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

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
It is a known fact that even a pet scolopendra is better tank in this game than "I Am Your Shield!" Valerie.

I also heard Alchemist stinky bombs are amazing, especially against Wild Hunt.
 
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Joined
May 1, 2013
Messages
4,506
Location
The border of the imaginary
You know the strength of the grenadier is his reliance on a single stat. Intelligence. it gives you more bombs, more spell slots, and also increased your bomb damage by a bit. just start with 16 dex and it will do for your touch attack bombs.
You can pump it sky high with cognactogen. that gives your bombs an incredibly high DC. a lv16ish grenadier with transformation and rapid shot can get 5 debuff attempts per round with a DC of 30+; not to mention that each of those curse attempts deals 8d6+int mod fire damage. if you just want to go pure irresistible damage; you get 5 * 8d4 + int force damage per round targeting touch AC. Yeah.

Druid has the same deal. Pump Wisdom all the way and buff/heal your front liner kitty in most fights.

Similar deal with a kinetic knight just needs to pump Constitution to the sky and start with some dex (and weapon finesse). rest of the stats can be dumped. you don't even need int for the close combat feats. that is why respecing dumb man-jaw Valerie into a Kinetic knight can make her useful (unless you do a lot of dips).

Also: Metamagic Extend Spell is one of the best feats you can get for any caster. Still the better buffs wont last as long as an alchemists mutagen / cognactogen at lv14+
 
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Daidre

Arcane
Joined
Jan 30, 2019
Messages
2,003
Location
Samara
Pathfinder: Wrath I'm very into cock and ball torture
Yes, bomber alchemist is amazing when he gets fast bombs. For me killing Crag Linnorm and cleaning Dire Narlamarches from all mini-bosses at the start of ch 2 turned out to be very painful that one time when I tried to do it without Jubilost. Party-charming Nereid at Rill-and-Spill was the first and last fight in P:K when I gave up and left.
Only to return with bombs and rain acid vengeance upon her head.

Class falls off a bit in last chapters when even with all Extra Bombs he is out of fire after the couple of packs of wild hunt, but it is more about personal resting policies. Still, blowing up Nyrissa and worm boss at first round is very satisfying.
 
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Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,605
Pillars of Eternity 2: Deadfire
Just dropping in to say that just one feature of the alchemist is stupidly overpowered.

Also tried a feral mutagen/feral wings vivisectionist with winter wolf cloak, mighty fist amulet, mastery fauchard and alkali gloves. He is damage dealing MVP with mutagen and transformation.

That is cool. But since bite attacks stack, try making him a motherless tiefling and multiclassing to an Archelogist (Uncanny Dodge and Opportunist at level 2) / DD (3rd Bite at level 2).
 
Last edited:
Joined
May 1, 2013
Messages
4,506
Location
The border of the imaginary
Just dropping in to say that just one feature of the alchemist is stupidly overpowered.

Also tried a feral mutagen/feral wings vivisectionist with winter wolf cloak, mighty fist amulet, mastery fauchard and alkali gloves. He is damage dealing MVP with mutagen and transformation.

That is cool. But since bite attacks stack, try making him a motherless tiefling and multiclassing to an Archelogist (Uncanny Dodge and Opportunist at level 2) / DD (3rd Bite at level 2).
motherless vivi makes a good biter (with mastery and winter wolf cloak) ; but dip in archeologist/dd doesnt amke sense.

For one, if u take the archeo dip early on you delay the mutagen discoveries and persistent mutagen and that hurts a lot. If you delay the dip; then might as well go full vivi for grand discovery.

archeo/dd claw/bite dont last for 15+ hours every day like feral mutagen. its a few rounds and that too based on charisma. might as well dump charisma get more str/int/dex and be a better performer all-round with larger uptime.
 
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Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,605
Pillars of Eternity 2: Deadfire
Just dropping in to say that just one feature of the alchemist is stupidly overpowered.

Also tried a feral mutagen/feral wings vivisectionist with winter wolf cloak, mighty fist amulet, mastery fauchard and alkali gloves. He is damage dealing MVP with mutagen and transformation.

That is cool. But since bite attacks stack, try making him a motherless tiefling and multiclassing to an Archelogist (Uncanny Dodge and Opportunist at level 2) / DD (3rd Bite at level 2).
motherless vivi makes a good biter (with mastery and winter wolf cloak) ; but dip in archeologist/dd doesnt amke sense.

