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Game News Pathfinder: Wrath of the Righteous Kickstarter Update #61: Alpha Test Results

Infinitron

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Tags: Owlcat Games; Pathfinder: Wrath of the Righteous

Back in May, Owlcat announced that they were extending the alpha test for Pathfinder: Wrath of the Righteous by at least two months. Those two months have passed and the second stage of the test, which is now called the "Pre-Beta", will soon be ready to launch. In the meantime, Owlcat have decided to share the results of all the feedback they received during the alpha period. Among other things, they've decided to implement skippable cutscenes, a new mythics interface, improved camera controls, and most importantly, more diverse and less repetitive encounter design. Here's the relevant part of the update:

You can find all the future steps and changes we will make in this table. Below we will talk about some of them in detail.

We will start with cutscenes. Ready? Take a deep breath. We will make cutscenes skippable. But only if you’ve already seen them. You will also be able to skip speech bubbles by clicking your mouse button. And even more—now you will get an autosave after a cutscene before the battle. So you won’t have to skip/click through it again.

Another thing on the list is improving the appeal of the mythics and notifying when you made your first steps in them. We found out that some openings weren’t apparent. To fix this and clearly communicate what mythics you have found, we decided to add a separate page to the mythic interface. And there will also be improvements to the mythic presentations so you will see what it can bring to the table.

Next on our list is the camera. In Pathfinder: Kingmaker camera was static, so there were no issues related to positioning and pivoting it, while in Pathfinder: Wrath of the Righteous you will be able to rotate the camera. We had plans to add a button to return a camera into its default position. After discussing the feedback we decided to add sensitivity sliders, so you can set up the rotation speed of your camera. We are also planning to add a compass — which was one of the most requested features — to make it easier to navigate levels and local maps.

We also received feedback that encounters felt repetitive. The Adventure Path is all about fighting demons and cultists. We came up with a solution, which will allow us to expand a variety of mobs while keeping the integrity of the story. But we might keep it a secret for some time.

This also applies to Random Encounters, which we are checking and tuning, so they will become more interesting and less annoying,

Last but not least is the improvement of the tutorial. While we are working on the new and enhanced tutorial at the start of the game, some people raised concerns that it will be really hard for new players to choose a class and understand how it all works (especially with the number of classes and archetypes in the Pathfinder: Wrath of the Righteous). This is why we decided to add an additional tutorial for character creation.

There are many more changes, but we can’t list all of them—it will take a lot of space and time. We are working on a peculiar infographic about the alpha test with some fun and interesting information which we will share tomorrow.

We want to express our gratitude to Alpha Testers for their support and feedback. It will help us to make Pathfinder: Wrath of the Righteous even better!

The next phase of testing — Pre-Beta — will launch closer to September and we are excited for your feedback! Especially on the changes that were made based on your feedback and made it into Pre-beta.

Pre-beta will be available for people with Alpha Access.
Sounds like things are coming together nicely. I wonder what that secret solution for encounter design could possibly be.
 

Daedalos

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Still fucking cant play the alpha.

Heres to hoping i can play the PREEEEEEEEEEEEER-REEEEEEEEE-beta.
 

Tyrr

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I have no interest in beta-testing a single player RPG, but testing the strategic combat mode would be ok (and needed, at least for balance reasons).
 
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Is this like kingmaker, you make one character at start and then meet companions along the way that are built into the story or you can also decide to pay money at certain locations to buy companions/mercenaries that you can then create and roll up yourself (but who won't have a backstory etc..) at a guild or inn or something?

One downside to this is there are so many class combinations, especially with the mythic path stuff that creating a single character seems lame, you can never try out all the builds you want to do...I guess they may include an endless dungeon like they did in kingmaker which would somewhat alleviate this... but then if you build a lot of your party it seems like you are missing content. Its always hard to know what to do. I usually Make 2 or 3 of my own guys and pick up 3 or 4 story companions.
 

Konflyto

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Pathfinder: Wrath
skippable cutscenes
10/10 GOTY confirmed

Also, what the fuck is a pre-beta?
They are calling it a pre-beta so people from alpha can continue testing and playing it: Alpha access and Beta access are independent. Someone (as me) who played the alpha, if didn't purchased the beta, won't be able to play again until release (I hope they get change this, but totally understand if they don't, since ppl paid for beta access).

GOTY for sure, brotha!
 

Lilliput McHammersmith

Guest
So, will this be RTwP or TB? And has anyone played Kingmaker on TB mode yet? I'd like to see how it works before I buy.

The full game will be both. I know they said that turn-based would not be in the alpha, but I am not sure about the pre-beta.


I have tried Kingmaker in the new turn-based mode, and it's pretty sweet. Pathfinder works much better in turns.
 

Major_Blackhart

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So, it looks like I'm getting Kingmaker.

