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Pathfinder Pathfinder: Wrath of the Righteous - Enhanced Edition - now with A Dance of Masks epilogue DLC

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,237
Did it come?
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,668
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
Tried to do the Secret ending for the lulz, dialogue option never showed up. Did some digging in the save edit engine, turned out I was missing a flag for visiting Areelu secret lab, which I had done. :balance:

You need to go there a second time in act 2 but yeah it is generally buggy.
Like rest of the game...
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,828
Insert Title Here Pathfinder: Wrath
Tried to do the Secret ending for the lulz, dialogue option never showed up. Did some digging in the save edit engine, turned out I was missing a flag for visiting Areelu secret lab, which I had done. :balance:

You need to go there a second time in act 2 but yeah it is generally buggy.
Like rest of the game...
It’s more likely you fucked up something in the dialogue.
 

skaraher

Prophet
Joined
Nov 19, 2012
Messages
1,074
Location
People's republic of Frankistan
Tried to do the Secret ending for the lulz, dialogue option never showed up. Did some digging in the save edit engine, turned out I was missing a flag for visiting Areelu secret lab, which I had done. :balance:

You need to go there a second time in act 2 but yeah it is generally buggy.
Like rest of the game...
It’s more likely you fucked up something in the dialogue.
Don't know, I went there and did all the right sequence with the object + double Balor summoning. But turns out completing the area and exhausting the dialogue didn't gave me the project in crusade mod.
 

skaraher

Prophet
Joined
Nov 19, 2012
Messages
1,074
Location
People's republic of Frankistan
1678202985-demonlord.jpg


So that's the beast near the end. Didn't really care much about itemization at that point, just made sure to have all the Kineticist specific item for greater damage output. Could probably squeeze even more CON points by going Nocticula profane gift, but thematically I did choose to overthrow her.

Don't know how this guy would have fared in Unfair, but in Core he tore through basically any challenge with ease. Keeping alive all companions and managing ressource versus stat drain was the real tricky part. Challenging boss were Soul of Nahyndri and Areelu vorlesh took a surprisingly high number of punishment (need to spend actions to dispel, scripted healing, etc.)

I know that there are a lot of class combos and mythic path that are way stronger (Trickster and Angel give much more mecanically than Demon) and Demon rage is gated behind "3 per rest" for most of the game, but it's not really a tricky build. You just straight up level your class without dip as it is intended. Angel Oracle is probably more powerful.

1678203004-demoncheese.jpg


FPS drop caused by dreadful carnage going berzerk were also one of the late game challenge. :smug:


1678203343-murder2.jpg


And in the end the game did provide a satisfying conclusion to Seelah and Sosiel arc. :smug:

Went with the [Unleash RAGE] on the World Wound ending, Nocticula fucked off in hiding and the evil companions formed a triumvirate to rule demon city. Thematically fitting and a nice conclusion to the demon mythic arc. Sosiel and Seelah massacred along with the crusaders and Ember ended up a drooling retard at her orphanage.
 
Last edited:

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,237
1678202985-demonlord.jpg


So that's the beast near the end. Didn't really care much about itemization at that point, just made sure to have all the Kineticist specific item for greater damage output. Could probably squeeze even more CON points by going Nocticula profane gift, but thematically I did choose to overthrow her.

Don't know how this guy would have fared in Unfair, but in Core he tore through basically any challenge with ease. Keeping alive all companions and managing ressource versus stat drain was the real tricky part. Challenging boss were Soul of Nahyndri and Areelu vorlesh took a surprisingly high number of punishment (need to spend actions to dispel, scripted healing, etc.)

I know that there are a lot of class combos and mythic path that are way stronger (Trickster and Angel give much more mecanically than Demon) and Demon rage is gated behind "3 per rest" for most of the game, but it's not really a tricky build. You just straight up level your class without dip as it is intended. Angel Oracle is probably more powerful.

1678203004-demoncheese.jpg


FPS drop caused by dreadful carnage going berzerk were also one of the late game challenge. :smug:


1678203343-murder2.jpg


And in the end the game did provide a satisfying conclusion to Seelah and Sosiel arc. :smug:

Went with the [Unleash RAGE] on the World Wound ending, Nocticula fucked off in hiding and the evil companions formed a triumvirate to rule demon city. Thematically fitting and a nice conclusion to the demon mythic arc. Sosiel and Seelah massacred along with the crusaders and Ember ended up a drooling retard at her orphanage.
And what happened to the gnome Regill?
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,668
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
Patch is out, it's 19,24 GB...

Hello, Pathfinders!

Update 2.1.0u is out now! If you participated in the beta test, don’t forget to opt out to download the update and to be able to play The Last Sarkorians DLC (if you have it)!

Highlights

  • Fixed multiple issues with navigation (like not being able to go somewhere or being able to walk through various objects) on different locations;
  • Fixed multiple kineticist abilities;
  • Tactical battles now have buttons to speed up the combat and to make the army fight automatically;
  • Fixed the issue with the vertical axis when playing with a controller;
  • The Skeletal Salesman got new goods in his store in the 5th chapter;
  • Multiple fixes and optimizations for The Treasure of the Midnight Isles DLC;
  • Improved the visual for the Swarm That Walks model;
  • Improved the performance of the game.


As always, the previous version 2.0.7 is available in beta branches. You can switch to it for now if you play with mods, and keep playing the older version until the mods update.
And if you encounter a bug, press Alt+B, and let us know about it!

Beware of possible plot spoilers below!


