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

Israfael

Arcane
Joined
Sep 21, 2012
Messages
3,856
I have the game installed on an Samsung NVMe SSD with 3500+ read speed and infinite IOPS, loading time did not change much as compared to ordinary SSD. Pretty sure issue is not related to IO
 

yes plz

Arcane
Patron
Joined
Jul 14, 2008
Messages
2,159
Pathfinder: Wrath
GOG is downloading a 5.5GB update, so I'm assuming that's the patch.

As for loading times, I haven't played it in a month but back when I was playing it loading times were about 30 seconds for me. I have a Samsung 960 EVO NVMe M2, i7 7700k, and 32GB of RAM.
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
5,507
Loaded up and it's version 1.1

Fabulously optimistic my ass. It's time, gentlemen.

EDIT: They even fixed the thunderously loud footsteps of my one of my companion's Mastadon. Thank fuck!
 
Last edited:

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,515
Location
Grand Chien
Patch 1.1 – November, 16th 2018

Dear pathfinders,

We are happy to inform you that Version 1.1 is here and ready to be shared with everyone!

We are eternally grateful for your patience. The bugs and other technical issues you've encountered cannot be tolerated, since they ruin immersion and spoil the fun of playing the game. We apologize for any frustration they could have caused you, and we'd like to once more reassure you of our commitment to fix all the remaining problems. We hope you feel the same way we do - we were inspired by true pillars of the CRPG genre, and we believe that with hard work and dedication, this game can become worthy of their lineage.

We would also like to express our heartfelt gratitude to everyone who took part in the Beta test for this version. Your feedback is truly invaluable to us! More than 60 unique issues were fixed thanks to your reports since the beginning of the Beta. And we've also out around 200 other unique suggestions and issues on our task list for the next patch (unfortunately, we can't fix everything in a glimpse, so we prioritize and address major issues first). We'd like to highlight that we carefully read through bug reports threads on Steam and GoG forums, as well as the official forum at owlcatgames.com and the fan-run Discord group, in order to record all the issues described there. We can't answer all the messages personally - sorry for that! - but, just to be clear, we ensure you we care about everything you post, and eventually we will address all reports.

To make bug reporting easier, we've decided to keep the internal bug report form in the release version. There won't be a "Bug Report" button as in Beta, so as not to clutter the interface, but on pressing F11 you will be able to send us your thoughts together with all the required information (screenshot, save file and logs collected automatically).

As soon as Version 1.1 goes live, we'll continue working on Release 1.2, which we expect to deliver around Christmas. Meanwhile, we will keep addressing newly-found critical issues in hotfixes and other updates. Stay tuned - there will be more news about upcoming updates pretty soon!

Sincerely,

Owlcats.

Quests
  • Players couldn't speak to Mim Wobblegander during the "Heal Mim" quest objective. Resolution: fixed.
  • The "Honor and Duty" quest couldn't be completed. Resolution: fixed.
  • The first objective of "The Door to Nowhere" quest couldn't be completed correctly in some cases. Resolution: fixed.
  • Players could skip the first meeting with Technic League but found the "Technic League Encampment" area in rare cases. Resolution: fixed.
  • It was unclear that players had to show the book to Jubilost to complete the quest objective. Resolution: objective description was improved.
  • Players could talk to Ditael several times to get several cursed swords. Resolution: fixed.
  • The "Green Stone" quest could be completed without an emerald. Resolution: fixed.
  • "Find a way to deal with the bandits", "Discover why monsters are attacking the kingdom" and "Find the propagandists" objectives couldn't be completed in the "War of the River Kings" quest. Resolution: fixed.
  • Willas Gunderson stayed in the Tavern after quest completion. Resolution: fixed.
  • "An Amusement for the Nobles" quest's failed resolution was unclear, and players thought that the quest was completed successfully. Also, some quest NPCs stayed active after its completion. Resolution: fixed.
  • Jubilost's story wasn't updated after the "Door to Nowhere" quest. Resolution: fixed.
  • In certain conditions, players could get the Incomplete Lawbringer Armor twice in the "Lawbringer" quest. Resolution: fixed.
  • Diplomacy check DC was wrong in the dialog with wererats (the "Ancient Formula" quest). Resolution: fixed.
  • An NPC didn't appear for the "Earthbreaker" quest at the "Secluded Lodge" area if the "Witch Hunt" quest wasn't completed. Resolution: fixed. Though, the NPC won't be there during the "Witch Hunt" quest.
  • The dialog about rules in the "Price of curiosity" quest could be used to get infinite experience. Resolution: fixed.
  • In rare cases, Jubilost didn't speak about Inconsequent Debates. Resolution: fixed.
  • "Death to Queen Bdaah!" and "Death to Chief Sootscale!" objectives could remain unfinished after completion of the "Old Sycamore Caves" area. Resolution: if players chose the peaceful way to resolve the conflict, these quests will disappear from the Quest log (they will be failed).
  • Siding with Annamede in Pitax could cause all guards to attack the party. Resolution: fixed.
  • Additional reward for "The Lost Brother" quest is added.
  • The description for the objective was clarified in the first of Valerie's companion quests.
  • The alignment shift was changed in one of the dialogues in the "Deal with the Devil" quest.
  • Some alignment shifts were changed in the resolution of Valerie's final companion quest.
  • Tiressia could reward the player twice for killing the Scythe Tree. Resolution: fixed.
  • The correct speaker was assigned for a certain line in a dialogue in Jaethal's quest.
  • The quest description was improved for the case when Octavia and Regongar didn't join the party.
  • The quest text was clarified for one of the objectives in the "Missing Child" quest.
  • The location of the Poachers' Hideout was clarified in Sharel's quest.
  • A Lawful Good justification was added to attack Darven in the "Deal with the Devil" quest.
  • The quest text was clarified for one of the objectives in the Ekun's companion quest.
  • If players decided to perform a ritual after completing Ekandeyo's "Bury the Past" quest they didn't receive set of "Wayfarer's Comfort” armor. Resolution: fixed. For players who have already completed this quest and performed the ritual the armor should be in the inventory.
  • Jubilost didn't distinguish the player's gender correctly in his “Trial of Strength” dialogue. Resolution: fixed.
  • The quest about Octavia and Regongar meeting with the Technic League spy in a tavern did not work. Resolution: fixed. You need to re-enter the tavern.
  • After saving Octavia and Regongar at the "House At The Edge Of Time" area and adding them to the party roster, Octavia became invisible and didn’t move making it impossible to switch areas and breaking the quest. Resolution: fixed.
  • "Arrest Morhalan" objective has more time to complete it now.
  • The "Mirror Memories" quest couldn’t be completed under certain circumstances. Resolution: fixed.
  • The "Saving Grace" Tristian's quest properly display as failed in the Journal now if the quest’s result leaves Tristian devastated and he doesn't accept Sarenrae's forgiveness.
  • In some situations, player didn’t receive third Nok-Nok companion quest. Resolution: Fixed
  • Annamede now spawns properly in the Academy area of Pitax during the “War of the River Kings” quest. She appears in the area after players talk to Atalia who (most likely) refuses to help against King Irovetti. Annamede starts a dialogue proposing an alliance. We've also added several fixes to Annamede's dialogue.
  • In rare cases, a premature ending of the game occurs after the "Test of Loyalty" event with Tristian and Jaethal. Resolution: fixed.
  • the "A Bloody Craft" quest could not be completed in rare cases. Resolution: fixed
  • In rare cases, the guard near Shariel could stay in the village after the first stage of the artisan's quest. Resolution: fixed.
  • In the “Along the Cold Trail” and “The Lost Relic” quests, a part of the addendums didn’t add up. Resolution: fixed.
  • Nok-Nok's companion quest could not start in some cases. Resolution: fixed.
  • The “Guiding Beacon” quest could not be completed if the player found whip without Octavia or Regongar in the group, and Bartholomew was already dead. Resolution: fixed.
  • “The Path of the Dreams” quest couldn't be completed if Tristian died in the Abandoned Keep. Resolution: fixed.

