Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Pathfinder Pathfinder: Wrath of the Righteous Pre-DLC Thread [GO TO NEW THREAD]

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
For the people unable to view the patchnotes or are taking a shit while on the company network that blocks steam.

PF: WotR: patch 1.0.3c

Known issues

  • In chapter 5 don’t skip the scene of getting a Mythic level, it may break the game;
  • Re-training your character will break late-game Mythic Paths, such as Legend, Gold Dragon, Swarm-that-Walks, a secret path;
  • Sometimes opening a UI that pauses the game, such as level up screen, may pause the game even after. Workaround: Open and close the inventory if it happens;
  • Characters on a secret mythic path, who have already taken mythic ranks in it, won't be able to get mythic feats or abilities from previous mythic ranks of that mythic path.


Quests

  • Deep-Rooted Derangement could break if you skipped the cut-scene which started it - fixed;
  • Fixed the infinite XP gain in the dialogue with Thaberdine;
  • The second dialogue with Nulkineth could start more than once - fixed;
  • The logic in the dialogue with Toil in Ember's quest in chapter 5 has been fixed;
  • The logic in the dialogue with Melies in chapter 5 has been fixed;
  • A romantic event with Galfrey from the 3rd chapter could start in chapter 5 - fixed;
  • Fixed inability to complete the Grudges to Settle quest if you kill Chivarro before talking to Herrax;
  • Sometimes Arueshalae refused to talk even after leaving the prison - fixed;
  • Anevia in chapter 5 now properly recognizes whether the player remained the Commander in chapter 3 or not;
  • A cutscene at the end of Death's Embrace sometimes didn’t start - fixed;
  • Fixed an error that could give a wrong objective related to the Prisoner of the Abyss quest after talking to Sosiel;
  • A cut-scene with Azata’s Free Crusaders could freeze in Midnight Fane - fixed;
  • Sometimes Days of Strife wouldn’t fail after finishing chapter 1;
  • From a Dead Woman's Hands: in some cases, it was impossible to call Sosiel to talk with Paralictor Aminos Renth in Drezen - fixed;
  • A Conversation with Halaseliax sometimes didn’t start after Dragon's Awakening - fixed;
  • Above the Clouds: it was possible to get an objective to speak to Desnans about music too early. Fixed. If you already got the objective, just wait until the time is right for this dialogue to trigger;
  • In some cases after Azata’s battle at Flesh Markets, a conversation with Rhamisa wouldn’t start - fixed;
  • A cut-scene with Rhamisa could trigger twice if you went into her hideout again - fixed;
  • A romantic scene with Galfrey didn’t start before Midnight Fane - fixed;
  • Dragon's Awakening: Halaseliax could stay in Drezen while he was supposed to leave for Kenabres - fixed;
  • Fighting against your previous companions on some difficulties resulted in their resurrection after a fight - fixed;
  • In chapter 1, if, after scouting the Tower of Estrod, you failed to report to Irabeth before the attack on the tavern started, this objective wouldn’t be completed - fixed. You will receive another objective;
  • Fixed replies in the dialogue with Nocticula during Demon’s quest in chapter 5.


Areas

  • Killing (and looting) Seelah in Molten Scar would break the game later on. Fixed for new games, but an already affected playthrough requires loading an earlier save;
  • Iz: visiting the place of the boss fight before the boss arrives would make it impossible to start the dialogue later - fixed;
  • Fixed Azata’s navigation issues in Drezen;
  • Some players couldn’t enter Hellknights Outpost in chapter 5 - fixed;
  • Sometimes saving during the scene of breaking the gates in Drezen would break it - fixed;
  • Terrain in some areas could be entirely black - fixed;
  • A stinky passage from the lair of the Fulsome Queen unto the mines of Colyphyr wouldn’t appear - fixed.
  • Cutscenes in the Drezen Citadel could fail to start sometimes - fixed;
  • Fixed some issues which prevented talking to companions in Nexus;
  • Lost Chapel: a fight with ghouls sometimes wouldn’t start if you kill a cultist by the gates too quickly - fixed;
  • Fixed an incorrect Mobility check-in Midnight Fane.