Areas

  • A chest near the inn was difficult to open during the siege of Drezen – fixed;
  • A trap couldn't be disabled on the Treasure Island – fixed;
  • Although Daeran is flawless, we had to fix a couple of minor bugs at his party;
  • At the Battlebliss arena, the camera will focus on the arena manager at the beginning of the fight now;
  • At the Wedding Meadow, you can no longer loot fey chests before entering the fey maze;
  • Changed the area where enemies spawn on one of the islands in The Treasure of the Midnight Isles DLC;
  • During the siege of Drezen, enemies could try to attack you when you were on the walls above them – fixed;
  • Fixed a bug with the door locking the player in Blackwater;
  • Fixed a cutscene skip in Blackwater;
  • Fixed a possible bug when skipping a cut-scene during the first meeting with Irabeth in the Gray Garrison;
  • Fixed duplicate exits from The Treasure of the Midnight Isles DLC island – now you can return to the ship without loot;
  • Fixed incorrect fading at the edge of the map in the Wilderness Encounter area;
  • Fixed incorrect fog of war fading near one of the Drezen walls;
  • Fixed navigation in one house's basement in Kenabres;
  • Fixed navigation on the edges of the map in the fog of war;
  • Fixed numerous issues of objects and containers with loot disappearing when a character came near them;
  • Fixed the camera issues on one of the islands in The Treasure of the Midnight Isles DLC;
  • Fixed the exit from Ziggurat to the city streets;
  • Fixed the interaction with the altar in Defender's Heart;
  • Fixed the issue during the attack on the Defender's Heart tavern, when Greybor killed Kilas without saying a word, and then froze for a couple of seconds;
  • Fixed the issue that could cause an incorrect teleportation of the party after a fight with Deskari in Iz;
  • Fixed the issue with a loot container at the Legacy of the Ancients;
  • Fixed the issue with navigation during the attack on Defender's Heart;
  • Fixed the issue with navigation in Alushinyrra's Lower City;
  • Fixed the issue with navigation in Desna's temple in Kenabres;
  • Fixed the lighting in Nameless Ruins;
  • Fixed the lighting in Neathholm;
  • Fixed the navigation at Heaven's Edge;
  • Fixed the navigation at the Bladesmith Workshop;
  • Fixed the navigation at the Lost Chapel entrance, and it should be easier for a mounted character to ride through the gate;
  • Fixed the navigation in Kenabres in the prologue, now it's no longer possible to walk through some crates, barrels, and tents;
  • Fixed the navigation in Pulura's Fall;
  • Fixed the navigation in the brothel's basement;
  • Fixed the navigation in the secret section of Areelu's Laboratory;
  • Fixed the navigation inside the temple during the siege of Drezen;
  • Fixed the navigation near the gates of the Mineshaft Fourteen, and this issue no longer gets in the way of A Refuge from the Present quest;
  • Fixed the navigation on Drezen's stairs;
  • Fixed the navigation on the roof of Drezen's barracks;
  • Fixed the navigation outside of Threshold fortress, and it's no longer possible to walk through the boulder;
  • Fixed the navigational issue in Defender's Heart, which allowed to walk through the closed gate;
  • Fixes a couple of issues with cutscenes involving Svendack in the Ineluctable Prison;
  • Fog of war has been fixed for the hidden rooms in The Treasure of the Midnight Isles DLC;
  • Ghlaunder Adept now stands closer to the player when he speaks, and doesn't need to yell to be heard by the Swarm That Walks;
  • Improved lighting in Bear's Maw Shrine;
  • In Drezen's Citadel, it was possible to spot enemies through the wall in a specific place – fixed;
  • In Midnights Fane, the skill check to cross the chasm and get back is visible from the start now;
  • In Shield Maze, if the cutscene with Savamelekh was skipped, mongrels weren't eating the corpses – fixed;
  • In Shield Maze, it was possible for a character to walk outside the borders of the map and disappear – fixed;
  • In some cases, a Lich couldn't enter the Harem of Ardent Dreams – fixed;
  • In some cases, the event with Yaker's arrival to the throne room couldn't start – fixed;
  • In the cutscene with Undead Marilith, Champion of Areshkagal a technical information could be seen while the spell was being cast – fixed;
  • In The Treasure of the Midnight Isles DLC, on the islands affected by the Arcane Undertow, magic eater pseudodragons will only appear in combat now;
  • In The Treasure of the Midnight Isles DLC, the cultists in the undead squads were replaced with monsters of higher CR;
  • In Through the Ashes DLC, fixed the issue with the stone in the caves, which could harm the characters who were standing behind it, after it rolled down;
  • In Wintersun, speakers were missing in some dialogues – fixed;
  • Irmangaleth no longer takes damage from lava on the arena;
  • It was impossible to loot one of the chests in Iz – fixed;
  • It was possible to pass through a tower near the barracks in Drezen – fixed;
  • It was possible to see a hidden room through a secret door on one of the treasure islands in The Treasure of the Midnight Isles DLC – fixed;
  • It was possible to steal the wedding ring at the Houndheart Campsite before the quasit got to it – fixed;
  • Mythic Demon could escape the arena in the 3rd chapter without a fight – fixed;
  • One of the traps in Lost Chapel couldn't be disarmed – fixed;
  • One of the treasure islands in The Treasure of the Midnight Isle DLC had two exit points, when playing the DLC as a part of the main campaign – fixed;
  • Portals at the Other Side of Threshold could work incorrectly – fixed;
  • Replaced a pit trap in Iz with a different one;
  • Resting at the Ten Thousand Delights didn't restore companions' health or refresh spells – fixed;
  • Some chests in the Upper City of Alushinyrra could not be opened – fixed;
  • Sometimes Devarra the dragon could appear in a random encounter even if she was previously killed – fixed;
  • Sometimes some party members could get stuck on a platform shard after the final battle in the Ineluctable Prison – fixed;
  • Swarms will no longer spawn near fire elementals on treasure islands in The Treasure of the Midnight Isles DLC;
  • The characters could run above the ground near the gate of Defender's Heart – fixed;
  • The quality of service in the Bad Luck tavern in Alushinyrra's Lower City has improved, and commander's companions can rest and remove negative effects on rest now as well;
  • The transition from the global map to the Forgotten Secrets could work incorrectly – fixed;
  • The trap in the Gray Garrison triggered even if it was disabled – fixed;
  • There was a chest at Martyr Zacharius's Cemetery that was hard to unlock because of navigational issues – fixed;
  • Vescavors no longer live near animals on treasure islands in The Treasure of the Midnight Isles DLC;
  • Victims of the jewelry obsession are now lying properly in beds in Drezen's temple;
  • Fixed a small issue with a loot container at the Heart of Mystery.


Quests

  • A Noble Intent quest could start during the Queen's arrival to Drezen, when the party was about to go to Midnight Fane – fixed;
  • A piece of cheese needed for the Dragon's Awakening quest could disappear under some conditions, which could break the quest – fixed;
  • Changed the balance of the fight with Deskari in Iz;
  • During A Noble Intent quest, Camellia could become invisible – fixed;
  • Fixed the conditions of failure for the Attack out of Nowhere quest;
  • Fixed the conditions to complete or fail the 'Seek and Ye Shall Find' quest;
  • Fixed the issue when the party couldn't go to Pulura's Fall with the Hand of the Inheritor on Angel's mythic path;
  • Improved combat with Dimalchio in Arueshalae's quest;
  • In some cases, Anevia could get stuck after her audience with the commander in the throne room – fixed;
  • It was possible to get a duplicate of one ceremonial dagger in Pulura's Fall – fixed; all daggers can be found, but you need to roll well on the perception check to find some;
  • It was possible to solve the final puzzle in The Secrets of Creation quest before solving the previous 4 – fixed;
  • Sometimes Sosiel didn't appear inside the prison to talk to the imposter – fixed, he will plan his time better now;
  • Sometimes the Untamed Spirit quest wouldn't finish after giving the sword to Regnard – fixed;
  • The Notes for the Storyteller quest could get stuck in the journal if you missed the page in the Gray Garrison – fixed, the quest will be marked as failed now;
  • The quest to return the Solemn Hour sword to Irabeth sometimes wouldn't start, even though scabbard was returned to her – fixed.


Turn-based mode

  • Eye Collector, nereids, and werewolves got portraits for the initiative order;
  • Fixed a bug with zombies in the graveyard in turn-based mode;
  • Fixed the issue with the cursor for ranged attacks showing the incorrect number of attacks;
  • Mites and oozes didn't have portraits in turn-based mode – fixed;
  • The ability list of the selected character now correctly updates when the turn goes to the next character.