For one, if u take the archeo dip early on you delay the mutagen discoveries and persistent mutagen and that hurts a If you delay the dip; then might as well go full vivi for grand discovery.

archeo/dd claw/bite dont last for 15+ hours every day like feral mutagen. its a few rounds and that too based on charisma. might as well dump charisma get more str/int/dex and be a better performer all-round with larger uptime.

So I took it late. Made it in time for end game :)
And according to the Pathfinder rules you'd be correct. But its not how its implemented in Kingmaker. Here Dragon Bite is permanent and you don't need to Grow Claws for it.

Grand Mutagen vs DD bonuses is a wash IMO. Archeologist provides Uncanny Dodge, Opportunist and Mirror Image - all very nice perks. Although you do loose Transformation, so that's something to consider.
If lucky, you might get it from Redeemer... only some rounds per day.. but it's not like you can fight with it all the time otherwise.
 
Last edited:
Joined
May 1, 2013
Messages
4,506
Location
The border of the imaginary
wait what? you don't need to grow claws for your DD bite? Good work Owlcat. Keep the krokodil supply topped up.

Then 2 dip in archeo and 2 dip in DD is an amazing trade-off vs grand mutagen for a bite focused fauchard vivi. yeah sure uncanny dodge is a nice bonus too; but an always on 3rd bite attack is amazing with mastery and winter wolf cloak.

losing transformation? just have another grenadier with infusion (my vivi was too tight on discoveries for getting infusion) for buffing all melee members with transformation.

Haplo another uestion these multiple bite attacks stack with a full action attack right? so that means 8 attacks. (4 with transformation, +1 haste, +3 bites) or 7 if you dont want a grenadier in your party. with your obscene strength and 3 trip attempts with winter wolf cloak its a potential another 3 fauchard strikes. This biting gimmick vivi build is p. buttrapey damage wise.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,605
Pillars of Eternity 2: Deadfire
wait what? you don't need to grow claws for your DD bite? Good work Owlcat. Keep the krokodil supply topped up.
MUAHAHA! INDEED!
:lol:

Haplo another uestion these multiple bite attacks stack with a full action attack right? so that means 8 attacks. (4 with transformation, +1 haste, +3 bites) or 7 if you dont want a grenadier in your party. with your obscene strength and 3 trip attempts with winter wolf cloak its a potential another 3 fauchard strikes. This biting gimmick vivi build is p. buttrapey damage wise.
Sure, you get main attacks with Mastery fauchard, then 3 secondary Bites & trips followed by 3 Mastery strikes (if successful). Note that you can't trip an enemy who is already prone, so you want to manually switch targets. The "free" attacks can't crit (no attack roll) or get sneak attack dice. All the flat damage bonuses (Str, enchantment, PA, inspire) seem to stack though.

Only problem in a party setting with an efficient frontline is having enough valid, living targets for attack in range to actually use all those attacks...

DPS-wise can't compete with Deadly Earth Kineticist aoe potential, but still it's pretty fun as far as melee goes :D
 
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bataille

Arcane
Joined
Feb 11, 2017
Messages
1,073
Does anyone have an evil save file around the end of Vordakai chapter to share? My system disc has just gotten blown up to smithereens along with all content of /appdata. And this second walkthrough had been started after a similar apocalyptic event corrupted all of my saves at the start of the Varnhold chapter, too.

This is probably the most hilariously unfortunate chain of events in recent years. Rip a month of progress.
:negative:
 
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Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
22,436
Does anyone have an evil save file around the end of Vordakai chapter to share? My system disc has just gotten blown to smithereens along with all content of /appdata. And this second walkthrough had been started after a similar apocalyptic event corrupted all of my saves at the start of the Varnhold chapter, too.

This is probably the most hilariously unfortunate chain of events in recent years. Rip a month of progress.
:negative:
Once is a glitch. Twice is a pattern.

You might want to lay off the game for the sake of your poor computer...
 

PrettyDeadman

Guest
Does anyone have an evil save file around the end of Vordakai chapter to share? My system disc has just gotten blown to smithereens along with all content of /appdata. And this second walkthrough had been started after a similar apocalyptic event corrupted all of my saves at the start of the Varnhold chapter, too.

This is probably the most hilariously unfortunate chain of events in recent years. Rip a month of progress.
:negative:
Once is a glitch. Twice is a pattern.