Areas
  • Tartuk could appear at the "Skunk river ford" area after the completion of the "Troll Trouble" quest if players hadn't met gnome expedition before. Resolution: fixed.
  • The bonuses party got from the allies were added at the "Ravaged Capital — Central Passage" area.
  • The magical fog didn't disappear at the "Technic League Encampment" area. Resolution: fixed.
  • Gwart's name didn't appear in the dialogue at the "Armag's Tomb" area. Resolution: fixed.
  • Creatures were roaming incorrectly at the "Barbarian Cairn" area. Resolution: fixed.
  • The party could walk through the dwarven statue at the "Abandoned Keep" area. Resolution: fixed.
  • Villagers were reacting to animal companions and summoned units at the Capital. Resolution: fixed.
  • Radius of roll action icons was increased at the "Old Sycamore Outdoor" area.
  • Players weren't able to set up camp at the "Kellid Barbarian Camp" area. Resolution: the party can stay overnight with the help of a specific Merchant's dialogue option.
  • Never-ending answer in one of the book events was fixed.
  • Mim Wobblegander was still standing in the village at "Silverstep" area during her quest. Resolution: fixed.
  • Several inconsistencies were fixed in the dialogue with Jamandi Aldori at "Flintrock Grasslands" area.
  • Several inconsistencies were fixed in the dialogue with Gwart at "Flintrock Grasslands" area.
  • Rest didn't heal the Death's Door condition at the "Camp at the Capital Gates" area. Resolution: fixed.
  • One of the lootboxes was not reachable at the "The Menagerie" area. Resolution: fixed.
  • Portal from the "Camp at the Capital Gates" area to "Ravaged Capital" area was available before the dialogue with Storyteller. Resolution: fixed.
  • The main character could get stuck in a sitting pose while at "Capital Inn" area in some cases. Resolution: fixed.
  • Players didn't understand how Divine services work. Resolution: NPCs who offer cleric services have a dialogue option now clarifying how it works.
  • Experience for defeating Ilthuliak was too low. Resolution: experience is 4 times higher now.
  • Party could get stuck in permanent combat mode if they entered the "Abandoned Keep" area form the "Verdant Chamber" after completing "Varnhold Vanished" quest but before starting "Betrayer's Flight" quest. Resolution: fixed.
  • The party couldn't rest for free in Varnhold or Pitax after conquering them. Resolution: fixed.
  • Encounter has the proper amount of Technic League Magi at the "Technic League Encampment" area now.
  • Companions kept in the cages didn't have correct barks at the "Old Sycamore Caves" area. Resolution: fixed.
  • At the "Inconsequent Debates" event, the Host stated that the main character loves no one even if the character had an active romance. Resolution: fixed.
  • Players need to make successful perception check to find the "Middle of Nowhere" area now.
  • Some players had issues with the final story dialogue at "Old Sycamore Caves" area. Nothing happened if "Attack former allies" option was chosen when kobold chief was already dead. Resolution: fixed. Those who chose this option can return to the area and defeat mites.
  • The battle with Kalannah couldn't be finished in rare cases. Resolution: some fixes were implemented to prevent the issue.
  • The party could pass through some of the closed doors at the "House At The Edge Of Time" area. Resolution: fixed.
  • Greater Werewolf was incorrectly named as Greater Weretiger at the "Old Mesa" area. Resolution: fixed.
  • Some players had an issue with barbarian sentinels at the "Overgrown Cavern" area. They didn't start the dialogue and peaceful resolution was unavailable. Resolution: fixed.
  • Rest Camp didn't take any time at the Capital Gates. Resolution: fixed.
  • Tsanna got stuck in the fireplace after meeting with the baron. Resolution: fixed.
  • The Vendor didn't have replenished rest supplies at the Capital Square. Resolution: fixed.
  • Reaford Tabulus in Pitax Royal Palace has a greater bonus on concentration checks now.
  • Dead Kassil could return to the Throne Room in some cases. Resolution: fixed.
  • Pitax location could have an empty name. Resolution: fixed.
  • Edrist Hanvaki got stuck in the fireplace after meeting with the baron. Resolution: fixed.
  • Stefano Mosconi could appear in Pitax after being killed. Resolution: fixed.
  • Corax rewarded incorrectly for some player's decisions in dialogue with Melianse. Resolution: fixed.
  • New reward was added for the puzzle at the Pitax Royal Palace.
  • Unable to exit forest at "Witch's Hut" area. Resolution: fixed.
  • Player was able to offer help to Nober's wounded barbarian before learning about the wound. Resolution: fixed.
  • Jamandi's reply to the player's LG answer was changed during the coronation event.
  • Unexpected alignment shifts at the "Abandoned Keep" area. Resolution: fixed.
  • "Goblin Party" book event will continue even if the players fail the Constitution check while tasting the goblin "ale".
  • Inconsistencies in dialogues with the Raven and Tristian in the 3d chapter. Resolution: fixed.
  • Linxia could propose an alliance even if the player decided to fight against her. Resolution: fixed.
  • Players could get extra experience interacting with the bridge and the cart at the "Old Sycamore Caves" area. Resolution: fixed.
  • Missing cooking recipes were added to chapter 4 areas ("Armag's Tomb", "Two-Faced Hill", "Abandoned Keep", "Fossil Fields" and "Other World").
  • Vordakai has better loot now.
  • Characters could incorrectly get damage or disease in "Kobold Trail" book event. Resolution: fixed.
  • Players couldn't talk to Knurly Witch NPC at the "House at the End of Times" area in some cases. Resolution: fixed.
  • There could be issues with correctly processing the decisions players made in dialogues after defeating Hargulka and Tartuk. Resolution: fixed.
  • Jhod didn't disappear at the "Thorn Ford" area when he left. Resolution: fixed.
  • No objective in the Quest Log for Nixie's request to bring feathers. Resolution: fixed.
  • Special Encounter didn't happen in the 3d chapter. Resolution: fixed.
  • The "Test of Loyalty" event could not finish correctly for Tristian and Jaethal. Also, there could be wrong dialogues for Tristian and Jaethal in some cases. Resolution: fixed.
  • Kassil Aldori could appear at the end of the "Flintlock Grasslands" area even if he was dead by that time. Resolution: fixed.
  • Several wrong perception check at the "Vordkai's Tomb" area. Resolution: fixed.
  • Completing the interaction with Melianse peacefully at the Overgrown Pool caused the game to soft lock in one of the cases. Resolution: fixed.
  • Traders in Pitax Town didn't trade. Resolution: fixed.
  • A copy of Amiri's sword could be sold at "Oleg's Trading Post" area. Resolution: fixed.
  • Dialogue branch with Nyrissa, that allowed to gain additional affection with her in the "Abandoned Keep" area during the "Betrayer's Flight" quest, was missing. Resolution: the dialogue branch is now available for the players who have enough affection with Nyrissa.
  • Tessie the Quill could disappear after the Capital Square upgrade. Resolution: fixed. Players need to re-enter the main square for the character to appear.
  • Group portraits covered exit marker at the "Overgrown Cavern" area. Resolution: the camera's movement boundary has been extended.
  • In some cases, Ilora Nuski could appear in Pitax after her death. Resolution: fixed.
  • Some of the scripted resurrections (e.g. at the "House At The Edge Of Time" area) did not work properly in some cases. Resolution: fixed.
  • Bokken is alive (we hope).
  • Curse in chapter 7 aggroed all enemy creatures upon entering the area. Resolution: fixed.
  • Vendor Issili had too few goods in chapter 7. Resolution: fixed.
  • Book "The Complete Collection of Useless Writings" did not appear in Issili's vendor list even if all requirements were met. Resolution: fixed.
  • Atalia Gitaren could raise from the dead and came to the Throne Room in some cases. Resolution: fixed.
  • In some cases, dead Stefano Mosconi could come to the Throne Room after conquest of Pitax. Resolution: fixed.
  • Some of the options to end the dialogue with Valerie at the Capital Inn did not fully complete the event and led to its recurrence. Resolution: fixed.
  • After the Ekundayo’s "A Feast of Feasts" quest the player was moved to the Capital but the player's figure remained at the location "Hunting Grounds" on the Global Map. Therefore, it was impossible to skip days in the Throne Room and start projects. Resolution: fixed. the player’s figure moves to the Capital correctly now.

