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Pathfinder Pathfinder: Kingmaker - Enhanced Plus Edition - now with turn-based combat

razvedchiki

Magister
Joined
May 25, 2015
Messages
4,319
Location
on the back of a T34.
chapter 3 started and to tell the truth im a little bored,i rushed to do the troll main quest and the big off time until chapter 3 starts killed my intention to continue the game.
i just found the whole kingdom management a waste of time.
 

Van-d-all

Erudite
Joined
Jan 18, 2017
Messages
1,574
Location
Standin' pretty. In this dust that was a city.
i just found the whole kingdom management a waste of time.
It is. While plot wise being a ruler gives some nice opportunities to do quests out of obligation instead of the typical cRPG motives, the kingdom management part is essentially pointless. While complex enough to probably be a standalone mobile game, it's also mostly self contained system and the interaction with main game is pretty limited. Effectively the gameplay loop of this mini game revolves around pumping the stats as far as you can, just for the sake of maxing them out, since the only benefit of higher values is the fact it just takes longer to fuck them up with botched rolls. Neither stats, nor development ranks seem to affect the plot in any way.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,177
i just found the whole kingdom management a waste of time.
It is. While plot wise being a ruler gives some nice opportunities to do quests out of obligation instead of the typical cRPG motives, the kingdom management part is essentially pointless. While complex enough to probably be a standalone mobile game, it's also mostly self contained system and the interaction with main game is pretty limited. Effectively the gameplay loop of this mini game revolves around pumping the stats as far as you can, just for the sake of maxing them out, since the only benefit of higher values is the fact it just takes longer to fuck them up with botched rolls. Neither stats, nor development ranks seem to affect the plot in any way.
Stats influence artisans and if you are going to get their best items. At least devs said so at one point.
 

Van-d-all

Erudite
Joined
Jan 18, 2017
Messages
1,574
Location
Standin' pretty. In this dust that was a city.
i just found the whole kingdom management a waste of time.
It is. While plot wise being a ruler gives some nice opportunities to do quests out of obligation instead of the typical cRPG motives, the kingdom management part is essentially pointless. While complex enough to probably be a standalone mobile game, it's also mostly self contained system and the interaction with main game is pretty limited. Effectively the gameplay loop of this mini game revolves around pumping the stats as far as you can, just for the sake of maxing them out, since the only benefit of higher values is the fact it just takes longer to fuck them up with botched rolls. Neither stats, nor development ranks seem to affect the plot in any way.
Stats influence artisans and if you are going to get their best items. At least devs said so at one point.
I find trinkets mostly irrelevant to the plot. It's not Diablo.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,501
i just found the whole kingdom management a waste of time.
It is. While plot wise being a ruler gives some nice opportunities to do quests out of obligation instead of the typical cRPG motives, the kingdom management part is essentially pointless. While complex enough to probably be a standalone mobile game, it's also mostly self contained system and the interaction with main game is pretty limited. Effectively the gameplay loop of this mini game revolves around pumping the stats as far as you can, just for the sake of maxing them out, since the only benefit of higher values is the fact it just takes longer to fuck them up with botched rolls. Neither stats, nor development ranks seem to affect the plot in any way.

The kingdom management is the best part of the game. It also adds a cost to resting - PF:KM has the one of the best rest systems in CRPGs to date.

The stat ranks tie to items you get as rewards from artisans, the best loot in the game comes from them.
 

Van-d-all

Erudite
Joined
Jan 18, 2017
Messages
1,574
Location
Standin' pretty. In this dust that was a city.
The kingdom management is the best part of the game.
It's an illusion. It feels important, and the mechanics are engaging enough to invest time in it. But as a game system, the input is minimal and limited to character selection, and output is irrelevant as it only gives loot.

It also adds a cost to resting - PF:KM has the one of the best rest systems in CRPGs to date.
It's quite entertaining in the early chapters where you're pressed for time, and the character skills are low enough to actually fail or waste time, but later I just found it to be a pointless chore. You can just go to your destination no matter the exhaustion, then just rest before entering. the only place I actually used rations was Armag's Tomb. Also, the cooking system is by far the most useless element in the entire game to the point I just dump all the ingredients in the castle chest.