Crusade

  • Stronghold now takes 2x2 instead of 1x1 cells;
  • Mouse cursor could get stuck if you had a spell selected and hovered over the combat log resize - fixed;
  • The Economy tab was working incorrectly - fixed;
  • A Dragon's Advice event didn’t trigger in Drezen - fixed;
  • The initial attributes of the Generals were fixed;
  • Generals' ability Elemental Weapon did not work on ranged attacks - fixed;
  • Damage of all Ranger's Trap abilities has been moderately increased;
  • Added an indicator for the recruitment button, when new units are available for recruitment.


Classes & Mechanics

  • Order of the Gate Hellknights was getting wrong abilities before level 9 - fixed;
  • Battle Meditation mythic ability was not appearing in the ability list - fixed;
  • Death of any companion from Negative Levels with enabled option "Dead companions rise after combat" would cause the game to freeze/crash when combat ends - fixed;
  • Arcane Enforcer couldn’t select the Full Reservoir mythic ability - fixed;
  • Magus’ Spellstrike ability wasn't working correctly with reach weapons if the target wasn't in touch range - fixed;
  • Bolstered Metamagic added 2 damage per Caster Level, instead of 2 damage per damage die - fixed;
  • Mythic Lich was not becoming a true undead creature. Resolution: Killed him to undeath;
  • In some instances during Aeons playthrough some enemies could revive themselves indefinitely - fixed;
  • Intimidating Display could disappear - fixed;
  • Eyes of the Bodak spell no longer can kill NPCs in cities;
  • Gold Dragon’s Perfect Mind ability didn’t provide some of the bonuses stated in the description - fixed;
  • Swarm-that-Walks got fatigued instead of gaining the immunity to fatigue - fixed;
  • Some abilities no longer keep giving bonuses after retraining;
  • Fixed favorite class HP bonus;
  • Alchemist Incense Fog didn't work correctly - fixed;
  • Hagbound Witch could start dealing 0 damage with any weapon - fixed;
  • Your character couldn’t attack enemies in some cases - fixed;
  • Ability Mount Companion didn’t have a description - fixed;
  • Vampiric Touch and Vampiric Shurikens didn't work correctly - fixed;
  • Ice Storm's slowing effect didn't work - fixed;
  • Favored Enemy - Flying and Favored Enemy - Large didn't work - fixed;
  • Velociraptor animal companion's talons were dealing 1d3 damage instead of 1d6 - fixed;
  • Emergency Help ability was not properly targeting wounded allies - fixed;
  • Weapons, included in different weapon training groups, sometimes didn't receive appropriate bonuses - fixed.


Turn-based mode

  • Prediction panel in TBM was mistakenly showing Spell Combat attack as possible in cases where it wasn't (e.g. when the character was using a two-handed weapon) - fixed;
  • TBM did not work in some places with moving/appearing objects - fixed;
  • Charge ability was getting interrupted randomly before starting - fixed.


Items

  • The attack bonus from Dead Bough's scorches stacked multiple times - fixed;
  • The Triceratops Statuette took away the ability to mount - fixed;
  • Tankard of Free Spirit didn't summon anything if the owner's level was below 7 - fixed;
  • Victims' Madness didn't have a description - fixed;
  • Bane spell granted by Unholy Signet had a wrong DC - fixed;
  • Red Dragon Helmet didn't display on the characters - fixed;
  • In the Numerian dungeon, you could loot a weapon without a name or description. It has a name and description, though you can't equip it;
  • Unending Distortion didn't work - fixed;
  • Francest's Charming Voice and Francest's Mighty Call now display proper mechanical descriptions.


User Interfaces

  • In auto-crusade mode, it was impossible to move on the global map sometimes - fixed;
  • Completing Camellia's quest in chapter 5 didn't always provide an update to her story in the UI - fixed;
  • Fixed the issue with targeting spells on the portraits of the characters;
  • Inventory and Character sheet were empty in some cases - fixed;
  • Head slot is available for animal companions from now on;
  • Parts of character could turn white when switching a headgear or equipped items several times rapidly - fixed;
  • Fixed the wrong marker for the Grudges to Settle quest on the map of Alushinyrra;
  • Added tooltips for the menu bar buttons that were missing them.


