Last time I checked Dazzling Display does not paralyze or mind control enemies. Also it complements mind affecting spells so you can utilize both.
But you can most certainly improve it too. Take thug, and send them running from you, tails between legs. I have done this so many times to comical effects, where even bosses decided to run away from my Pala 2/ Thug 4/ Scaled Fist 1 / Magus X.
Last time I checked, fear effect is not the same as paralyze or mind control, both of which are far more powerful. And again you can have both easily and it was not the question. The question was what you guys think complements enchantment the most on the same character, a sorcerer to be specific, who by the way gets +5 to DC for enchantment spells so I can guarantee you that he will be just as good landing his spells. The question then is what to complement that with. Personally I am thinking of evocation so besides buffs, debuffs and CC you have some damage and CC which does not target will, specifically (Mass) Icy Prison and Sirocco. Both of these can also further enhanced by choosing not just evocation focus but also elemental focus. Also thinking of getting the Eldritch Arcana mod so instead of Clashing Rocks I get Wish spell which is far better than Clashing Rocks.
Prototypical God Wizards are Conjurers or Transmuters. Evocation and Necromancy tend to be the first schools they drop.Last time I checked Dazzling Display does not paralyze or mind control enemies. Also it complements mind affecting spells so you can utilize both.
But you can most certainly improve it too. Take thug, and send them running from you, tails between legs. I have done this so many times to comical effects, where even bosses decided to run away from my Pala 2/ Thug 4/ Scaled Fist 1 / Magus X.
Last time I checked, fear effect is not the same as paralyze or mind control, both of which are far more powerful. And again you can have both easily and it was not the question. The question was what you guys think complements enchantment the most on the same character, a sorcerer to be specific, who by the way gets +5 to DC for enchantment spells so I can guarantee you that he will be just as good landing his spells. The question then is what to complement that with. Personally I am thinking of evocation so besides buffs, debuffs and CC you have some damage and CC which does not target will, specifically (Mass) Icy Prison and Sirocco. Both of these can also further enhanced by choosing not just evocation focus but also elemental focus. Also thinking of getting the Eldritch Arcana mod so instead of Clashing Rocks I get Wish spell which is far better than Clashing Rocks.
Icy Prison and Sirocco are good but also pretty late. Mass Ice Prison is very late.
Meanwhile Conjuration rocks from the early levels. Even more so with the EA mod and Selective Spell. If they have poor Reflex, they fall easy pray to Grease (even golems). If they have poor Fort (and can be poisoned), Stinking Cloud will make them easy pickings (nice vs Wisps!). And you can Heighten those spells and use them across many levels. Chains of Light is a killer spell for (not-to-agile) bosses.
Personally I'd... hesitate to spec in Enchantment. Way too many immune enemies. Most low and mid-level spells with big impact are single-target. A Bard's Enchantment selection is arguably better (and he's actually mostly limited to these spells as far as offensive spellcasting goes - and some sonic evocations).
Last time I checked Dazzling Display does not paralyze or mind control enemies. Also it complements mind affecting spells so you can utilize both.
But you can most certainly improve it too. Take thug, and send them running from you, tails between legs. I have done this so many times to comical effects, where even bosses decided to run away from my Pala 2/ Thug 4/ Scaled Fist 1 / Magus X.
Last time I checked, fear effect is not the same as paralyze or mind control, both of which are far more powerful. And again you can have both easily and it was not the question. The question was what you guys think complements enchantment the most on the same character, a sorcerer to be specific, who by the way gets +5 to DC for enchantment spells so I can guarantee you that he will be just as good landing his spells. The question then is what to complement that with. Personally I am thinking of evocation so besides buffs, debuffs and CC you have some damage and CC which does not target will, specifically (Mass) Icy Prison and Sirocco. Both of these can also further enhanced by choosing not just evocation focus but also elemental focus. Also thinking of getting the Eldritch Arcana mod so instead of Clashing Rocks I get Wish spell which is far better than Clashing Rocks.
Icy Prison and Sirocco are good but also pretty late. Mass Ice Prison is very late.
Meanwhile Conjuration rocks from the early levels. Even more so with the EA mod and Selective Spell. If they have poor Reflex, they fall easy pray to Grease (even golems). If they have poor Fort (and can be poisoned), Stinking Cloud will make them easy pickings (nice vs Wisps!). And you can Heighten those spells and use them across many levels. Chains of Light is a killer spell for (not-to-agile) bosses.
Personally I'd... hesitate to spec in Enchantment. Way too many immune enemies. Most low and mid-level spells with big impact are single-target. A Bard's Enchantment selection is arguably better (and he's actually mostly limited to these spells as far as offensive spellcasting goes - and some sonic evocations).