Kingdom
  • A new "Effortless" kingdom difficulty was added. It fits between "Auto" and "Easy" and is meant for those players who wish to participate in kingdom management, but don't want to pay much attention to kingdom development.
  • Kingdom project navigation has been improved - all projects have been divided into subcategories.
  • Kingdom events that happen after 20th day of the month could be resolved until the end of the next month. Known issue - This is not shown in the event card properly and will be addressed in the upcoming hotfix.
  • Going into negative BP will not increase unrest until the next day now, giving time to repay the debt before that happens.
  • The "Windmill" building didn't have a unique model. Resolution: fixed.
  • "Sunny Glade" kingdom recourse was unreachable on the Global Map. Resolution: fixed.
  • "The Bog Mischief" kingdom event has a proper "success" description now.
  • 2 slots for buildings were unlocked, that should be available at the Town level in the Capital instead of City one.
  • Bartholomew stopped working as a vendor after moving to the capital. Resolution: fixed.
  • The "Rebuild the Temple of the Elk" and "Pillage the Temple of the Elk" projects are correctly removed now as soon as one of them is completed.
  • Solved kingdom event cards displayed total accumulated stat changes by this event, which was sometimes confusing. Resolution: they display only the results of the resolution itself.
  • Smithy and TownHall buildings didn't have correct models. Resolution: fixed.
  • Projects for the Dwarven Keep Restoration in Dire Narlmarches and South Narlmarches are given as soon as respected region is claimed now. These projects allow region upgrades based on restored keeps.
  • Building upgrades deducted the cost of the base building from the treasury incorrectly. Resolution: fixed, upgrades' cost matches their description now.
  • Training projects for Companions now appear only for companions below 12 and 14 level after chapters 5 and 6 respectively. Those projects now level up companions to 12th and 14th level respectively. If such projects were being developed during the update, they are cancelled, and their costs are fully reimbursed.
  • Kingdom was still destroyed if the boss of the chapter was killed on the same day it would destroy the kingdom. Resolution - fixed. The event that led to the destruction of the kingdom is removed.
  • "Safe Refuge" event was incorrectly marked as Problem. Resolution: fixed.
  • Kassil Aldori could disappear from the Throne Room if Kesten Garess died causing issues with some kingdom events. Resolution: fixed.
  • Printing House couldn’t be constructed after players completed the first Linzi companion quest. Resolution: fixed.
  • Automated Kingdom could stop working because it considered a non-existing meeting to be part of the Sharel’s Project. Resolution: fixed, also automated kingdom will now complete this project faster.
  • "Silent Death" event had DC of 0. Resolution: fixed.
  • "Munguk's Drunken Rage" event was too bothersome. Resolution: fixed. The event now completes even on failure and does not repeat itself.
  • Finishing the “Cult Sacrifice” or the “Portal Beasts” events by ignoring them led to missing the rank up project. Resolution: fixed.
  • If player selected certain answer during the dialogue for 9th rank of culture, he could miss rank up project. Resolution: fixed.