Audio

  • Dead characters sometimes continued to play sounds - fixed;
  • Burning houses in Kenabres stopped playing sound effects after saving and loading again - fixed.


Misс

  • Fixed a bug when after a minotaur's death, its flail was floating in the air;
  • Fixed the achievements Truly Important Deed, Get the Toad;
  • Fixed the fight in the Arendae Party House - your party no longer starts the combat flat-footed;
  • Fixed some crashes related to particle effects;
  • Fixed the game hanging instead of returning to the main menu when you complete it;
  • Fixed the visual of Mythic Lich;
  • Added a character retrain interface. Now you can’t interrupt retraining anymore;
  • Fix the Dominate Person effect on the main character;
  • Fixed the issue with the animation of the Master Backstabber ability.
Some of these bugs are just pure gold:
  • Swarm-that-Walks got fatigued instead of gaining the immunity to fatigue - fixed;
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
So do animal companions still get a bunch of passive buffs as they level up or did they remove that shit as they added ability to put gear on your animal companion?
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,510
So do animal companions still get a bunch of passive buffs as they level up or did they remove that shit as they added ability to put gear on your animal companion?

They get all of it, and feats. And lots of items which buff companions while the owner wears them.
 

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,762
Location
Ngranek
By the way, does anyone know, is the Irabeth's Scabbard quest bugged?
Be sure you didn't sell it since it was set as a normal item rather than as a quest one. Might've slipped when you were selling other stuff.
Hmm, since this quest has been carried over to the 2nd act and the Defender's Heart shops are gone, I think I'm doomed. Anyway, thanks for this info.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,676
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
Oh hey, PC Gamer review: https://www.pcgamer.com/uk/pathfinder-wrath-of-the-righteous-review/

PATHFINDER: WRATH OF THE RIGHTEOUS REVIEW
An ambitious CRPG that follows the zero-to-hero formula to its conclusion, then keeps going.

The first boss fight in old-school RPG Pathfinder: Wrath of the Righteous is the character creation menu. It's as daunting as any multi-limbed demon you'll face.

There are 25 classes to choose from, some subdivided into half a dozen archetypes. There are prestige classes you can't choose until you've leveled up and fulfilled certain requirements, which show up during character creation anyway in case you want to plan your build around one. You also choose a race, racial heritage, background, religion, skills, feats, and maybe an animal companion, which gets its own class, skills, and feats.

At the end of this process you may well end up with a character who is completely inappropriate for getting what you want out of Wrath of the Righteous and, several hours later, want to restart or respec. Maybe they're too weak for the challenge of Core difficulty if you're keen enough to bother with that, maybe they double up with an early companion and feel superfluous, maybe they have an ability that doesn't work the way you thought and kind of suck. Compared to this, fighting some big water elemental or shadow demon seems easy.

Math of the righteous
Your character, whether a rage-powered bloodrider with a pet smilodon, a halfling knight who charges into battle on a dog, or just an elf who is a wizard—that's cool too—is off to join a crusade against the demons of the Worldwound. Those demons marched through a hole in reality years ago and have been making a mess of the place ever since. Eventually, you'll become the crusade's commander and a mythic hero with incredible powers.

This happens in an isometric RPG that evokes Baldur's Gate so powerfully sometimes I walk under a patch of autumn leaves and think I'm back on the Sword Coast. If you played Pathfinder: Kingmaker you'll be familiar with the effect, though this isn't a sequel to Kingmaker and is in fact a better introduction to the Pathfinder rules. Developer Owlcat Games has learned that tutorial pop-ups are a good thing, and boxes of text will warn if you equip items with bonuses that don't stack or otherwise goof up the arcane rules of the tabletop RPG it's based on.

Better tutorials make combat's flow of numbers a bit easier to keep up with, though it could be presented better. (I will go to the grave not understanding why it shows the unmodified results of dice rolls next to the difficulty target they have to beat, rather than showing the modified number that actually gets compared to the difficulty.) Another thing that smooths out combat is the option to switch between turn-based and realtime-with-pause mode, even mid-fight. You can go turn by turn when tackling bosses, or taking out the asshole alchemists trying to burn down your local pub by throwing firebombs at it, then switch to RTWP when you're mopping up cultists or other filler. (There's a lot of filler.)