Of course it is your right to consider that my advice is beside the point.You.... do realize that, again, this is beside the point, right? I am well aware of how good conjuration CC is.
Just as you were claiming your first title, another hero of the Stolen Lands became a baron too: Maegar Varn, captain of the Varnling Host mercenary band and rightful ruler of Varnhold (this guy sure likes the sound of his name!). If you've played the main campaign, you already know what happened to him next... Or do you? In this DLC, you join Varn as his general, and experience Varnhold's valorous history firsthand — the whole of it, not just the outcome!
• Play a self-contained side story. Create a new character and spend 6-12 hours fighting for the future of Varnhold while your main campaign's hero establishes their barony in the Shrike Hills.
• Experience the adventure from a companion's point of view. Maegar Varn might be your liege — but what worth is a ruler without advisors, and what can a lord achieve without his host? Lead your commander to victory in combat and to prosperity in peace — and, perhaps, you'll see those who followed you in your main campaign with new eyes!
• Explore a huge new dungeon. What secrets lie in the forbidden depths, guarded by centaurs of the Nomen tribe? What monsters lurk there, and what treasures glimmer in the dark? Open the ancient doors, and fight your way through Lostlarn Keep!
• Spark a new love. Varn is your commander, an old friend and a trusted ally... But could he mean something more to you? Play as a heroine to find out!
• Import your achievements into the main campaign! After you finish the DLC, a new event will unlock in the main story: Maegar Varn will invite you to visit the dungeon once again — to witness the consequences of your decisions... and, while you're there, to pick up the loot that was left behind!
Discover the untold stories of the Stolen Lands' denizens and conquerors in our new DLC — "Varnhold's Lot"!
I noticed enemies get really high rolls on their save d20 rolls. I think whatever rng system they are using is busted. It makes many CC spells often useless in my experience. It is why people talk about spells like Sirocco, that spell is good enough to even fuck up enemy super high rolls.
Hotfix 1.2.5 – February 28th, 2019
28 FEB @ 12:51PM - THEZEISONSHA
Dear Pathfinders,
As per usual, even while working on our new DLC “Varnhold’s Lot”, we kept improving the base game according to your feedback and suggestions. Most of the team are now busy with our next big patch - version 1.3, which we hope to push out in March. In the meantime, we hope you enjoy this new hotfix. The release date for our 3rd DLC will be revealed later, however, we can tell you that some of our developers have been working on it for a while now.
Please, pay attention that the size of this update is quite big because it includes the content of the DLC. Sorry for the inconvenience!
Also, please be aware of plot spoilers in the description below (in the Quest, Areas and Kingdom sections)!
A friendly reminder: while we deeply admire the contribution that mod authors make to our game, we would like you to remember that running custom modifications can lead to unexpected bugs and crashes. Unfortunately, if you encounter any issues while playing with mods, our team will not be able to help you. If this happens, please, report these issues to the mod's original creator. Also, remember that after each game update, there is a high probability of previously installed mods not functioning properly. If you wish to play with mods anyway, disabling auto-updates might prevent your save files from becoming corrupted.Areas
- At the Rushlight Tournament, some of the NPCs had incorrect visuals (females appearing as males, etc.). Resolution: fixed.
- There was no fog of war in the "Goblin Fort" area. Resolution: fixed.
- Some mischievous fey have once again stolen the body of a dead woman at the "Swamp Witch's Hut" area. Resolution: found them and convinced to put the body back where it belongs.
- It was impossible to talk to Nyrissa once she had been in a fight at the "Everblooming Flower Cradle" area in the First World. Resolution: fixed.
- Sometimes when moving between areas, some random point in the fog of war would become revealed. Resolution: fixed.
- The camera no longer gets stuck outside the play zone at the "Poachers' Hideout" area.
Quests
- The "On the Edge" quest didn't show as completed or failed in some cases. Resolution: fixed.
- The "Go to Pitax" objective of the "War of the River Kings" quest now correctly completes after entering Pitax.
- If saved, Nilak could disappear upon the completion of the "Flintrock Grasslands" area, making the player fail Amiri's companion quest. This happened in some cases when the player had previously completed Tristian's quest "Betrayer's Flight". Resolution: fixed.
- In the quest finale at the "Flintrock Grasslands" area, after loading the game, Amiri could come to the player and start the wrong dialog. Resolution: fixed.
- In some cases, the Hellknight in the quest "Feast of Nails" could interrupt the dialog and leave. Resolution: fixed.