Classes & Mechanics

  • Guidance Spell granted Base Attack Bonus. Resolution: Guidance Spell grants Additional Attack Bonus instead of Base Attack Bonus now.
  • Freedom of Movement spell worked incorrectly. Resolution: fixed.
  • War Domain "Battle Rage" ability wasn't shown in buffs on the character, despite working properly. Resolution: fixed.
  • Some abilities granted by Domains didn't work correctly for Druids. Resolution: fixed.
  • Barbarians were losing their speed bonus for non-heavy armor even if the full plate they were wearing were mithral. Resolution: fixed.
  • Some descriptions were fixed for Arcane Trickster.
  • War Domain 8th level Bonus Combat Feat ability lacked description and name. Resolution: fixed.
  • Some spells, like Molten Orb, had descriptions that they should target a point, despite the fact that they must specifically target a creature (as they deal additional damage to a target creature). Resolution: fixed.
  • The description for Power Word Blind spell was improved.
  • Effects that turn a character into a dragon-like creature give them Blindsense 60 now instead of blindsight 30.
  • The whole party slowed down out of combat if one of the characters' speed was less than 30ft. Resolution: only slowed down characters will move slower than 30ft.
  • Auto cast didn't work with Charge ability. Resolution: fixed.
  • Some feats granted without fulfilling all requirements (such as, Ranger's "Combat Style Feat") were inactive. Resolution: fixed.
  • Divine Power didn't give bonuses to attack rolls. Resolution: fixed.
  • Attacks with Masterwork weapons were bypassing DR/Magic as if they were magical. Resolution: fixed.
  • Non-magical weapons temporarily enhanced by Magus or by a Paladin were not bypassing DR/Magic. Resolution: fixed.
  • Javelin and Dart weapons had no proficiency specified in their tooltip. Resolution: tooltip shows correctly that they are simple weapon now.
  • Trident was marked as a simple weapon in tooltip, while being a Martial weapon. Resolution: tooltip shows correctly that it is a martial weapon now.
  • No description for the save from the Wild Gaze ability. Resolution: fixed.
  • Creeping Doom spell worked incorrectly. Resolution: fixed.
  • Clay golems are Mud golems now.
  • Alchemist cannot use her bomb and mutagen abilities while under the effects of a polymorph effect any more.
  • The Resonating Word spell works correctly now.
  • Animal creatures summoned via Summon Monster spell have the fiendish or celestial template depending on caster alignment now.
  • The Lesser Restoration spell does not remove Fatigued condition any longer if target is Exhausted.
  • New Grease spell is added. Wizards, Magi and Bards can learn it.
  • Serpentine Bloodline Sorcerer's Serpent's Fang ability gives additional bite attack instead of replacing empty hand weapon now.
  • The Blind Fighting feat also gives immunity to gaze attacks now.
  • The incorrect description for Dragon disciple's bite attack was fixed.
  • Monk could use Flurry of Blows with any weapon as long as the character was without armor or shield. Resolution: fixed.
  • Short sword dealt slashing damage. Resolution: fixed, short sword deals piercing damage.
  • Duelist's Crippling Critical ability reduced duelist's AC instead of target's AC. Resolution: fixed.
  • Alchemist's Fast Healing grand discovery didn't work. Resolution: fixed.
  • Wrong information in Combat Maneuvers Bonus description that Tiny or smaller creatures use their Dexterity modifier in place of their Strength modifier to determine their CMB (in fact they do not). Resolution: fixed.
  • Descriptions for Bard and Rogue (also, Cleric and Inquisitor) shared abilities were improved.
  • Magus's Ghost Touch weapon enchantment had a wrong description. Resolution: fixed.
  • Spell Specialization did not affect spells with variant casting (Dragon Breath 4th level spell, for example). Resolution: fixed.
  • Sorcerer bloodlines previously did not show that many of them give wings at level 15. Resolution: wings are now properly shown on class progression screen.
  • Calming Touch ability of Community domain were not used to heal the party on rest. Resolution: fixed.
  • Ward Against Death ability of Repose Domain did not protect against negative levels. Resolution: fixed.
  • Sorcerers and Eldritch Scions could take Dragon Disciple prestige class with any bloodline, instead of being limited to draconic bloodlines. This created strange interactions with its "Blood of Dragons" ability of that prestige class. Resolution: Only Sorcerers and Eldritch Scions with draconic bloodline now can take levels in Dragon Disciple. Characters that had already taken a level in Dragon Disciple can continue taking levels in it.
  • Alchemist's Breath Weapon Bomb did damage to friendly targets even if the alchemist had Precise Bomb discovery. Resolution: fixed.
  • Dwarven racial trait Hardy was giving a +3 bonus to saving throws instead of +2. Resolution: fixed, the bonus is +2 now.
  • Greater Restoration did not remove Death Door condition. Resolution: fixed.
  • Clerics had a Greater Domain Power in their progression screen at level 8. This feature did nothing and was there to signify when cleric gets his second powers of domains. It was only confusing people, since some domains receive features on other levels and all domains show their feature in the progression at the correct level now. Resolution: feature was removed from progression screen.
  • Eldritch Scoundrel did not have Knowledge (Arcana) as a class skill. Resolution: fixed.
  • Alchemist's Choking Bomb was applying Nauseated condition even if the saving throw against initial effect was successful. Resolution: fixed.
  • Guarded Hearth ability of Community domain did not grant any bonuses. Resolution: fixed.
  • Duelist Parry didn't work. Resolution: fixed.
  • Animal Domain didn't give Lore (Nature) as a class skill for clerics. Resolution: fixed.
  • The Inquisitor gains Exploit Weakness ability at 14th level now.
  • New 7th–level cleric spell Resurrection was added.
  • Rogue's Master Strike ability save DC is now Dexterity based. For characters who already have this ability you have to turn it off and on again to apply this change.
  • Attacks of Nereids and Spit Venom spells projectiles used to be acid green. Resolution: their color was changed to poison purple.
  • Litany of Eloquence now requires a saving throw.
  • Water Elemental Bloodline Sorcerer Arcana is now working correctly.
  • Water Elemental Bloodline Sorcerer now gains Scorching Ray (Cold) spell on 5th level instead of Scorching Ray (Electricity) spell.
  • Water Elemental Bloodline Sorcerer Elemental Movement ability now gives immunity to combat maneuvers instead of +30 feet bonus to your base speed.
  • Earth Elemental Bloodline Sorcerer Elemental Blast ability now can be used three times per day.
  • Alertness, Deceitful, Deft Hands, Persuasive and Stealthy feats applied wrong values to skill bonus points. Resolution: all feats apply correct values now.
  • Incorporeal creatures got full damage from magical weapon. Resolution: they get half damage.
  • Experience distribution for the skill checks was fixed.
  • Inspiring Recovery mechanics were triggered two times instead of one. Resolution: fixed.
  • Enhanced Attacks ability of an animal companion gave only +1 bonus to attack, regardless of its ranks. Resolution: fixed.
  • Animal companion's feats could be switched off in some cases. Resolution: fixed.
  • Archon's Aura did not work. Resolution: fixed.
  • Transformation spell works correctly with weapon proficiencies now.
  • Some wizard schools, particularly Divination and Evocation, lacked spells at some levels, which is troublesome for wizards specialized in said schools. Resolution: Evocation now has two new spells Icy Prison and Mass Icy Prison. Divination now has Foresight. These spells were added not only for wizards, but also to other classes that should have access to them according to Pathfinder rules. We are aware that divination still lacks spells at certain levels and we plan to implement those spells in later patches.
  • Duration of paralysis casted by Farnirras was reduced to 1 hour.
  • Communal Mind Blank lasted 4 rounds instead of 4 hours. Resolution: fixed.
  • Estoc, Tongi and Rapier were counted as light weapons. This reduced the damage these weapons did with Power Attack and made characters unable to hold them with two hands. Resolution: they are no longer counted as light weapons, but Estoc and Rapier are still affected by Weapon Finesse and similar abilities in exactly the same way. Only characters who have a rapier, tongi or an estoc as an offhand weapon will suffer any penalties.
  • Rangers did not get Endurance feat at 3rd level. Resolution: fixed. Affected Rangers of 3rd level and higher will receive this feat automatically.
  • Alchemists, that were using Gear's Rule item, received one more standard bomb ability icon in their Abilities panel after every load. Resolution: fixed. Only one standard bomb icon should remain for the affected saves.
  • Several teamwork feats (Allied Spellcaster, Back to Back, Coordinated Maneuvers, Shielded Caster and Tandem Trip) weren’t shared by feat-sharing abilities of Monster Tactician, Sacred Huntmaster, and Tactical Leader. Resolution: fixed.
  • The "Accomplished Sneak Attacker" feat could be taken several times resulting in the wrong bonus to sneak attack damage dice. Resolution: fixed.
  • Ecclesitheurge was unable to memorize non-first level spells from his primary domain in their non-domain slots. Resolution: fixed.