Items

  • Amulet Of Unforgiving Elements worked incorrectly – fixed;
  • Changed the price on the Duality of Conjuration and Summoning, and fixed the bug, which didn't allow to obtain the Scroll of Resourceful Rage;
  • Claws of a Sacred Beast now work correctly with the Amulet of Mighty Fists;
  • Dark Master's Robe and Censor's Robe will be equipped in the shirt slot now, instead of the armor slot;
  • Eye of Truth has been reworked;
  • Fixed issues with damage for the following Honorable Judgment Gnome Hooked Hammer, Nature's Wrath Greatclub, Bellowing Howl Shortspear, Jharsygax pet, Club with Nails, Dark Glowing Scythe, Boots of Stampede, Vicious weapons;
  • Fixed the description of the Belt of Lesser Cold Resistance;
  • Fixed the textures of Ironclad Will;
  • Grandmaster's Rod now maximizes the 10th level spells;
  • Happy Traveler's Shirt increased the movement speed only in combat – fixed;
  • It was possible to create duplicate weapons using Finnean – fixed;
  • Now after defeating Savamelekh Lann or Wenduag may create a unigue bow from his spine;
  • Now Guardian's Shield increases the competence bonus to attacks of opportunity to +6;
  • Now the Triumphant Noontide shield, an artifact created from the Light Shield of the Faultless Daybreak, works as described;
  • Phylactery of Positive Channeling didn't work for a warpriest – fixed;
  • Realm Protector now calculates the damage reduction correctly;
  • Ring of Sacred Touch didn't provide a damage bonus when performing a Dimension Strike – fixed;
  • Ring of Triumphant Advance didn't double the morale bonuses to abilities – fixed;
  • Robe of Unspeakable Truth and Glasses of Undeniable Truth, when equipped together, casted Cause Fear repeatedly – fixed;
  • The buff of the Resourceful Smite scroll has been changed, and a new effect has been added to the scroll;
  • The Cloak Of Darkest Rites didn't provide the bonuses to Lich's companions – fixed;
  • The effect of the Grave Singer greataxe triggered more than once per encounter – fixed;
  • The Holemaker shield had a +5 Enhancement bonus to damage and attack applied twice – fixed;
  • The Pristine Mind mask, which you could get after deciding the fate of the Face-Stealer's Mask, will now provide the correct number of rerolls for a death saving throw. Additionally, after re-equipping this item, the counter of rerolls will no longer reset now;
  • The Ring of Sacred Touch didn't provide a damage bonus to touch attacks – fixed;
  • The Undying Love of the Hopebringer heavy shield will no longer reset the amount of charges after being unequipped and equipped once more;
  • The Wide Sweep scythe now deals less damage to additional targets;
  • We have finally solved the problems with the suppliers, and now our quartermaster, Wilcer Garms, sells alcoholic drinks… For adults only;
  • We've rounded the discounted vendors' prices for a more pleasant look;
  • We've sharpened the daggers, and now they also deal slashing damage.


Crusade

  • Added the auto-battle and maximum speed-up function in the tactical battle mode;
  • Removed the function of replacing general's spells in the additional panel by dragging and dropping in the tactical battle to avoid errors;
  • Tactical battles now have buttons to speed up the combat and to make the army fight automatically;
  • The button revealing additional spells could disappear in the tactical battle – fixed;
  • The general panel opened simultaneously with the acceleration of the battle when playing with a controller – fixed.


UI

  • A list of active effects in the Character tab no longer gets hidden after switching tabs;
  • Abilities, that target oneself, will now be displayed as inactive if they can't be used;
  • Added a limit to the number of floating combat text above the character;
  • Added new icons for arcanist exploits in the class progression tab;
  • Added preview area for some skills;
  • Corrected the description of bleed effects;
  • Credits were updated;
  • Esc menu now closes automatically when a different window is open to avoid errors;
  • Evil Arueshalae didn't have a biography – fixed;
  • Fixed errors in the descriptions of some Elemental Bloodlines;
  • Fixed icons of Bardiche and Dwarven Waraxe;
  • Fixed incorrect damage reduction logging;
  • Fixed the Blood Blast description;
  • Fixed the calculations of the number of attacks and the attack penalties when the attack is not performed using hands (bite attacks, for example);
  • Fixed the description of a Scholar biography and Godclaw religion;
  • Fixed the description of the Force Reality ability, level 2;
  • Fixed the description of white dragon's Breath Weapon;
  • Fixed the focus in the loot window when playing with a controller;
  • Fixed the issue with duplicates of mythic abilities in the Mythic Path level up screen;
  • Fixed the issue with non-existing weapons showing up in character sheet;
  • For the oracle archetype Enlightened Philosopher an incorrect number of revelations was displayed in the class progression window – fixed;
  • Improved some objects selection;
  • Improved the interface of hunter's aspects;
  • In The Treasure of the Midnight Isles DLC, Ravener Dragons were mistakenly marked on the map as important – fixed;
  • In The Treasure of the Midnight Isles, fixed the issue with the name of Aerial Elemental Undertow not being displayed in the log when the target was being hit by a lightning;
  • It's now easier to hover over an interactive object when playing with a controller;
  • Logging when attempting a combat maneuver, or failing a maneuver roll due to being immuned or concealed, etc. was updated;
  • Mounted Combat trait had no name and description – fixed;
  • Now Metamagic feats are marked as not recommended for martial classes;
  • Removed the duplicate of the Uncanny Dodge icon in the rogue talents list;
  • Some lines in Chinese were missing when playing with a controller – fixed;
  • Some spells were missing in the spell list – fixed;
  • Spell lists for some classes have been adjusted;
  • The Apprentice Assassin had a duplicate of Uncanny Dodge in the inspect window – fixed;
  • The Blink effect had an incorrect icon – fixed;
  • The character description could display the wrong value of damage dice – fixed;
  • The description of spells granted to a witch by the Mercy patron wasn't accurate – fixed;
  • The description of the Touch of Chaos ability effect was returned;
  • The exit from the wilderness encounter with the ghost wasn't visible on the map – fixed;
  • When playing with a controller, fixed the issue with the time skip window causing a freeze when used outside of global map;
  • When playing with a controller, the Recruit button for the troops could become invisible after losing an army and closing and re-opening the global map – fixed;
  • When playing with the controller, it was impossible to add both the original spell and its metamagic version to the action bar – fixed;
  • With the 'Only active companions receive experience' setting enabled, the incorrect numbers for the experience were displayed in the log – fixed.


Audio

  • Fixed a possible audio bug at the market square in Kenabres;
  • Fixed one of Wenduag's lines during her quest in the 5th chapter;
  • One of the rooms in Drezen's Citadel didn't have ambient sounds – fixed;
  • Sounds of the troops cheering will be synchronized with their animations now.


Visual

  • Bridesmaids in Seelah's quest changed their appearance after recovery – fixed;
  • Characters no longer walk through stone barriers and the Iomedae statue during the battle in the Gray Garrison;
  • During the pause, the characters could sink into stairs a little – fixed, and they also rotate correctly now when receiving a new command;
  • Fixed a visual bug while talking to the Hand of the Inheritor in Drezen;
  • Fixed the bed textures in The Treasure of the Midnight Isles DLC;
  • Fixed the broken textures in the Bone Hills location. Characters will stand on their feet (or paws) and stop moving behind textures;
  • Fixed the issue with buff visual effects disappearing when leaving the global map, also fixed the disappearance of Azata's butterflies and Swarm's locusts;
  • Fixed the issue with characters' markers being displayed in the wrong places in Leper's Smile;
  • Fixed the textures of curtains, paintings, carpets, and chairs in The Treasure of the Midnight Isles DLC;
  • Fixed the visual issue with one of the secret doors being poorly disguised on an island in The Treasure of the Midnight Isles DLC;
  • Fixed transparent textures in the Core of the Riddle;
  • Improved the lighting in Wintersun;
  • Improved the lighting on the streets of Kenabres;
  • Improved the visual of the polymorph effects;
  • Fixed the bug that could make vescavor swarms invisible forever (but still able to attack); Deskari's wings are fixed as well;
  • Horzalah was invisible in cutscenes – fixed;
  • Improved the visual effects of purple worms and nightcrawlers.


