Grunker
RPG Codex Ghost
Is it the quest involving the Gwerm Mansion? I'm seeing a ton of reports on that right now.
Yes.
Is it the quest involving the Gwerm Mansion? I'm seeing a ton of reports on that right now.
Is it the quest involving the Gwerm Mansion? I'm seeing a ton of reports on that right now.
Yes.
Is it the quest involving the Gwerm Mansion? I'm seeing a ton of reports on that right now.
Yes.
That sucks. Not sure if you seen these already or want to give these a shot (instead of waiting for the hotfix), but I've seen people link these on Discord as temporary fixes.
Save game editing method:
https://www.reddit.com/r/Pathfinder_Kingmaker/comments/xxnt53/gwerm_family_secret_bug/ireuq5d/
Alt Toybox solution:
https://www.reddit.com/r/Pathfinder_Kingmaker/comments/xvypnq/cant_signal_gwerm_in_window_bug/
I honestly don't know how they keep breaking things with every update...
Is it not fixed in 2.0.1e? Or do players ignore the patches?Is it the quest involving the Gwerm Mansion? I'm seeing a ton of reports on that right now.
It is always easier to break things than to fix them. That is why QA requires attention, resources, and workflow.I honestly don't know how they keep breaking things with every update...
Is it not fixed in 2.0.1e? Or do players ignore the patches?Is it the quest involving the Gwerm Mansion? I'm seeing a ton of reports on that right now.
Anyhoo, I wrapped up with Act 3 and on Core things are becoming too easy. Not sure if I landed on power curve peak at level 13ish, or should just move the slider to the right for rest of the game.
No, it will not. Just prepare for this and enjoy the game as it is.Maybe the 2nd EE will be better.
Put as many summons between him and your party as you can and hit him with every undodgeable spell or similar source of damage you've got. Putting reroll buffs on your archers so they have better odds of hitting him with a natural 20 helps as well, though that buff is hard to come by.I'm flip-flopping between a new playthrough I started (where I basically already cleaned the first act at this point) and going back to my old incomplete playthrough, which I stopped while exploring the Midnight Fane.
Before I lose my sanity: is it possible to come back later to face Playful Darkness or this is my single chance to deal with it?
Jesus Christ, sometimes I freaking despise the way Owlcat does "over-tuned encounter design".
Default ai is to attack the first enemy they find, but certain enemies later in the game are programmed to charge attack the mc, or ambush the mc out of invisibility.Beelining seems to be controlled (maybe it's new in EE) entirely by who started the fight if there's a surprise round. It's pretty weird.
When enemies spawn in after a cutscene, they always target the MC as well.Default ai is to attack the first enemy they find, but certain enemies later in the game are programmed to charge attack the mc, or ambush the mc out of invisibility.Beelining seems to be controlled (maybe it's new in EE) entirely by who started the fight if there's a surprise round. It's pretty weird.
Default ai is to attack the first enemy they find, but certain enemies later in the game are programmed to charge attack the mc, or ambush the mc out of invisibility.Beelining seems to be controlled (maybe it's new in EE) entirely by who started the fight if there's a surprise round. It's pretty weird.
Yes, this is true. On the other hand, if the AI surprises the party in turn-based mode then the enemies all try to attack the MC if they can reach.
No, they’re not. At least not in surprise rounds. Every enemy in the game will beeline for the character that started the surprise round if they can reach him/her with their movement - disregarding AoEs etc.
Nice sentiment but I already started an EE game and got fucked by the "dropped items disappear when you reload a save" bug. Will give it another week and hope whatever major regressions exist get hotfixed.No, it will not. Just prepare for this and enjoy the game as it is.Maybe the 2nd EE will be better.
Some more fun in Blackwater.
On Unfair those cyber-enhanced mobs have really high CMD, so the Mobility checks are not easy to make. Still its a fun and effective playstyle.
I mean, I did some investigation in the thread, literally checking 50+ pages manually, so some of the questions are resolved, however some are still remain the actual (Very new to Wrath, had some experience with Kingmaker & D&D overall before).