Difficulty settings and fixes

  • We have a mechanic that limits the penalties to attack rolls on Story Mode. Due to a bug, that mechanic also reduced the penalty applied to iterative attacks that characters get from high Base Attack Bonus, making iterative attacks more effective than they should have been. Resolution: Fixed.
  • Random encounters from the Chapter 4 could be triggered at the left edge of Chapter 1 region. Resolution: fixed.
  • Random encounters near north of Shrike River, in the Outskirts and in Northern Narlmarches were sometimes too strong for 1st chapter. Resolution: random encounters in those regions were adjusted.
  • Wild Hunt Scouts had Outflank, Seize the Moment and Precise Strike, making them more deadly than we intended when they focus one target. Resolution: those feats were replaced with others.
  • Blindness from Wild Hunt Scouts was extremely annoying, requiring a lot of scrolls or spells after each combat. Resolution: blindness from a Wild Hunt Scout attacks with a crystal now lasts until the end of combat.
  • Wild Hunt Monarch casted Greater Dispel Magic as an area effect. Resolution: it is now single-target effect, but can remove all buffs from the target instead of one.

Items

  • Not enough Javelins, Darts and Slings. Resolution: Oleg now sells Masterwork Darts, Masterwork Flails, Masterwork Heavy Flails, Masterwork Javelins, Masterwork Slings, Masterwork Starknives, Masterwork Tridents, and Masterwork Bardiches.
  • Half-Plate of Hatred had the price of zero. Resolution: fixed.
  • Robe of Arcane Annihilation provided wrong bonuses to attack. Resolution: fixed.
  • A typo is amended in the English version of Headband of Vast Intelligence +6 description: it stated a +4 bonus, while in fact it gives a +6 bonus.
  • Ring of Evasion's description was fixed.
  • Wild Hunt scimitar didn't have a name. Resolution: fixed.
  • Blackemoor's Grimoire item summoned incorrect monsters. Resolution: fixed.
  • Mourning item had the wrong price (75 g). Resolution: price was increased.
  • Ring of Circumstances was giving +1 luck bonus to saving throws instead of its actual mechanics. Resolution: fixed.
  • Blessed Signet had Caster Level 1 for Blessing Spell. Resolution: it has Caster Level 3 as per description now.
  • Gnome Hooked Hammer weighed 10lbd. Resolution: it weighs 6 lbs. instead of 10 lbs. now.
  • Dwarven Urgrosh had wrong damage assigned to its axe-head and spear-point ends. Resolution: damage and attack types were changed to align with the visuals of the attack.
  • The Mallot of Woe was incorrectly wielded. Resolution: it is properly wielded now.
  • Lesser Ring of Ultimate Protection and Greater Ring of Ultimate Protection had wrong descriptors. Resolution: Items have Resistance descriptor for Saving throws bonuses now.
  • Trailbleazer's helm didn't grant correct racial AC and bonuses to Saving throws. Resolution: Trailbleazer's helm grants +3 insight bonus to saving throws only against Giants and Goblinoids and grants +3 AC against Goblinoids as per description.
  • Ring of Enhanced Summons had alignment restriction. Resolution: the item no longer has Neutral alignment restriction.
  • Vicious weapon harms user when using Lay on Hands. Resolution: Vicious enchantment no longer damages the players if they use anything else but vicious weapon.
  • No Potions of Inflict Wound were available from Vendors. Resolution: Potion of Inflict Light Wounds, Potion Of Inflict Moderate Wounds and Potion Of Inflict Serious Wounds were added to Vendors that have Potions of Cure Light/Moderate/Serious Wounds.
  • Tiger's Stripes didn't have Enhancement. Resolution: it has +5 Enhancement now.
  • Arrowguard Buckler granted +4 AC. Resolution: it grants +5AC instead of +4AC as per description.
  • Enchantments from Elemental Punisher, Arcane Enforcer, Authority, Overthrow, Blinding Light, Venom, Tyrant, Ruin, Spinebreaker, Chaos Shard, Grim Finale should work only with the weapon wielded now.
  • Highwayman's Argument should correctly deal damage against frightened and shaken targets now.
  • Blade of the Merciful correctly deals damage to non-good targets now.
  • RoyalGift was too cheap. Resolution: its price is changed from 10000 to 64000.
  • Vicious weapons dealt multiplied damage on critical hits. Resolution: fixed.
  • Satisfaction Rapier didn't deal silver damage. Resolution: it deals silver damage as per description (mithral) now.
  • Black Star Starknife casted three spells on crit. Resolution: it casts one of three spells on a critical hit now.
  • The Narrow Path applied Negative levels on target. Resolution: it applies Negative level on a player as per description now.
  • Chaos Hammer enchantment could work with other weapons and its buff duration was wrong. Resolution: it only works with this weapon and the Touch of Chaos buff that is applied on target is active only for one round as per description.
  • Oils of Enhancement II worked on a "per round" basis. Resolution: it works on a "per minute" basis as per description now.
  • Ring of Reckless Bravery had incorrect descriptors. Resolution: it has corrected descriptors now.
  • Forest Knight's Bracers, Cloak of Sold Souls Trailblazer's Helm and Ring of Reckless Courage stayed at Notable type after assembly. Fixed: the items were moved to appropriate inventory category type.