System

  • Improved the performance during battles;
  • In some cases, the game could crash or fail to save inside or after exiting the Ten Thousand Delights – fixed;
  • In some situations, some buffs could cause the game to freeze – fixed;
  • Some NPC auras have been disabled to improve performance;
  • When playing with a controller, in the 'Load game' menu a 'Load' hint appeared even when no save slots were selected – fixed;
  • When playing with some controllers, the game sometimes wouldn't respond to moving the stick vertically – fixed.
Classes & Mechanics

  • The Sirocco spell now can be bolstered by metamagic;
  • A base attack bonus, granted by the Transformation spell, depended on the caster and not the target – fixed;
  • A crossblooded sorcerer gained a well-deserved access to the secrets of druid, cleric and wizard spells;
  • A Divine Hunter paladin will get the correct number of uses of the Divine Hunter Bond ability now;
  • A Mystic Theurge can merge their spellbook with an Espionage Expert correctly now;
  • A paladin now gains an additional use of Divine Weapon Bond at level 17;
  • A resurrection scroll now works correctly and resurrects the character with full health;
  • A scald didn't get the benefits of Rage Powers – fixed;
  • A Trickster with Lore (Religion) 2 rank couldn't select the Domain Zealot mythic feat – fixed;
  • Abilities Rage Power and Crippling Blows worked incorrectly – fixed;
  • Abilities, that give a bonus against enemies of certain size, took into consideration only the original size of the targets, and not the current size, which could be changed with a spell – fixed;
  • Activated powers that consume resources now show the time until the next resource drain;
  • Added a requirement for Fencing Grace and Slashing Grace to not have a Weapon Finesse (Mythic) feat;
  • Additional damage dice from the Tailwind of Fists did not multiply on a critical hit – fixed;
  • The Aggressor animal companion archetype has been changed, and the Bleeding Strike ability is available at the 1st level now, and then improves at the 5th, 10th, 15th, and 20th levels;
  • Alchemical Weapon ability, Alkenstar Alchemist background, and Negative Energy Mastery ability worked together incorrectly – fixed;
  • Alchemist's Precise Bombs discovery had incorrect requirements (not to have a specific alchemist archetype instead of being able to use bombs) – fixed;
  • Alderpash became more formidable in battle;
  • Alkenstar alchemist background provided incorrect bonus to bomb damage – fixed;
  • All characters, while mounted, now deal double damage on the first attack when charging with spears. This damage triples with Spirited Charge and quadruples with cavalier's Supreme Charge feat;
  • All elemental wild shapes now work correctly;
  • An Improved Improved Critical wasn't recommended for the player's character with Perception 2 rank – fixed;
  • An Inquisitor who took the Loremaster prestige class now correctly gains a caster level and new spells when they take the Mystic Theurge prestige class;
  • An oracle, who gained access to Mystic Theurge, Hellknight Signifer, or Loremaster prestige class by merging a Spellbook with an Angel's Mythic Spellbook now properly gains a caster level and new spells;
  • Animal Companion wasn't getting a bonus from the Nomad background correctly – fixed;
  • Aponavicius has a Displacement buff now;
  • Arcane Armor didn't stack with the existing enhancement bonus for the Armored Battlemage Class – fixed;
  • Arcane Bomber Wizard was unable to select Extra Bombs – fixed;
  • Arcane Rider's bonus feat didn't have a name or description at the archetype progression tab – fixed;
  • Aspect of Balor no longer grants a mythical bonus to Intelligence when activated while active Demonic Rage;
  • Aspect of Deskari couldn't overcome physical damage reduction and didn't turn energy damage into unholy – fixed;
  • Aspect of Shadow Demon no longer grants a mythical bonus to Wisdom when activated while active Demonic Rage;
  • Aspect of the Wolf, greater Animal Aspect, Aspect of the Falcon, Aspect of the Bear, Aspect of the Stag, Blessing of the Salamander, Frightful Aspect, Geniekind, Fiery Body, Ice Body, and Iron Body spells now benefit from Master Shapeshifter feat and got the polymorph descriptor;
  • Assassin's Poison Use now shows the correct DC;
  • At the island with the Besmarite Undertow in The Treasure of the Midnight Isles, the Pirates' Ire effect could stack on a single character multiple times – fixed;
  • Azata's Life-Bonding Friendship didn't allow to resurrect the companions with spells like Breath of Life – fixed;
  • Babau's saving throws have been changed;
  • Babau's Votary Poisoner used incorrect feats in the ranged combat – fixed;
  • Balor Darrazand became more aggressive in battle, and will fight you with all his balor might during the siege of Drezen now;
  • Banishment now only counts the hit dice from those creatures that it has successfully affected;
  • Baphomet's Chosen Minotaur became stronger;
  • Baphomet's Chosen will use his abilities and attack your party properly now;
  • Battle Song — Final Verse affected all the enemies around the battle singer – fixed;
  • Bestow Curse, Greater couldn't be affected by Persistent Metamagic – fixed;
  • Bestow Grace now interacts correctly with the Extended Spell metamagic effect;
  • Blade Whirlwind ability had no cost and metakinetic powers did not increase it – fixed;
  • Blightborn elves and Kindred-Raised half-elves can no longer gain the Improved Elven Immunities feat, as they don't have access to the basic Elven Immunities;
  • Blink spell worked against AoE spells, which it wasn't supposed to do – fixed;
  • Blood Kineticist was not given a charged water blast if they chose electricity as the second element – fixed;
  • Bloodrager's One with Nature ability now works only with enemy creatures;
  • Bloodragers with mixed bloodline didn't receive energy resistance while raging – fixed;
  • Bonuses at the 8th level of Hellknight Signifer prestige class are being calculated correctly now;
  • Bonuses to strength, dexterity, and constitution from the Master Shapeshifter mythic ability will be displayed separately now;
  • Bosun Bonecracker boss from The Treasure of the Midnight Isles DLC has been buffed, and now gives us the creeps;
  • Bounty of Heroism didn't give a temporary HP bonus metamagic effect – fixed;
  • Brilliant Inspiration spell allowed to reroll d20 twice instead of once – fixed;
  • Brutality Incarnate and Inspire Ferocity abilities affected unarmed attacks instead of natural attacks only – fixed;
  • By absorbing and overcoming Savamelekh's poison, Lann obtained a part of the demon's power. Now he gains +2 racial bonus to Strength and Constitution, and +4 to saving throws against poisons;
  • By solving Desna's riddle, Arueshalae became closer to her goddess and her domain. Now she gains a luck bonus to saving throws, equal to half of her mythic level;
  • Celestial template for animal companions now correctly provides DR and Spell Resistance;
  • Champion of the Faith's Smite ability now works according to its description;
  • Changed the description for the Racer animal companion archetype to reflect the increase in speed with levels;
  • Characters didn't receive an immunity to vescavor's Gibber ability after passing the save – fixed;
  • Characters who are immune to disease or have the Life Bubble active effect are now fully immune to Vrock's spores;
  • Charge could be performed even if the character only had a ranged weapon – fixed;
  • Cleaving Finish Feat worked incorrectly – fixed;
  • Combat Maneuver Defense (CMD) bonus from buffs wasn't applied correctly – fixed;
  • Controlled Fireball now works according to the description, dealing minimal damage to allies;
  • Corrupted Blood spell now allows the enemy to roll a saving throw, when the spell has just been cast;
  • Cure Moderate Wounds, Mass spell has been removed from the Mythic Lich's spell list;
  • Demonic Rage used to activate regular Rage – fixed;
  • Derakni Devastator from Wintersun caves was reworked to better match the party's level in chapter 3;
  • Destructive Dispel now correctly works with kineticist's infusions;
  • Dispel Synergy now works only on the enemies;
  • Dispelling Attack didn't work with Arcane Trikster's spells – fixed;
  • Domain Zealot didn't allow to use the abilities of your domains as a swift action – fixed;
  • Dragonkind II spell stopped working on the player with Bloodrager class after a battle – fixed;
  • Dragonkind spells had an incorrect description regarding the bonus type to ability scores – fixed;
  • Duelist's No Retreat ability has been reworked – now it provides a +2 attack bonus on attacks of opportunity and +1 to the number of such attacks;
  • Earthian Elemental Undertow now correctly limits the number of attacks;
  • Effects of the Lead Blades and the Quarterstaff Damage ability stacked – fixed;
  • Enlightened Philosopher's Final Revelation didn't scale the Charisma saving throws correctly – fixed;
  • Espionage Master ability worked incorrectly – fixed;
  • Feast of Blood no longer affects undead creatures and constructs;
  • Fiery Body spell granted a claw attack instead of an unarmed attack – fixed;