Heroes of Might & Tragic
While those pop-ups are eager to help with combat and leveling, they thin out once you're handed whole armies to manage. In an underexplained side game, your crusaders fight on a grid while their oversized general looks on from the left and occasionally casts a spell, like that one person in every group project who acts like they're contributing but isn't really pulling their weight, throwing some glitter across the poster board while the actual soldiers fight and die.

This strategy layer is a significant and demanding timesink. You have to chip away at units representing hundreds of troops for turn after turn, long after it's obvious you've won. Once I figured out the best tactics—ignoring opportunities to collect handfuls of useless specialists who just clutter the map in favor of building doomstack units of high-damage troops several hundred deep, then camping archers in the corner surrounded by knights—it stopped being such a hassle. It even became a pleasant change of pace, a fine if slight imitation of Heroes of Might & Magic. Maybe the mediocrity of the last two actual Heroes of Might & Magic games has lowered my standards.

s well as managing the crusade, you end up governing several regions of the map in a version of the kingdom management system from Kingmaker. It doesn't have that game's constant flow of disasters to deal with, though, and the buildings you plonk down in settlements are more useful, which is a definite improvement. In Kingmaker, most of them felt like traps for new players to waste resources on. Another improvement is that when you're deciding which decree to pass, whether throwing a parade to raise morale or sacrificing a few hundred soldiers in a magical experiment, the results are spelled out explicitly. You won't fall down one of those game-ending death spirals that the opaqueness of Kingmaker led to.

These management systems are the bread in a sandwich with your actual adventuring in its middle, and that adventuring is tasty. Sidequests have surprising outcomes, and the main storyline takes you to besieged cities, wastelands where it rains blood, and even the Abyss itself, which is like Hell's older brother who is even more into heavy metal. You may be a crusader, but you're also a spy who goes undercover in another dimension, as well as a mayor with council meetings to attend.

Party of six
I suspect each companion will be someone's favorite, whether they prefer the ones who subvert stereotypes (a paladin who loves drinking and chill hangs, a pragmatic victory-at-any-cost hellknight who is also a gnome), or the ones so exaggerated they came straight from anime central casting (a witch-girl whose pure innocence makes cultists change their ways, an analytical wizard who treats people like science experiments).

The dialogue frequently references the choices you made in character creation, even which god you follow, and the companions chip in with their thoughts as you decide who to side with and whether to be a jerk or not. It's uneven though, going from paragraphs of evocative demonic grotesquerie and twisty pick-a-path storybook sequences to NPCs blandly spitting up long backstories, with the occasional sentence that reads like it was mangled by Google translate.

And all that dynamic dialogue makes moments that lack specificity stick out. In a sidequest involving elven politics full of bespoke references to my character also being an elf, an unavoidable dialogue option had me call an NPC "elf" in a way every bit as artificial as if I called you "human". Meanwhile, incognito in a demon city, I was labeled a "mystery knight" even though I was an extravagant bard in a domino mask and colorful hat. That kind of stuff happens just often enough to be distracting.

Hit and myth
The mythic paths are uneven too. These routes to demigodhood are sprinkled throughout Wrath of the Righteous, and when you choose one it bolts another layer of leveling on top of the complicated character you've made. These can turn you into anything from a demon to an avatar of law who is basically a time-travelling Judge Dredd, and you get an option to switch to another mythic path as you go. Some are tightly integrated with the rest of the game, like the angel path, where others feel like afterthoughts. The trickster's whole deal is handing out lame 'ironic' punishments at the end of quests, a deflating string of jokes that aren't funny, while the lich's core ability to raise dead soldiers is so underpowered it actually makes crusade mode harder.