- Kalikke would incorrectly not terminate her romance with the player if one of the Sweet Teeth died or if the player sacrificed them to save the sisters. Resolution: fixed.
- Members of the player's party could get stuck when walking on the walls of the Adamantine Shield Fortress. Resolution: fixed.
Kingdom
- The "Problem with Taxes" and "Letter from Brevoy" kingdom events could get stuck in an uncompleted state if they began on version 1.0.9 of the game. Resolution: fixed. For good-aligned characters, Oleg will not be taxed twice, and a project allowing to rebuild the road ro Restov will appear. For neutral-aligned characters, Oleg's Trading Post will become a part of Restov, and a project allowing to improve diplomatic relations with Restov will appear. For evil-aligned characters, the barony's army will intervene at the trading post, and a project allowing to improve local fortifications will appear.
User Interfaces
- Quest objective status notifications wouldn't close when clicking on the "x" button. Resolution: fixed.
Classes & Mechanics
- The Holy Lance ability from the Good Domain now works correctly.
Miscellaneous
- Punctuation marks had disappeared from the Chinese localization of the game. Resolution: fixed.
I don't feel like noting down every roll for next 1000 to 5000 rolls to send to them so they mostly likely ignore it.I noticed enemies get really high rolls on their save d20 rolls. I think whatever rng system they are using is busted. It makes many CC spells often useless in my experience. It is why people talk about spells like Sirocco, that spell is good enough to even fuck up enemy super high rolls.
Have you got evidence of this? If so, pass it onto the developers.
I don't feel like noting down every roll for next 1000 to 5000 rolls to send to them so they mostly likely ignore it.
But when my CC spells fail I always check rolls and so often enemies with bad modifiers get 15+ rolls that I managed to notice it. This is after 700+ h of playing this game.
I would agree with you if I spent 20 to 100h playing this game. But after 700+ I don't think bias has anything to do with it anymore.I don't feel like noting down every roll for next 1000 to 5000 rolls to send to them so they mostly likely ignore it.
But when my CC spells fail I always check rolls and so often enemies with bad modifiers get 15+ rolls that I managed to notice it. This is after 700+ h of playing this game.
And this is why your sample is biased.
Even a shitty LCG like the one used by rand() has adequate properties for a computer game. It is unlikely that the developers implemented their own RNG. They probably went with a generic one. Even improperly shortening the RNG cycle by modular division does not do noticeable damage in this kind of application.
I'd probably fire on the spot a developer who wastes man hours to implement own RNG in a computer game
It is actually quite common to do this afaik, because a lot devs like to 'cook' the rng so they can bias it in favour of being 'fair'.I don't feel like noting down every roll for next 1000 to 5000 rolls to send to them so they mostly likely ignore it.
But when my CC spells fail I always check rolls and so often enemies with bad modifiers get 15+ rolls that I managed to notice it. This is after 700+ h of playing this game.
And this is why your sample is biased.
Even a shitty LCG like the one used by rand() has adequate properties for a computer game. It is unlikely that the developers implemented their own RNG. They probably went with a generic one. Even improperly shortening the RNG cycle by modular division does not do noticeable damage in this kind of application.
I'd probably fire on the spot a developer who wastes man hours to implement own RNG in a computer game
People looked up the rng code in this game and found nothing extraordinary. see hereMost of this is confirmation bias. You don't bat an eyelid when your roll to open the lock or disarm the trap succeeds. You certainly don't reload and roll again and again and then get mad that you successfully opened the lock 3 times in a row. But God forbid you fail 3 times in a row - then the dev coded the dice specifically to screw you over xD. If you were to track all your lock/trap rolls throughout the game you'd probably see that you're rolling high just as often as you're rolling low.
They use d100 for all the 20% and 50% rolls as you can see the result of the d100 roll in the combat log.Skewed perception.
People looked up the rng code in this game and found nothing extraordinary. see hereMost of this is confirmation bias. You don't bat an eyelid when your roll to open the lock or disarm the trap succeeds. You certainly don't reload and roll again and again and then get mad that you successfully opened the lock 3 times in a row. But God forbid you fail 3 times in a row - then the dev coded the dice specifically to screw you over xD. If you were to track all your lock/trap rolls throughout the game you'd probably see that you're rolling high just as often as you're rolling low.
https://steamcommunity.com/app/640820/discussions/0/3393916911753760080/?ctp=2
Of course there's one caveat for percentages. Say concealment 50%. I could say roll d1000 and if you're 500 or higher you succeed. Technically correct, but you can roll <500 for a LONG time leaving the impression of anything but a 50% success chance.
In such case you should use the smallest possible d, i.e. d2 in this example, for better results.