  • Fiery Body, Iron Body, and Ice Body spells are now considered as efects with a polymorph descriptor, and remove all polymorph effects from the target;
  • Fighter Stance now provides an attack bonus instead of increasing the BAB;
  • Fixed accepting Demon Origin by Woljif. Poison Resistance was added to Demonic Origin;
  • Fixed an incorrect Mental Acuity bonus at level 20;
  • Fixed Areelu's behaviour in the final battle;
  • Fixed Inspirational Leader Mythic Feat;
  • Fixed issues with damage for the following abilities: Angelic Attacks Rage Power, Mythic Charge, Mythic Leading Strike;
  • Fixed issues with damage for the following spells: Resounding Blow, Firebrand, Acid Maw, Geniekind, Vampiric Blade, Elemental Assessor;
  • Fixed multiple issues with auto-levelling;
  • Fixed penalties to maximum Dexterity modifier when overloaded;
  • Fixed the behavior of Cambion clerics in battle;
  • Fixed the buffs on Tortured Skeleton Sniper;
  • Fixed the combat behavior of a bandit necromancer in The Treasure of the Midnight Isles DLC;
  • Fixed the duration for the Animal Aspect, Greater spell, and removed the extra icon of the effect;
  • Fixed the enhancement bonus stacking during natural attacks;
  • Fixed the incorrect Reach article link in the description of Demon's Aspect of Vrock;
  • Fixed the issue when the secret holy symbol of Lamashtu didn't appear in the chest;
  • Fixed the issue with a debuff not being removed after a boss fight with the Songbird;
  • Fixed the issue with the Ashen Lady's death;
  • Fixed the Primalist's level progression for characters with two bloodlines;
  • Fixed the size modifier progression for Combat Maneuver Bonus, and from tiny to colossal it's -2, -1, 0, 1, 2, 4, 8 respectively;
  • Fixed the Stoneskin effect on the enemies;
  • Fixed the Weapon Focus description;
  • For AC bonus and skills, if the character can select from each ability score they will get the bonus, the bonus will be calculated using the higher ability score;
  • For Ley Line Guardian witch archetype, there was no title for the spellbook – fixed;
  • For Sohei's Devoted Guardian the name and the description of the ability was missing – fixed;
  • For the Canine Ferocity ability of Cavalier of the Paw, the type and source of the attack bonus were not displayed in the log – fixed;
  • For the random effects of Wild Magic on the islands in The Treasure of the Midnight Isles DLC, Wild Magic has been divided into tiers: now the first tier spells are not as deadly;
  • For warpriest's archetype Shieldbearer, the damage from an attack made with a shield wasn't affected by the Sacred Weapons feat – fixed;
  • Freebooter's Bond granted an attack bonus against any flat-footed enemy, not just flanked ones – fixed;
  • Freedom of Movement now gives immunity to staggered condition;
  • Frightful Aspect and Dragonkind I, II, and III could be active on the same character at the same time – fixed;
  • Gendarme's Transfixing Charge now only grants bonuses when the character is mounted, stacks with Spirited Charge, and receives extra damage with spears up to the total of x5 damage;
  • Grease spell no longer works on the riders, only on their mounts;
  • Grenadier gained the Alchemical Weapon — Holy Water ability;
  • Healer's Touch increased Nature skill instead of Religion – fixed;
  • Hellknight's Shackle discipline now works correctly;
  • Hunter's Animal Focus ability granted bonuses incorrectly – fixed;
  • Hunter's Forester archetype has finally received additional uses of the Tactician ability, as described. You may need to retrain the character;
  • Hunter's Surprise ability didn't add sneak attack damage correctly – fixed;
  • Imitator's ability Monk Stance now gives a correct amount of additional attacks at the 20th level;
  • Imitator's Barbarian Stance, Fighter Stance, Monk Stance, and Rogue Stance granted incorrect bonuses – fixed;
  • Improved Nenio's autolevelling template;
  • Improved the balance of Star Rattle boss battle;
  • Improved the logics of the Vital Strike ability, and it's interaction with damage multiplication on critical hits;
  • In some cases, Areelu Vorlesh stopped fighting the Swarm That Walks, but kept taking damage from it – fixed;
  • In the class progression window, the Secrets of the Grave ability was displayed incorrectly for the Dirge Bard archetype – fixed;
  • In The Treasure of the Midnight Isles DLC, an alchemist could use way too many bombs with the Fast Bombs ability under the island's slow effects – fixed;
  • In The Treasure of the Midnight Isles DLC, some boon-related achievements were unobtainable – fixed;
  • In The Treasure of the Midnight Isles DLC, the Force Reality ability now works on the Illusive Undertow effects;
  • Incense Synthesizer's Incense Fog — Improved Incense now works correctly with Incense Fog — Increased Range, providing the right attck and damage bonuses... in the name of science, of course!
  • Inspiring Word didn't Provide a bonus to skill checks – fixed;
  • Instinctual Warrior did not receive stance bonuses – fixed;
  • Instrument of Freedom ability dealt damage to allies – fixed;
  • Invisibility, Almost Greater spell worked incorrectly – fixed;
  • It was possible to activate two rage effects at the same time – fixed. All characters went through the anger management courses;
  • Jolting Portent spell now correctly calculates damage and difficulty for oracles;
  • Kineticist's Blizzard Blast had an extra Channel Negative Energy descriptor – fixed;
  • Kineticist's Charged Water Blast had an extra Channel Negative Energy descriptor – fixed;
  • Kineticist's Charged Water Blast with Extended Range infusion dealt only 1 point of damage – fixed;
  • Kineticist's Cold Blast had an extra Channel Positive Energy descriptor – fixed;
  • Kineticist's Electric Blast had an extra Movement Impairing descriptor – fixed;
  • Kineticist's Grappling Infusion had incorrect DC – fixed;
  • Kineticist's Ice Blast had an extra Arcane descriptor – fixed;
  • Kineticist's Mud Blast had an extra Siege descriptor – fixed;
  • Kineticist's Sandstorm Blast had an extra Negative Level descriptor – fixed;
  • Kitsune will no longer lose additional attacks after changing shape into a human;
  • Lich ability Withering Life didn't work correctly with AoE spells – fixed;
  • Lich's Ravener has been improved and given a breath appropriate to its type;
  • Lullaby spell had the wrong duration and worked incorrectly – fixed;
  • Magical Tail (Kitsune) feats were combined into a single feat;
  • Martyr (paladin archetype) no longer gains the Mark of Justice at the 11th level, as they don't have access to Smite Evil;
  • Martyr's Mercy ability worked incorrectly – fixed;
  • Metamagic (Extend Spell) didn't increase the duration of the Bestow Grace of the Champion spell – fixed;
  • Mongrel's Blessing now has a correct saving throw difficulty;
  • Monk archetype Sensei no longer has access to Flurry Of Blows, which he was not supposed to have to begin with;
  • Mythic Legend incorrectly calculated the caster's level of a Sorcerer multiclassed with a Mystic Theurge – fixed;
  • Nahyndrian Shadow-Caller and Nahyndrian Shadowcaster passed their exams and officially became undead;
  • Natural attack bonuses of the same type now stack correctly;
  • Natural growth of animal companions did not stack with animal growth cast on them – fixed;
  • Negative Energy Mastery ability worked incorrectly – fixed;
  • Nereid's Beguiling aura affects animal companions no longer. Keep yourself together, leopard!
  • Not all possible arcanist exploits could be seen in the archetype progression window – fixed;
  • Not all possible hexes were displayed in the archetype progression window for the Shaman – fixed;
  • Not all possible hexes were displayed in the class progression window for the Witch – fixed;
  • Now it's possible to select the 'Metamagic (Completely Normal Spell)' feat via the Extra Feat mythic ability;
  • Now mammoth and boar animal companions have a Trip (Gore Attack) ability instead of a Trip (Bite attack) ability;
  • On casting Player, spell resistance check was rolled twice – fixed;
  • Oolioddroo now have the Extraplanar subtype, which allows the Banishment spell to interact with them correctly;
  • Oracle ability Friend to Animals granted an incorrect bonus to animals in 30 feet area – fixed;
  • Oracle's Final Revelation didn't provide the immunities to some conditions – fixed;
  • Osirian Historian background now correctly grants a +1 bonus to Knowledge (world) skill if you already have this class skill;
  • Otherworldly Companion's templates granted incorrect number of uses to Smite Good/Evil – fixed;
  • Perfect Form spell applied bonuses to abilities incorrectly – fixed;
  • Powers granted by domains incorrectly belonged to arcane schools of magic – fixed;
  • Prayer spell got its decription back;
  • Priest of Balance's abilities did not apply to Channel Negative Energy from the Danse Macabre – fixed;
  • Primalist gained bloodline and rage powers from the Second Bloodrager Bloodline mythic power incorrectly – fixed;
  • Pure Form spell now removes all negative effects;
  • Quicken Spell description contained misinformation about not being able to quicken the spells with a cast time of 1 full round – fixed;