Then there are the bugs. While I didn't hit many in the early chapters, later on they were frequent. Characters got stuck on the wrong side of doors when combat started, the whole party was teleported into the ground or walls, I had to reload an old save because a moveable bridge stopped moving and left me stranded. Mounted combat seems entirely broken, and whether a charge works at all is 50/50. To get past a black screen that showed up every time I killed a specific character I had to switch to windowed mode, but even that didn't help with a consistent crash at the end of the final dialogue. (I still haven't seen the outro, after replaying the ending four different ways to try to get around the issue.) All this is nothing compared to how buggy Kingmaker was at launch, but it's frustrating to see problems mount after relatively smooth early chapters.

After some more patching though, Wrath of the Righteous will be well worth your time. This is a huge game, easily 100+ hours, in which you take a meticulously crafted hero, throw them into a meatgrinder of war, politics, and interplanar travel, and see how they're reshaped by it. After the most complicated character creation system I can think of, it tricks you into thinking you're done when in fact the entire game is about making a character. That size is both its strength and weakness, because it's got room for half-baked areas of story and systems that feel like you've wandered off into unmapped wilderness. But when you find the right path and are solving the world's problems while jogging across fields with your gang of colorful pals, it's like Baldur's Gate 2 never ended.

THE VERDICT
76

PATHFINDER: WRATH OF THE RIGHTEOUS
A long game of choose-your-own-chosen-one with high highs to balance the lows.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,502
For the people unable to view the patchnotes or are taking a shit while on the company network that blocks steam.

PF: WotR: patch 1.0.3c

Known issues

  • In chapter 5 don’t skip the scene of getting a Mythic level, it may break the game;
  • Re-training your character will break late-game Mythic Paths, such as Legend, Gold Dragon, Swarm-that-Walks, a secret path;
  • Sometimes opening a UI that pauses the game, such as level up screen, may pause the game even after. Workaround: Open and close the inventory if it happens;
  • Characters on a secret mythic path, who have already taken mythic ranks in it, won't be able to get mythic feats or abilities from previous mythic ranks of that mythic path.


Quests

  • Deep-Rooted Derangement could break if you skipped the cut-scene which started it - fixed;
  • Fixed the infinite XP gain in the dialogue with Thaberdine;
  • The second dialogue with Nulkineth could start more than once - fixed;
  • The logic in the dialogue with Toil in Ember's quest in chapter 5 has been fixed;
  • The logic in the dialogue with Melies in chapter 5 has been fixed;
  • A romantic event with Galfrey from the 3rd chapter could start in chapter 5 - fixed;
  • Fixed inability to complete the Grudges to Settle quest if you kill Chivarro before talking to Herrax;
  • Sometimes Arueshalae refused to talk even after leaving the prison - fixed;
  • Anevia in chapter 5 now properly recognizes whether the player remained the Commander in chapter 3 or not;
  • A cutscene at the end of Death's Embrace sometimes didn’t start - fixed;
  • Fixed an error that could give a wrong objective related to the Prisoner of the Abyss quest after talking to Sosiel;
  • A cut-scene with Azata’s Free Crusaders could freeze in Midnight Fane - fixed;
  • Sometimes Days of Strife wouldn’t fail after finishing chapter 1;
  • From a Dead Woman's Hands: in some cases, it was impossible to call Sosiel to talk with Paralictor Aminos Renth in Drezen - fixed;
  • A Conversation with Halaseliax sometimes didn’t start after Dragon's Awakening - fixed;
  • Above the Clouds: it was possible to get an objective to speak to Desnans about music too early. Fixed. If you already got the objective, just wait until the time is right for this dialogue to trigger;
  • In some cases after Azata’s battle at Flesh Markets, a conversation with Rhamisa wouldn’t start - fixed;
  • A cut-scene with Rhamisa could trigger twice if you went into her hideout again - fixed;
  • A romantic scene with Galfrey didn’t start before Midnight Fane - fixed;
  • Dragon's Awakening: Halaseliax could stay in Drezen while he was supposed to leave for Kenabres - fixed;
  • Fighting against your previous companions on some difficulties resulted in their resurrection after a fight - fixed;
  • In chapter 1, if, after scouting the Tower of Estrod, you failed to report to Irabeth before the attack on the tavern started, this objective wouldn’t be completed - fixed. You will receive another objective;
  • Fixed replies in the dialogue with Nocticula during Demon’s quest in chapter 5.


