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

Ainamacar

Educated
Joined
May 6, 2018
Messages
33
Also, quality-of-life with the Monk's Sensei archetype is pretty high now that Mystic Powers/Wisdom actually do something. Full party Barkskin, Fast Movement, Evasion, and immunity to disease for 10 min/level is ridiculously nice, especially in large dungeons like the House. (It's unclear to me whether the long duration is intended: in PnP these shared effects are much more ephemeral. Fast Movement and Evasion seem to ignore armor restrictions, which might not be intended either.) Mass Restoration and Mass True Strike have their moments, and I enjoyed not bothering with amulets of natural armor. Mass Sudden Speed pumps party movement to something like 130, which is amazing in certain fights or for crossing maps. At the moment, however, Mass Diamond Soul seems to give Mass Diamond Body (reported), so in a future patch the Sensei could save even more spell slots.
Only question is how to make Sensei themselves survive and do damage

I made mine the tank. (This was on Challenging with normal enemies.) With crane style getting AC into the 60s or low 70s (and touch AC into the 40s or low 50s) by the end is straightforward. Use Magic Device would open options too, although I didn't go that direction. Damage was mediocre, especially without flurry, but it wasn't negligible. I stacked Wisdom so the Sensei hit plenty often, and you can trade a bit of AC for damage with Enlarge Person, Shattering Punch, etc. Party buffs like Firebrand and an Alchemist casting Thorn Body also help a bit. The largest annoyance was lack of Uncanny Dodge, since characters that initiate combat with a charge in Kingmaker seem to be flat footed until attacking on the first normal turn. That didn't stop being an issue until the Sorcerer took Foresight at level 19, and early on I considered dipping two-levels of Archaeologist for Uncanny Dodge, or two levels of Inquisitor for (among other things) Wisdom to initiative.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Well fair enough my was Knife Master 3 with 2 Sais and his AC wasn't great (and I never found better than +1 sais jesus). Then again with low CON (since we take high dex/wis) and no mirror images any cleave from some unfair undead cyclops one-shot him. He died like every fight on Unfair.

I still think Sensei has great potential for all the reasons u stated (mass barkskin/restoration/song etc.)
Just need to maybe find a proper reach weapon but there is no monk reach weapons. I thought about STR Sensei.


Patch is meh, well it is obvious they are interested in criticial bugs, which is why shit like crane style still works with tower shields I think, or feyspeaker druid shows +15 bab while in reality if u level up its +10 etc.
 

Ainamacar

Educated
Joined
May 6, 2018
Messages
33
Does a Sensei even really benefit from a monk weapon? They already lose flurry of blows. In Kingmaker stunning fist only works when unarmed, so if you're going to use a weapon you lose that anyway. (Although the ability to make unarmed strikes, and thus use stunning fist, whenever one feels like it depends on flurry of blows, so this unfortunate limitation of the Kingmaker engine is probably correct for the Sensei.) At that point might as well just dip something for martial weapons or spend a feat.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
You get extra attack I think at least (using your monk daily resource) (ki strike)

But maybe you're right and just taking goddamn Fauchard or 3 levels of SS would be fine
 

Ainamacar

Educated
Joined
May 6, 2018
Messages
33
Hmm, that Ki Power says it makes "one additional unarmed strike...when making a flurry of blows attack." I'm pretty sure I used it despite not having flurry of blows, and I'm almost positive I used the mass version successfully a few times. I'll have to go back and check this evening, but I have the suspicion that ability simply gives an extra attack with the current equipped weapon, whether or not the Monk has flurry of blows or is using unarmed attacks.

I know that copy-pasting the PnP rules text saved the devs a lot of time, but boy is the game full of little undocumented differences from what the rules text says.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
12,076
Location
Flowery Land
Do mods still work with the new patch?

Anyways, running into a lot of free time in chapter 2 while my advisers work on stuff. I'm taking this opportunity to raid the dungeon DLC since I've explored most of the world map. Got a bunch of gold and a fancy pair of clothes for my arcane trickster that both have some defensive boosts and adds a (low DC) save or die rider to all their attacks. The GP spread on floors is really imbalanced. Some floors I get a bunch of wererat alchemists who drop a bunch of magic items, others I spiders+goblins+elementals who drop nothing of value. I got 5X the gold I had on hand (which I've since blown by crafting better gear for my team, since the game hands out a lot of unusable wealth and nothing to spend it on so far) and squeezed another level in just a couple of floors (everyone is level 9). Will be going back soon because I've still got several days to blow and want more money for build points.

What do the items that say antiquities collectors may be interested in them do? I didn't find any in my standalone Depths playthrough, so I assume they're main game related. The Storyteller doesn't talk about them though.