You might want to lay off the game for the sake of your poor computer...
Greedy get thier saves wiped twice!
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,589
Location
Grand Chien
Is anyone else having problems with Reach builds? I rebuilt my Cleric so she's using a Reach weapon (Glaive), and now I'm noticing that after a few attacks at Reach distance, she closes the gap into close melee. For no reason, as far as I can tell. What the fuck.
 

Daidre

Arcane
Joined
Jan 30, 2019
Messages
2,003
Location
Samara
Pathfinder: Wrath I'm very into cock and ball torture
I know that bite makes characters to close distance with reach weapon. Maybe you have some bites, like from tiefling racial?
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,589
Location
Grand Chien
I know that bite makes characters to close distance with reach weapon. Maybe you have some bites, like from tiefling racial?
Oh shit. Yes, she has a bite attack.

Thanks very much for the information. Luckily, I can fix this. There's another Tiefling variant that doesn't have the bite attack, thank fuck.
 
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Daidre

Arcane
Joined
Jan 30, 2019
Messages
2,003
Location
Samara
Pathfinder: Wrath I'm very into cock and ball torture
New batch of fixes in 1.3 beta:
Hello, everyone!

Here's a batch of fixes for the beta of patch 1.3. Enjoy!

*possible spoilers below*

  • In the House at the Edge of Time, if Jaethal joined the party, her HP couldn't fall below zero. Resolution: fixed.
  • In the House at the Edge of Time, interacting with mirrors before the quest "Mirror Memories" starts would display the wrong text.
  • In the House at the End of Time, the Magical Lantern will shine a different color depending on the current state of the House.
  • In the "Troll Wilderness" area, some of the monsters couldn't be attacked in some cases. Resolution: fixed.
  • In the "Goblin Fort" area, some of the freed prisoners couldn't reach Kesten's camp. Resolution: fixed.
  • At the "Temple of the Elk" area, a portal transition zone wouldn't disappear when it should. Resolution: fixed.
  • At the "Temple of the Elk" area, it was hard to see Tristian behind the bear's corpse. Resolution: fixed, now the corpse will dissapear.
  • Ilora Nuski could appear in Pitax's main square even if she was killed earlier. Resolution: fixed; if killed, she's buried with a stake through her heart.
  • Edrist Hanvaki could be found in the tavern even after he was supposed to be executed. Resolution: hired an executioner with a better work ethic.
  • Moved the stones that got in the way of bloodshed at the Bald Hilltop.
  • At the "Pitax Royal Palace" area, not all area transitions would be displayed. Resolution: fixed.
  • Some areas didn't have fog of war. Resolution: fixed.
  • You will no longer see your animal companions in your mystic dream at Oleg's Trading Post.
  • Drastically reduced the difficulty of protecting Oleg's Trading Post from the bandit attack.
  • The "Pine Patch" area wouldn't be marked as explored if the player got there from the book event in which they search for Tartuccio.
  • In Jubilost's "Inconsequent Debates" quest, if the player left the area, their party would consist only of their main character. Resolution: fixed. Now the player can assemble a party when leaving the area.
  • One of the tasks in the quest "A Simple Favor" would be displayed at the wrong time.Resolution: fixed.
  • A copy of Maegar Varn would still be standing in Vordakai's Tomb even after assigning him as an advisor in the capital. Resolution: fixed.
  • After the battle in Littletown during "War of the River Kings", Ivar wouldn't turn back into a human. Resolution: fixed.
  • The quest "Trail of Misfortune" didn't work as intended. Resolution: fixed.
  • The addendum that informs players of Auchs and Donovan no longer being a threat during the battle at Stag Lord's Fort could be displayed at the wrong time. Resolution: fixed.
  • The tavern in the capital didn't always display its name. Resolution: fixed.
  • From now on, there will be priests who sell and read scrolls in every regional settlement.
  • Fixed an occasion where automatic kingdom management could get stuck and refuse to skip time.
  • From now on, the quick trade settings will be carried over from one game session to the other.
  • Fixed an issue with displaying tooltips in the stash.
  • Some players could have lost Martial Weapon Proficiency that they have taken as a feat. Resolution: fixed. Martial Weapon Proficiency will be restored to all characters once they load their save.
  • Added buffs to inform the player about the current weather effects.
  • A Graveknight summoned by an Create Undead spell did not have the usual undead immunities. Resolution: fixed.
  • The muse-touched aasimar's spell-like ability will now work on the evil spirit in Lizardfolk Village.
  • Thassilonian Wizards couldn't use spells from the "Arcane Unleashed" DLC. Resolution: fixed.
  • The barbarian vendor didn't have any weapons or equipment. Resolution: fixed.
  • Some wands and scrolls that required a DC value didn't have it. Resolution: fixed.
  • From now on, a fired custom companion will surrender their equipment before leaving.
  • Marksman's Headset didn't provide a bonus to Deadly Aim. Resolution: fixed; to make sure it works turn the Deadly Aim ability off and on again.
  • Some weapons didn't have properly working Mithral, Cold Iron and Adamantine enchantments. Resolution: fixed.
  • Dark Acolyte's Robe had an incorect description. Resolution: fixed.
  • Improved the looks of the area in Jubilost's "Inconsequent Debates" quest.
  • Improved door textures in the Sepulcher of Forgotten Heroes.
  • Improved the detalization in the main square of the unupgraded capital.
  • Players were able to unlock several achievements aimed to mark the completion of the main campaign while playing the "Varnhold's Lot" DLC. Resolution: fixed.
  • Updated item and spell descriptions in the DE localization. Improved DE, FR and ZH localizations.