Areas

  • Killing (and looting) Seelah in Molten Scar would break the game later on. Fixed for new games, but an already affected playthrough requires loading an earlier save;
  • Iz: visiting the place of the boss fight before the boss arrives would make it impossible to start the dialogue later - fixed;
  • Fixed Azata’s navigation issues in Drezen;
  • Some players couldn’t enter Hellknights Outpost in chapter 5 - fixed;
  • Sometimes saving during the scene of breaking the gates in Drezen would break it - fixed;
  • Terrain in some areas could be entirely black - fixed;
  • A stinky passage from the lair of the Fulsome Queen unto the mines of Colyphyr wouldn’t appear - fixed.
  • Cutscenes in the Drezen Citadel could fail to start sometimes - fixed;
  • Fixed some issues which prevented talking to companions in Nexus;
  • Lost Chapel: a fight with ghouls sometimes wouldn’t start if you kill a cultist by the gates too quickly - fixed;
  • Fixed an incorrect Mobility check-in Midnight Fane.


Crusade

  • Stronghold now takes 2x2 instead of 1x1 cells;
  • Mouse cursor could get stuck if you had a spell selected and hovered over the combat log resize - fixed;
  • The Economy tab was working incorrectly - fixed;
  • A Dragon's Advice event didn’t trigger in Drezen - fixed;
  • The initial attributes of the Generals were fixed;
  • Generals' ability Elemental Weapon did not work on ranged attacks - fixed;
  • Damage of all Ranger's Trap abilities has been moderately increased;
  • Added an indicator for the recruitment button, when new units are available for recruitment.


Classes & Mechanics

  • Order of the Gate Hellknights was getting wrong abilities before level 9 - fixed;
  • Battle Meditation mythic ability was not appearing in the ability list - fixed;
  • Death of any companion from Negative Levels with enabled option "Dead companions rise after combat" would cause the game to freeze/crash when combat ends - fixed;
  • Arcane Enforcer couldn’t select the Full Reservoir mythic ability - fixed;
  • Magus’ Spellstrike ability wasn't working correctly with reach weapons if the target wasn't in touch range - fixed;
  • Bolstered Metamagic added 2 damage per Caster Level, instead of 2 damage per damage die - fixed;
  • Mythic Lich was not becoming a true undead creature. Resolution: Killed him to undeath;
  • In some instances during Aeons playthrough some enemies could revive themselves indefinitely - fixed;
  • Intimidating Display could disappear - fixed;
  • Eyes of the Bodak spell no longer can kill NPCs in cities;
  • Gold Dragon’s Perfect Mind ability didn’t provide some of the bonuses stated in the description - fixed;
  • Swarm-that-Walks got fatigued instead of gaining the immunity to fatigue - fixed;
  • Some abilities no longer keep giving bonuses after retraining;
  • Fixed favorite class HP bonus;
  • Alchemist Incense Fog didn't work correctly - fixed;
  • Hagbound Witch could start dealing 0 damage with any weapon - fixed;
  • Your character couldn’t attack enemies in some cases - fixed;
  • Ability Mount Companion didn’t have a description - fixed;
  • Vampiric Touch and Vampiric Shurikens didn't work correctly - fixed;
  • Ice Storm's slowing effect didn't work - fixed;
  • Favored Enemy - Flying and Favored Enemy - Large didn't work - fixed;
  • Velociraptor animal companion's talons were dealing 1d3 damage instead of 1d6 - fixed;
  • Emergency Help ability was not properly targeting wounded allies - fixed;
  • Weapons, included in different weapon training groups, sometimes didn't receive appropriate bonuses - fixed.


Turn-based mode

  • Prediction panel in TBM was mistakenly showing Spell Combat attack as possible in cases where it wasn't (e.g. when the character was using a two-handed weapon) - fixed;
  • TBM did not work in some places with moving/appearing objects - fixed;
  • Charge ability was getting interrupted randomly before starting - fixed.