  • Crusader's Mithral Full Plate had icon with Gloves. Resolution: fixed.
  • Irlene had a rod without any description. Resolution: we reworked artisan's rods - they work as metamagic rods with some additional benefits now.
  • Leviathan's gift robe granted infinite Maximize Spell Metamagic. Resolution: it grants only 6 uses per day as per description.
  • The wrong price for +2 Unholy Estoc. Resolution: fixed.
  • Scroll Of Create Undead Living Armor casted the wrong spell. Resolution: fixed
  • Mallet of Woe had the wrong model and icon. Resolution: fixed.
  • Gyronna's Amulet had Mirror Image issue. Fixed: Mirror Image buff is applied on combat start and ends on combat finish now.
  • Missing archeology parts were added: Cypress Queen's Flower (the "Swamp Witch's Hut" area), Shard of Knight's Bracers (the "Troll Wilderness" area), Fallen Warrior's Flint (the "Vordakai's Tomb (1 level)" area), Fallen Warrior's Flask (the "Vordakai's Tomb (2 level)" area).
  • There wasn’t enough Freedom Of Movement scrolls. Resolution: 99 scrolls were added to Issili in chapters 6 and 7.

User Interface, Sound&VO, Misc, System

User Interface

  • From now on, players can Inspect creatures and characters to find out more about their strengths and weaknesses in combat. This is done by clicking on a new button in the HUD Menu. Once activated, a skill check is made if players have never met this type of unit before. The result of the skill check and the info revealed about the unit can be found in the Combat Log. A special tooltip with available information shows up in the upper right corner of screen when hovering with the mouse cursor on the unit or the Combat Log record.
  • An option to control the size of the fonts in the dialogues and descriptions was added.
  • Camping could result in a frozen black screen if the "Begin Resting" button was pushed really fast. Resolution: fixed.
  • The character's stats numbers were not updated if scrolls were used from the inventory. Resolution: fixed.
  • Some names were hardly visible in the dialogues. Resolution: fixed.
  • Players can skip time without resting now.
  • Players can control the time for rest after the hunting now.
  • Notification about minimum rest time to restore abilities was added.
  • Timeline icon visualization was improved in the Rest interface.
  • Rest until full recover was improved.
  • Indoor (dungeon) maps could be too dark and uncomfortable to recognize details. Resolution: fixed.
  • Missing descriptions for high-level cooking recipes and their buffs were added.
  • "Use rations" option was set to ON automatically during rest in dungeons. Resolution: no options are changed automatically. Players may change "Use rations" option at the main screen of the Rest interface.
  • "Point of interest" mark was too big on the Map. Resolution: the mark is changed.
  • The usability of picking up a character voice during the character creation was improved.
  • NPC Armag's name and portrait was not represented in his final dialogue. Resolution: fixed.
  • Some usable items didn't have corresponding icons while players chose target. Resolution: fixed.
  • A lot of new icons are added.
  • The description of the chosen cooking recipe was not updated when players changed it. Resolution: fixed.
  • Ekun's animal companion had an incorrect portrait. Resolution: fixed.
  • A part of Credits was missing. Resolution: fixed.
  • Some buffs had no descriptions. Resolution: fixed.
  • Ability Score Modifier (Skill page during level-up) was counted according to the temporary modifiers. Resolution: the value is counted according to the permanent bonus of the Ability Score.
  • "Load premade build" button was added in the level-up interface for pre-generated characters and companions.
  • Map for the "Lost Dwarven Fortress" area was improved.
  • No feedback on "Copy to spell book" and "Copy recipe" actions in Inventory. Resolution: improved.
  • Several UI elements had empty tooltips. Resolution: tooltips are added.
  • Custom character model couldn't be rotated in UI. Resolution: fixed.
  • It took a lot of time for inventory to close while party was at large areas. This also caused some issues with the animation of the interface. Resolution: fixed.
  • Player could accidentally change a character portrait on Abilities page during Character Generation. Resolution: fixed.

Sound and Voice-Over
  • The meeting scene with Nok-Nok didn't have voice-overs. Resolution: fixed.
  • Lantern King's voice lacked suitable audio effects when he transformed into his original form. Resolution: fixed.
  • Critters sounds were too annoying. Resolution: now critters play sounds with 50% chance.
  • Music didn't play in the Barony introduction scene. Resolution: fixed.
  • Small mastodon's footsteps were too loud. Resolution: fixed.
  • The interrogation scene at Secluded Lodge had wrong music. Resolution: fixed.
  • Viscount Smoulderburn didn't have the right sound effects. Resolution: fixed.
  • The Faery dragon companion sounds were too annoying when he played a looped cutscene at Oleg's Trading Post. Resolution: fixed.
  • Proper sound effects were added for the Cacophonous Call and Ear-Piercing Screams magic spells.