The stat ranks tie to items you get as rewards from artisans, the best loot in the game comes from them.
I don't really care for effortless loot.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
31,854
I don't really care for effortless loot.
Yeah, sure. Best part of being king is to find upgrade for your equipment in some dumpster and not as gift from your loyal people. I mean looting dumpsters is what kings usually do, right?:retarded:
 

Van-d-all

Erudite
Joined
Jan 18, 2017
Messages
1,574
Location
Standin' pretty. In this dust that was a city.
I don't really care for effortless loot.
Yeah, sure. Best part of being king is to find upgrade for your equipment in some dumpster and not as gift from your loyal people. I mean looting dumpsters is what kings usually do, right?:retarded:
Best part of being king, is getting the loot (as the name would suggest huh?) from the dead cold hands of your opponents, not having it bestowed upon you, deus ex machina - "Damn son, so you save scummed this event 10 times? I'm so proud, here, have a +2 to all attributes Perwol Color Effect".
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,177
The kingdom management is the best part of the game.
It's an illusion. It feels important, and the mechanics are engaging enough to invest time in it. But as a game system, the input is minimal and limited to character selection, and output is irrelevant as it only gives loot.

It also adds a cost to resting - PF:KM has the one of the best rest systems in CRPGs to date.
It's quite entertaining in the early chapters where you're pressed for time, and the character skills are low enough to actually fail or waste time, but later I just found it to be a pointless chore. You can just go to your destination no matter the exhaustion, then just rest before entering. the only place I actually used rations was Armag's Tomb. Also, the cooking system is by far the most useless element in the entire game to the point I just dump all the ingredients in the castle chest.

The stat ranks tie to items you get as rewards from artisans, the best loot in the game comes from them.
I don't really care for effortless loot.
NWN2 stronghold was an illusion. I remember that in one run I didn't upgrade walls, defenses or my troops at all and when the last battle happened I won it just as easy as the run where I upgraded it all.

Here if you don't upgrade and try at least you will get an end game screen even before end game.

You can claim it is boring or whatever, but you cannot claim it does not matter for the ability to finish main quest.
 

Van-d-all

Erudite
Joined
Jan 18, 2017
Messages
1,574
Location
Standin' pretty. In this dust that was a city.
NWN2 stronghold was an illusion. I remember that in one run I didn't upgrade walls, defenses or my troops at all and when the last battle happened I won it just as easy as the run where I upgraded it all.

Here if you don't upgrade and try at least you will get an end game screen even before end game.

You can claim it is boring or whatever, but you cannot claim it does not matter for the ability to finish main quest.
Mm ok, so the system does have a hard cut off, that forces you to use it, but how is it a good thing again? It's effectively a doom counter deterrent...

i guess you can use the kingdom management as a money sink at least.
Yeah, that was cool but I forgot to mention it. I think it even might be the best money sink, I've seen in cRPG. At last there was something on par to the astronomical sums you get from all that junk.

If your loyal subjects don't offer you gold and virgins you are shitty king.
They can save their pittance for the ones that need it. I take what I want.
 
Last edited:

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,501
The kingdom management is the best part of the game.
It's an illusion. It feels important, and the mechanics are engaging enough to invest time in it. But as a game system, the input is minimal and limited to character selection, and output is irrelevant as it only gives loot.

It also adds a cost to resting - PF:KM has the one of the best rest systems in CRPGs to date.
It's quite entertaining in the early chapters where you're pressed for time, and the character skills are low enough to actually fail or waste time, but later I just found it to be a pointless chore. You can just go to your destination no matter the exhaustion, then just rest before entering. the only place I actually used rations was Armag's Tomb. Also, the cooking system is by far the most useless element in the entire game to the point I just dump all the ingredients in the castle chest.

The stat ranks tie to items you get as rewards from artisans, the best loot in the game comes from them.
I don't really care for effortless loot.

What difficulty are you playing on?
 

Van-d-all

Erudite
Joined
Jan 18, 2017
Messages
1,574
Location
Standin' pretty. In this dust that was a city.
The kingdom management is the best part of the game.
It's an illusion. It feels important, and the mechanics are engaging enough to invest time in it. But as a game system, the input is minimal and limited to character selection, and output is irrelevant as it only gives loot.

It also adds a cost to resting - PF:KM has the one of the best rest systems in CRPGs to date.
It's quite entertaining in the early chapters where you're pressed for time, and the character skills are low enough to actually fail or waste time, but later I just found it to be a pointless chore. You can just go to your destination no matter the exhaustion, then just rest before entering. the only place I actually used rations was Armag's Tomb. Also, the cooking system is by far the most useless element in the entire game to the point I just dump all the ingredients in the castle chest.