I believe the build on the screen is (going to be)
Sword Saint 13 / Rowdy Rogue 1 / Loremaster 1 / Instinctual Warrior 2 / Mutation Warrior 3
It's using Trickster Mobility 2 as a core feature, obviously has stuff like Combat Reflexes, Stealthy, Power attack and (very likely) stats spread like that:
STR 13
DEX 19
CON 10 (11?)
WIS 14
INT 16
CHA 7
Also in your case it's using scythe and I'm not sure how it is possible to finesse that weapon (I was planning to use elven curved blade, like guy from here https://www.reddit.com/r/Pathfinder...crit_dmg_per_aoo_46_aoo_per_round_30k_dpr_ss/)
Few more questions besides that:
- How's that character moving in a such a... "teleportation" manner?
- Is build like that playable on console with no mods (TTT)?
- It seems to be there's a spike in character awesomeness, when is that happening? I see that it's at least level 11, but maybe earlier?
I'd REALLY appreciate if you (or somebody else) will share some build breakdown for newbies, because I had a lot of fun even just watching the demonstration videos!
Thanks!
If you want my piece of advice - rollback to 1.4.4g (you can do it in Steam by selecting beta branches; for GOG you might have to use the privateer's approach), play it and wait until the current version changes from 2.0.something to 2.1.something. When it happens, upgrade to the latest 2.0.something.Nice sentiment but I already started an EE game and got fucked by the "dropped items disappear when you reload a save" bug. Will give it another week and hope whatever major regressions exist get hotfixed.No, it will not. Just prepare for this and enjoy the game as it is.Maybe the 2nd EE will be better.
Some more fun in Blackwater.
On Unfair those cyber-enhanced mobs have really high CMD, so the Mobility checks are not easy to make. Still its a fun and effective playstyle.
I mean, I did some investigation in the thread, literally checking 50+ pages manually, so some of the questions are resolved, however some are still remain the actual (Very new to Wrath, had some experience with Kingmaker & D&D overall before).
I believe the build on the screen is (going to be)
Sword Saint 13 / Rowdy Rogue 1 / Loremaster 1 / Instinctual Warrior 2 / Mutation Warrior 3
It's using Trickster Mobility 2 as a core feature, obviously has stuff like Combat Reflexes, Stealthy, Power attack and (very likely) stats spread like that:
STR 13
DEX 19
CON 10 (11?)
WIS 14
INT 16
CHA 7
Also in your case it's using scythe and I'm not sure how it is possible to finesse that weapon (I was planning to use elven curved blade, like guy from here https://www.reddit.com/r/Pathfinder...crit_dmg_per_aoo_46_aoo_per_round_30k_dpr_ss/)
Few more questions besides that:
- How's that character moving in a such a... "teleportation" manner?
- Is build like that playable on console with no mods (TTT)?
- It seems to be there's a spike in character awesomeness, when is that happening? I see that it's at least level 11, but maybe earlier?
I'd REALLY appreciate if you (or somebody else) will share some build breakdown for newbies, because I had a lot of fun even just watching the demonstration videos!
Thanks!
I'm not using Rowdy->Loremaster. I finally decided against using Vital Strike (although it is certainly a valid approach). As long as you're able to reliably beat the Mobility checks, spending the entire Standard action on a single attack, even strong, is a DPR loss. Could move a lot during that Standard action and trigger a lot of AoOs. Of course, a Vital Strike could still be the better course of action vs some tough bossess or enemies who's CMD you can't beat (for example on Unfair).
STR 11 (+4 Str belt or buff -2 Reduce Person will still allow the use of Power Attack - on the other hand, it will be a while before you can pick it)
DEX 19 (should be. I went with 20 - which is a mistake, considering that the best Dex item cannot be boosted to odd value with Arcana Trick)
CON 11
WIS 17 ( I actually have 15 here due to too many points spent on Dex)
INT 15
CHA 7
The build is:
As for how one can use a scythe? It needs fighter Weapon Training in Heavy Blades (needs 5 fighter levels) and Fighter's Finesse (makes any trained weapon finessable) plus Mythic Weapon Finesse feat - to add Dex to damage to finessable weapons.