Miscellaneous
  • ASUS Aura support was added. Some critical battle events have visualization on the ASUS keyboard now. Important notes: Correct version of Aura software (3.02) has to be installed on the computer.
  • Familiars didn't disappear during battle. Resolution: familiar's fade animation was fixed.
  • Localization \ text fixes.
  • A lot of text fixes in the dialogues.
  • Protector of Unjust had error in Russian translation. Resolution: fixed.
  • French mistranslation: Feat Extend spell. Resolution: fixed.
  • Missing or wrong German, French and Chinese localization.
  • Any references to Intimidate, Bluff, Diplomacy was improved (everything references to the core skill - Persuasion).
  • Descriptions of Restoration spells (lesser, regular, greater) were clarified.
  • The description for Bloodbird condition was improved.
  • Greater Invisibility description was improved (Russian localization).
  • The description of the "Decapitator" weapon was fixed.
  • The description for Flare Burst spell was clarified.
  • An incorrect loading screen tip was fixed.
  • The description for golden golem's poison was added.
  • Silverstep Grotto: names for the transition points were added.
  • New pack of localization fixes for FR, DE, ZH.
  • General visual improvements at the following areas:
  • Capital square (there was no snow or rain. Resolution: fixed)
  • House At The Edge Of Time
  • Dreamscape
  • Farnirras' Prison
  • Irovetti palace
  • Castle of Knives
  • Other World (the lighting was fixed)
  • Jamandi Masnion
  • Kamelands Safari and Hunting Lodge (chandeliers were missing)
  • Armag Tomb
  • Capital Square (the lighting of animated objects was fixed)
  • Vordakai Tomb light setup was broken. Resolution: fixed.
  • Dunsward Tomb
  • Varnhold
  • Abandoned Keep (some parts of the area were too dark. Resolution: more light sources are added)
  • Athach Lair (the lighting was fixed)
  • Olegs Trading Post (the big campfire had incorrect lighting. Resolution: fixed)
  • Adamantine Shield Fortress (issues with shadows were fixed)
  • Troll Lair
  • Troll Wilderness (background was missing. Resolution: fixed)
  • Silverstep Grotto Cave (foliage interaction was fixed)
  • Lizardfolks Lair ("black" grass was fixed)
  • Dweomercat Lair
  • Flintrock Grasslands (decals were fixed)
  • Camp at the Capital Gates
  • Other visual fixes and improvements
  • Arrows get stuck in the terrain on a miss and stuck in a creature on a hit now.
  • Some enemies didn't hold the weapon correctly. Resolution: fixed.
  • Dynamic fluid fog was added to a lot of the areas.
  • Several issues with Nyrissa's visual (wings, hair, clothing). Resolution: fixed. Animations were also improved.
  • "Dancing" bushes at the "Castle of Knives" area. Resolution: fixed.
  • There were issues with helmets visualizations. Resolution: fixed.
  • Foliage interaction were fine-tuned at outdoor areas.
  • Equipped weapon were not visualized in the fourth weapon slot on the back. Resolution: fixed.
  • Mandragora Swarm had incorrect outline if hidden behind other objects. Resolution: fixed.
  • Creature Nymph (medium size) had a visual bug. Resolution: fixed.
  • There were issues with footprints in some cases. Resolution: fixed.
  • Birds could get stuck over the area during bad weather.
  • Armors and robes are visualized correctly now - above the base wizard outfit.
  • Random sparks on the ground from invisible torches in safe areas. Resolution: fixed.
  • VFX fit better to the companion's size now.
  • Troll great club has a proper position on the characters back now.
  • Some fixes with weather system.
  • Scythe Tree attack animation was fixed.
  • Inappropriate water reflections on low graphics settings. Resolution: fixed.
  • 1-pixel line on the edge of some areas. Resolution: fixed.
  • Snow visual effect could disappear after the Rest. Resolution: fixed.
  • Some spells visual effects were updated.
  • Wings for corresponded Aasimar's feat is correctly visualized now.
  • No stealth animation for the animal companion. Resolution: fixed.
  • Creatures without a blood (e.g. golems, elementals, ghosts) turned black if they were killed during cut-scenes. Resolution: fixed.
  • There was broken animation during cut-scene at the beginning of the “The Unmaking” Harrim’s quest. Resolution: fixed.
  • Some arrows could stuck in characters for a long time. Resolution: fixed.
  • Area effects from swarms stayed visible after the swarm's death sometimes or even reappeared in other areas. Resolution: fixed.

System
  • DLC support for GOG version on Linux was added.
  • Loading time up to the Main Menu is optimized.
  • Autosaves on level up were very annoying. Resolution: autosaves on level up were turned off.
  • Certain scrolls caused game to freeze when they were used directly from the inventory. Resolution: fixed.
  • Weather system optimization.
  • Dynamic fog is no longer affected by dead creatures.
  • The game crashed on Mac after character creation in some cases. Resolution: some fixes were applied to prevent this issue.
  • The game crashed on Mac on claiming a new region. Resolution: some fixes were applied to prevent this issue.
  • If the party entered an indoor area when there was a storm at the outdoor area, strong winds could still be active. Resolution: fixed.
  • Main Menu is optimized for the low hardware specifications.
  • Different characters sharing the same name no longer share saves. Also, every character gets their own autosave and quick save slots now.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,515
Location
Grand Chien
They added wings, boys:

Good Aasimar
hGbxbEu.png


Draconic
gzjq0Ny.png


Evil Aasimar
kMAR5yB.png


Unfortunately, some bugs still remain: the Int penalty from Strength Mutagen still prevents you from casting Alchemist 'spells' if your Int drops below the required score, which is not how it is supposed to function.


Another one: when you shift into dragon form using Dragonkind, the Frightful Presence effect is still affecting allies, which runs contrary to the effect's description per PnP:

Frightful Presence (Ex): This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken.

Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds.

This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature’s racial HD + frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.

