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Pathfinder Kingmaker is bigger then Deadfire


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Ugh, I finally broke down and went through the spell lists and compared notes on the conferred specialization abilities. The abilities of divination are spot on, just as I knew them to be. The spells are so bad that there are several levels where the extra divination spells are without using metamagic and I'm not sure if that works with specialist spell slots. It's been too long since I've played. Assuming I can at least stick in some divination spell into the slots, even if it's lower and not charged, then there's still the fact that I could never specialize and *focus* on divination. Okay, fair enough, the special abilities conferred by the divination are still pretty awesome. However, what to take out. I won't have my lawful good character use necromancy ever for any reason, which means that I've got a goto dump school. However, even though I'm not overall a fan of illusion, I don't want to lose access in a couple of the most powerful utility spells in the game. The video suggests abjuration, I think, but losing dispel magics and remove curse is pretty rough depending on the campaign. All things being equal, I would never want to deny myself those things in a PnP game. As hard as it is, transmutation seems the least painful trade, but even that sucks. Ironically, while divination has the best specials, hands down, the spells are the easiest to lose. So what I'd really like is to specialize in divination and then choose it as an opposing school. That's an irony I hadn't remembered from my past forays into Pathfinder. So, I'm at a crossroads of thinking about the video and going for Enchantment with necro and divination opposed. However, I think I'll suck it up and do divination and simply lose necro and transmutations and then, because I'm a glutton for role play punishment, spell/greater spell into enchantment. Bwahahahaha That's the laughter of the damned. If I end up dying too often, then I'll restart with a different build. However, no doubt that a fast talkin' wizard is what I'm going to play. No, I don't want to play the bastard class of sorcerer. Sorcerers aren't mages. They're pathetic fireball spammers with a cult following.

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If I would want to go Lawful Good Diviner, my choice would be purely for roleplay reason I would pick Necromancy and Conjuration as opposing school, because I would consider all sumonning as a non-good deed. But that's just me :)

 

If not for Conjuration, my second choice would be Transmutation.

 

Also in PnP PF you do not loose access to oposing school spells. They just need two spell slots for memorizing. Is it same for Kingmaker? If yes you should not worry about Abjuration. You still would have access to Dispel and stuff...

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Also in PnP PF you do not loose access to oposing school spells. They just need two spell slots for memorizing. Is it same for Kingmaker? If yes you should not worry about Abjuration. You still would have access to Dispel and stuff...

Yes. It's a bit annoying to prepare them for one fight considering that resting is not as stress-free as in Deadfire, especially since a Cleric can cover that duty just fine.

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Patch 1.08:

 

"Hello everyone!

Please, be aware that there are plot spoilers in the descriptions below (in the Quest, Areas and Kingdom sections)!

Quests
 

  • Bokken could die after his artisan's quest if players came to the "Oleg's Trading Post" area too late. Resolution: fixed, Bokken can't die any longer.
  • Tristian could become immortal after completing the "Betrayer's Flight" quest. Resolution: fixed.
  • Jubilost didn't appear in the tavern during the "Door to Nowhere" quest. Resolution: fixed.
  • The NPC Amalia didn't appear at the Capital Square after citizen revolt in the Season of Bloom chapter (Tristian's "Kingdom of the Cleansed" quest). Resolution: fixed.
  • The party couldn't leave "Oleg's Trading Post" area if players failed Nok-Nok's companion quest and the "Trouble with Goblins" quest. Resolution: fixed.

Areas
 

  • Dialogue with Akiros didn't work properly at the "Stag Lord Fort" area after the party got over the wall if the formation layout set party members too far from each other. Resolution: fixed.
  • The party couldn't leave the "Womb of Lamashtu" area if an animal companion got stuck at the separated area part. Resolution: fixed.
  • The vendor didn't sell goods at "Brineheart" area after resolving all of the problems in the area. Resolution: fixed.
  • The dialogue with Amiri at the end of events at "Flintlock Grasslands" area could be inconsistent if players choose chaotic dialogue option. Resolution: fixed.
  • The NPC Gwart didn't appear at the end of events in the "Flintlock Grasslands" area if players visited the area first and then came back after completing Tristian's quest. Resolution: fixed.
  • There were issues with navigation at "Mysterious Shrine" and "Gnawed Rocks" areas. Resolution: fixed.
  • Tristian repeated romance dialogue when the party entered the Capital Square. Resolution: fixed.
  • Ekundayo's dialogue didn't work properly at the "Ruined Watchtower" area if players discovered the "Troll Lair" area before talking to him. Resolution: fixed.

User Interfaces
 

  • Critical modifiers weren't visualized in tooltips. Resolution: fixed.

Classes & Mechanics
 

  • The Arcane Weapon - Shock enchantment would give a weapon the Brilliant Energy property instead. Resolution: Shocking Weapon Enchant gives Shock weapon property now.
  • Skeletons summoned by Jaethal's camping ability dropped loot and didn't disappear after death. Resolution: fixed.
  • Disintegrated units were invisible after resurrection. Resolution: fixed.