The other questions:
- How's that character moving in a such a... "teleportation" manner?
It isn't really. I move while enmies cannot because I play in Turn Based mode. Mobility Trick 1 adds +50% move speed in Acrobatic Movement mode. I get bonus speed from buffs and barbarian levels. And last but not least, from Impossible Speed mythic ability from the TableTop Tweaks mod.
- Is build like that playable on console with no mods (TTT)?
Yes. Biggest loss is Impossible Speed, which really improves your Move Speed by a lot early, as well as earlier 2nd Improved Trick (for example to improve crits with Perception earlier) and TTT modifications to Perception Tricks (without TTT you'd need to buy the crit feats to improve the crit rate/damage). You're also loosing stuff like Shingle Runner to boost your Mobility further (but in vanilla you can stack some +Dex effects you cannot with TTT - perhaps kitsune Master Shapeshifter and Reduce/Microscopic Proportions, so this one might even out). Also Graceful Athlete to easily max Athletics skill. But in general that playstyle should still be quite playable.
- It seems to be there's a spike in character awesomeness, when is that happening? I see that it's at least level 11, but maybe earlier?
Well, early game is so-so. You start pretty weak, become a decent tank with Mutagen Discovery at Mutation Warrior 3. The your offense improves a little with MW 5 and Finesse Training in Heavy Blades. Things improve a lot at the start of Act 2 when you buy Wide Sweep scythe, which is a fantastic weapon that'll serve you well even before getting Mythic Weapon Finesse. When you get it at Lost Chapel around level 8 things will improve again... and again with Power Attack.
But things really take off only in Act 3 - probably not sooner then at level 11. You need to access and do your Mythic Quest to reach Mythic Rank 4 to pick Mobility Improved Trick. It is possible before doing pretty much any act 3 content by pursuing quests in the capital and managing the army and kingdom, but it'll take a while.
If you have any other questions - shoot.
Welcome to low level dnd!Lol. 45 minutes of turnbased combat -> 1 insanely lucky crit on MC -> start over. Who the fuck thought this was a good idea
Yeah, I can understand scripting issues with letting mc be dead, but they should have some special dialogue that appears where you choose method of res (if none exists, you have to reload) and then that item/spell gets instantly consumed with the MC being rezzed at end of combat before any dialogue can trigger.That's the thing. Just let me rezz the dumb bastard
I get the feeling all the good devs were moved to Rogue Trader like a month or two after release and the B team were left to make patches and DLC.You'd hope that the EE, if not fixing things, would at least not have regressions. Maybe the 2nd EE will be better.
Welcome to low level dnd!Lol. 45 minutes of turnbased combat -> 1 insanely lucky crit on MC -> start over. Who the fuck thought this was a good idea
But yeah, the tavern defense would be grealy improved by a checkpoint or two, and playing it turn based is torture.
I feel like it's a bug as well, because there is a delay of a few seconds between the mc dying and the game over screen appearing
I mean, an average pnp session is longer than 45 minutes and can still include one shots unless your gm is fudging (which is basically cheating, so you may as well take toybox and give your pc godmode and play on the honor system).I dunno what it has to do with length
Delaying game over to prevent weirdness and save corruption? I mean it's not impossible in the world of owlcat coding, but you are going to be forced to reload so all the current state is getting thrown away...I dunno if it's a bug or it's just Owlcat coding? TBH the delay might be intentional to prevent weirdness and save corruption
Makes sense, hexes are incredibly strong, especially the buff ones as there's no saving throws.Ember is mostly spamming Evil Eye or Protection to be honest.
unless your gm is fudging (which is basically cheating, so you may as well take toybox and give your pc godmode and play on the honor system).I dunno what it has to do with length
I honestly suspect it's meant to be a grace period so that as long as the mc is resed before the combat ends the game can continue, but then someone threw in a variable trying to account for stuff like breath of life which have conditions to resability and now it just shows up as a random delay.
Makes sense, hexes are incredibly strong, especially the buff ones as there's no saving throws.