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KickStarter Pathfinder: Kingmaker Pre-DLC Thread [GO TO NEW THREAD]

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
22,025
That made me think - couldn't Russians DESIGN rpgs and then Japanese actually MAKE them?
You are assuming WW4 won't break out before the game gets published... Bad assumption.
 

Thonius

Arcane
Joined
Sep 18, 2014
Messages
6,495
Location
Pro-Tip Corporation.
Yeah, but Sling Staffs is entirely different from slings, as mentioned earlier in the thread. Slings are 1h Simple ranged weapons that allows you to add Strength for damage. Sling staffs are 2h and exotic. I have no idea why anyone would spend a exotic weapon proficiency to use sling staffs, giving up the major advatages of the good ol' sling.
I think the staff slings are basically a 2hd exotic version of the sling. 1d8 base damage vs 1d4, which would suit the progression of 1 size up and exotic being 1 step better at something (e.g., 1hd martial = 1d8 base, 1hd exotic = 1d10 base, the crit range being the same).
Actually they are more like composite bow of sling's. It's adds up STR to your damage.
 

Serus

Arcane
Patron
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Messages
6,945
Location
Small but great planet of Potatohole
Oh shit, maybe this is why we're not getting our keys - they burnt out their community manager! https://www.kickstarter.com/projects/owlcatgames/pathfinder-kingmaker/posts/2300895

Wind of Change

Dear pathfinders,

it is with a heavy heart that we come to you today. You may have noticed an unusual stillness on our game's social media - especially on Kickstarter, our official forum and Discord. Sadly, our beloved community manager, Berserkerkitten, has bid us farewell last week. Due to health reasons, he decided to take a step back and put everything on hold while he recuperates. The dev team at Owlcat Games would like to thank Berserkerkitten for his titanic contributions to this game and this community. We fully support your decision and wish you a speedy recovery!

As of now, a whole group of people is going to work hard every day to make sure your questions are answered, your concerns are addressed and your feedback is heard. There is quite a backlog of e-mails, messages and posts to go through, so it might take some time until we can get back to you, but we'll get there sooner rather than later - promise. On Kickstarter and on our official forum, this task will predominantly fall on me. Which means that introductions are in order!

My name is Kotarsis, I am a narrative designer and (from now on) a community manager at Owlcat Games. You might have met me at our dev streams last week, or on our Discord server. I was an academic games researcher before becoming a part of the industry, I know a thing or two about Eastern European fantasy and sci-fi, and I have a soft spot for linguistics and philosophy. But most of all, I am very happy that I will be able to spend more time with you, guys and gals, and I'll do my best to keep this place cozy and warm.

Hail to the Kings!

This is crazy. The upside is Roqua has no reason to be butthurt at Owlcat anymore.
Roqua will find a way, don't underestimate him.
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
22,025
Yeah, but Sling Staffs is entirely different from slings, as mentioned earlier in the thread. Slings are 1h Simple ranged weapons that allows you to add Strength for damage. Sling staffs are 2h and exotic. I have no idea why anyone would spend a exotic weapon proficiency to use sling staffs, giving up the major advatages of the good ol' sling.
I think the staff slings are basically a 2hd exotic version of the sling. 1d8 base damage vs 1d4, which would suit the progression of 1 size up and exotic being 1 step better at something (e.g., 1hd martial = 1d8 base, 1hd exotic = 1d10 base, the crit range being the same).
Actually they are more like composite bow of sling's. It's adds up STR to your damage.
Slings get that by default in 3.5. Did Paizo fuck up theirs?
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Oh shit, maybe this is why we're not getting our keys - they burnt out their community manager
he couldn't handle decline and steam reviollis.

Quality of life changes - how to make this game more fun
These things should be hotfixed in:

1. Very Important. You need to give players a way to tell if specific encounter is too difficult without having to constantly wipe & reload.. Currently there is no monster level indicators, there is no danger marks or so on. For example, is Owlbear dangerous for Level 4 party? It is absolutely deadly, but nothing in the game tells you this until you wipe.

2. Charge ability should be instant and usable even at close range, melee is too underpowered without it. I tried mostly ranged vs. mostly melee party and it was night and day in terms of difficulty. Melee is already penalized with taking opportunity hits for switching target.

3. Fighters with shield equipped should have taunt ability, you can't have trash mobs that can 1-2 shot all but sword & board constitution warriors AND no way to tank&spank.