One of the biggest oversights in the game is a lack of shop in Restov for visiting after the prologue. A bit weird you can't trade in the crap the assassins had for supplies there and have to wait till Oleg's. Could have had some high level gear you couldn't afford as a teaser (and incentive to make the long journey back if you had a lot of gold).
 
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vortex

Fabulous Optimist
Joined
Mar 25, 2016
Messages
4,221
Location
Temple of Alvilmelkedic
We have analyzed the latest reported crashes and concluded that in most cases the problem is connected to the capes’ physics. The issue is tricky, as we are unable to recreate it on the testing machines yet. Thus, we do not have estimates for the solid fix. Meanwhile, we added an option to disable the cloth physics. We recommend trying this option for those of pathfinders who experience problems with game crashes.

Wasn't the cape problem since PoE1 beta and then unresolved for Linux?

They really need to get better engine for Pathfinder 2.
 
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Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
We have analyzed the latest reported crashes and concluded that in most cases the problem is connected to the capes’ physics. The issue is tricky, as we are unable to recreate it on the testing machines yet. Thus, we do not have estimates for the solid fix. Meanwhile, we added an option to disable the cloth physics. We recommend trying this option for those of pathfinders who experience problems with game crashes.

Wasn't the cape problem since PoE1 beta and then unresolved for Linux?

They really need to get better engine for Pathfinder 2.
I don't know but will quote u on this on steam, interesting
 

santino27

Arcane
Patron
Joined
Oct 1, 2008
Messages
2,794
My team has the sexiest and deadliest waifus you can recruit.
The only crash problems I've ever had have been with the EE... if I alt-tab out of the game, there's about a 75% chance when I click back into the game, it will have frozen, forcing me to kill it with the task manager.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,980
Insert Title Here Pathfinder: Wrath
I find it amazing that the Find Traps spell still doesn't work.

Likewise Archeologists Luck not counting as a Bardic Performance (so no Lingering, killing the class), Endurance not boosting Athletics, etc...

I’ve had no technical bugs, but it’s annoying when you report basic stuff repeatedly and it’s never even acknowledged.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
12,076
Location
Flowery Land
And fuck, the Depths won't let me go further. In-fact I only had one more fight to do in what I could currently get to before I left last time. It was one of the special bosses... who didn't do anything the entire fight because he failed his fort save against nauseating cloud, was too dumb to leave it and just sat there getting chopped to death by my Bloodrager (who was immune to the cloud due to bloodline). I got a +4 dex belt (which I needed) and a keen rapier (which I sold for a decent amount of money) out of it at least.

Edit: Well the next part of the main quest opened when I returned. Sends me to an isle I tried to go to once before but reloaded after discovering there were some annoying enemines on. This shall be fun.
 
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Ainamacar

Educated
Joined
May 6, 2018
Messages
33
I have conducted careful tests on the Sensei in 2.0.6, and discovered that I should have conducted careful tests on the Sensei much earlier.

In short, the Sensei still has flurry of blows despite the latter not showing on the list of class abilities. I loaded a fight when my monk had BAB 18. She is getting 5 attacks per round when using unarmed strikes or a monk weapon, and 4 per round with a short sword. Moreover, Ki Power: Extra Strike adds an extra attack to the following round for all those weapons, including the non-monk weapon.

So right now you're actually sacrificing evasion, improved evasion, fast movement (all of which you basically get back at levels 6, 10, or 14) and a handful of bonus feats. In return you get a ton of excellent mass buffs.

Should they even fix it at this point? It works, it's fun, and hasn't the whole archetype suffered enough already?
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
12,076
Location
Flowery Land
Just finished Candlesomething Isle. More tedious than anything. Immediately spawning the player into an ambush by a shitton of enemies if they take the shortcut is a total dickmove. Other than that, I got through without much difficulty thanks to spaming protection from electricity on my melee fighters. Much more annoying than challenging.

As far as I can tell "War Wisp" and (more obviously) Ancient Will o Wisp are just advanced Will-o'-Wisp, but it's not a straight template since the ranged thunderbolt isn't on the base monster. Will-o'-Wisp is considered one of the more under CRed enemies in PF as is, upping their damage (which was their one low point) a bunch with that SLA is just crazy.