The stat ranks tie to items you get as rewards from artisans, the best loot in the game comes from them.
I don't really care for effortless loot.

What difficulty are you playing on?
Normal.
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
This and D:OS II are both discounted on my steam wishlist today I see - if I've not played D:OS II yet should I just get that while they keep fixing this?
I would say yes. D:OS2 is good, but not nearly as good, but at least it's not nearly as bugged.
 

cw8

Cipher
Joined
Oct 7, 2014
Messages
677
I wish the stats at least change what the capital storekeepers sell in their stores. Same shit since chapter 1 makes it kinda demoralising visiting them.
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
i just found the whole kingdom management a waste of time.
It is. While plot wise being a ruler gives some nice opportunities to do quests out of obligation instead of the typical cRPG motives, the kingdom management part is essentially pointless. While complex enough to probably be a standalone mobile game, it's also mostly self contained system and the interaction with main game is pretty limited. Effectively the gameplay loop of this mini game revolves around pumping the stats as far as you can, just for the sake of maxing them out, since the only benefit of higher values is the fact it just takes longer to fuck them up with botched rolls. Neither stats, nor development ranks seem to affect the plot in any way.

The kingdom management is the best part of the game. It also adds a cost to resting - PF:KM has the one of the best rest systems in CRPGs to date.

The stat ranks tie to items you get as rewards from artisans, the best loot in the game comes from them.
Yeah, I'm honestly wondering how they're going to top this if they do any of the other Adventure Paths. I think Kingmaker is the only one that has anything with an exploration/relevant timescale/building component. It's going to be hard to translate the Pathfinder: Kingmaker experience into, say, Kingmaker: Rise of the Runelords or Kingmaker: Reign of Winter (haha, as if).
I wish the stats at least change what the capital storekeepers sell in their stores. Same shit since chapter 1 makes it kinda demoralising visiting them.
Overall, I'm disappointed in the development of my capital. I've recruited bandits into my army (telling them to not be bandits anymore), I've recruited Kobolds, I've progressed from village to Town, I've progressed several steps on most major things (Community III, Economy III, Loyalty III, etc.), and I've built Kobold Warrens, a Jail, a School, and more, and yet it hasn't changed at all.

No new vendors, no kobolds scurrying around (I was really hoping for the kobold artist to make another appearance), no shitty guards, no new items for existing vendors, etc.

The snow was pretty awesome, though. It was a really cool touch. I wish there was Autumn/Spring variations too, but at that point I'm just feeling greedy.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Hotfix 1.1.1 – November 22nd, 2018

Please, be aware of the plot spoilers in the description below (in the Quest, Areas and Kingdom sections)!


Quests
  • The party could get stuck at the "Technic League Hideout" area if they entered the location for the first time whilst having failed the "Cruel Justice" quest. Resolution: fixed (affected saves are also corrected).
  • In some cases, "The Seed of Sorrow" quest could get stuck after leaving the "Old Prison" area. Resolution: fixed. Players need to start saves prior to the Throne Room.
  • Jaethal couldn't be killed if players chose to attack her in the final dialogue during the "Reveal My Destiny" quest. Resolution: fixed.
  • Failing the "Burning Bridges" quest could lead to issues with other events in the Throne room in some cases. Resolution: fixed.
  • The "Talk to Shyka" objective couldn't be completed correctly in "The First Crown" quest at the "Castle of Knives" area if players didn't talk to Salim Ghadafar before. Resolution: the "Talk to Shyka" objective is not available until players talk to Salim Ghadafar.
  • The "Troll Trouble" quest could not be completed correctly if Hargulka and Tartuk were killed in the same moment. Resolution: fixed.
  • Ekun's animal companion could lose its name - received in the "Okbo" quest - and change size during the "Conduct the ritual" objective completion (Ekundayo's "Bury the Past" quest). Resolution: fixed (fix is available for saves that are not affected yet).
  • Ekundayo's "Bury the Past" quest was not considered failed if players refused to take part in the ritual. Resolution: fixed.
  • All companions could disappear if players loaded a save during the Ekundayo's "A Feast of Feasts" quest at the "Hunting Grounds" area. Resolution: fixed.
  • Tristian's the "Saving Grace" quest was available even if the "Hour of Rage" quest was completed prior to the "Betrayer's Flight" quest. Resolution: fixed. If players already get the "Saving Grace" quest, they will keep it.
  • The ''Read Kesten's note'' quest would not complete upon reading the corresponding note. Resolution: fixed.
  • The "A Bard's Calling" quest got stuck uncompleted after Annamede Belavarah's leaving the "Rushlight Fields" area if players didn't talk to her. Resolution: the quest is marked as failed in this case.