I had avoided it for a while because I honestly dislike RTwP. It's one of many reasons I couldn't stand Pillars.
 

NJClaw

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Pathfinder: Wrath I'm very into cock and ball torture
So, it looks like I'm getting Kingmaker.

I had avoided it for a while because I honestly dislike RTwP. It's one of many reasons I couldn't stand Pillars.
Just wait a little bit longer. The turn based mode is still in beta and full of bugs. Once those are taken care of, jump on the game because it's a fucking masterpiece.
 

Lilliput McHammersmith

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So, it looks like I'm getting Kingmaker.

I had avoided it for a while because I honestly dislike RTwP. It's one of many reasons I couldn't stand Pillars.
Just wait a little bit longer. The turn based mode is still in beta and full of bugs. Once those are taken care of, jump on the game because it's a fucking masterpiece.
Does seem a little buggy right now. It takes a minute for combat to start each time.
 

Bohrain

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My team has the sexiest and deadliest waifus you can recruit.
We will make cutscenes skippable. But only if you’ve already seen them. You will also be able to skip speech bubbles by clicking your mouse button. And even more—now you will get an autosave after a cutscene before the battle. So you won’t have to skip/click through it again.

Can they add this retroactively to every RPG with pre-bossfight cutscene in existence?
 

entr0py

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Always a step ahead of you...
So, it looks like I'm getting Kingmaker.

I had avoided it for a while because I honestly dislike RTwP. It's one of many reasons I couldn't stand Pillars.

Pillars 2 has turn-based mode now as well btw. Can't opine on it, because I have played a lot of the game before turn-based was introduced so didn't feel like jumping back in it again, but apparently as the action economy has changed from time-based to turn-based quite a few things have changed e.g.: dex which gives attack speed is basically useless, giving you more room to play around with stats, gear, etc.
 

Major_Blackhart

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Pillars 2 has turn-based mode now as well btw. Can't opine on it, because I have played a lot of the game before turn-based was introduced so didn't feel like jumping back in it again, but apparently as the action economy has changed from time-based to turn-based quite a few things have changed e.g.: dex which gives attack speed is basically useless, giving you more room to play around with stats, gear, etc.

I can't get off topic, but I will just with this shit insult: Once again, this proves that Sawyer has no idea how to design a combat system. Fuck him.

On Topic:

With regards to Kingmaker TB Mode and potential WOTR TB mode, has anyone seen radial wheels, or anything like that? Are there UI changes?

Also, does the feel of combat change much? I mean, in TB mode, does it change it to more thought out actions?
 

Lilliput McHammersmith

Guest
Pillars 2 has turn-based mode now as well btw. Can't opine on it, because I have played a lot of the game before turn-based was introduced so didn't feel like jumping back in it again, but apparently as the action economy has changed from time-based to turn-based quite a few things have changed e.g.: dex which gives attack speed is basically useless, giving you more room to play around with stats, gear, etc.

I can't get off topic, but I will just with this shit insult: Once again, this proves that Sawyer has no idea how to design a combat system. Fuck him.

On Topic:

With regards to Kingmaker TB Mode and potential WOTR TB mode, has anyone seen radial wheels, or anything like that? Are there UI changes?

Also, does the feel of combat change much? I mean, in TB mode, does it change it to more thought out actions?
No radials, at least in the current beta. I only played a couple of encounters, but as I said, the dynamics of swift actions vs. full actions is far more impactful in turn-based, as is Trip, and other such options. I had a lot more fun with TB mode than I ever had in RTwP mode, even with just the couple of encounters I played.
 

Jaedar

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And even more—now you will get an autosave after a cutscene before the battle. So you won’t have to skip/click through it again

The fact that not every game has this feature makes one wonder if game devs have ever played any game.
Yeah. There's a lot of convenience features that I feel every game should have at this point. Including being able to pause and skip cutscenes.
At least almost all games have reasonable auto saves these days, and the majority even have rolling autosaves/quicksaves so you're not just limited to the latest.

The art of video game design advances slowly, but it is advancing.
 

Infinitron

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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
In-engine cutscenes can't work like an external video whose playback you can just stop. They use the same scripts, variables, etc, that normal gameplay does. It would require some careful engineering for each cutscene to allow them to be skipped, especially if you allow them to be skipped at any time during the cutscene.
 

Jaedar

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In-engine cutscenes can't work like an external video whose playback you can just stop. They use the same scripts, variables, etc, that normal gameplay does. It would require some careful engineering for each cutscene to allow them to be skipped, especially if you allow them to be skipped at any time during the cutscene.
And yet, lots of games do let you skip in engine cutscenes.

I feel fairly confident you could solve it technically on an engine level by skipping the 'rendering' steps of the game tic loop, and then letting the game run at top speed in the background, or something along those lines.
 

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