Also beat Bald Hilltop. I hate how the timer in the journal is like 14 days behind for the Bald Hilltop quests. Next chapter soon?
 

rashiakas

Cipher
Patron
Joined
Oct 4, 2011
Messages
845
Pathfinder: Wrath
As DM I would give the Ancient and War Wisps one level of admixture wizard to spice things up a bit.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
hy70wxj.png

:philosoraptor:
 

Eisenheinrich

Scholar
Joined
Apr 16, 2018
Messages
806
Location
Germania
Being in Chapter 4, I have to admit that PFK is a very fun game but far too limited and bland in terms of looks and aesthetics for a game of it's massive lenght. It gets boring fast with everything looking the same.
 

Brancaleone

Prophet
Joined
Apr 28, 2015
Messages
1,067
Location
Norcia
Would some kind soul update me on the memory leak issue after 2.0.6?

Haven't been playing for quite a while, and since I'll be restricted to potato laptop (4GB RAM, i5-7200U, 620HD :negative:) for the foreseeable future, the last thing I need is some hidden monster gobbling up my meager system resources.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,631
Just finished Candlesomething Isle. More tedious than anything. Immediately spawning the player into an ambush by a shitton of enemies if they take the shortcut is a total dickmove. Other than that, I got through without much difficulty thanks to spaming protection from electricity on my melee fighters. Much more annoying than challenging.

As far as I can tell "War Wisp" and (more obviously) Ancient Will o Wisp are just advanced Will-o'-Wisp, but it's not a straight template since the ranged thunderbolt isn't on the base monster. Will-o'-Wisp is considered one of the more under CRed enemies in PF as is, upping their damage (which was their one low point) a bunch with that SLA is just crazy.


Also beat Bald Hilltop. I hate how the timer in the journal is like 14 days behind for the Bald Hilltop quests. Next chapter soon?
There is a spell called Communal Resist Energy. You have to be lvl 7 with your caster and choose Electricity and it gives everyone in radius 20 resistance to Electricity. That spell alone makes all Wisps into Wimps.
 

Jenkem

その目、だれの目?
Patron
Vatnik
Joined
Nov 30, 2016
Messages
9,138
Location
An oasis of love and friendship.
Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
Being in Chapter 4, I have to admit that PFK is a very fun game but far too limited and bland in terms of looks and aesthetics for a game of it's massive lenght. It gets boring fast with everything looking the same.

this is a problem with fantasy in general tbqh, it's all mostly ripped from Tolkien which was already ripped from folklore.

we need more sci-fi crpgs.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
12,076
Location
Flowery Land
Just finished Candlesomething Isle. More tedious than anything. Immediately spawning the player into an ambush by a shitton of enemies if they take the shortcut is a total dickmove. Other than that, I got through without much difficulty thanks to spaming protection from electricity on my melee fighters. Much more annoying than challenging.

As far as I can tell "War Wisp" and (more obviously) Ancient Will o Wisp are just advanced Will-o'-Wisp, but it's not a straight template since the ranged thunderbolt isn't on the base monster. Will-o'-Wisp is considered one of the more under CRed enemies in PF as is, upping their damage (which was their one low point) a bunch with that SLA is just crazy.


Also beat Bald Hilltop. I hate how the timer in the journal is like 14 days behind for the Bald Hilltop quests. Next chapter soon?
There is a spell called Communal Resist Energy. You have to be lvl 7 with your caster and choose Electricity and it gives everyone in radius 20 resistance to Electricity. That spell alone makes all Wisps into Wimps.

Yeah, well I only had protection from energy on my sorcerer and I didn't want to waste a day to have my arcane trickster or cleric prepare it. If it had gotten to the point that I needed to rest I would have used it, but I cleared the entire isle without needing to. Like I said, it was annoying more than difficult: I had to get one guy to scout ahead, while keeping the rest of my party close enough to help but not get caught in the bolt and having to have longer than average combat because the wisp AC is so damn high.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
12,076
Location
Flowery Land
Would some kind soul update me on the memory leak issue after 2.0.6?

Haven't been playing for quite a while, and since I'll be restricted to potato laptop (4GB RAM, i5-7200U, 620HD :negative:) for the foreseeable future, the last thing I need is some hidden monster gobbling up my meager system resources.

I've been playing on 2.0.5 since I got the game and haven't had any issues, though I've been using a bulky desktop. Only thing I've remotely seen an increase in is save times, but save time+size increasing as there's more to save is not unique to this game in the slightest.
 

PsychoFox

Educated
Joined
Mar 27, 2019
Messages
293
Location
(P___q)
Would some kind soul update me on the memory leak issue after 2.0.6?

Haven't been playing for quite a while, and since I'll be restricted to potato laptop (4GB RAM, i5-7200U, 620HD :negative:) for the foreseeable future, the last thing I need is some hidden monster gobbling up my meager system resources.

Not fixed. I still can't play the game due to this issue (and i'm on a beefy setup).
 

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