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

MjKorz

Educated
Joined
Jul 11, 2022
Messages
530
Trickster 9, Legend 8, nigga what?

He's ranking based on personal enjoyment and he's probably right. Trickster has fun abilities but the worst writing of all the paths by a mile and is one of the worst ways to enjoy the game. Legend is gimmicky and rarely is the lvl 40 power worth sacrificing the mythic powers for. Especially when lvl 9/10 Mythic has so many broken shit.

Legend gets the benefit of full Mythic powers for two whole chapters before it even starts. People overlook how big a difference 20 extra lvls of BAB/saves is whatever the class (and all the extra rest) but 90% of ideas I see are missing the point:

Legend lets you pick up not just one but two Prestige classes without sacrificing class level progression in base class like it usually does. That’s… a huge difference. Three capstones etc
BAB means nothing in a game where you can buff yourself to twice the AC of unfair bosses and initiate infinite attack loops for infinite damage on at least two mythic paths even after the Improved Critical feat nerf that previously allowed an extra method of initiating an infinite attack loop. Despite what many think, Legend is actually a relatively very weak mythic path in a game where Demon and Trickster deal infinite damage with Demon being able to do so right at the end of chapter 2.

Moreover, multiple mythic paths (Lich, Aeon, Trickster) offer an extremely underrated power - full dispel which is pretty much an instant death sentence to any boss since a huge chunk of their defensive and offensive power lies in their buffs. Here's a demonstration from my current martial Aeon run in progress:

eavw2m.jpg


Another thing to consider is the capability to cast spells as move action (Demon, Aeon) as well as obtain inherent spell persistency on all spells (Azata, Demon) - something that no amount of extra levels or capstones will allow you to do and ensuring that Legend will always remain a massively underpowered caster regardless of how you build him.

The reality of this game is that mythic synergies are more powerful than any non-mythic synergies you can think of.
The existence of multiple ways to beat the game does not make one more powerful than another.

Why do so many confuse sucking at something with that thing sucking? If Legend doesn't need all those buffs that means... Legend can beat things without them, freeing up party comp or simply being more resilient.

Dispel was nice on Aeon and Trickster as I pointed out at the time but now there's support in-game for Dispelling without needing Mythic abilities (and TTT fixes it to limit Dispels to one per four caster lvls since full Dispel breaks the game).

Finding the one weird trick to break the game is not the point of playing these games. There is no ladder. These aren't shitty phone games where you break it so you can get to the next one.
There is nothing Legend can do that other mythic paths cannot do better. Absolutely nothing: melee damage, DC casting, ray casting, AoE damage casting - other mythic paths do all of this much better. Legend offers you flexibility and variety, but it does not achieve the peak performance in any area that can be achieved only through appropriate mythic synergies.

Angel loses both actions on doing a full dispel and thus can't do anything else.
Just use a quicken rod? Greater Dispel is even a level 6 spell, so you can use standard rods rather than greater ones.

Sure, you might need 2 casts which uses up your first turn. But as you said, a fully debuffed boss is basically a harmless cakewalk, so the rest of your team either kills it on turn 1 or you do on turn 2.

SDOiGmB.png


Areelu's DC check is 34, so CL 30 is practically a guaranteed shot and just a few CL boosts (or the glasses, for your first cast) makes it guaranteed. Though if you're exploiting the glasses then fully dispelling bosses is not really difficult with any party, even level 20 characters can do it.
Using a rod of quicken just turns a spell into a swift action. Since Angel cannot cast spells as move action, he needs to cast the second dispel as a standard action, leaving him no actions to actually attack with. Proper dispeller mythics (Aeon, Lich, Trickster) will retain one standard (Lich, Aeon) or swift (Trickster) action and can use it to instantly kill/disable the dispelled boss on their own turn.
 
Joined
Jan 7, 2012
Messages
15,151
Dispel seems to be bugged all or nothing. Is that a mod thing or are you getting it in vanilla?

I have toybox but nothing that would change things AFAIK. I thought Owlcat fixed it to roll on each spell, but either they didn't or the bug snuck back in.

