald Hilltop 14 days before the end of the quest. Problems such as Eight-Legged Plague and Rotten Beasts lower barony stats once in 2 days, while an advisor can solve it in 1 day and even adverse outcomes (Failure and Disaster) will stop Problem from recurringly lowering stats. To complete the quest and receive rewards you must defeat enemies and successfully complete the problem in the barony. At the moment, you can easily miss the start of this event, and it will lead to harsh consequences. We have plans to add notification 2 weeks before the beginning of the Bald Hilltop problem to remind about its arrival and give you some time to prepare for it.
Difficulty level affects events directly. On Easy levels the difficulty of the event is lowered by 2, Hard level increases it by 2. We have plans to add additional difficulty level - "Effortless Kingdom." On this level any event is resolved successfully with the roll of at least 8 and, if the advisor can achieve success with lower roll, the game will use advisor's stat. It will allow developing your barony much easier.

Barony Development

To develop your barony, you should claim regions, improve them, construct buildings and complete projects. All those actions require BP. Barony receives 30 BP/week from Brevoy. For every rank of the stat, income increases by 1 BP (but it can't be bigger than Economy, for example, if you have 4 ranks in Economy and 6 in Loyalty, Loyalty will provide just 4 BP). Trade agreements and economy related decisions will also increase your BP income. Half of this additional income will be sent back to Brevoy. When your barony becomes a kingdom, it stops paying half of the income to Brevoy, at the same time it loses 30 BP/week.
You can purchase additional BP from merchant Hassuf in your capital (80 gold = 1 BP). The merchant with his stand could be found on the central square of your capital, he has many goods to sell so to find BP easily it is advisable to use filter “Other” and Sort by Name (From A to Z).
Special projects appear when you can claim a region, and they require Baron to spend 14 days to complete it (later you will be able to half the time needed for a project). That means 14 days will be skipped. You shouldn't start such projects if you have less than 14 days until the end of the month - it might lead to failing events which appeared at the end of the month (before patch 1.1). Every new claimed region increases barony stats, and you can build a settlement there. Some regions have prerequisites that should be fulfilled before you will be able to claim them. For example, North Narlmarches require Community rank 3, and Kamelands requires Loyalty rank 3. You will be able to found one settlement in each region.
Settlements can be upgraded. To upgrade your Capital from Village to Town you should fill 8 building slots and have at least 2 other Villages. The second town requires 6 settlements in the barony and 8 filled building slots in the Village you are going to upgrade. Capital can be upgraded to City if 16 building slots are filled, and there are three Towns in your barony.
Regions can be upgraded after Capital becomes a City. Those upgrades improve region stats and provide barony with additional effects. Every upgrade has its own conditions to appear, some of them are connected to story and side quests, others - to barony stats.

Artisans

Artisans are craftsmen, who create various items which are useful in travels across the Stolen Lands. You can meet an artisan after you have claimed the region where he lives. Some artisans will come to your throne room and ask for help, others can be visited after you have built a settlement in the region (you should enter this settlement from the global map). It is strongly recommended to visit North Narlmarches and Kamelands to talk to different characters. Artisan quest starts after you have spoken with him. To receive gifts from artisan you should construct a particular building, Artisan’s Shop, in the same settlement you have met the artisan. To give a couple of examples: Bokken's Alchemical Shop or Dragn's Armor Shop. After this you will receive gifts every 2-3 months - artisan will bring them when he visits baron in the throne room. If you have artisans - don't forget to visit your throne room, even if you don't have events.
With time, artisans will create more powerful items. To enhance items, created by the artisan, you can: complete artisan's quest, reform barony into the kingdom, increase specific barony stats and improve artisan's shop. If you fulfill all the requirements mentioned above, the artisan will start working on masterpiece - especially powerful item, that can come in handy later in the game. The artisan will notify you before he starts working on such item. Masterpieces are one of the best items you can acquire in the game!
We have plans to add Kingdom events that will provide information about what’s happening in the regions you control and advise to visit the local settlement when artisan appears.

Barony Alignment

Initially, alignment of the barony corresponds to the alignment of the baron, but baron's alignment might change with time. When you receive an informational event that your barony becomes known across Golarion, barony alignment synchronizes with the alignment of its ruler. At the same time, a quest for cooperation with other countries appears.
Skelas

Burnt to a crisp.
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That is a lot of useful information but generally speaking failing multiple times on higher difficulties pretty much taught me exactly how this system works.
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Patch 1.1 is now officially released, if you've been holding off to play, it's now a go, they fixed a metric shit ton of stuff.
Skelas

Burnt to a crisp.
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Yea I was waiting to see the impact.

I see they took the hits to Barony out of a few side events. Personally I didn't mind playing it on very hard and barely keeping from collapsing all the time. I guess that isn't your typical RPG players way of thinking though.
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I enjoyed the difficulty but after 3 fails and all the time vested into leveling I figured I would wait till they fix,change,add something to allow me to continue on to higher levels. More info out today!

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in support of one of my favorite games of all time, if you haven't given this a shot yet, i'd highly recommend it. They released an enhanced edition with some great quality of life tweaks, and there is a great mod that makes it turn based. If you are a fan of NWN or Baldur's Gate type games, this is your dream game, I still play it after 280 plus hours in it.
Skelas

Burnt to a crisp.
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The turn based mod is great, I did another playthrough with it - really makes a lot of the classes that weren't very viable in RTwP much better.

The procedurally generated dungeon DLC with enhanced xp gain makes it fun to putz around with various builds too.
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So they have random dungeons now?
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Yes. although i'm not sure if it's included with the base game or DLC. It's got bosses every 5 levels I believe, and there are bonuses you can accrue (plus gear) that can be used in the main storyline.
Skelas

Burnt to a crisp.
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(07-31-2019, 11:17 AM)Skelas Wrote: Yes. although i'm not sure if it's included with the base game or DLC. It's got bosses every 5 levels I believe, and there are bonuses you can accrue (plus gear) that can be used in the main storyline.

Its the DLC.  I haven't played that part yet (I saw it appear in the main campaign).  From what I understand it is a stand alone set dungeon with a story but if you play during the campaign its a random dungeon dive.
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So it is one dungeon or one dungeon random every time?
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(07-31-2019, 03:53 PM)Vllad Wrote: So it is one dungeon or one dungeon random every time?


Not completely sure.  I haven't gotten to it.
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(07-31-2019, 03:53 PM)Vllad Wrote: So it is one dungeon or one dungeon random every time?

It is the DLC.   In the main campaign it is one (I think) set dungeon, or in the non campaign mode it is a completely randomized dungeon each time with increased xp gains so you level up fairly quickly as your proceed.  It is a fun mode to play around with party combos. There is also a roguelike thing that when your party dies you can pass on some buffs or advantages to your next party.

The Turn Based mod has been updated regularly and is pretty well fleshed out now, so you can do a lot of the funkier classes that seemed less useful and do some fun stuff and are all more viable if you play it like they were intended to be played. (One caveat, if you do turn based mode, there is another mod that speeds up enemy movement animations just to make it more tolerable in the early level where there are tons of kobolds or shit.. You can also use a hotkey to switch between modes so you can just clear garbage mobs quickly)

For a bunch of Russians, I am very impressed with how this game that shipped incomplete had a bunch of solid post launch support and has turned into one of my favorites since baldurs gate 2.
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