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

Joined
Oct 1, 2020
Messages
387
It doesn't. You only attack once. You still attack, but just once.

that’s what I thought but I’m struggling to interpret the patch note:


  • Pounce failed to work in the surprise round if the character was not the first to act during this round. Resolution: fixed.

I have always been able to charge with a pounce character in the surprise round prior to this patch so I don’t understand what this changes. But I’m also tired and dumb rn
 

bec de corbin

Educated
Joined
Sep 21, 2020
Messages
207
The new version seems to have introduced a bug where raising people from the dead doesn't actually make them stand up, so they slide around the floor as a corpse and can't do anything until you save and reload. Good shit.
 
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Oct 1, 2020
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I just remembered that you can independently move around some of the difficulty sliders. I might mess with them, keeping the DC slider at the Hard setting but the others at Unfair.
 

oldmanpaco

Master of Siestas
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Nov 8, 2008
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Switching to Unfair, let's see how this goes.

I just remembered that you can independently move around some of the difficulty sliders. I might mess with them, keeping the DC slider at the Hard setting but the others at Unfair.

Heh, the sliders aren’t even maxed out on Unfair. Everyone has been casuals all along, smh

The only really difficult aspect of Unfair is the double damage criticals. You can embrace your inner autist to make the perfect build, craft the perfect companions. You can manage every enemy, CC every fight, raise your saves, AC, AB, whatever. All it takes is one lucky hit and 130 dmg to ruin any fight.

edit: And its not even the boss fights that are hard. You bring your A game to those. All the buffs are up, all the consumables are used, you strategize those fights. Most deaths come from the "trash" mobs you decide not to expend resources on. Do you really want to throw a slow or pit or whatever at a random troll just taking a shit in the woods? You can't go all out every fight and that's when they get you.
 
Last edited:
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Oct 1, 2020
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Interesting post from someone working on the game on the difficulty sliders:
Hello! We received plenty of comments from you, regarding the current game difficulty settings. In this post, we would like to clarify how the settings work now and reveal some of the upcoming changes.

Enemy Stat Adjustment option now has a confusing name. It is a mechanical adjustment for multiple different things, an option that regulates differences between difficulties that did not fit into other settings. We intend to split it into 2-3 different options in one of the proper patches to come (together with giving it a more appropriate name). We intend to move the regeneration and damage reduction controls into a separate option.
“Much easier enemies” reduces the DCs of saving throws of enemy abilities and DCs of skill checks by 4, disables enemy regeneration and any type of damage reduction/immunity/resistance against player attacks. This is the default setting for story mode. We intend to move the regeneration and damage reduction controls into a separate option.
“Moderately easier enemies” reduces the DCs of saving throws of enemy abilities by 4 and DCs of skill checks by 2, halves enemy regeneration and effects of any type of damage reduction/immunity/resistance against player attacks. The default setting for easy mode.
“Somewhat easier enemies” reduces the DCs of saving throws of enemy abilities by 2. It is a default setting for normal mode.
“Normal enemies” does not change enemies at all.
“Somewhat tougher enemies” increases enemy attack and AC by 2. The default option for challenging and hard mode. It is kind of separate from other settings here, and we intend to move this setting into “Enemy difficulty" instead.
“Moderately tougher enemies” increases the DCs of saving throws of enemy abilities by 2 and DCs of skill checks by 4. The default setting for the unfair mode.
“Much tougher enemies” increases the DCs of saving throws of enemy abilities by 4 and DCs of skill checks by 6. It can only be set on custom difficulty.

The description for enemy difficulty (that will be added into the game in one of the hotfixes to come) is like this:
Enemy difficulty
This option determines whether the ability values of enemies are diminished or increased.
Weak enemies have their ability scores reduced by 4 and their Attack Bonus, and AC will be reduced by 2.
Normal enemies have their ability scores unchanged.
Strengthened enemies have their ability scores increased by 4, and their Attack Bonus and AC will be increased by 2.
Insane enemies have their ability scores increased by 8, and their Attack Bonus and AC will be increased by 4.

https://steamcommunity.com/app/640820/discussions/0/1730963192537352029/


A slider that let me just pump up the HP of hard mode enemies sounds muh hp bloat but I bet it would be fun.
 
Joined
Oct 1, 2020
Messages
387
Just loaded up my vtomb save (3 encounters before the big guy) and cranked up every slider to the max for the lulz. Valerie got smoked by a 360 point finger of death but it was generally the jub show with some contributions from AT ranged touch attacks. Feels like the greatest impact is felt on the marginal stuff like lower AB attacks and lower defenses but the stuff that was way overcapped anyways still feels mostly the same. Mirror image, bombs, etc. Which I guess is not too surprising since it's just Unfair but 3x damage and +2 to DCs.

I think I'd like an option to just take Hard and put the enemy hp and damage somewhere around 1.2-1.5
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
I notice we still haven't seen anyone kick the KM up to Hard yet.
 

Whisper

Arcane
Vatnik
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Feb 29, 2012
Messages
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The only really difficult aspect of Unfair is the double damage criticals. You can embrace your inner autist to make the perfect build, craft the perfect companions. You can manage every enemy, CC every fight, raise your saves, AC, AB, whatever. All it takes is one lucky hit and 130 dmg to ruin any fight.

130 damage?
Most crits are around 200. Some are 250+. Hello tricksters with scythes.
 

oldmanpaco

Master of Siestas
Joined
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Messages
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The only really difficult aspect of Unfair is the double damage criticals. You can embrace your inner autist to make the perfect build, craft the perfect companions. You can manage every enemy, CC every fight, raise your saves, AC, AB, whatever. All it takes is one lucky hit and 130 dmg to ruin any fight.

130 damage?
Most crits are around 200. Some are 250+. Hello tricksters with scythes.

Yeah I was talking about low lvl when you only have about 50-80 hp.
 

deuxhero

Arcane
Joined
Jul 30, 2007
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12,041
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Flowery Land
Woah.. wait is pounce supposed to work in the surprise round? That would be fukken crazy good for turn based!!

Yep. It's supposed to work whenever you charge, even when you charge as a standard action for reasons including surprise round, being staggered, being a zombie, or even using one of the two feats that lets you ready a charge as a standard action.
 

smaug

Secular Koranism with Israeli Characteristics
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Dumbfuck
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Insert Title Here
I just now realized at level 14, I never used Stoneskin up until now...

Well fuck me, is this why I had to use Tristian's 18 healing energies every dungeon?
 

The_Mask

Just like Yves, I chase tales.
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The land of ice and snow.
Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Stone Skin is not what it used to be in the BG series, it's not as good. Especially at higher difficulties. It's actually a bit of a waste to take it, unless you're in for a very long dungeon.
Plus... gameplay-wise, the game will shine for you regardless of 1 or 2 mistakes.
 

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