Using a rod of quicken just turns a spell into a swift action. Since Angel cannot cast spells as move action, he needs to cast the second dispel as a standard action, leaving him no actions to actually attack with. Proper dispeller mythics (Aeon, Lich, Trickster) will retain one standard (Lich, Aeon) or swift (Trickster) action and can use it to instantly kill/disable the dispelled boss on their own turn.
Point is, you can still pretty easily dispel bosses. Waiting for turn 2 to kill them isn't a big deal, worst case you have last stand.
 

MjKorz

Educated
Joined
Jul 11, 2022
Messages
530
Dispel seems to be bugged all or nothing. Is that a mod thing or are you getting it in vanilla?

I have toybox but nothing that would change things AFAIK. I thought Owlcat fixed it to roll on each spell, but either they didn't or the bug snuck back in.

Using a rod of quicken just turns a spell into a swift action. Since Angel cannot cast spells as move action, he needs to cast the second dispel as a standard action, leaving him no actions to actually attack with. Proper dispeller mythics (Aeon, Lich, Trickster) will retain one standard (Lich, Aeon) or swift (Trickster) action and can use it to instantly kill/disable the dispelled boss on their own turn.
Point is, you can still pretty easily dispel bosses. Waiting for turn 2 to kill them isn't a big deal, worst case you have last stand.
It's true, you can dispel, even demon can dispel reasonably well:
uc7ilz.jpg


But as I said: the action economy is not the same, there's a difference between needing to wait for your second turn or your party member's turn and simply delivering a quick one-two dispel-kill/disable on the same turn. There are levels to this.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,525
Specifically, switching Trickster into Legend is a pretty cool path, because obv all your improved items are still there from the whole party, and you can also reset all of your guys bypassing lvl req for perks. So a lot of Trickster power is still there even after you flip into Legend.
 

scytheavatar

Scholar
Joined
Sep 22, 2016
Messages
653
Specifically, switching Trickster into Legend is a pretty cool path, because obv all your improved items are still there from the whole party, and you can also reset all of your guys bypassing lvl req for perks. So a lot of Trickster power is still there even after you flip into Legend.

It's bait, nothing you gain from 20 more levels is as powerful as what a mere Trick Fate can do.
 
Joined
Jan 7, 2012
Messages
15,151
It's honestly hard to reach chapter 5 in the first place without being powerful enough to totally wreck the game on whatever you're difficulty you're playing at, arguing about balance at that point is meaningless because the game should be easy. You choose your final mythic path based on what kind of storyline you want to see, nothing more. Mythic choice balance matters in chapter 3 and 4.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,510
Pillars of Eternity 2: Deadfire
Specifically, switching Trickster into Legend is a pretty cool path, because obv all your improved items are still there from the whole party, and you can also reset all of your guys bypassing lvl req for perks. So a lot of Trickster power is still there even after you flip into Legend.

It's bait, nothing you gain from 20 more levels is as powerful as what a mere Trick Fate can do.
While technically correct, like Manatee mentioned, it hardly matters at that point. Legend is plenty cool and powerful too.
 

MjKorz

Educated
Joined
Jul 11, 2022
Messages
530
Specifically, switching Trickster into Legend is a pretty cool path, because obv all your improved items are still there from the whole party, and you can also reset all of your guys bypassing lvl req for perks. So a lot of Trickster power is still there even after you flip into Legend.

It's bait, nothing you gain from 20 more levels is as powerful as what a mere Trick Fate can do.
Precisely. In fact, the nerf to Improved Critical feat made the switch from Trickster to Legend even less desirable. Before the nerf, Trickster could reach a critical threat range of 9-20 which was overkill since all you need for a 100% critical chance is a 11-20 crit threat range. After the nerf, the best critical threat range Trickster can achieve is 12-20, which means no more 100% critical chance for either Trickster without Trick Fate or Legend who switched from Trickster.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,510
Pillars of Eternity 2: Deadfire
Well, yeah... and? Do you need 100% crit chance for something? Consider it mandatory, necessary or balanced?

I guess it makes your e-peen bigger?


