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

Incendax

Augur
Joined
Jul 4, 2010
Messages
892
Behold the monument to my madness.

940DDA8809F4FDEEF78B052BD17CF34862FB7AB4
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,452
Location
Grand Chien
Mandragora Swarms are supposed to be weak to darkness:

A mandragora swarm in an area of darkness loses its fast healing and becomes slowed, as per the spell.

Have Owlcat implemented that weakness?

They're also not supposed to drain or damage Dex at all, so that's weird if they're doing that

Although how you're supposed to find this info in-game is a slight mystery to me, sometimes my characters roll checks to ID enemies, sometimes they don't, and the abilities section always just says I need to inspect the creature, which I've got no idea how to do...
 
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ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,342
Mandragora Swarms are supposed to be weak to darkness:

A mandragora swarm in an area of darkness loses its fast healing and becomes slowed, as per the spell.

Have Owlcat implemented that weakness?

They're also not supposed to drain or damage Dex at all, so that's weird if they're doing that

Although how you're supposed to find this info in-game is a slight mystery to me, sometimes my characters roll checks to ID enemies, sometimes they don't, and the abilities section always just says I need to inspect the creature, which I've got no idea how to do...
There is an inspect button bottom left.. who did you manage to miss that lol
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Have Owlcat implemented that weakness?

They're also not supposed to drain or damage Dex at all, so that's weird if they're doing that
Not implemented. Would be cool if Polar Midnight did slow them a lot.

They have Poison in their base attack in PnP.
 

Sharpedge

Prophet
Joined
Sep 14, 2018
Messages
1,061
Oh I see. Anyway I don't think fiery body protects from Polar Midnight.... actually the opposite

It protects from the statistic drain from Polar Midnight and the cold damage can be countered by resist energy. The drain is more of a danger to you then anything else.

Have Owlcat implemented that weakness?

They're also not supposed to drain or damage Dex at all, so that's weird if they're doing that
Not implemented. Would be cool if Polar Midnight did slow them a lot.

They have Poison in their base attack in PnP.
The weakness to Horrid Wilting is implemented, but that is a damage bonus against plants and not really a bonus for unholy.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
In the kingdom management, click on "map" tab, then click on your settlement (like your capital)

wat?

JOIBP4A.jpg

Sorry, my bad. Click on any part of the region you are interested in (other than the capital building symbol/icon) in the map of the kingdom management screen:

Leal860.jpg

I still don't have any region upgrades available though. Maybe I just researched Restore Bronze Fortress before region upgrades became available in the game in general...
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
They're in multiple parts and unlock as you progress through the game. But honestly they don't do much, they're more for a super-achivo/ending slide for which you need to upgrade every region. First you need to focus on getting stats to X and make your advisors as good at shooting down bad cards as you can (and unlock extra advisors), which would also bring you more artisan items.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
They're in multiple parts and unlock as you progress through the game. But honestly they don't do much, they're more for a super-achivo/ending slide for which you need to upgrade every region. First you need to focus on getting stats to X and make your advisors as good at shooting down bad cards as you can (and unlock extra advisors), which would also bring you more artisan items.

Have I got it right that you unlock new advisor's at Rank III?

Currently the bottleneck seems to be BP. I have a lot of free advisors and nothing to make them do that doesn't cost BP I don't have, and that's after spending a lot of gold on BP (which kind of feels like you're cheating). I wish the BP economy was either less tied to gold (as in you couldn't buy BP at all, ideally) or if they had to integrate the economies: make them more integrated so it didn't feel like you were pouring one useless resource into another but balancing your primary resources between the two parts of the game.

Maybe I'm just rushing the kingdom building too much though, since it seems I'm unlocking a lot of shit that I can't really use yet.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
It deals with a lot of stuff, not just the mandragora swarms. At end game, the pet is basically useless compared to your character and the concept of the build I was planning was, "throw down polar midnight and sirocco, stand in the middle of it and bash things with a weapon of choice."
Some of the animal companions can actually tank the mandragora swarms, because their stregth score is so high. My druid's boar had about 20 str left after the battle.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,452
Location
Grand Chien
Mandragora Swarms are supposed to be weak to darkness:

A mandragora swarm in an area of darkness loses its fast healing and becomes slowed, as per the spell.

Have Owlcat implemented that weakness?