4. Permanent stat damage is just a bad idea, disable it in all but hardest difficulties.

5. Rations and travel is just too obnoxious to always mind. Remove it on Normal and below.

6. In-game heals should be about 33% to 50% stronger. If my tank can take half of health bar in a single hit, then I need to be able to hill that much damage back in a single heal with my cleric.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,288
I found another bug (or strange design decision). You can have only one light spell active even if you got multiple characters that can cast it. Normally in PnP you can have one light spell active PER caster that can cast it.

Also I noticed that even with light spell active some enemies would still get 20% concealment bonus. Now I am not sure if that is their natural bonus (kind of like Displacer beasts) or if Light does not counter concealment from darkness as it should.
 

PrettyDeadman

Guest
Oh shit, maybe this is why we're not getting our keys - they burnt out their community manager! https://www.kickstarter.com/projects/owlcatgames/pathfinder-kingmaker/posts/2300895

Wind of Change

Dear pathfinders,

it is with a heavy heart that we come to you today. You may have noticed an unusual stillness on our game's social media - especially on Kickstarter, our official forum and Discord. Sadly, our beloved community manager, Berserkerkitten, has bid us farewell last week. Due to health reasons, he decided to take a step back and put everything on hold while he recuperates. The dev team at Owlcat Games would like to thank Berserkerkitten for his titanic contributions to this game and this community. We fully support your decision and wish you a speedy recovery!

As of now, a whole group of people is going to work hard every day to make sure your questions are answered, your concerns are addressed and your feedback is heard. There is quite a backlog of e-mails, messages and posts to go through, so it might take some time until we can get back to you, but we'll get there sooner rather than later - promise. On Kickstarter and on our official forum, this task will predominantly fall on me. Which means that introductions are in order!

My name is Kotarsis, I am a narrative designer and (from now on) a community manager at Owlcat Games. You might have met me at our dev streams last week, or on our Discord server. I was an academic games researcher before becoming a part of the industry, I know a thing or two about Eastern European fantasy and sci-fi, and I have a soft spot for linguistics and philosophy. But most of all, I am very happy that I will be able to spend more time with you, guys and gals, and I'll do my best to keep this place cozy and warm.

Hail to the Kings!

This is crazy. The upside is Roqua has no reason to be butthurt at Owlcat anymore.
Is this issue being resolved right now? I can reach to some of the devs via discord/mail/pm/vk if someone isn't already doing this ...
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
22,025
Oh shit, maybe this is why we're not getting our keys - they burnt out their community manager
he couldn't handle decline and steam reviollis.

Quality of life changes - how to make this game more fun
These things should be hotfixed in:

1. Very Important. You need to give players a way to tell if specific encounter is too difficult without having to constantly wipe & reload.. Currently there is no monster level indicators, there is no danger marks or so on. For example, is Owlbear dangerous for Level 4 party? It is absolutely deadly, but nothing in the game tells you this until you wipe.

2. Charge ability should be instant and usable even at close range, melee is too underpowered without it. I tried mostly ranged vs. mostly melee party and it was night and day in terms of difficulty. Melee is already penalized with taking opportunity hits for switching target.

3. Fighters with shield equipped should have taunt ability, you can't have trash mobs that can 1-2 shot all but sword & board constitution warriors AND no way to tank&spank.

4. Permanent stat damage is just a bad idea, disable it in all but hardest difficulties.

5. Rations and travel is just too obnoxious to always mind. Remove it on Normal and below.

6. In-game heals should be about 33% to 50% stronger. If my tank can take half of health bar in a single hit, then I need to be able to hill that much damage back in a single heal with my cleric.
What the hell? Owlbear isn't that deadly. A party of 6 level 4s should be able to handle one easy. Even a party of 4 L4s should be able to handle an owlbear...
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,945
Location
Small but great planet of Potatohole
I found another bug (or strange design decision). You can have only one light spell active even if you got multiple characters that can cast it. Normally in PnP you can have one light spell active PER caster that can cast it.

Also I noticed that even with light spell active some enemies would still get 20% concealment bonus. Now I am not sure if that is their natural bonus (kind of like Displacer beasts) or if Light does not counter concealment from darkness as it should.
I suspect the reason is that additional mobile sources of light could kill the framerate on weaker rigs? That or laziness. Only guessing here of curse.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
They should let Codex handle the community
hangings_0.gif
 

Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
3,943
Location
Wandering the world randomly in search of maps
Nope, Tristian specializes in Healing and Good domains.

EDIT: Maybe?

Tristian seems bugged as shit. He seems to have the Sun domain spells but not the domain powers. I can't figure out how to get his kit ability to work either. His Good domain stuff works though.