Don't get me wrong, I enjoy breaking a game's balance in half as much as anyone. Does not mean it's mandatory or even most enjoyable to play this way.
 

Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,417
https://store.steampowered.com/news/app/1184370/view/4264427597970547899?l=english
Update 2.3.3j
Hello, crusaders!

An update 2.3.3j is here!

Highlights:
  • A drunken master no longer can be lawful. A new game must be started for the change to take effect. Also, the player character can now choose the deity Cayden Cailean. Hoozaah!
  • Fixed bugs related to the operation of the Sable company marine archetype;
  • Fixed the issue with The Lord of Nothing DLC when the commander could get to an empty location Portal to the Abyss and get stuck after the start of the cutscene — please, read the instruction below.

If you are playing with mods, don’t forget to update them before loading your saves!

Beware of possible plot spoilers below!

Areas
  • Fixed a bug where it was possible to talk to the statue in the tower in the Lord of Nothing DLC even after the ritual quest was complete;
  • In Echo of Fury Arena in A Dance of Masks DLC, there is now a pause between the first and second fight so that the party has time to prepare;
  • It was not possible to get the unique book Laboratory Journal of Xanthir Vang, 4712 in Dresen's dungeon, which gives a bonus — fixed;
  • In the Razmir Palace in A Dance of Masks DLC, it was possible to provoke cultists standing below to fight by sitting on the balcony without being able to attack them — fixed;
  • Presentation of mythical tricks on stage in A Dance of Masks DLC could incorrectly work out and stop before time — fixed;
  • Fixed a bug in A Dance of Masks DLC where the body of a previously slain Wenduag could appear in the air;
  • Fixed an invisible wall in the Midnight Fane, which prevented from entering the portal;
  • In A Dance of Mask DLC a cutscene with Wenduag could freeze if she spared one of the NPCs - fixed;
  • Commander and companions were glowing pink when entering Iz — fixed;
  • The location of some exits from locations in The Treasure of the Midnight Isles DLC were hidden too well from players and could disappear — fixed;
  • Yaniel intervened prematurely in the battle in Drezen Citadel and could have been killed — fixed;
  • Fixed a bug in Drezen where a defeated Drimo from A Dance of Masks DLC could appear in the throne room and stay there.
Items
  • Dagger of the Betrayer now buff additional 2 DC to fused spells;
  • Fixed the description for the Plague of Madness;
  • Sawtooth Saber was missing from the Rogue's Finesse Training list — fixed.
Classes & Mechanics
  • The Greater Carnivorous Crystal in the Colyphyr Mines now splits into two Carnivorous Crystals with the correct amount of health.
  • Corpse Blast ability now works correctly after loading and can select corpses;
  • The spell sheets for the Ice Subdomain and Water domain now display correctly;
  • Divine Hunter (Hunter archetype) now correctly gains access to the Ice and Undead subdomains. The gods took pity on us!
  • One of the cultists cosplayed the commander too well in A Dance of Masks DLC and had mythic feats — fixed;
  • Fixed Oracle Living Deity revelation Bonded Mount progression;
  • In a romantic scene with Ulbrig, player character could end up in an inaccessible part of the location - fixed;
  • Golden dragon can now select feats from A Dance of Masks DLC as a bonus feat;
  • Shamans now function correctly with new metamagic;
  • Deceiver's fused spells did not benefit from all the descriptors correctly - fixed;
  • The mythic ability "Corruptor" now interacts correctly with the spells "Cloudkill" and "Stinking Cloud";
  • Some players couldn't rest on Azata island. This was due to the incorrect functioning cutscene. We have fixed the cutscene itself and now it should not interfere with resting on the location. New walkthrough should not cause this bug. For those players who have already encountered this problem and still cannot rest, we have prepared a fix that will trigger an alternative rest option, quick rest through screen darkening;
  • Dragon Form Green on lower levels didn't become permanent for Master Shapeshifter - fixed;
  • Pet progression for some archetypes was lagging 1 level behind the character — fixed. Now you can go from level 3 to level 4 again;
  • A drunken master no longer can be lawful. A new game must be started for the change to take effect. Also, the player character can now choose the deity Cayden Cailean. Hoozaah!
  • Bloodseeker abilities that spend blood points are now considered supernatural;
  • Spell combat could be turned off after loading a savefile - fixed;
  • Crusader's edge spell nausea/sickened effect took affect not only on critical hits as described in spell description, but on regular hits as well - fixed;
  • Cavalier's supreme charge now correctly stacks with other mounted charge abilities;
  • Barbarian's Rage Power "Come and Get Me" is now correctly displayed in the game logs;
  • The Animate Dead spell now summons the correct number of skeletons;
  • New Elk charges now work correctly;
  • A debuff, applied at the Drezen Citadel, could be re-applied incorrectly - fixed;
  • Drunken Master couldn't use the Mallander's Penance correctly - fixed;
  • Lawful inquisitor of a Living Grimoire archetype received incorrect infusion instead of Axiomatic - fixed;
  • Kinetic Sharpshooter abilities now work not only with bows and crossbows, but also with projectile weapons;
  • After changing the companions roster at the arena from The Dance of Masks DLC, some companions could stuck in incorrect places - fixed;
  • Fixed bugs related to the operation of the Sable company marine archetype:
    - Sable company marine ranged attacks performed as part of the Flying Attack ability caused Attack of Opportunity from the enemies — fixed;