DJy5eGc.png
 
Last edited:

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Unfortunately, some bugs still remain: the Int penalty from Strength Mutagen still prevents you from casting Alchemist 'spells' if your Int drops below the required score, which is not how it is supposed to function.
Really? Sounds pretty reasonable considering that you need 10+Spelllvl INT to cast spells of a given level.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,585
Pillars of Eternity 2: Deadfire
They added wings, boys:

Unfortunately, some bugs still remain: the Int penalty from Strength Mutagen still prevents you from casting Alchemist 'spells' if your Int drops below the required score, which is not how it is supposed to function.

Balance-wise I'm more concerned about the multi-sneak attack rays.
At least they claim to have fixed vicious weapons. Hopefully acid gauntlets and such as well.


Grease is in... great. Wonder if there are scrolls available to buy with that spell. Or do I have to pick a level 1 spell now on my level 8 Octavia?
 

TT1

Arcane
Patron
Joined
Nov 25, 2016
Messages
1,486
Location
Krakow
Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit.
I am so excited about this game patch that I asked my boyfriend to dress as Amiri and I am doing blowjobs all day long.

Holy Hell, Owlcat, this will be a fucking good weekend.
 
Last edited:

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,515
Location
Grand Chien
They added wings, boys:

Unfortunately, some bugs still remain: the Int penalty from Strength Mutagen still prevents you from casting Alchemist 'spells' if your Int drops below the required score, which is not how it is supposed to function.

Balance-wise I'm more concerned about the multi-sneak attack rays.
At least they claim to have fixed vicious weapons. Hopefully acid gauntlets and such as well.


Grease is in... great. Wonder if there are scrolls available to buy with that spell. Or do I have to pick a level 1 spell now on my level 8 Octavia?
Doesn't seem like it's been fixed.

I'm staying well clear of any kind of Ray build that can use Sneak Attacks. Of course, any Wizard has access to this overpowered nonsense, via Sense Vitals... too bad my Wizard build doesn't have any Evocation spells, haha.

OvSR1P6.png


While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.

Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level.

A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks.
 
Last edited:

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks.
Where is this from in the game, and are there other natural armor bonuses in the game that does/doesn't stack?
 

kinzadza

Scholar
Joined
Sep 5, 2018
Messages
126
Location
Samoa
They added wings, boys:

Unfortunately, some bugs still remain: the Int penalty from Strength Mutagen still prevents you from casting Alchemist 'spells' if your Int drops below the required score, which is not how it is supposed to function.

Balance-wise I'm more concerned about the multi-sneak attack rays.
At least they claim to have fixed vicious weapons. Hopefully acid gauntlets and such as well.


Grease is in... great. Wonder if there are scrolls available to buy with that spell. Or do I have to pick a level 1 spell now on my level 8 Octavia?
Doesn't seem like it's been fixed.

I'm staying well clear of any kind of Ray build that can use Sneak Attacks. Of course, any Wizard has access to this overpowered nonsense, via Sense Vitals... too bad my Wizard build doesn't have any Evocation spells, haha.

OvSR1P6.png


While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.

Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level.

A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks.

Perhaps the game treats one of the bonuses to NA as enhancement bonus
 

Van-d-all

Erudite
Joined
Jan 18, 2017
Messages
1,587
Location
Standin' pretty. In this dust that was a city.
  • Dialogue branch with Nyrissa, that allowed to gain additional affection with her in the "Abandoned Keep" area during the "Betrayer's Flight" quest, was missing. Resolution: the dialogue branch is now available for the players who have enough affection with Nyrissa.
Ehh so a reload...

  • "Munguk's Drunken Rage" event was too bothersome. Resolution: fixed. The event now completes even on failure and does not repeat itself.
A good thing then, that getting nuked with "Pitaxian Presents", "Pitax Assassins" & "Songs of Pitax" spawning new DC30 events before the old ones are even resolved is fair game.

:negative:
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
I thought alchemical boni to AC always stack, like alchemical stat boni.

Another reason why they're so OP. But I think it's cool.
 

Anthedon

Arcane
Patron
Joined
Jan 1, 2015
Messages
4,834
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
Is now a good time to jump in? People are already finishing the game, so surely it is at least somewhat playable now.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,515
Location
Grand Chien
I thought alchemical boni to AC always stack, like alchemical stat boni.

Another reason why they're so OP. But I think it's cool.
It's not an alchemical bonus. There's no such thing as an 'alchemical natural armor bonus'. It's just a natural armor bonus.

Also:

bonus
[boh-nuhs]
noun, plural bo·nus·es.

It's fucking bonuses. Bonuses. Not boni. For the love of god.
 

Van-d-all

Erudite
Joined
Jan 18, 2017
Messages
1,587
Location
Standin' pretty. In this dust that was a city.
I thought alchemical boni to AC always stack, like alchemical stat boni.

Another reason why they're so OP. But I think it's cool.
It's not an alchemical bonus. There's no such thing as an 'alchemical natural armor bonus'. It's just a natural armor bonus.

Also:

bonus
[boh-nuhs]
noun, plural bo·nus·es.

It's fucking bonuses. Bonuses. Not boni. For the love of god.
Well, I had +10 AC from dodge bonuses alone (+1 Dodge, +3 Fighting Defensively, +3 Combat Expertise, +3 Item)...

BTW it's plural "boni" in latin.
 

bataille

Arcane
Joined
Feb 11, 2017
Messages
1,073
I thought alchemical boni to AC always stack, like alchemical stat boni.

Another reason why they're so OP. But I think it's cool.
It's not an alchemical bonus. There's no such thing as an 'alchemical natural armor bonus'. It's just a natural armor bonus.

Also:

bonus
[boh-nuhs]
noun, plural bo·nus·es.

It's fucking bonuses. Bonuses. Not boni. For the love of god.

Someone's missed their Latin classes...
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,515
Location
Grand Chien
I thought alchemical boni to AC always stack, like alchemical stat boni.

Another reason why they're so OP. But I think it's cool.
It's not an alchemical bonus. There's no such thing as an 'alchemical natural armor bonus'. It's just a natural armor bonus.

Also:

bonus
[boh-nuhs]
noun, plural bo·nus·es.

It's fucking bonuses. Bonuses. Not boni. For the love of god.
BTW it's plural "boni" in latin.
Fuck's sake

https://en.wiktionary.org/wiki/bonus PLURAL BONUSES
https://www.dictionary.com/browse/bonus PLURAL BONUSES
https://www.thefreedictionary.com/bonus PLURAL BONUSES

learn the fucking English language you cunts
 

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