Areas
  • In rare cases, the Pitax Aftermath could finish incorrectly. Resolution: fixed. For players who have already encountered the problem, the event will be re-started in the Throne Room.
  • Players could not select to leap over the fence at Stag Lord's Fortress repeatedly the same way. Resolution: fixed.
  • No exit from the "Temple of the Elk" area. Resolution: the area exit marker is moved to a more convenient location.
  • Companions who were not in the roster could appear at the "Oleg's Trading Post" area after the night visit of Guardian of the Bloom. Resolution: fixed.
  • Armag remained hostile even if players made peace with him. Resolution: fixed.
  • Jamandi Aldori and Natala Surtova didn't help players in the last chapter even if they promised to. Resolution: fixed.
  • Tartuk didn't join the party in the last chapter if all the correspondent requirements were met. Resolution: fixed.
  • Nyrissa could be hostile to players during the final battle in some cases. Resolution: fixed.
  • The Lantern King could die because of the Area Effect spells in the final dialogue resulting in an incorrect dialogue exit and proper epilogues missing. Resolution: fixed.
  • Players couldn't move from the first to the second levels of the "Vordakai's Tomb" area if they got back from the second to the first levels. Resolution: fixed.
  • Ekun's dialogue didn't work correctly after the "Test of Loyalty" event if one of the options was chosen. Resolution: fixed.
  • Some players complained that there could be temporary party control issues during the second visit of the "Old Sycamore Caves" area after the Tartuk's quest completion. Resolution: fixed.
  • One of the "fog barriers" at the "House At The Edge Of Time" area didn't work correctly. Resolution: fixed.
  • The peasants at the capital came to their senses and don't accuse the baron/ess of hiding the disease when the baron/ess decided to tell them the truth during the Noble Safari event.
  • The initial enemy positions were too close to the "fog barrier" in some places at the "House At The Edge Of Time" area, resulting in combat issues. Resolution: fixed.
  • There were no options to talk to Tsanna at the "Shrine of Lamashtu" area in the last chapter. Resolution: fixed.
  • Allowing Hargulka or Tartuk to keep their kingdom through the Chaotic dialogue option immediately removed the player from the dungeon, missing on possible treasure or resolving the Harrim's companion quest. Resolution: after striking an alliance with Hargulka or Tartuk, they now allow players to finish exploring the dungeon until they leave it on their own.

Kingdom
  • Using an ultra-wide monitor resulted in cropped UI in kingdom management. Resolution: fixed.

User Interfaces
  • Companion's portraits could become transparent after their death. Resolution: fixed.
  • Filters didn't work at loot boxes. Resolution: fixed.
  • Double click didn't function properly sometimes. Resolution: double click functionality was improved. A special setting (Settings > Controls) was added to control the speed of double click.
  • An attempt to level up a skill rank caused the modal dialogue to appear with no resulting actions while in the auto-levelup mode. Resolution: fixed.

Classes & Mechanics
  • Players with specific Operation System settings who played at the "Story mode" and "Normal" levels of difficulty could experience an automatic 10-time increase in monster damage after the release of 1.1. Resolution: fixed.
  • Medusa's Petrifying Gaze ability worked incorrectly out of combat. Resolution: fixed.
  • Buff from Cleric's Strength Domain's ability Strength Surge did not show near the portrait. Resolution: fixed.
  • Extra Performance and Lingering Performance had shown "Deadly Performance" in prerequisites while actually requiring Bardic Performance. Resolution: These feats properly show Bardic Performance as the prerequisite now.
  • Area effect buffs could get stuck for not active companions. Resolution: fixed.
  • Characters other than the player character could not use diamond dust to cast spells. Resolution: fixed.
  • Wild Hunt Scouts no longer drop their scimitars.
  • Reflex saving throw did not affect the divine damage part of the Flame Strike. Resolution: fixed.
  • Animal companions would remain petrified even after resting. Resolution: fixed.
  • Amiri had no visible UI debuff mark while Fatigued. Resolution: fixed.
  • Dragonkind II had no cooldown for the breath weapon ability. fixed.