    - attacks performed as part of the "Attack in Flight" ability were not considered as charge attacks — fixed;
    - The Strongest Wings ability can now be used not only by a hippogriff, but also by a rider sitting on a hippogriff. There is now no need to switch to the hippogriff every time in combat (which was impossible in turn-based mode on consoles). Applying the ability still uses the hippogriff's main action;
  • Extra Feat from Mythic Feat Selection now contains all the new feats;
  • Mantis Zealot's ability Deadly Fascination now only works in combat;
  • Mask Golem might not explode after death as they should — fixed;
  • Sorcerer can now select new metamagic feats as bonus feats;
  • Smilodon Grab ability no longer causes errors and game crushes;
  • The Bloodseeker archetype could pick gods incompatible with his worldview when character creation — fixed;
  • Items and feats that increase Ki pool now correctly increase Drunken Master's Ki pool;
  • A drunken master no longer can be lawful. A new game must be started for the change to take effect. Also, the player character can now choose the deity Cayden Cailean. Hoozaah!
  • Fixed an issue that caused a mount to not always make an attack during "Charge Attack" and other charge attack issues. Now, a charge attack, regardless of whether the mount or rider uses it, is always a single attack that receives the appropriate bonuses. If the rider makes a rush attack while the rider is holding a ranged weapon, the rider makes a full attack without the charge bonuses;
  • Fixed bugs regarding the Inquisitor Living Grimoire archetype. Cunning Initiative ability was incorrectly given at level 2 — fixed. Some archetype abilities were calculated from Wisdom instead of Intellect - fixed;
  • Teamwork Feat deleted from the buff's list after death — fixed;
  • The Inciter's ability Hit a Nerve now correctly removes defense penalties and ability restrictions from Inspired Rage;
  • Mythic Buckler — Flying Shield Style now works correctly;
  • Living Deity can now select Impossible Domain (at 20-th level) and Second Mystery mythic feats;
  • Raging Brutality now correctly calculates damage;
  • Cavalier Charge now apply correct bonus and penalty to charge;
  • Spirited Charge and Spear charge buffs apply its damage multiplayer at mounted charge.
UI
  • Icons and descriptions have been added for the Trickster ability "Perception 3 rank";
  • The Magic Deceiver archetype couldn't delete created spells from their spellbook — fixed;
  • Fixed the description for the ring Unbreakable Bond;
  • The bloodragers had the name of a hag bloodline missing - fixed;
  • The Sable Company Marine archetype now has the Hippogriff's Flying Attack ability on the quick access bar.
Visual
  • Mantis Zealot's Aspect of the Mantis ability has gotten a visual upgrade — red mantis stings;
  • In A Dance of Masks DLC, in the cutscene where the commander could play musical instruments, you could pass through character models and textures — fixed;
  • Some Mongrels were displayed incorrectly and looked like ordinary humans — fixed.
System
  • Improved performance in the bedroom attack scene on the Commander;
  • Players who encountered a problem with The Lord of Nothing DLC when commander could get to an empty location Portal to the Abyss and get stuck after the start of the cutscene, in which the control was taken away from the player. This issue occurs due to a bug in transferring a save from The Lord of Nothing DLC company (team with Sendri, Rekarth and Penta) to the main game.
    Because of this the game could not read the ending of The Lord of Nothing DLC company and could not give the corresponding storyline for the commander.
    We have prepared an update and instructions for you to fix the bug. If you encountered this problem while already on the location Portal to the Abys" and passed it from beginning to end then:
    1. It is better to use an earlier save from the main game, right after entering the location or before it.
    2. After loading the problematic save you will see a window with the transfer of the save.
    3. Please select your save from the list of saves made in the final The Lord of Nothing DLC, where you played as Penta and Sendri, and confirm your choice.
    !Otherwise the error will not be fixed!
    4. If the transfer the save is successful - you will be able to continue your passage of the DLC as a commander.
    5. If transferring the save does not yield any results, please send us a new error message in the game by pressing Alt+B (this will help a lot in solving this problem).
    How do I know if the save transfer was successful?
    1. If you are on the global map near the location Portal to the Abyss or already on it, but only at the very beginning and have not yet had time to go further, then entering it you will not break the cutscene, which shows the portal itself and those who guard it.
    2. If you are closer to Drezen, you can enter the tavern and to the right of the entrance, by the fireplace, you can see your party from the addition (if any of them survived).
    We apologize for the inconvenience this has caused. You're awesome!
Misс
  • Fixed bugs in dialogs in A Dance of Masks DLC;
  • The descriptions for the Storyteller's items are now displayed correctly;
  • In A Dance of Masks DLC, a bookevent for Swarm-That-Walks now works correctly;
  • A randewoo with evil Arueshalae during the events of A Dance of Masks DLC will drain levels from the player character;
  • The game could freeze when making the final screenshot for A Dance of Masks DLC - fixed;
  • If a player had no active romances, they were teleported to Kenabres on every load after completing A Dance of Masks DLC — fixed;
  • Fixed the description of the Enhance the Holy Book — Bane ability.
 