They're also not supposed to drain or damage Dex at all, so that's weird if they're doing that

Although how you're supposed to find this info in-game is a slight mystery to me, sometimes my characters roll checks to ID enemies, sometimes they don't, and the abilities section always just says I need to inspect the creature, which I've got no idea how to do...
There is an inspect button bottom left.. who did you manage to miss that lol
I know that but isn't it a sort of modal thing? Or is it a targeted ability?
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
Craftsmen are wildly inconsistent lol. Sometimes they give you some shitty +1 weapon, sometimes they give you stuff like this, which isn't even a mastercraft

Chapter 2 got 'Opressor': +4 (most of my weapons are +2, I got a single +3) Bastard Sword that grants +6 enhancement bonus to Charisma and +2 Luck bonus on Will saves. Not only does it provide Valerie with a completely insane Cha boost for her level, it frees up her helmet slot too O_o
 
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ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,342
Mandragora Swarms are supposed to be weak to darkness:

A mandragora swarm in an area of darkness loses its fast healing and becomes slowed, as per the spell.

Have Owlcat implemented that weakness?

They're also not supposed to drain or damage Dex at all, so that's weird if they're doing that

Although how you're supposed to find this info in-game is a slight mystery to me, sometimes my characters roll checks to ID enemies, sometimes they don't, and the abilities section always just says I need to inspect the creature, which I've got no idea how to do...
There is an inspect button bottom left.. who did you manage to miss that lol
I know that but isn't it a sort of modal thing? Or is it a targeted ability?
You select Inspect and mouse over enemies and you will get info about them that you were able to pass the check.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,563
Pillars of Eternity 2: Deadfire
Craftsmen are wildly inconsistent lol. Sometimes they give you some shitty +1 weapon, sometimes they give you stuff like this, which isn't even a mastercraft

Chapter 2 got 'Opressor': +4 (most of my weapons are +2, I got a single +3) Bastard Sword that grants +6 enhancement bonus to Charisma and +2 Luck bonus on Will saves. Not only does it provide Valerie with a completely insane Cha boost for her level, it frees up her helmet slot too O_o
Or Serpent Prince Destructive Acid +3 Fauchard 18-20/x3
 

purpleblob

Augur
Joined
May 16, 2014
Messages
576
Location
Sydney
They're in multiple parts and unlock as you progress through the game. But honestly they don't do much, they're more for a super-achivo/ending slide for which you need to upgrade every region. First you need to focus on getting stats to X and make your advisors as good at shooting down bad cards as you can (and unlock extra advisors), which would also bring you more artisan items.

Have I got it right that you unlock new advisor's at Rank III?

Currently the bottleneck seems to be BP. I have a lot of free advisors and nothing to make them do that doesn't cost BP I don't have, and that's after spending a lot of gold on BP (which kind of feels like you're cheating). I wish the BP economy was either less tied to gold (as in you couldn't buy BP at all, ideally) or if they had to integrate the economies: make them more integrated so it didn't feel like you were pouring one useless resource into another but balancing your primary resources between the two parts of the game.

Maybe I'm just rushing the kingdom building too much though, since it seems I'm unlocking a lot of shit that I can't really use yet.

You can unlock new advisor when you have rank 3 + 60 points (which is enough points to upgrade to rank 4).

Yes, you are always short on BP until the end game. You will get events which will place you in debt as well if you don't have enough BP reserve as well. In early game, you need at least 50BP in reserve, later on 500BP. So, always buy BP with your spare gold and leave some as a reserve.

I complained to Owlcat about this - it seems impossible to earn enough BP without spending gold for the majority of the game which breaks immersion (why am I bothering to collect tax etc).
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
They're in multiple parts and unlock as you progress through the game. But honestly they don't do much, they're more for a super-achivo/ending slide for which you need to upgrade every region. First you need to focus on getting stats to X and make your advisors as good at shooting down bad cards as you can (and unlock extra advisors), which would also bring you more artisan items.

Have I got it right that you unlock new advisor's at Rank III?

Currently the bottleneck seems to be BP. I have a lot of free advisors and nothing to make them do that doesn't cost BP I don't have, and that's after spending a lot of gold on BP (which kind of feels like you're cheating). I wish the BP economy was either less tied to gold (as in you couldn't buy BP at all, ideally) or if they had to integrate the economies: make them more integrated so it didn't feel like you were pouring one useless resource into another but balancing your primary resources between the two parts of the game.

Maybe I'm just rushing the kingdom building too much though, since it seems I'm unlocking a lot of shit that I can't really use yet.