If he were Healing and Sun that would be nice, the healing domain power is +50% bonus to all healing spells, but OwlCat Doesn't Want Us To Have Nice Things.
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Yeah, but Sling Staffs is entirely different from slings, as mentioned earlier in the thread. Slings are 1h Simple ranged weapons that allows you to add Strength for damage. Sling staffs are 2h and exotic. I have no idea why anyone would spend a exotic weapon proficiency to use sling staffs, giving up the major advatages of the good ol' sling.
I think the staff slings are basically a 2hd exotic version of the sling. 1d8 base damage vs 1d4, which would suit the progression of 1 size up and exotic being 1 step better at something (e.g., 1hd martial = 1d8 base, 1hd exotic = 1d10 base, the crit range being the same).
Actually they are more like composite bow of sling's. It's adds up STR to your damage.
Slings get that by default in 3.5. Did Paizo fuck up theirs?
Nope, that is indeed default.
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Nope, Tristian specializes in Healing and Good domains.

EDIT: Maybe?

Tristian seems bugged as shit. He seems to have the Sun domain spells but not the domain powers. I can't figure out how to get his kit ability to work either. His Good domain stuff works though.

If he were Healing and Sun that would be nice, the healing domain power is +50% bonus to all healing spells, but OwlCat Doesn't Want Us To Have Nice Things.
Tristian is an Ecclesitheurge, and they apparently get access to all the spells of all the domains offered by their deity, and they can choose to put the domain spells of their primary domain (but not their secondary) in non-domain slots.

The fucked thing about Tristian is that he doesn't get a secondary domain.
 

panda

Savant
Joined
Dec 31, 2014
Messages
398
What the hell? Owlbear isn't that deadly. A party of 6 level 4s should be able to handle one easy. Even a party of 4 L4s should be able to handle an owlbear...
It is a very special owlbro.

SlUFubf.png

Though, yep, not hard at all.
 

TwinkieGorilla

does a good job.
Patron
Joined
Oct 19, 2007
Messages
5,480
Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath
Friends, why items don't have a nice background story like in IE games :(

There is a literal storyteller who tells you entire stories if you collect enough pieces to complete the tale. Do you really need a silver spoon to have hover dialogue that tells you who its previous owner was?
 

ga♥

Arcane
Vatnik
Joined
Feb 3, 2017
Messages
8,078
Friends, why items don't have a nice background story like in IE games :(

There is a literal storyteller who tells you entire stories if you collect enough pieces to complete the tale. Do you really need a silver spoon to have hover dialogue that tells you who its previous owner was?

Not a silver spoon, but I am growing tired of bland longsword+1 and shield+1. BG had nice itemization even for "weak" magic items.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,555
Location
Bulgaria
Nope, Tristian specializes in Healing and Good domains.

EDIT: Maybe?

Tristian seems bugged as shit. He seems to have the Sun domain spells but not the domain powers. I can't figure out how to get his kit ability to work either. His Good domain stuff works though.

If he were Healing and Sun that would be nice, the healing domain power is +50% bonus to all healing spells, but OwlCat Doesn't Want Us To Have Nice Things.
Tristian is an Ecclesitheurge, and they apparently get access to all the spells of all the domains offered by their deity, and they can choose to put the domain spells of their primary domain (but not their secondary) in non-domain slots.

The fucked thing about Tristian is that he doesn't get a secondary domain.
He is really powerful,just put an elemental focus on fire and see him nuke. Also he can have some his domain spells on normal slots. I use the emo dwarf for a tank and this guy for mass healing and nuking. There is head gear that gives 50% more damage to undead and healing.

:negative:
Shame that he run away with all that good shit.
 

Havoc

Cheerful Magician
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Messages
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Poland
Grab the Codex by the pussy Insert Title Here RPG Wokedex Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker Pathfinder: Wrath
What the hell? Owlbear isn't that deadly. A party of 6 level 4s should be able to handle one easy. Even a party of 4 L4s should be able to handle an owlbear...
It is a very special owlbro.

SlUFubf.png

Though, yep, not hard at all.
Lel, that's CR 14 at least. I think Owlbears are overpowered in this game. Unless that's how they are portrayed in the Adventure Path.
 

Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
3,943
Location
Wandering the world randomly in search of maps
Oh shit, maybe this is why we're not getting our keys - they burnt out their community manager
he couldn't handle decline and steam reviollis.

Quality of life changes - how to make this game more fun
These things should be hotfixed in:

1. Very Important. You need to give players a way to tell if specific encounter is too difficult without having to constantly wipe & reload.. Currently there is no monster level indicators, there is no danger marks or so on. For example, is Owlbear dangerous for Level 4 party? It is absolutely deadly, but nothing in the game tells you this until you wipe.