MjKorz

Educated
Joined
Jul 11, 2022
Messages
530
https://store.steampowered.com/news/app/1184370/view/4264427597970547899?l=english
Update 2.3.3j
Hello, crusaders!

An update 2.3.3j is here!

Highlights:
  • A drunken master no longer can be lawful. A new game must be started for the change to take effect. Also, the player character can now choose the deity Cayden Cailean. Hoozaah!
  • Fixed bugs related to the operation of the Sable company marine archetype;
  • Fixed the issue with The Lord of Nothing DLC when the commander could get to an empty location Portal to the Abyss and get stuck after the start of the cutscene — please, read the instruction below.

If you are playing with mods, don’t forget to update them before loading your saves!

Beware of possible plot spoilers below!

Areas
  • Fixed a bug where it was possible to talk to the statue in the tower in the Lord of Nothing DLC even after the ritual quest was complete;
  • In Echo of Fury Arena in A Dance of Masks DLC, there is now a pause between the first and second fight so that the party has time to prepare;
  • It was not possible to get the unique book Laboratory Journal of Xanthir Vang, 4712 in Dresen's dungeon, which gives a bonus — fixed;
  • In the Razmir Palace in A Dance of Masks DLC, it was possible to provoke cultists standing below to fight by sitting on the balcony without being able to attack them — fixed;
  • Presentation of mythical tricks on stage in A Dance of Masks DLC could incorrectly work out and stop before time — fixed;
  • Fixed a bug in A Dance of Masks DLC where the body of a previously slain Wenduag could appear in the air;
  • Fixed an invisible wall in the Midnight Fane, which prevented from entering the portal;
  • In A Dance of Mask DLC a cutscene with Wenduag could freeze if she spared one of the NPCs - fixed;
  • Commander and companions were glowing pink when entering Iz — fixed;
  • The location of some exits from locations in The Treasure of the Midnight Isles DLC were hidden too well from players and could disappear — fixed;
  • Yaniel intervened prematurely in the battle in Drezen Citadel and could have been killed — fixed;
  • Fixed a bug in Drezen where a defeated Drimo from A Dance of Masks DLC could appear in the throne room and stay there.
Items
  • Dagger of the Betrayer now buff additional 2 DC to fused spells;
  • Fixed the description for the Plague of Madness;
  • Sawtooth Saber was missing from the Rogue's Finesse Training list — fixed.
Classes & Mechanics
  • The Greater Carnivorous Crystal in the Colyphyr Mines now splits into two Carnivorous Crystals with the correct amount of health.
  • Corpse Blast ability now works correctly after loading and can select corpses;
  • The spell sheets for the Ice Subdomain and Water domain now display correctly;
  • Divine Hunter (Hunter archetype) now correctly gains access to the Ice and Undead subdomains. The gods took pity on us!
  • One of the cultists cosplayed the commander too well in A Dance of Masks DLC and had mythic feats — fixed;
  • Fixed Oracle Living Deity revelation Bonded Mount progression;
  • In a romantic scene with Ulbrig, player character could end up in an inaccessible part of the location - fixed;
  • Golden dragon can now select feats from A Dance of Masks DLC as a bonus feat;
  • Shamans now function correctly with new metamagic;
  • Deceiver's fused spells did not benefit from all the descriptors correctly - fixed;
  • The mythic ability "Corruptor" now interacts correctly with the spells "Cloudkill" and "Stinking Cloud";
  • Some players couldn't rest on Azata island. This was due to the incorrect functioning cutscene. We have fixed the cutscene itself and now it should not interfere with resting on the location. New walkthrough should not cause this bug. For those players who have already encountered this problem and still cannot rest, we have prepared a fix that will trigger an alternative rest option, quick rest through screen darkening;
  • Dragon Form Green on lower levels didn't become permanent for Master Shapeshifter - fixed;