You can unlock new advisor when you have rank 3 + 60 points (which is enough points to upgrade to rank 4).

Yes, you are always short on BP until the end game. You will get events which will place you in debt as well if you don't have enough BP reserve as well. In early game, you need at least 50BP in reserve, later on 500BP. So, always buy BP with your spare gold and leave some as a reserve.

I complained to Owlcat about this - it seems impossible to earn enough BP without spending gold for the majority of the game which breaks immersion (why am I bothering to collect tax etc).

I understand the reason for them to use it as a money sink actually since you get a lot of gold you can't use, but they could have done it much, much better with just a simple fix:

Step 1: You cannot buy BP with gold. This makes it so you can balance the BP economy and don't have to enforce a constant deficit for players. But how then to have the money sink?

Step 2: Make a special tab for all kingdom upgrades/projects that provide a tangible ingame benefit (like the project that gives a morale bonus when fighting on your territory or the one that gives immunity to points or the one that gives faster travel speed). These now cost both BP and gold.

This removes the awkward feeling of your kingdom being something that you just have to sink money into to not lose, provides you with a gold sink, and makes it easier to balance Building Points. I actually love the craftsmen a lot because they really incentivise you to expand your kingdom at least early on and provide the best bridge between the kingdom management and the actual core game, so another change here could be making their workshops cost gold as well as BP also. They are an investment anyway because you sell a lot of their items for gold.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
Is there a way

To keep a craftsman in Varrask's quest without being chaotic evil? Or is that quest literally a choice between chaotic evil and items or anything else and nothing?
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,342
Hehe I love the lvl 9 druid spell that summons Elder Worm. I just had it Swallow Whole Defaced sister with Occulus and an Iron Golem and keep them there until they died :D
And the gaze attack of the sister turns off while they are swallowed :D
Next plan now is to swallow whole every boss enemy I run into :D
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Varrask and crazy elf chick are
basically evil craftsmen. You can of course keep both even while playing good character but roleplay wise goods should probably kick them out moment they begin their shit.
of course elf chick brings some of the best swords in the game.

Chapter 2 got 'Opressor'
Yes the sword which makes early Scion multiclass Valerie great.
 
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Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
Varrask and crazy elf chick are
basically evil craftsmen. You can of course keep both even while playing good character but roleplay wise goods should probably kick them out moment they begin their shit.

I generally think the whining over alignment choices of this game is really weird. Seems like people see alignment as something that must be adhered to at all times. I have been fine choosing different alignment options if the situation called for it, all characters aren't paragons of a single alignment. Even paladins stray from the path sometimes.

But with those two craftsmen it seems like the breadth of options is a little weird. After all there's nothing consistent stopping a Chaotic Evil character from doing something good if it benefits him, but you have to actively LARP to hinder yourself from gaining a huge benefit by holding on to these two craftsmen if you're good. Some implementation of just *something* that made those two quests more broad would have been appreciated.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Yes players have an extremely inflexible view on alignment. I was ok with my Paladin choosing even LE options. Many disliked that they had to choose LN options for Paladin to keep their alignment.

Some sort of penalty or companion reaction for Good characters keeping those craftsmen would be nice. As for now it is more of a LARP situation indeed. But it is somewhat of a cheeky situation - I would't feel great just lol munchkining myself best crafting while playing LG paladin. So as LG paladin I kicked both of these craftsmen out and it felt right.

Sometimes being good shouldn't trigger yet another reward or a pat on the back from the game I think.
 
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Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
I agree with your overall sentiment but as far as implementation goes this game like most other seems to reward evil more mechanics wise - the two craftsmen being one example.
 

Wolfe

Arbiter
Joined
Oct 21, 2015
Messages
432
How do I unlock the minister btw? Have all other advisors

Rank up the Grand Diplomat stat.

Ah, could have figured that out myself, but for some reason thought only the main advisor's upgrade gave new advisors.

I think you can hover over the main advisor stats and it will say which secondary advisor slots they unlock and at which rank. Maybe.
 
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Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
Ah, could have figured that out myself, but for some reason thought only the main advisor's upgrade gave new advisors.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
I agree with your overall sentiment but as far as implementation goes this game like most other seems to reward evil more mechanics wise - the two craftsmen being one example.
Evils get a lot of cool stuff, other alignments get a lot of cool stuff as well, and Goods get biggest chunk of plot stuff but that would be spoilers.

Evils get a lot less XP for one if you select CE often for example.
 

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