Miscellaneous
  • Hovering over the Cursed Bombs ability when playing with the French localization could freeze the game. Resolution: fixed.
  • Moving between peaceful areas inside your capital no longer triggers autosaves.
  • Fixed typo in Renshala's dialogue during the dialogue with Eimar in Pitax.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Players with specific Operation System settings who played at the "Story mode" and "Normal" levels of difficulty could experience an automatic 10-time increase in monster damage after the release of 1.1. Resolution: fixed.
:troll::troll::troll::troll::troll:
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,501
I wish the stats at least change what the capital storekeepers sell in their stores. Same shit since chapter 1 makes it kinda demoralising visiting them.

There is a merchant who appears after you enter Ch6, insulting really. She should be ported to the capital earlier, items unlocking depending on your kingdom stats.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
31,854
I wish the stats at least change what the capital storekeepers sell in their stores. Same shit since chapter 1 makes it kinda demoralising visiting them.
They improve their stock once, around chapter 4-5, but nothing good.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,501
i just found the whole kingdom management a waste of time.
It is. While plot wise being a ruler gives some nice opportunities to do quests out of obligation instead of the typical cRPG motives, the kingdom management part is essentially pointless. While complex enough to probably be a standalone mobile game, it's also mostly self contained system and the interaction with main game is pretty limited. Effectively the gameplay loop of this mini game revolves around pumping the stats as far as you can, just for the sake of maxing them out, since the only benefit of higher values is the fact it just takes longer to fuck them up with botched rolls. Neither stats, nor development ranks seem to affect the plot in any way.

The kingdom management is the best part of the game. It also adds a cost to resting - PF:KM has the one of the best rest systems in CRPGs to date.

The stat ranks tie to items you get as rewards from artisans, the best loot in the game comes from them.
Yeah, I'm honestly wondering how they're going to top this if they do any of the other Adventure Paths. I think Kingmaker is the only one that has anything with an exploration/relevant timescale/building component. It's going to be hard to translate the Pathfinder: Kingmaker experience into, say, Kingmaker: Rise of the Runelords or Kingmaker: Reign of Winter (haha, as if).

Considering the PF:KM system is everything Sawyer aspired for PoEs resting&stronghold system to be (but failed miserably at implementing it), I have high hopes for these devs.
 
Last edited:

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Hotfix 1.1.1 – November 22nd, 2018

Please, be aware of the plot spoilers in the description below (in the Quest, Areas and Kingdom sections)!


Quests
  • The party could get stuck at the "Technic League Hideout" area if they entered the location for the first time whilst having failed the "Cruel Justice" quest. Resolution: fixed (affected saves are also corrected).
  • In some cases, "The Seed of Sorrow" quest could get stuck after leaving the "Old Prison" area. Resolution: fixed. Players need to start saves prior to the Throne Room.
  • Jaethal couldn't be killed if players chose to attack her in the final dialogue during the "Reveal My Destiny" quest. Resolution: fixed.
  • Failing the "Burning Bridges" quest could lead to issues with other events in the Throne room in some cases. Resolution: fixed.
  • The "Talk to Shyka" objective couldn't be completed correctly in "The First Crown" quest at the "Castle of Knives" area if players didn't talk to Salim Ghadafar before. Resolution: the "Talk to Shyka" objective is not available until players talk to Salim Ghadafar.
  • The "Troll Trouble" quest could not be completed correctly if Hargulka and Tartuk were killed in the same moment. Resolution: fixed.
  • Ekun's animal companion could lose its name - received in the "Okbo" quest - and change size during the "Conduct the ritual" objective completion (Ekundayo's "Bury the Past" quest). Resolution: fixed (fix is available for saves that are not affected yet).
  • Ekundayo's "Bury the Past" quest was not considered failed if players refused to take part in the ritual. Resolution: fixed.
  • All companions could disappear if players loaded a save during the Ekundayo's "A Feast of Feasts" quest at the "Hunting Grounds" area. Resolution: fixed.
  • Tristian's the "Saving Grace" quest was available even if the "Hour of Rage" quest was completed prior to the "Betrayer's Flight" quest. Resolution: fixed. If players already get the "Saving Grace" quest, they will keep it.
  • The ''Read Kesten's note'' quest would not complete upon reading the corresponding note. Resolution: fixed.
  • The "A Bard's Calling" quest got stuck uncompleted after Annamede Belavarah's leaving the "Rushlight Fields" area if players didn't talk to her. Resolution: the quest is marked as failed in this case.