  • Pet progression for some archetypes was lagging 1 level behind the character — fixed. Now you can go from level 3 to level 4 again;
  • A drunken master no longer can be lawful. A new game must be started for the change to take effect. Also, the player character can now choose the deity Cayden Cailean. Hoozaah!
  • Bloodseeker abilities that spend blood points are now considered supernatural;
  • Spell combat could be turned off after loading a savefile - fixed;
  • Crusader's edge spell nausea/sickened effect took affect not only on critical hits as described in spell description, but on regular hits as well - fixed;
  • Cavalier's supreme charge now correctly stacks with other mounted charge abilities;
  • Barbarian's Rage Power "Come and Get Me" is now correctly displayed in the game logs;
  • The Animate Dead spell now summons the correct number of skeletons;
  • New Elk charges now work correctly;
  • A debuff, applied at the Drezen Citadel, could be re-applied incorrectly - fixed;
  • Drunken Master couldn't use the Mallander's Penance correctly - fixed;
  • Lawful inquisitor of a Living Grimoire archetype received incorrect infusion instead of Axiomatic - fixed;
  • Kinetic Sharpshooter abilities now work not only with bows and crossbows, but also with projectile weapons;
  • After changing the companions roster at the arena from The Dance of Masks DLC, some companions could stuck in incorrect places - fixed;
  • Fixed bugs related to the operation of the Sable company marine archetype:
    - Sable company marine ranged attacks performed as part of the Flying Attack ability caused Attack of Opportunity from the enemies — fixed;
    - attacks performed as part of the "Attack in Flight" ability were not considered as charge attacks — fixed;
    - The Strongest Wings ability can now be used not only by a hippogriff, but also by a rider sitting on a hippogriff. There is now no need to switch to the hippogriff every time in combat (which was impossible in turn-based mode on consoles). Applying the ability still uses the hippogriff's main action;
  • Extra Feat from Mythic Feat Selection now contains all the new feats;
  • Mantis Zealot's ability Deadly Fascination now only works in combat;
  • Mask Golem might not explode after death as they should — fixed;
  • Sorcerer can now select new metamagic feats as bonus feats;
  • Smilodon Grab ability no longer causes errors and game crushes;
  • The Bloodseeker archetype could pick gods incompatible with his worldview when character creation — fixed;
  • Items and feats that increase Ki pool now correctly increase Drunken Master's Ki pool;
  • A drunken master no longer can be lawful. A new game must be started for the change to take effect. Also, the player character can now choose the deity Cayden Cailean. Hoozaah!
  • Fixed an issue that caused a mount to not always make an attack during "Charge Attack" and other charge attack issues. Now, a charge attack, regardless of whether the mount or rider uses it, is always a single attack that receives the appropriate bonuses. If the rider makes a rush attack while the rider is holding a ranged weapon, the rider makes a full attack without the charge bonuses;
  • Fixed bugs regarding the Inquisitor Living Grimoire archetype. Cunning Initiative ability was incorrectly given at level 2 — fixed. Some archetype abilities were calculated from Wisdom instead of Intellect - fixed;
  • Teamwork Feat deleted from the buff's list after death — fixed;
  • The Inciter's ability Hit a Nerve now correctly removes defense penalties and ability restrictions from Inspired Rage;
  • Mythic Buckler — Flying Shield Style now works correctly;
  • Living Deity can now select Impossible Domain (at 20-th level) and Second Mystery mythic feats;
  • Raging Brutality now correctly calculates damage;
  • Cavalier Charge now apply correct bonus and penalty to charge;
  • Spirited Charge and Spear charge buffs apply its damage multiplayer at mounted charge.
UI