LOL:
Drastically reduced the difficulty of protecting Oleg's Trading Post from the bandit attack.

People who is yet to suffer through it on Unfair should catch up) Before their chance for bragging rights is forever gone.
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,415
Location
Massachusettes
Been playing this and enjoying it after all the patches up to 1.2.7g. The city construction/dungeoneering elements remind me of Actraiser for the SNES but with much more intricate systems of course and deep AD&D-esque table-top goodness. It's nice to be reminded of something you enjoyed so much as a kid (though I'd bet your left nut that Actraiser's last act where you fight ALL the game's bosses again without powerups or buffs and no saves was MUCH more difficult than anything in Pathfinder so stop yer whining about difficulty in PF:KM!). Some minor niggles I've encountered:

- some NPC portraits are missing (the DLCs?). Minor, but... annoying. Everyone likes to have a complete card set.

- I suspect that you can't enter your upgraded towns and witness the glory of your constructions. Promised feature that never made it into the final release? The files are there I heard so maybe someone can mod them back it. A worthy project, I'm sure.

Anyway, back to KIngmaker!
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
32,590
New batch of fixes in 1.3 beta:
Hello, everyone!

Here's a batch of fixes for the beta of patch 1.3. Enjoy!

*possible spoilers below*

  • In the House at the Edge of Time, if Jaethal joined the party, her HP couldn't fall below zero. Resolution: fixed.
  • In the House at the Edge of Time, interacting with mirrors before the quest "Mirror Memories" starts would display the wrong text.
  • In the House at the End of Time, the Magical Lantern will shine a different color depending on the current state of the House.
  • In the "Troll Wilderness" area, some of the monsters couldn't be attacked in some cases. Resolution: fixed.
  • In the "Goblin Fort" area, some of the freed prisoners couldn't reach Kesten's camp. Resolution: fixed.
  • At the "Temple of the Elk" area, a portal transition zone wouldn't disappear when it should. Resolution: fixed.
  • At the "Temple of the Elk" area, it was hard to see Tristian behind the bear's corpse. Resolution: fixed, now the corpse will dissapear.
  • Ilora Nuski could appear in Pitax's main square even if she was killed earlier. Resolution: fixed; if killed, she's buried with a stake through her heart.
  • Edrist Hanvaki could be found in the tavern even after he was supposed to be executed. Resolution: hired an executioner with a better work ethic.
  • Moved the stones that got in the way of bloodshed at the Bald Hilltop.
  • At the "Pitax Royal Palace" area, not all area transitions would be displayed. Resolution: fixed.
  • Some areas didn't have fog of war. Resolution: fixed.
  • You will no longer see your animal companions in your mystic dream at Oleg's Trading Post.
  • Drastically reduced the difficulty of protecting Oleg's Trading Post from the bandit attack.
  • The "Pine Patch" area wouldn't be marked as explored if the player got there from the book event in which they search for Tartuccio.
  • In Jubilost's "Inconsequent Debates" quest, if the player left the area, their party would consist only of their main character. Resolution: fixed. Now the player can assemble a party when leaving the area.
  • One of the tasks in the quest "A Simple Favor" would be displayed at the wrong time.Resolution: fixed.
  • A copy of Maegar Varn would still be standing in Vordakai's Tomb even after assigning him as an advisor in the capital. Resolution: fixed.
  • After the battle in Littletown during "War of the River Kings", Ivar wouldn't turn back into a human. Resolution: fixed.
  • The quest "Trail of Misfortune" didn't work as intended. Resolution: fixed.
  • The addendum that informs players of Auchs and Donovan no longer being a threat during the battle at Stag Lord's Fort could be displayed at the wrong time. Resolution: fixed.
  • The tavern in the capital didn't always display its name. Resolution: fixed.
  • From now on, there will be priests who sell and read scrolls in every regional settlement.
  • Fixed an occasion where automatic kingdom management could get stuck and refuse to skip time.
  • From now on, the quick trade settings will be carried over from one game session to the other.