Miscellanous
 

  • There was a mistake in the Fighter class description, leading to wrong expectations about class development. Resolution: fixed.
  • Epilogue ended after the Tiger Lords message. Resolution: the rest of epilogue should play normally now.
  • New pack of typos and localization fixes.

System
 

  • Some players complained that video cards might be running out of memory. Resolution: a couple of video memory leaks are fixed.

We have noticed there were a lot of questions and misunderstanding surrounding our game’s crafting feature, the artisans, so we’ve decided to clear things up a little bit.

As a kingdom’s artisans become better at their craft, they can reach ever higher degrees of mastery, mechanically represented by different tiers. The quality of gifts they present to the player depends on their tier, with their finest work – the masterpiece – serving as the reward for reaching the artisan’s highest tier.

To increase an artisan’s tier, you need to complete their respective quests, but that is not the only requirement. You also need to improve your newborn country, so that the artisans have access to better tools and materials – that is, you need to rank up the different kingdom stats associated with the artisan.

As already mentioned, once an artisan’s mastery reaches the highest tier, they will present you with an item of great power – the masterpiece. At the moment, some players may experience an issue where an artisan tells the player they’ve started work on a masterpiece even though not all the necessary requirements have been met. This will be fixed in one of the nearest updates.

Also, we are currently working to make the process of improving an artisan’s tier more obvious and reactive.

PS.
IMPORTANT NOTE: For anyone having troubles with Linzi disappearing from the party - you can fix that by opening the party manager tool anywhere in the game, for example on the global map or when leaving your capital."
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I'm a point where I have to decide between two packs of little runts. The question is, which pack should I back... or should I just attack? To be serious, I wonder if I should just stay out of it. My Lawful Good character has one option not available, but I could just tell them that I have no use for either group.

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I'm a point where I have to decide between two packs of little runts. The question is, which pack should I back... or should I just attack? To be serious, I wonder if I should just stay out of it. My Lawful Good character has one option not available, but I could just tell them that I have no use for either group.

Best way is to kill them both for loot. No matter what you do, it only has consequences for the location you're in, so do whatever. I usually go Neutral and don't support either.

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I decided to help the kobolds. In all the games I've ever played, it doesn't matter in the long run. Even if it does, my guy is LG. I guess I wish I could make the same claim. However, I'm a couple levels into the area and my people just all leveled to fourth. Nothing too terrible, although I really hate that Tristan's positive energy against undead never works. They save like a boss all the time. Still, we're kicking ass and naming names.

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I think it's time for another break. I'm getting pretty far into the game but have like 3 or 4 quests I just can't complete because of what seems like bugs and am also having some other bugs that don't affect gameplay but are still annoying. Stuff, like throne room visitors not leaving and being non interactive.

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The PnP module is by and large uninspired so far, but I haven't gotten to do any real kingdom building. However, the gameplay is loads of fun. Sadly, I prefer the game to Deadfire, although I haven't played enough to give it a fair shake. I think I'll revisit Deadfire later. In the meantime, it just didn't grab me at the beginning.

 

I'm in a PnP Pathfinder group right now and a 5th edition. Kind of interesting in that I haven't had time to play for years and I recently just said screw it, I'm going to get into PnP gaming again. I think I prefer 5th edition to Pathfinder, but ironically I prefer 3.x to 5th. I'd love to see a 5th edition title that came out using the party based system of Pathfinder. Let's hope. Meantime, Pathfinder: Kingmaker is tremendous fun.

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I got to the chapter after Varnhold (no idea of the number, 4 or 5) for the second time and again got hit with so many ludicrous bugs I eventually just gave up. After having had to stumble through one nonsense area where I got randomly teleported away from an essential part making me unable to finish a companion quest and having 2 quests playing on top of one another, one involving a person who wasn't even in my party, I encountered a boss that attacked me again after having allegedly left the area, giving me xp and alignment changes twice, only to end up swamped with kingdom destroying events that cannot be dealt with as the cards in the Kingdom management have no interface allowing any steps to be taken and the quest log has nothing. While that might be some new feature, I don't fancy fumbling blindly through my kingdom while my stats I just spent months upgrading go to the dogs again on the offchance I'm actually dealing with something that's meant to happen xD

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I going to make Eder become a druid in this game. What do you think Defender of the True World because our enemy is fey creature.

I don't think you can recruit Eder in this game :D

 

Standard Druid is better because subclasses either don't get a pet, or have delayed Wildshape progression.

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Hotfix 1.0.9 - October, 15th 2018

 

 


Hello everyone!

Please, be aware that there are plot spoilers in the descriptions below (in the Quest, Areas and Kingdom sections)!