  • Icons and descriptions have been added for the Trickster ability "Perception 3 rank";
  • The Magic Deceiver archetype couldn't delete created spells from their spellbook — fixed;
  • Fixed the description for the ring Unbreakable Bond;
  • The bloodragers had the name of a hag bloodline missing - fixed;
  • The Sable Company Marine archetype now has the Hippogriff's Flying Attack ability on the quick access bar.
Visual
  • Mantis Zealot's Aspect of the Mantis ability has gotten a visual upgrade — red mantis stings;
  • In A Dance of Masks DLC, in the cutscene where the commander could play musical instruments, you could pass through character models and textures — fixed;
  • Some Mongrels were displayed incorrectly and looked like ordinary humans — fixed.
System
  • Improved performance in the bedroom attack scene on the Commander;
  • Players who encountered a problem with The Lord of Nothing DLC when commander could get to an empty location Portal to the Abyss and get stuck after the start of the cutscene, in which the control was taken away from the player. This issue occurs due to a bug in transferring a save from The Lord of Nothing DLC company (team with Sendri, Rekarth and Penta) to the main game.
    Because of this the game could not read the ending of The Lord of Nothing DLC company and could not give the corresponding storyline for the commander.
    We have prepared an update and instructions for you to fix the bug. If you encountered this problem while already on the location Portal to the Abys" and passed it from beginning to end then:
    1. It is better to use an earlier save from the main game, right after entering the location or before it.
    2. After loading the problematic save you will see a window with the transfer of the save.
    3. Please select your save from the list of saves made in the final The Lord of Nothing DLC, where you played as Penta and Sendri, and confirm your choice.
    !Otherwise the error will not be fixed!
    4. If the transfer the save is successful - you will be able to continue your passage of the DLC as a commander.
    5. If transferring the save does not yield any results, please send us a new error message in the game by pressing Alt+B (this will help a lot in solving this problem).
    How do I know if the save transfer was successful?
    1. If you are on the global map near the location Portal to the Abyss or already on it, but only at the very beginning and have not yet had time to go further, then entering it you will not break the cutscene, which shows the portal itself and those who guard it.
    2. If you are closer to Drezen, you can enter the tavern and to the right of the entrance, by the fireplace, you can see your party from the addition (if any of them survived).
    We apologize for the inconvenience this has caused. You're awesome!
Misс
  • Fixed bugs in dialogs in A Dance of Masks DLC;
  • The descriptions for the Storyteller's items are now displayed correctly;
  • In A Dance of Masks DLC, a bookevent for Swarm-That-Walks now works correctly;
  • A randewoo with evil Arueshalae during the events of A Dance of Masks DLC will drain levels from the player character;
  • The game could freeze when making the final screenshot for A Dance of Masks DLC - fixed;
  • If a player had no active romances, they were teleported to Kenabres on every load after completing A Dance of Masks DLC — fixed;
  • Fixed the description of the Enhance the Holy Book — Bane ability.
Freedom of Movement being impossible to dispel from enemies still not fixed after months and months since the bug appeared? Owlclowns.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,753
Location
Copenhagen
It's honestly hard to reach chapter 5 in the first place without being powerful enough to totally wreck the game on whatever you're difficulty you're playing at, arguing about balance at that point is meaningless because the game should be easy. You choose your final mythic path based on what kind of storyline you want to see, nothing more. Mythic choice balance matters in chapter 3 and 4.