  • Rectify State ability didn't remove Song of Discord – fixed;
  • Reduced the difficulty of the bodaks in the scene where the party is being captured on the way to Colyphyr;
  • Remove Sickness grants a bonus to sawing throws against a Nauseated condition correctly now;
  • Resonating Word couldn't be Bolstered, Empowered, Extended, or Maximized by metamagic – fixed;
  • Rupture Restraints Mythic Feat now interacts correctly with Hold Monster, Chains of Light, and Overwhelming Grief spells;
  • Safe Curing no longer provokes an attack of opportunity when casting a curing spell;
  • Sanctified Slayer can now study their target as a swift action at the 7th level;
  • Searing Flesh didn't work against Slam; damage taken from the ability was multiplied if the character was hit by a critical attack – fixed;
  • Second Mystery couldn't be selected with the Extra Mythic Ability mythic feat – fixed;
  • Serpent's Fang ability worked incorrectly – fixed;
  • Shadow Conjuration and Shadow Conjuration, Greater spells now work with the Metamagic (Extend Spell) feat; Shadow Evocation spell now works with the Metamagic (Maximize Spell), Metamagic (Bolster Spell), and Metamagic (Reach Spell) feats;
  • Shielding Tailwind was not working correctly – fixed;
  • Skeletal Salesman didn't sell the items for chapter 5 – fixed;
  • Slippery Mind is now an advanced rogue talent;
  • Smite Evil could be used on allies – fixed;
  • Smite Evil used to add damage to the Destructive Shockwave mythic ability – fixed;
  • Some enemies in The Treasure of the Midnight Isles DLC had greater spell penetration feat without spell penetration – fixed;
  • Some enemies with a magus class weren't using magus abilities – fixed, they will use Spell Combat and Ranged Spell Combat now;
  • Some important characters disappeared after being killed with certain Lich spells – fixed;
  • Some shields provided an incorrect bonus to the attack – fixed;
  • Sometimes it was possible to get 0 skill points on level up – fixed, you will always get at least 1 skill point now;
  • Spike Stones in some cases affected invisible units – fixed;
  • Splash from Alchemical bombs no longer crits;
  • Stalwart defender at the 9th level now gets the Body of Stone;
  • Studied Spawn — Large ability didn't add a bonus to Large and Huge targets – fixed;
  • Study Target ability from different slayers can be applied to the same creature now;
  • Succubi's level drain no longer provokes an attack of opportunity and an FX glitch; the animation was also changed to a more appropriate one;
  • Swarm That Walks and its clones' Swarm Inundation ability now works correctly in combination with multiple Swarm That Walks clones;
  • Sylvan Trickster had no option to choose some advanced rogue talents – fixed;
  • Tainted Sneak Attack worked incorrectly – fixed;
  • The ability to use shields as weapons was granted by the Martial Weapons Proficiency instead of Shield Bash – fixed;
  • The Accomplished Sneak Attacker feat was incorrectly shown in its prerequisites – fixed;
  • The Animal Growth spell used to give an enhancement bonus to natural armor to AC instead of increasing this parameter – fixed;
  • The aquatic pillar in The Treasure of the Midnight Isles DLC now summons water elementals properly;
  • The Battering Blast spell performed the Bull Rush combat maneuver, even if it missed – fixed;
  • The bite attack for kitsune fox form disappeared after polymorphing into any other animal form – fixed;
  • The Blind Fight feats now only work for the melee attacks, as their description says;
  • The Bloodline Ascendance mythic ability was missing the Power of Wyrms (Green) option – fixed;
  • The Bone Explosion spell now can be used with persistant metamagic;
  • The bonuses a leopard animal companion gains at the 4th level now match the description;
  • The bonuses from the Elemental Rampager's Rampage are being calculated correctly now;
  • The Charge ability couldn't be used when the fatigued condition was suppressed by Ameliorating — Fatigued – fixed;
  • The damage and the saving throw difficulty from the lightning now scale with the expedition tier in The Treasure of the Midnight Isles DLC (3d6/3d8/3d10);
  • The damage bonus from the Slashing Tailwind was applied incorrectly – fixed;
  • The damage from claws for Bloodragers with the Draconic Bloodline now correctly increases from d6 to d8 at the 8th level;
  • The damage from the Powerful Charge ability was calculated incorrectly – fixed;
  • The damage of warpriest's deity's favored weapon didn't increase at the 1st level with the Sacred Weapons feat – fixed;
  • The Dazzling Display ability could disappear after character's death – fixed;
  • The DC is now being calculated correctly for the Lich power Fear Control;
  • The Defensive Stance ability of paladin Stonelord archetype had an incorrect description, and incorrectly stacked with a similar ability of Stalwart Defender prestige class – fixed;
  • The Dispelling Attack incorrectly calculated the caster level for dispel – fixed;
  • The Divine Herbalist, when choosing battle mystery, was getting an incorrect final revelation – fixed;
  • The Flying Time Undertow effect worked incorrectly for the commander and their party – fixed, it will no longer stay on the characters after leaving the island;
  • The granted powers of a Battle spirit shaman weren't shown in the class progression window – fixed;
  • The Holy Water Jet arcanist exploit had incorrect prerequisites – fixed;
  • The Ice Body spell now grants the target immunity to exhausted and fatigued conditions;
  • The Increased Damage Reduction rage power didn't stack with the Damage Reduction for bloodrager – fixed;
  • The kalavakus' Enslave Soul ability worked on the target even after a successful saving throw granted the immunity from it – fixed;
  • The Oblate — Acolyte background didn't use Wisdom instead of Charisma for the effect of Touch of Glory spell – fixed;
  • The player must have a Mutagen feat now to take a Feral Mutagen discovery;
  • The player will get experience after killing a Babau Infiltrator;
  • The player will get experience after killing Elemental Pillars, Zombie Rangers, and Star Rattle;
  • The powers granted by Transmutation school weren't shown in the class progression section for a wizard – fixed;
  • The Shield spell now protects against incorporeal touch attacks, providing a +4 bonus to AC;
  • The Snap Shot ability could not be selected in the Combat Tricks list – fixed;
  • The Soul Shield bonuses worked incorrectly and didn't provide the bonuses it was supposed to – fixed;
  • The special size modifier applied to a Combat Maneuver Bonus (CBM) is now calculated correctly;
  • The Spell Penetration (Mythic) feat granted an incorrect bonus to overcome spell resistance – fixed;
  • The spells of Lich's Skeletal Inquisitor mistakenly counted as arcane – fixed;
  • The Summon Monster Zero spell got a proper description, and also was removed from Trickster's spell selection list, and now will be added automatically. You can't have too many extraplanar murder ponies!
  • The Sun Marked spell was dealing additional damage only when the attack was made with a weapon – fixed;
  • The Trickster's mythic feats were added to the list of bonus combat feats of some classes;
  • The War Domain didn't grant Divine Hunter domain spells – fixed;
  • The warpriest with a Luck blessing now gains the curse of unlucky presence at the 10th level instead of the ability provided by the Destruction blessing;
  • The White Mage arcanist archetype now correctly gains bonuses from boundless healing;
  • Trickster's combat feats will no longer be available to a Loremaster who is not following a Trickster mythic path;
  • Trickster's Knowledge (Arcana) 3 rank no longer makes weapons furyborn;
  • Unarmed attacks of Monk and Imitator didn't benefit from the Ki Strike when the Monk Stance was enabled – fixed;
  • Unarmed Strike was added to Melee, Monk, and Natural weapon groups;
  • Unbreakable Heart spell now grants an additional saving throw to those who are under the Dominate effect;
  • Uncanny Dodge was not displayed on the leveling-up screen – fixed;
  • Underground Chemist couldn't take Weapon Focus (Bombs) – fixed;
  • Unnatural Heat effect dealt damage if the character drank potions – fixed;
  • Veil of Heaven was dealing incorrect damage;
  • Vermleks hold their swords now;
  • Vescavors weren't considered evil – fixed;
  • Vivisectionist received an extra Medical Discovery – fixed:
  • We've added rewards for killing the bosses in The Treasure of the Midnight Isles DLC: now after they are slain, their artifacts will appear in the mimic's shop in the standalone mode;
  • We've made the succubi remove invisibility after saving and loading;
  • When the Skeletal Vanguard took the Skeletal Fighter I improvement, the description of Weapon Focus was incorrect – fixed, and removed from the list weapons the skeleton cannot use;
  • Willodus became stronger in battle;
  • Wrecking Blows worked incorrectly – fixed;
  • Ygefeles now uses the Cloak of Dreams spell in battle. Even demons understand the importance of good rest!
  • Crushing Blow feat worked incorrectly – fixed.