2. Charge ability should be instant and usable even at close range, melee is too underpowered without it. I tried mostly ranged vs. mostly melee party and it was night and day in terms of difficulty. Melee is already penalized with taking opportunity hits for switching target.

3. Fighters with shield equipped should have taunt ability, you can't have trash mobs that can 1-2 shot all but sword & board constitution warriors AND no way to tank&spank.

4. Permanent stat damage is just a bad idea, disable it in all but hardest difficulties.

5. Rations and travel is just too obnoxious to always mind. Remove it on Normal and below.

6. In-game heals should be about 33% to 50% stronger. If my tank can take half of health bar in a single hit, then I need to be able to hill that much damage back in a single heal with my cleric.


1. Agreed, though I think the devs believe they are "fixing" the game by jacking up everyone's class levels, instead of breaking it.

2. Charge is in fact quite broken. In the book version it specifically does not allow you to charge through occupied squares, that is a Bull Rush (or overrun or something. But not charge). In the game's version you can go right through enemies to their back line. Normally that would require several combat manuever checks and possibly special feats or PrC abilities. The delay was likely introduced to try to balance this somewhat.

3. Eh. Tanking just isn't a thing in D&D. I don't want the game to be WoW

4. Lots of spells to deal with this, also beef up saves.

5. Agreed in that the game should have Create Food, Overland Flight, and Teleport spells.

6. Wait until level 11. Also, if Tristian or a custom cleric gets the Healing Domain they would have +50% buffed heals.
 
Last edited:

jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,358
Oh shit, maybe this is why we're not getting our keys - they burnt out their community manager
he couldn't handle decline and steam reviollis.

Quality of life changes - how to make this game more fun
These things should be hotfixed in:

1. Very Important. You need to give players a way to tell if specific encounter is too difficult without having to constantly wipe & reload.. Currently there is no monster level indicators, there is no danger marks or so on. For example, is Owlbear dangerous for Level 4 party? It is absolutely deadly, but nothing in the game tells you this until you wipe.

2. Charge ability should be instant and usable even at close range, melee is too underpowered without it. I tried mostly ranged vs. mostly melee party and it was night and day in terms of difficulty. Melee is already penalized with taking opportunity hits for switching target.

3. Fighters with shield equipped should have taunt ability, you can't have trash mobs that can 1-2 shot all but sword & board constitution warriors AND no way to tank&spank.

4. Permanent stat damage is just a bad idea, disable it in all but hardest difficulties.

5. Rations and travel is just too obnoxious to always mind. Remove it on Normal and below.

6. In-game heals should be about 33% to 50% stronger. If my tank can take half of health bar in a single hit, then I need to be able to hill that much damage back in a single heal with my cleric.
What the hell? Owlbear isn't that deadly. A party of 6 level 4s should be able to handle one easy. Even a party of 4 L4s should be able to handle an owlbear...
In this game there are tons of different Owlbears and some of them could eat level 4 team for breakfast.

Also no. 5 is a legit complain, although I don't think they should remove it(maybe only on the lowest difficulties), but the rations' weight is a little too much and your characters gets tired way to quickly. Constantly camping is not fun, especially when you need to go back to your capital every once a while.
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
22,025
What the hell? Owlbear isn't that deadly. A party of 6 level 4s should be able to handle one easy. Even a party of 4 L4s should be able to handle an owlbear...
It is a very special owlbro.

SlUFubf.png

Though, yep, not hard at all.
That is not even the Paizo standard. AC 35 is the AC of a Balor. AC 38 is Wyrm-class dragons. BAB 14 is what level 12 characters should be fielding.

That is a joke. Owlcat doesn't understand how the CR and WBL system work, and without understanding that very fundamental underpinning of the 3.5 system, there is really no hope in hell of getting good encounters.

I predict you guys will be chasing fix after patch after nerf as Owlcat try to bring under control a beast they themselves unleashed.
 

Havoc

Cheerful Magician
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Messages
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Location
Poland
Grab the Codex by the pussy Insert Title Here RPG Wokedex Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker Pathfinder: Wrath
That is not even the Paizo standard. AC 35 is the AC of a Balor. AC 38 is Wyrm-class dragons. BAB 14 is what level 12 characters should be fielding.
The AC is the PC, so I guess Valerie boosted with magic. Pretty normal. However, BAB 14 isn't level 12 characters, but level 14 warrior-class characters (like Fighters).
 

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