DING DING DING bingoooo
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,142
Drunken masters can't be lawful.

......

You stupid fucks.
Some people (and I'm using that term very loosely) on ribbit cried and now they can.
It's just...it's...It's so fucking retarded.

Drunken masters didn't drink for the sake of drinking. If they did drink (and wasn't just pretending to be drunk), it was a ritualistic HIGHLY LAWFUL affair. The idea was that there was path of enlightenment to be found through alcohol. Not that they could party hardy.

Fucking hell. There's a reason why it was always considered a still lawful archetype in Pathfinder proper. Fucking idiots.
 

Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,417
Fun fact: Now that Drunken Master can't be lawful , now they can't use any of the Monk Robes.
:positive:
Fucking hell. There's a reason why it was always considered a still lawful archetype in Pathfinder proper. Fucking idiots
Yeah, but not being able to role-playing as a Cayden Cailean Monk would be lame. :M
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,142
Fun fact: Now that Drunken Master can't be lawful , now they can't use any of the Monk Robes.
:positive:
Fucking hell. There's a reason why it was always considered a still lawful archetype in Pathfinder proper. Fucking idiots
Yeah, but not being able to role-playing as a Cayden Cailean Monk would be lame.
No, it's fucking stupid to think that any monk of any kind would fit in Cayden Cailean's crowd to begin with.

I like Cayden, but the idea of ANY kind of monk fitting into that crowd is stupid beyond belief.

edit - I'm all for people using mods such as toybox to change things, but things like this THAT DON'T MAKE ANY FUCKING SENSE shouldn't be officially messed with because a couple of whiny retards wanted it.
 

Saxon1974

Prophet
Joined
May 20, 2007
Messages
2,121
Location
The Desert Wasteland
Is this game all a linear combat fest? Played a couple of hours and so far its just linear path, a couple of gay story lines and more combats using buffs while collecting piles and piles of loot. Is the entire game this way?
 

MjKorz

Educated
Joined
Jul 11, 2022
Messages
530
Is this game all a linear combat fest? Played a couple of hours and so far its just linear path, a couple of gay story lines and more combats using buffs while collecting piles and piles of loot. Is the entire game this way?
No. It's somewhat linear in chapter 1 (you can hit locations in Kenabres mostly in any order before the final assault on the citadel, you just have to go through the market square). Mostly linear in chapter 2. Nonlinear in chapters 3, 4 and 5.
 

Saxon1974

Prophet
Joined
May 20, 2007
Messages
2,121
Location
The Desert Wasteland
Is this game all a linear combat fest? Played a couple of hours and so far its just linear path, a couple of gay story lines and more combats using buffs while collecting piles and piles of loot. Is the entire game this way?
No. It's somewhat linear in chapter 1 (you can hit locations in Kenabres mostly in any order before the final assault on the citadel, you just have to go through the market square). Mostly linear in chapter 2. Nonlinear in chapters 3, 4 and 5.
Hmm, I dont know if I can take 2 entire chapters of this. For now, gonna play something else.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,358
Location
Grand Chien
Is this game all a linear combat fest? Played a couple of hours and so far its just linear path, a couple of gay story lines and more combats using buffs while collecting piles and piles of loot. Is the entire game this way?
Pretty much
 

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