Misс

  • Aivu no longer dies after finishing the quest to become the Legend, but she will still leave the party;
  • Fixed a number of typos in the texts;
  • Fixed navigation of enemies in Wintersun;
  • In the main game, Commander could tell Nocticula about Nahyndri's ship without finding it first – fixed;
  • Irabeth and Anevia remained in Drezen's throne room even after being driven away by the player – fixed;
  • Linnorm Uffrandir has become stronger;
  • Nahyndri has lost the Last Stand ability, but received better attributes;
  • Optimized the locations from Treasure of the Midnight Isles DLC;
  • Reduced the difficulty of a skill check needed to find Laughing Caves;
  • Reworked the Swarm That Walks model, making it closer to the original art;
  • The player could meet a friendly assassin while traveling. The assassin has finally read the contract and will now become hostile toward the player;
  • Those who were raised from the dead by the Lich, will now gain the Lord/Lady of Death deity;
  • Tinna, Scenery Master, no longer disappears during the dialogue;
  • Vescavor swarm no longer can fall into pits;
  • We stopped party members from getting outside the map boundaries when entering the Ziggurat in the Inevitable Excess DLC;
  • When leaving the party, Arueshalae took all the equipped items with her – fixed.
 

Infinitron

I post news
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Messages
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth



https://af.gog.com/game/pathfinder_wrath_of_the_righteous_the_last_sarkorians?as=1649904300

https://store.steampowered.com/news/app/1184370/view/3655271993683672338

The Griffon Has Landed!
Greetings, Pathfinders!

The time has come to go on a new adventure! The Last Sarkorians DLC for Pathfinder: Wrath of the Righteous is finally here!

If you’ve been looking for a reason to roll a new character and challenge the forces of the Abyss once more – look no further. Start a new game and try the new Shifter class or its archetypes. Grow claws and wings, turn into animals or mythical creatures, and discover new ways to defeat foes old and new.

Meet Ulbrig Olesk, a new shifter companion with the unique griffonheart archetype, who will be available from chapter 1. Travel with him to the places that were once dear to his heart and uncover the secrets of his past. And if you like Ulbrig enough, let him know, and see where your feelings take you!

To see all the content this DLC has to offer, we recommend that you start a new game or load a save from before your first visit to the Blackwing Library in Kenabres. Or, if you’re not interested in kindling a romance, you can load a save from chapter 3 or 5, wait for Ulbrig to appear in your throne room, and follow him on his personal quest.

We have also decided to celebrate the release of the new DLC with a discount of up to 70% on the game itself and additional content.

This is the biggest DLC we have created for Pathfinder: Wrath of the Righteous so far and the one that’s most deeply integrated into the main story. So please let us know what you think of our approach once you’ve completed the DLC! We hope you enjoy it as much as we loved working on it!

Happy shifting!
 
Last edited:

lycanwarrior

Scholar
Joined
Jan 1, 2021
Messages
1,481
Just finished the Evil characters arc. Some thoughts :

- Camellia : Very engaging story. Easily missable as most sane or good characters would have executed her after the Act 3 reveal. Ton of reactivity in the dialogue, lots of surprises, and each time you think you unraveled the full extent of her depravity she still surprises you. One of the finest piece of writing for Owlcat companions, who are in general rather bland. Camellia is not gray, she is black. Unambiguously evil. She has no real excuses, no redeemable quality, no possibility for the player to change her personality via Talk no Jutsu. You either embrace the crazyness or do the sensible thing and do away with her. Some moments were legitimately hilarious.

What is the reward for this arc :
She stays the same evil bitch but promises to try to behave normally with you.
Which predictably epicly fail.

Romance are usually a cringefest in CRPG, but it was nice to see the writers use it as an excuse to develop a fun story arc. You need to actually pay attention to her fucked up personality to find the right answers and progress it to the grandiose finale. Also she has a ton of dialogue and interaction in Demon City in Act 4 and acts as a nice foil to Arueshalae.

- Wenduag : Lann counterpart, their companion quest are basically the same and follows mongrelfolk trying to find their place in the world. Wenduag is a fun character with a lot of reactivity and interaction during the whole game. She is basically your standard evil minion-lieutnant who always advocate for brutality and murderhoboing your way through the game. Her romance was rather bland, but with a relatively complex dialogue structure and multiple possible outcomes.

- Evil Woljif : Basically 0 meaningful content after you complete his story arc, like many characters which is a shame as it ends with a radical shift in character. You can see most writing went into the Human Woljif outcome. Gameplay effect seems to be bugged. Characters whose story arc are resolved in Act 4 like him and Sosiel don't really have much to go with them in the final part of the game.

- Evil Arueshalae : devoid of content, clearly an afterthought. Mecanically she is a totally new character with a different build (Spoiler : it is shit. Favored enemies like Halfling or dwarf, which you practically never encounters). I think it is a hard limitation of Owlcat engine and that they can change characters portraits, but not their voice set. She is pretty much the standard evil succubi. Not really complicated to have, her quest and romance structure is one of the simplest of the game, you just have to take one EVIL option in her quest.

Arueshalae is defintely a lot of missed potential. The character is at the center of a lot of interaction but her dialogue and arc is trash, and the alternative option lead to basically nowhere.

Demon mythic arc was a fun ride. I didn't do yet the three major dungeons of Act 5 but completed all the Mythic quests. The direction taken by the writing focus more on demon corruption being your inherent bestial nature that you can choose to embrace or control, but you aren't really tempted by the idea of EVIL in itself. Basically you can side with Nocticula and be the sidekick in her character arc, or you can go all the way on the path of RAGE and FREEDOM.

I practically never do evil walkthroughs in any CRPGs past or present.