  • Fixed an issue with displaying tooltips in the stash.
  • Some players could have lost Martial Weapon Proficiency that they have taken as a feat. Resolution: fixed. Martial Weapon Proficiency will be restored to all characters once they load their save.
  • Added buffs to inform the player about the current weather effects.
  • A Graveknight summoned by an Create Undead spell did not have the usual undead immunities. Resolution: fixed.
  • The muse-touched aasimar's spell-like ability will now work on the evil spirit in Lizardfolk Village.
  • Thassilonian Wizards couldn't use spells from the "Arcane Unleashed" DLC. Resolution: fixed.
  • The barbarian vendor didn't have any weapons or equipment. Resolution: fixed.
  • Some wands and scrolls that required a DC value didn't have it. Resolution: fixed.
  • From now on, a fired custom companion will surrender their equipment before leaving.
  • Marksman's Headset didn't provide a bonus to Deadly Aim. Resolution: fixed; to make sure it works turn the Deadly Aim ability off and on again.
  • Some weapons didn't have properly working Mithral, Cold Iron and Adamantine enchantments. Resolution: fixed.
  • Dark Acolyte's Robe had an incorect description. Resolution: fixed.
  • Improved the looks of the area in Jubilost's "Inconsequent Debates" quest.
  • Improved door textures in the Sepulcher of Forgotten Heroes.
  • Improved the detalization in the main square of the unupgraded capital.
  • Players were able to unlock several achievements aimed to mark the completion of the main campaign while playing the "Varnhold's Lot" DLC. Resolution: fixed.
  • Updated item and spell descriptions in the DE localization. Improved DE, FR and ZH localizations.

LOL:
Drastically reduced the difficulty of protecting Oleg's Trading Post from the bandit attack.

People who is yet to suffer through it on Unfair should catch up) Before their chance for bragging rights is forever gone.
"In the House at the Edge of Time, if Jaethal joined the party, her HP couldn't fall below zero. Resolution: fixed."
How does something like that EVEN FUCKING HAPPEN
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,415
Location
Massachusettes
LOL:
Drastically reduced the difficulty of protecting Oleg's Trading Post from the bandit attack.

People who is yet to suffer through it on Unfair should catch up) Before their chance for bragging rights is forever gone.

Hmm. I'm playing pre-1.3 and found that encounter to be one of the EASIEST so far. Gee, I'm hoping it's just a case of retards (like people who need to find character builds on the internet instead of rolling them themselves) not able to function in the early game and not my particular game version. That they toned down difficulty on such a piss-easy encounter is kind of disturbing.
 

Daidre

Arcane
Joined
Jan 30, 2019
Messages
2,003
Location
Samara
Pathfinder: Wrath I'm very into cock and ball torture
It is completely unremarkable battle if you on challenging on lower, bit more interesting on Hard.

But in the same time most difficult encounter in the game on Unfair. 2 Archers with 2 attacks per round could destroy almost any party in 6 sec. And in case of bad luck extra 2 archers will survive explosion and you could barely blink before "your journey is over" message.
 
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Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,415
Location
Massachusettes
Do you play on Unfair?

Admittedly, no. Scared off by all the tales of how difficult this game was in its early release, I decided on a Normal difficulty level on both the main game and town management for my first play-through. However, I use to always have my difficulty slider set to highest in NWN and its many user-made modules but that's not saying much. I'm not finding ANYTHING in this game the least bit difficult so maybe I should kick it up a notch.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
32,590
Im all for reducing stat bloat but if they are going to nerf specific fights they'd have to go through the entirety of the first chapter since there are plenty more unreasonably difficult encounters there. The outpost battle prepares people for the type of encounters they'll be facing the rest of the chapter.

The fight with Kressle is just the outpost encounter part deux as well for example.
 

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