Quests

  • It was impossible to interact with Mim while being on top of "Talon Peak" area, so the quest couldn't be finished. Resolution: fixed.
  • Shaynih'a's quest couldn't be completed. Resolution: fixed.
  • Some players reported having extra doom-counters at the end of the game which might lead to the incorrect game over. Resolution: fixed.
  • Talking to Eobald the Insightful cut-scene didn't work correctly during Linzi's "A Bard's Calling" quest. Resolution: fixed.
  • A cut-scene didn't work correctly if players visited Elina without Ekun first and then returned with him. As a result, "A Feast of Feasts" quest couldn't be completed. Resolution: fixed.
  • Some players could miss the quest item during "Guiding Beacon" quest. Resolution: fixed.
  • A cut-scene didn't start in some cases after the battle with cultists during Tristian’s first quest ("Kingdom of the Cleansed"). Resolution: fixed.
  • "Honor and Duty" quest didn't start after the Kingdom Event with the same name. Resolution: fixed.
  • "Lost Relic" quest didn't finish correctly. Resolution: fixed.


Areas


  • It was possible to do the "Ruined Tower" book event more than once. Resolution: fixed.
  • One of the rooms in Pitax palace was inaccessible. Resolution: fixed.
  • Jamandi Aldori mentioned Lander as the envoy at "Flintrock Grasslands" , whether or not it was true. Resolution: fixed.
  • Companion's death at any area of the last chapter caused an endless death-resurrection cycle. Resolution: fixed.
  • Players couldn't change their party because they never got a prompt to choose your party at "Camp at the Capital Gates" area exit. Resolution: fixed.
  • Party couldn't move at the beginning of the "Illthuliak's Lair" area. Resolution: fixed.
  • АoЕ spells like Elemental Wall and Acid Fog could break a cut-scene with Castruccio Irovetti at "Pitax Royal Palace" area. Resolution: fixed.
  • Some choices didn't work correctly in dialogue between Linxia and Darven at "Brineheart" area. Resolution: fixed.
  • One of the "Leather Scrap Covered in Ancient Runes" items was missing at "Armag's Tomb" area. Resolution: fixed.

User Interfaces


  • Memorized spells UI area became inaccessible if the Spellbook was closed while working with Metamagic. Resolution: fixed.
  • Several visual issues were fixed in Vendor interface.

Kingdom


  • Region upgrades are now unlocked once the capital has been upgraded to city-level. 
  • New city visual: as soon as your capital is upgraded to city-level, it boasts a new look.
  • Community rank up to 8th level project didn't start. Resolution: fixed.
  • Cut-scenes for Divine rank-up events up to 6th level didn't work properly and, as a result, the rank-up projects didn't start. Resolution: fixed.
  • Consequences of the decision made at 7th rank-up event of the Economy tree are properly applied to the kingdom now.
  • Consequences of the decision made at 8th rank-up event of the Culture tree are properly applied to the kingdom now.
  • Auto-managed kingdom will now check that important projects are done in time to progress within the game.
  • Kingdom event signalizing the failure to complete Ekun`s second companion quest could trigger even if this quest was completed. Resolution: fixed.
  • If the kingdom is about to be destroyed, the game will offer the player to turn on the Invincible Kingdom mode.

Classes & Mechanics


  • Restoration didn’t remove all of the temporary negative levels. Resolution: fixed.
  • Finesse Training didn't work with Two Weapon Fighting. Resolution: fixed.
  • Reuse of the "Summon Monster" class ability (Monster Tactician inquisitor archetype) didn't delete the summons from the previous cast. Corpses of summoned Monitor Lizards could be looted. Resolution: both issues are fixed. 
  • Some players could get an additional animal companion during level-up in case the current animal companion was dead. Resolution: the issue is fixed. Effected saves is going to be fixed in the nearest hotfix.

Miscellanous


  • Linzi's ring (Shelyn's Clemency) didn't work properly. Resolution: Linzi is teleported to the Capital after her death.
  • New pack of typos and localization fixes. Missing CN characters (踝豹鹤) are added.

System


  • Sometimes Steam Cloud Sync could overlap with save loading, resulting in bugs and possibly corrupted saves. Resolution: fixed.

This hotfix happens to be a big one – more like a patch, in fact. A big and important feature comes live in this version: from now on, you can choose between different Kingdom region upgrades - which become available together with the new state of your capital, the city outfit. 

Finally, there is one more thing we at Owlcat wanted to talk to you about.

Unfortunately, there is a downside to the speed with which we solve newly-found issues - to be completely honest, it doesn’t leave us enough time to test all of the game thoroughly after each fix. It takes a whole week at minimum to test every aspect of our complex game, so delivering 2-3 hotfixes each week leaves our team only enough time to check fixes locally. Still, we know this is no excuse for issues that persist in the game, as well as those that are added with some of the fixes. Every bug report we receive literally tears us apart with the feeling of guilt for not finding and solving the issue before the game went live. As such, we want to be open with all you Pathfinders, so that you understand our philosophy and our current pipeline. Right now we feel it is more important to keep fixing critical issues as quickly as possible, rather than to stop releasing hotfixes for about 2 weeks and focus on a big patch.

Once we are sure all major problems have been addressed, we will get back to a more stable, "patch-oriented" development approach. 

Thank you for your patience and your support! That is what keeps us alive and kicking.

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Are people able to reliably beat it yet without unexpected kingdom destruction or other game breaking issues?

"Show me a man who "plays fair" and I'll show you a very talented cheater."
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