Just don't have it in me as it just bothers me morally for some reason


:despair:
 

skaraher

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Nov 19, 2012
Messages
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Location
People's republic of Frankistan
Just started unfair with an Aasimar scythe wielding oracle. Going to fully embrace the DarkSoulesque retardness the setting is trying to achieve in its aesthetic. :smug:

And what happened to the gnome Regill?

Mixed ending, he second-guess himself and dies of Bleaching in the graveyard of the famous Hellknights. As I went full Daemon and tried to bargain with Baphomet I didn't got best trial outcome. But still hilarious that you can bullshit a whole angry Hellknight garrison while you are obviously full-on chaotic evil demon by that point.

Evil Arushalae did have unique lines and comments in Iz and Threshold. Those are clearly better written than the cringefest she was for the whole rest of the game, but still not a very deep option.

DEVOURing the Hand of the Inheritor did gave me the bonus it was supposed to do (Immunity to energy drain and death effect permanent) it just didn't appear in my bonus list (maybe that was the bugged permanent Hearty meal ?)
 
Vatnik Wumao
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大同
I practically never do evil walkthroughs in any CRPGs past or present.

Just don't have it in me as it just bothers me morally for some reason
The issue with a lot of RPGs is that they have lame(r) good playthroughs. So between being a cartoon villain or a lame goody two shoes, I prefer the cartoon villain. WotR is pretty good with its Lawful Good options though.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,546
Hey, those are nice patch notes with impressive list of fixes...
the list of things they managed to break is probably just as long.
 

Sarathiour

Cipher
Joined
Jun 7, 2020
Messages
3,276
I think Act 4 is the best act in the game, but I read lot of peoples don't like the gimmicky navigation in the city. Also, it's basically a trip into murderhobo town.
I don't mind the gimmicky navigation, I mind about it making the game runs like shit.
 

skaraher

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Nov 19, 2012
Messages
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Location
People's republic of Frankistan
I think Act 4 is the best act in the game, but I read lot of peoples don't like the gimmicky navigation in the city. Also, it's basically a trip into murderhobo town.
I don't mind the gimmicky navigation, I mind about it making the game runs like shit.
Didnt have real performance issue there. Drezen siege was the worst area on that point.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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14,828
Insert Title Here Pathfinder: Wrath
I'm currently approaching Drezen, just did Lost Chapel.

My party at the moment:
1. Hmoyko the Molfar - a Hex Channeler witch with a Shadow patron. Focuses on casting Slumber and channeling. Has Shadowplay, so presumably his future shadow spells will be powerful. Should have put in more Dex, but no one really attacks him anyway. Has both positive channel and negative channel (Mythic).

41ruOko.png

OK, I have to ask: what was the inspiration for this Chad Thundercock over here? Is he based on some other fictional or real character?
The original inspiration is this guy, as well as molfars in general. I kept mashing him up with separately generated "shadowy gnomes" until I got a good image. A second inspiration was Gann of Dreams, although I haven't really played MotB. The idea is he should combine themes of shadows, dreams, life/death energies (channeling), and thin borders between worlds - but he should also look somewhat mundane. There's also the general Carpathian flair a la Negura Bunget or Shadows of Forgotten Ancestors.
1411368581_mmnechay.jpg
sddefault.jpg


Here are some images I generated when coming up with a portrait, but they don't all fit the style:
TkPlHCn.png



because you can stack Witch Evil Eye with Shaman Evil Eye, giving -8 to saving throws.
This is the same kind of cheese as Smite Chaos from Hellknight stacking with Smite Evil from Paladin and cumulating Scaled Fist and Oracle bonus to CA.
I was hoping there would be synergy between different witches/shamans in that they'd cackle to prolong each other's hexes. But it turns out the hexes are considered separate. So it's just a different kind of synergy. I wonder if the hexes from other hex-making classes like magus count as a separate type. Though they say it's witch hexes, so they probably count as witch. I thought the game sort of wanted you to go over the top because it keeps throwing those insane overpowering feats and items at you. Like, you only have 2 spells of level 3 and are trying to squeeze out one more slot with Int... and it throws a feat that gives you 4 more of every level. The whole thing feels like some kind of absurdly epic power metal album.
 

LannTheStupid

Товарищ
Patron
Joined
Nov 14, 2016
Messages
3,195
Location
Soviet Union
Pathfinder: Wrath
So is the game finished yet? finally or I'll have to wait 2 more weeks again?
Well, I understand that you are either trolling or living on the street somewhere in California, but I respond.

1. Use the last stable version - 2.0.7o - at least for 2 weeks. Preferably until 2.1.0 becomes 2.1.1 .
2. Before the upgrade, remove all the mods including the Unity Mod Manager and "non-intrusive" mods like ModFinder.

Then you should be OK.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,828
Insert Title Here Pathfinder: Wrath
Had to turn off all mods, roll back from the beta (who introduces a beta branch incompatible with big new release just before release?) and had to find tip to delete general settings?

Anyway it's working, looks like there's a lot to this class. Entangle Immunity is a nice one.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,828
Insert Title Here Pathfinder: Wrath
Will be interesting to see how many of the improved Wild Shaping mechanics carry over to other Wild Shaping classes/spells/abilities.
 

Humanophage

Arcane
Joined
Dec 20, 2005
Messages
5,439
I'm currently approaching Drezen, just did Lost Chapel.

My party at the moment:
1. Hmoyko the Molfar - a Hex Channeler witch with a Shadow patron. Focuses on casting Slumber and channeling. Has Shadowplay, so presumably his future shadow spells will be powerful. Should have put in more Dex, but no one really attacks him anyway. Has both positive channel and negative channel (Mythic).

41ruOko.png

OK, I have to ask: what was the inspiration for this Chad Thundercock over here? Is he based on some other fictional or real character?
The original inspiration is this guy, as well as molfars in general. I kept mashing him up with separately generated "shadowy gnomes" until I got a good image. A second inspiration was Gann of Dreams, although I haven't really played MotB. The idea is he should combine themes of shadows, dreams, life/death energies (channeling), and thin borders between worlds - but he should also look somewhat mundane. There's also the general Carpathian flair a la Negura Bunget or Shadows of Forgotten Ancestors.
1411368581_mmnechay.jpg
sddefault.jpg


Here are some images I generated when coming up with a portrait, but they don't all fit the style:
TkPlHCn.png



because you can stack Witch Evil Eye with Shaman Evil Eye, giving -8 to saving throws.
This is the same kind of cheese as Smite Chaos from Hellknight stacking with Smite Evil from Paladin and cumulating Scaled Fist and Oracle bonus to CA.
I was hoping there would be synergy between different witches/shamans in that they'd cackle to prolong each other's hexes. But it turns out the hexes are considered separate. So it's just a different kind of synergy. I wonder if the hexes from other hex-making classes like magus count as a separate type. Though they say it's witch hexes, so they probably count as witch. I thought the game sort of wanted you to go over the top because it keeps throwing those insane overpowering feats and items at you. Like, you only have 2 spells of level 3 and are trying to squeeze out one more slot with Int... and it throws a feat that gives you 4 more of every level. The whole thing feels like some kind of absurdly epic power metal album.

Next stop is a sneak attacking lightly armoured inquisitor with a polearm axe.

Klimek3.jpg
205.1.b.jpg
 

coldcrow

Prophet
Patron
Joined
Mar 6, 2009
Messages
1,717
Against my better judgement I had hoped that maybe they'll add the promised heavy armor feats with this.

Meh.
Use Darkcodex mod, which can be used with TabletopTweaks. Several QoL tweaks, expanded kineticist and subclasses, (mythic) feats for limitless every thing from demon rage to whatever). Each tweak can be turned on/off separately. And of course two mythic armor feats which bring heavy armor users on par or better than archmage armor.

Latest patch broke Toybox - again.
 

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