Items

  • The attack bonus from Dead Bough's scorches stacked multiple times - fixed;
  • The Triceratops Statuette took away the ability to mount - fixed;
  • Tankard of Free Spirit didn't summon anything if the owner's level was below 7 - fixed;
  • Victims' Madness didn't have a description - fixed;
  • Bane spell granted by Unholy Signet had a wrong DC - fixed;
  • Red Dragon Helmet didn't display on the characters - fixed;
  • In the Numerian dungeon, you could loot a weapon without a name or description. It has a name and description, though you can't equip it;
  • Unending Distortion didn't work - fixed;
  • Francest's Charming Voice and Francest's Mighty Call now display proper mechanical descriptions.


User Interfaces

  • In auto-crusade mode, it was impossible to move on the global map sometimes - fixed;
  • Completing Camellia's quest in chapter 5 didn't always provide an update to her story in the UI - fixed;
  • Fixed the issue with targeting spells on the portraits of the characters;
  • Inventory and Character sheet were empty in some cases - fixed;
  • Head slot is available for animal companions from now on;
  • Parts of character could turn white when switching a headgear or equipped items several times rapidly - fixed;
  • Fixed the wrong marker for the Grudges to Settle quest on the map of Alushinyrra;
  • Added tooltips for the menu bar buttons that were missing them.


Audio

  • Dead characters sometimes continued to play sounds - fixed;
  • Burning houses in Kenabres stopped playing sound effects after saving and loading again - fixed.


Misс

  • Fixed a bug when after a minotaur's death, its flail was floating in the air;
  • Fixed the achievements Truly Important Deed, Get the Toad;
  • Fixed the fight in the Arendae Party House - your party no longer starts the combat flat-footed;
  • Fixed some crashes related to particle effects;
  • Fixed the game hanging instead of returning to the main menu when you complete it;
  • Fixed the visual of Mythic Lich;
  • Added a character retrain interface. Now you can’t interrupt retraining anymore;
  • Fix the Dominate Person effect on the main character;
  • Fixed the issue with the animation of the Master Backstabber ability.
Some of these bugs are just pure gold:
  • Swarm-that-Walks got fatigued instead of gaining the immunity to fatigue - fixed;
100 more patch notes like this and the game could get out of early access. Nothing of what i've reported either yet.
 

smaug

Secular Koranism with Israeli Characteristics
Patron
Dumbfuck
Joined
Feb 20, 2019
Messages
7,086
Location
Texas
Insert Title Here
If I already have an animal companion will Azata mythic path still give me a dragon pet?
help
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,057
Aaaaaaand after i did everything in chapter 3 and talked to angel to advance he told me now i must wait for kweeeeeeeen for one more month....
 

Efe

Erudite
Joined
Dec 27, 2015
Messages
2,605
an animal companion that can cast spells and has a breath weapon..
 

Ramnozack

Cipher
Patron
Joined
Jan 29, 2017
Messages
900
I could pick a wizard secret? whats missing from loremaster?
From what I know, Loremaster does not currently get spell progression on the first level (none of the Prestige classes do, actually). It was also lacking the ability to pick the class-secrets to get access to other spells. If they fixed that, then that makes me a very happy man.
Can just use that box of toys mod to give you a level of spell progression as a workaround. Hellknight Signifer works properly though
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,848
The horse my sohei gets can solve physical skillchecks and has 3 bite attacks at level 1. It's a fucking dumbass horse. I can only shudder to think what a full blown mythic smilodon with equipment could do.
 
Vatnik Wumao
Joined
Oct 2, 2018
Messages
19,607
:love:
HpDAamG.png
 

Thonius

Arcane
Joined
Sep 18, 2014
Messages
6,495
Location
Pro-Tip Corporation.

CaesarCzech

Scholar
Joined
Aug 24, 2018
Messages
445
By the way, does anyone know, is the Irabeth's Scabbard quest bugged?
Be sure you didn't sell it since it was set as a normal item rather than as a quest one. Might've slipped when you were selling other stuff.
Hmm, since this quest has been carried over to the 2nd act and the Defender's Heart shops are gone, I think I'm doomed. Anyway, thanks for this info.

Toolbox and Teleport should still work.
 