Areas
  • In rare cases, the Pitax Aftermath could finish incorrectly. Resolution: fixed. For players who have already encountered the problem, the event will be re-started in the Throne Room.
  • Players could not select to leap over the fence at Stag Lord's Fortress repeatedly the same way. Resolution: fixed.
  • No exit from the "Temple of the Elk" area. Resolution: the area exit marker is moved to a more convenient location.
  • Companions who were not in the roster could appear at the "Oleg's Trading Post" area after the night visit of Guardian of the Bloom. Resolution: fixed.
  • Armag remained hostile even if players made peace with him. Resolution: fixed.
  • Jamandi Aldori and Natala Surtova didn't help players in the last chapter even if they promised to. Resolution: fixed.
  • Tartuk didn't join the party in the last chapter if all the correspondent requirements were met. Resolution: fixed.
  • Nyrissa could be hostile to players during the final battle in some cases. Resolution: fixed.
  • The Lantern King could die because of the Area Effect spells in the final dialogue resulting in an incorrect dialogue exit and proper epilogues missing. Resolution: fixed.
  • Players couldn't move from the first to the second levels of the "Vordakai's Tomb" area if they got back from the second to the first levels. Resolution: fixed.
  • Ekun's dialogue didn't work correctly after the "Test of Loyalty" event if one of the options was chosen. Resolution: fixed.
  • Some players complained that there could be temporary party control issues during the second visit of the "Old Sycamore Caves" area after the Tartuk's quest completion. Resolution: fixed.
  • One of the "fog barriers" at the "House At The Edge Of Time" area didn't work correctly. Resolution: fixed.
  • The peasants at the capital came to their senses and don't accuse the baron/ess of hiding the disease when the baron/ess decided to tell them the truth during the Noble Safari event.
  • The initial enemy positions were too close to the "fog barrier" in some places at the "House At The Edge Of Time" area, resulting in combat issues. Resolution: fixed.
  • There were no options to talk to Tsanna at the "Shrine of Lamashtu" area in the last chapter. Resolution: fixed.
  • Allowing Hargulka or Tartuk to keep their kingdom through the Chaotic dialogue option immediately removed the player from the dungeon, missing on possible treasure or resolving the Harrim's companion quest. Resolution: after striking an alliance with Hargulka or Tartuk, they now allow players to finish exploring the dungeon until they leave it on their own.

Kingdom
  • Using an ultra-wide monitor resulted in cropped UI in kingdom management. Resolution: fixed.

User Interfaces
  • Companion's portraits could become transparent after their death. Resolution: fixed.
  • Filters didn't work at loot boxes. Resolution: fixed.
  • Double click didn't function properly sometimes. Resolution: double click functionality was improved. A special setting (Settings > Controls) was added to control the speed of double click.
  • An attempt to level up a skill rank caused the modal dialogue to appear with no resulting actions while in the auto-levelup mode. Resolution: fixed.

Classes & Mechanics
  • Players with specific Operation System settings who played at the "Story mode" and "Normal" levels of difficulty could experience an automatic 10-time increase in monster damage after the release of 1.1. Resolution: fixed.
  • Medusa's Petrifying Gaze ability worked incorrectly out of combat. Resolution: fixed.
  • Buff from Cleric's Strength Domain's ability Strength Surge did not show near the portrait. Resolution: fixed.
  • Extra Performance and Lingering Performance had shown "Deadly Performance" in prerequisites while actually requiring Bardic Performance. Resolution: These feats properly show Bardic Performance as the prerequisite now.
  • Area effect buffs could get stuck for not active companions. Resolution: fixed.
  • Characters other than the player character could not use diamond dust to cast spells. Resolution: fixed.
  • Wild Hunt Scouts no longer drop their scimitars.
  • Reflex saving throw did not affect the divine damage part of the Flame Strike. Resolution: fixed.
  • Animal companions would remain petrified even after resting. Resolution: fixed.
  • Amiri had no visible UI debuff mark while Fatigued. Resolution: fixed.
  • Dragonkind II had no cooldown for the breath weapon ability. fixed.

Miscellaneous
  • Hovering over the Cursed Bombs ability when playing with the French localization could freeze the game. Resolution: fixed.
  • Moving between peaceful areas inside your capital no longer triggers autosaves.
  • Fixed typo in Renshala's dialogue during the dialogue with Eimar in Pitax.
Well, they fixed one of the triggers, but not the other one that is broken for me.

I'm never going to finish this fucking game.

:negative:

Edit:
Fun fact: They fixed one of the triggers, the other one is still broken, but in the conversation, one of the Diplomacy DC's is now -22 instead of 22. Good job!
 
Last edited:

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