CaesarCzech

Scholar
Joined
Aug 24, 2018
Messages
445
It's not a one-time thing. The lesbian couple are the most prominent NPCs outside of part members until the end of Chapter 3, trans-girl is the one who gives you all the main quests. There is an unique animation of them hugging once they meet each other. Then they discuss interior decorations during the act-ending cutscene. It's very much intended to be prominent and noticeable by everyone. My personal theory is that they wanted to make sure braindead journos notice that there is gay representation in the game.

Most prominent NPCs? Give me a break. Both are complete non-factors in Chapter 4, in Chapter 3 Irabeth gives you 4 quests at the very beginning in a matter of 5 seconds, and then you turn them in with her eventually as well. Besides that you have 1 project for her, which pertains to her position in the army. None of this has anything to do with her being gay. You interact more with the Council members (of which they are not a part of, by the way), or individual NPCs like Ciar, Horgus, Nurah or Seilkind or whatever his name is.
Anevia barely shows up except for ~10seconds for the Dragon Hunt Quest, where she refers you to Nurah (which plays a more prominent role than Anevia+Irabeth combined), and Anevia also shows up during Cams Companion Quest, where shes totally fine with you keeping her secret and letting her continue to murder people to sate her bloodlust. Super SJW, you're right. Suture is a more prominent character than either of those two, and he actually has main-plot relevance. Anevia and Irabeth do not.

Also, there are 2 full-time healers in the game, the softest gay black man ever born or bisexual tumblr incarnate, if you're not playing a healer yourself you need one of them. They will both hit on your male PC until you explicitly tell them to fuck-off.
You mean the soft black dude with gambling issues whose anger you can fuel to the point where he beat someone to a pulp with his fists? Ah yeah, he's such a cheerful character, and you can't do any harm to him either. Despite, you know, killing him from the very start, or if you so choose, torturing him every chance you get, including being able to raise his brother from the dead on the Lich Path and constantly taunting him and his shitty beliefs. Also, that's typically how romances go. People court you unless you tell them you're not interested. If anything, I'd say its a fairly negative portrayal when all non-hetero companions come off as super horny, pushy and needy.

The fact you're just omitting Camellia and Ember, who are both Divine Casters, just to try to make your argument stick is very showing, however. There's like 6 different divine Casters in the game, 7 if you count Staunton. Meanwhile we have 2 Arcane ones, and one of them is a furry (and even that revelation lasts all of 2 minutes and after that you can just have her be a human at all times anyway). But sure, one of the divine casters is gay so thats totally pozzed.

It's not like people are talking about minor details, people are discussing things that were made to be noticed by as many people as possible. The only reason why wokeness didn't completely ruined the game is that long stretches of the game are dungeons with little to no dialogue. Sossiel is a terrible character and probably one of the worst gays characters in media in general, but he's bearable when the only thing he says are order responses.
Sosiel is actually pretty okay when you decide to turn him to the dark side. You can belittle his faith and beliefs every chance you get, and while at first he only falters occasionally, he eventually becomes a very different character. But he's still gay, so I guess most people in here would still have a problem with him.

To me, SJW writing that would annoy me is when it's in my face constantly and when the characters portraying said agenda would be either unkillable, or have no bad qualities to them/bring the topic up constantly. That's not the case. Their romance is a non-factor, to the point where you can hit Irabeth in the face with demonic Rage and give her a nasty scar and her GF is standing right next to you, barely complaining. Once Chapter 2 is in full motion, there's no hint of their romance whatsoever anymore. But to know that would require people to play the game for more than 10% of its content, and it would defuse many of the "game is pozzed" claims.

But hey, maybe people here simply don't know what the source material is like, and how Paizo went as far as to state that all Iconic characters are to be considered bisexual unless stated otherwise. Compared to the source material baseline, I simply don't see WotR as the devs trying to push any specific agenda at all. Even without that background knowledge, the game pushes topics like slavery, offers the option to have someone violently gang-raped, support cannibalism and similarly horrible concepts, with some of them being considered "lawful" options due to the locations those situations happen in.

The problem is that while Owlcat isnt fully pozzed they already have couple of parasites in the nest, like do you think endings would be written as they are without it being sort of Fuck you ?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom