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

Joined
Jan 12, 2012
Messages
4,077
I'm finishing companion quests and some of them are great. Not sure if I'm more impressed by Regil's brand of autism or the bullshit Ember pulls at the end. Best cRPG companions I've seen in a long time.
 

Sharpedge

Prophet
Joined
Sep 14, 2018
Messages
1,061
Mh, let's see:

Screenshot-24.png


Yes, I think I'm going to be able to beat this army, let's go:

Screenshot-25.png


WHAT THE ACTUAL FUCK
There were 2 armies overlapping on the same world map spot. Also, you can absolutely beat that army, with 0 losses too. Fireball on the 750 stack of spearsmen, move the Hellknights between the 2 Archers stacks so that the archers cannot shoot, then focus fire down those horsemen up top. Thats half the fight already resolved.

I cleared the entire map (that fight included) with this guy here.
6TAyzb5.png

0 Casualties along the way.
 
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Rafidur

Scholar
Joined
Sep 12, 2019
Messages
411
I just keep telling him is pathetic and such so he is avoiding me like a plague. When I become a full Lich I will hopefully get to sacrifice him to Urgathoa.

You can only sacrifice people you are CURRENTLY BONING RIGHT AT THE MOMENT of the ritual. Otherwise you just tell the lich "ain't got time for bitchez", he approves, and you proceed

Full BAB and sneak attacks

Annoyingly flanking sneaks don't seem to work on ranged attacks, I had to greater invis my sneaking thrower (takes a valuable slot at low levels, and it doesn't work on some enemies).
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Why does everyone prefer to take Wenduag's and Lann's declarations at face value? Because you expect low effort by the writers? Then you deserve to have shitty writing.
 

NJClaw

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Pathfinder: Wrath I'm very into cock and ball torture
There were 2 armies overlapping on the same world map spot.
I know, I waited and attacked the weaker army the next day.

Also, you can absolutely beat that army, with 0 losses too. Fireball on the 750 stack of spearsmen, move the Hellknights between the 2 Archers stacks so that the archers cannot shoot, then focus fire down those horsemen up top. Thats half the fight already resolved.
Sadly, that's not possible. The only cavalry unit to move before the archers is the mounted scouts stack and, if I use it to go in melee with their archers, their stack of 750 knights kills my entire marksmen stack, already filling up the infirmary. If I use my mounted scouts to block their knights, their archers wreck my army. I haven't find a way to deal with it yet. I guess I can do this if I luck out with both the Fireball AND the marksmen's morale, killing all their archers in a single turn.
 

Daidre

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Pathfinder: Wrath I'm very into cock and ball torture
Not realistic, her right boob would need to be cut off so she can still continue being the best killer in the game.
She is usually specced for dual wielding, so cut off either both breasts or none.
Why would you reduce her DPS by half?! And reduce both her boobs to nothing. They would both be in the way if she was trying to do a two weapon dance in melee range.

You yeet the axes, dual wielding throwing axe slayer is probably the optimal build on her. Full BAB and sneak attacks, and it does not waste her early feats.
I specced her into slayer (with freebooter splash for bond) now and she suddenly became the strongest member of my team.
Bows can go to a traditional ranger with aspect of the falcon and stormbow.

Yeah, I was scratching my head for some time about all those good throwing axes everywhere and now my conclusion is that Wenduag's build was planned to go this way, with some sneak dice on all those numerous dual-wielding attacks.

But Zen Archer is nothing to sneeze at too. Extra full BAB attack at levels 1 & 11 from flurry + Normal Iterative do a lot, and dipping 4 lvl into Rogues had always served me well on all types of monks. He also applies his unarmed damage dices to bows so his shortbow starts to hit for 2d6 pretty earlier and this stack with Enlarge Person gloriously (and Zen Archer's WIS for attack roll fixes DEX penalty from the size increase).

So I think devs ideas on ranged weapons were:
- Lann, shortbow
- Arusha, longbow
- Wenduag, dual wielding throwing axes (darts, javelins?)
 

Tacgnol

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Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Also regarding Lann in endgame (for next playthrough):

Is there any way to let him pull off his "plan" on the final companion quest and not get killed? It seemed like the only way to prevent the retard getting butchered was to distrust him and confront the demon with him.

He then gets all pissy with you for not trusting him.
 

Sharpedge

Prophet
Joined
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Messages
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There were 2 armies overlapping on the same world map spot.
I know, I waited and attacked the weaker army the next day.

Also, you can absolutely beat that army, with 0 losses too. Fireball on the 750 stack of spearsmen, move the Hellknights between the 2 Archers stacks so that the archers cannot shoot, then focus fire down those horsemen up top. Thats half the fight already resolved.
Sadly, that's not possible. The only cavalry unit to move before the archers is the mounted scouts stack and, if I use it to go in melee with their archers, their stack of 750 knights kills my entire marksmen stack, already filling up the infirmary. If I use my mounted scouts to block their knights, their archers wreck my army. I haven't find a way to deal with it yet. I guess I can do this if I luck out with both the Fireball AND the marksmen's morale, killing all their archers in a single turn.
You let their archers have 1 turn where they can shoot. That was why I specified Hellknights and not the mounted scouts. The army I did that fight with only had 3 units and the Hellknights did not go before their archers. I did however have the cold nuke rather than fireball, which reduces the movement speed of their cavalry units so it couldn't reach my units, but you have the option of body blocking with the mounted scouts. Its definitely a winnable fight however.
 

Thac0

Time Mage
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I'm very into cock and ball torture
Not realistic, her right boob would need to be cut off so she can still continue being the best killer in the game.
She is usually specced for dual wielding, so cut off either both breasts or none.
Why would you reduce her DPS by half?! And reduce both her boobs to nothing. They would both be in the way if she was trying to do a two weapon dance in melee range.

You yeet the axes, dual wielding throwing axe slayer is probably the optimal build on her. Full BAB and sneak attacks, and it does not waste her early feats.
I specced her into slayer (with freebooter splash for bond) now and she suddenly became the strongest member of my team.
Bows can go to a traditional ranger with aspect of the falcon and stormbow.

Yeah, I was scratching my head for some time about all those good throwing axes everywhere and now my conclusion is that Wenduag's build was planned to go this way, with some sneak dice on all those numerous dual-wielding attacks.

But Zen Archer is nothing to sneeze at too. Extra full BAB attack at levels 1 & 11 from flurry + Normal Iterative is a lot, and dipping 4 lvl into Rogues had always served me well on all types of monks. He also applies his unarmed damage dices to bows so his shortbow starts to hit for 2d6 pretty earlier and this stack with Enlarge Person gloriously (and Zen Archer's WIS for attack roll fixes DEX penalty from the size increase).

I think devs ideas on ranged weapons were:
- Lann, shortbow
- Arusha, longbow
- Wenduag, dual wielding throwing axes (darts, javelins?)

Fairly sure they want Wenduag with Javelin in main hand and axe in offhand. You get shat up with excellently enchanted versions of both, and axes are light for the offhand.
I like the ranged loot distribution in this game, gives you a lot of flexibility no matter who and what you pick. Compare that to Kingmaker where the entirety of the ranged loot progression was stealing devourer of metal from Ekundayo and then later upgrading to a +5 bow before House at the Edge of Time.
 

Sunri

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Poland
Also regarding Lann in endgame (for next playthrough):

Is there any way to let him pull off his "plan" on the final companion quest and not get killed? It seemed like the only way to prevent the retard getting butchered was to distrust him and confront the demon with him.

He then gets all pissy with you for not trusting him.
Yes i allowed him to go solo he freed his fellow mongrels and fucked him up
 

NJClaw

OoOoOoOoOoh
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Pathfinder: Wrath I'm very into cock and ball torture
You let their archers have 1 turn where they can shoot. That was why I specified Hellknights and not the mounted scouts. The army I did that fight with only had 3 units and the Hellknights did not go before their archers. I did however have the cold nuke rather than fireball, which reduces the movement speed of their cavalry units so it couldn't reach my units, but you have the option of body blocking with the mounted scouts. Its definitely a winnable fight however.
It is winnable, but I haven't found a way to do it without losses. A single round of attacks from the archers (even after the fireball) + the stack of 750 knights is enough to fill up my infirmary. Luckily, I'm in no hurry to defeat it.

Now I have to choose a cavalry unit between Paladins, Cuirassiers, Hedge Knights, and Light Cavalry, and I honestly have no idea what to base my decision on. The game is really bad at conveying information about the various available units, and I really don't know why should i pick one over the others. The Hedge Knights seem to be fairly balanced, while the Cuirassiers have high AC and HP but low damage... is there a unit which is clearly superior to the others?

I think I'm going to go with Hedge Knights. After all, Greybor is the only person I trust in my council.
 
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Daidre

Arcane
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Jan 30, 2019
Messages
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Samara
Pathfinder: Wrath I'm very into cock and ball torture
It is winnable, but I haven't found a way to do it without losses. A single round of attacks from the archers (even after the fireball) + the stack of 750 knights is enough to fill up my infirmary. Luckily, I'm in no hurry to defeat it.
I did this fight without any losses by removing everyone but shield bearers and hedge knights from my army and blasting enemies to ash while ressing shielders from time to time.

It is also the same fight where I've found out that Trickster Mass Hideous Laughter world map spell is
a) Amazing
b) Breaks AI and hangs the game
:negative:
 

Sharpedge

Prophet
Joined
Sep 14, 2018
Messages
1,061
You let their archers have 1 turn where they can shoot. That was why I specified Hellknights and not the mounted scouts. The army I did that fight with only had 3 units and the Hellknights did not go before their archers. I did however have the cold nuke rather than fireball, which reduces the movement speed of their cavalry units so it couldn't reach my units, but you have the option of body blocking with the mounted scouts. Its definitely a winnable fight however.
It is winnable, but I haven't found a way to do it without losses. A single round of attacks from the archers (even after the fireball) + the stack of 750 knights is enough to fill up my infirmary. Luckily, I'm in no hurry to defeat it.
Keep in mind, so long as a stack of units is not completely reduced to 0, you can use cure wounds to heal it up and those units will not be counted towards the infirmary. My usual approach is to nuke down the heavy hitters, then finish off the remaining enemies with my units while I use cure wounds to fix up the remaining soldiers.
You let their archers have 1 turn where they can shoot. That was why I specified Hellknights and not the mounted scouts. The army I did that fight with only had 3 units and the Hellknights did not go before their archers. I did however have the cold nuke rather than fireball, which reduces the movement speed of their cavalry units so it couldn't reach my units, but you have the option of body blocking with the mounted scouts. Its definitely a winnable fight however.
Now I have to choose a cavalry unit between Paladins, Cuirassiers, Hedge Knights, and Light Cavalry, and I honestly have no idea what to base my decision on. The game is really bad at conveying information about the various available units, and I really don't know why should i pick one over the others. The Hedge Knights seem to be fairly balanced, while the Cuirassiers have high AC and HP but low damage... is there a unit which is clearly superior to the others?
Hedge Knights, Marksman and Champions all do pretty good damage, but aren't very resilient in combat. Provided you can get the enemies to actually attack the high AC and HP units, they can make for very good soaks. The main reason I opted for rangers over Marksman is because the offensive spells the caster generals have are so good that I see no reason to invest more into damage, I can just tank hits with Hellknights + Rangers (if the enemy gets near them) While throwing Scorching Rays and Fireballs with my general. Then near the end of combat I can spam cure wounds to fix up any damage that has been taken. The way the enemy AI prioritizes which units to attack is weird. I think the order the AI focuses in is Ranged Units > Clerics > Cavalry > Infantry. As a result of this you can put Champions directly next to hellknights and provided that the enemy units can actually attack the Hellknights, they will never attack the champions and you can just go ham on them. Likewise, you could just put a bunch of clerics next to a cavalry stack and your cavalry stack would never be attacked by enemy units.
 

NJClaw

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Pathfinder: Wrath I'm very into cock and ball torture
Keep in mind, so long as a stack of units is not completely reduced to 0, you can use cure wounds to heal it up and those units will not be counted towards the infirmary. My usual approach is to nuke down the heavy hitters, then finish off the remaining enemies with my units while I use cure wounds to fix up the remaining soldiers.
I know, but the stack of cavalry kills all my archers in a single turn. And, if I block the knights with my scouts, the damage they deal plus the attacks from the archers are enough to put me in a situation where I'm no longer able to go under the infirmary threshold. I just unlocked the decree that I can use from the map, maybe that will change things.

EDIT: what the fuck, that spell does ABSOLUTELY nothing.
 
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Ghulgothas

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Feb 22, 2020
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So Below
Aivu getting large enough to proc Frightful Presence is a highlight of the Azata run. Speaking of which; fellow liches, how did you spec the Skeletal Champion? I tried making him an armored Fighter to tank blows, but I've wondering if there's a different way for when I re-attempt the path.
 

ArchAngel

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Aivu getting large enough to proc Frightful Presence is a highlight of the Azata run. Speaking of which; fellow liches, how did you spec the Skeletal Champion? I tried making him an armored Fighter to tank blows, but I've wondering if there's a different way for when I re-attempt the path.
Mine is an archer. He deals damage from range, there are better tanks you get from companions.
 

Infinitron

I post news
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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1184370/view/2903123926587745417

Update 1.0.7c

Crusaders!

A new patch has been deployed. Note that the Mac version will be delayed by approximately two hours.

Known Issues:
  • Sometimes a 2x2 sized unit in the army window may get grayed out and be unable to move to another slot. Closing and opening the window a few times should help.
  • Spellbook may contain phantom classes with level 0 under the character classes. This is a visual issue that will be fixed soon.
Beware of possible plot spoilers below!

Quests and companions:

  • Camelia sometimes kept hiding in the basement for too long - fixed;
  • Ramien's death sometimes didn't register correctly, which led to odd situations in later chapters.
  • Mercy quest could become blocked for players visiting aasimar's basement earlier than intended - fixed;
  • Romantic brawl with Lann now has a time limit, so non-melee classes no longer take forever to end the fight;
  • Camelia can no longer miraculously appear in the party in Act 2 after being killed in Act 1.
  • Sometimes coronation for Gold Dragon could end earlier than intended - fixed;
  • It's no longer possible to meet quest characters in the barracks of Battle Bliss Arena if the player wasn't locked up;
  • If Regill died too quickly during The Final Verdict, quest NPCs could stop reacting to further actions - fixed;
  • The Last Resort quest couldn't be completed when choosing certain dialogue options - fixed;
  • Mielara Tumberd could open a portal even for a player who bargained with Nocticula, but the portal didn't work. Portal will no longer appear in such circumstances.
  • In The Final Verdict quest, Regill's pet no longer fights its master;
  • Cutscene with Hepzamirah in Colyphyr Mines no longer freezes if the player went off the Angel mythic path.
  • Fixed an issue in Once in Alushinyrra quest, where the player would be in Nocticula's palace and Yozz would only offer teleportation;
  • Fixed an issue in Chapter 5, that could lead to uninteractive quests and NPCs;
  • It was possible to proceed to Chapter IV without completing the Trickster quest, which caused an array of issues in later chapters - fixed;
  • Mephistophele now has correct stats for all mythic paths and controls the amount of his summons properly.
  • When undergoing Death's Embrace ritual without companions, attack on the top floor of the Ziggurat now begins immediately.
  • Arueshalae's alignment now changes correctly during her quests;
  • Sosiel no longer tries to draw in Nexus mines during combat;
  • In Once in Alushinyrra... quest one of dialogue lines had an incorrect speaker - fixed;
  • Assassin in Drezen now properly lies on the floor as described;
  • Aivu's Frightful presence could force certain enemies to run off the map, leading to various issues - fixed;
  • Burning Dreams quest didn't fail as intended when switching to Chapter 5 - fixed;
  • Fixed an issue that prevented the party with Ember in it from resting;
  • Rudeness to Velexia caused the game to freeze - fixed. Behave next time!
  • Fixed the case when rejecting Sosiel led to flying high up in the sky.
  • In Conspiracy in Shadows allied demons could become enemies if the player supported Nocticula - fixed;
  • When you killed Areshkagal, sometimes she didn't drop Mask of Nothing - fixed;



Locations:

  • Fixed a problem causing Drezen siege cutscene in some of the old saves to become stuck.
  • You no longer suffer from Encumbrance in Battle Bliss when separated from your party;
  • Dialogue at Desna's Altar in Lost Chapel could become unavailable - fixed;
  • It was possible to exit the Battle Bliss arena during the final battle - fixed;
  • It was impossible to leave the room in a brothel in Alushinyrra, if you loaded a save made in this room - fixed;
  • Fixed an issue in Blackwater where characters could receive a permanent electric damage debuff;
  • In Drezen player sometimes couldn't pick Mythic path in Chapter 5 because Greybor was hostile and forced combat - fixed;
  • Animal companions now correctly rest in Drezen;
  • Fixed a bug preventing an obelisk in Ineluctable Prison from destruction;
  • Fixed another case of teleporting "into the void" in Alushinyrra;


Crusade:

  • Tactical combat no longer freezes after using Mass Hideous Laughter;
  • Balance changes to one of garrison armies in chapter 3;
  • It is now possible to move a 2x2 unit one tile to the left;


Classes & Mechanics:

  • Bonuses didn't display correctly for animal companion with Animal Focus - fixed;
  • Oracle's Life Link ability continued to work incorrectly in some circumstances - fixed;
  • Damage Reduction worked incorrectly for Sneak and Precision damage - fixed;
  • Exploiter Wizard now can correctly merge his spellbook with Lich.
  • Animal companions no longer disappear in Nexus
  • Aeon finished calibrating his Bane. Now it affects buffs and effects cast by enemies.
  • Sometimes Ranger couldn't select feat from Combat Style Feat, because he already has all feats - fixed;
  • Path was calculated incorrectly in TBM when moving cursor between two close-standing enemies one of which could be reached with a 5ft step, and the other couldn't. This was one of the causes of failing touch spells - fixed;
  • Arcane Trickster's Cantrips had invalid caster level - fixed;
  • Armored Battlemage couldn't cast spells using Magus abilities - fixed;
  • A combination of Hideous Laughter + Best Jokes + Zippy Magic was so funny that it was able to freeze the game - fixed;
  • Self-imposed debuffs were being removed one frame too late, leading to features like Powerless Prophecy working one turn longer than necessary in TBM - fixed;
  • It wasn't possible to cast dismiss spell as a Thassilonian Specialist - fixed;


Items:

  • Ceremonial Falcata's effect could crash the game if you had Dreadful Carnage and fought monsters with regeneration - fixed;
  • Not enough materials were available through the course of the game for Storyteller to craft all items - fixed;
  • Menace of Death by design could grant the wearer a debuff that would stop from attacking. Now it applies a visible buff, should be less confusing.
  • Rushlight's effect lacked description and didn't give spell resistance - fixed;
  • Melazmera's treasures didn't always have a correct cost - fixed;
  • The dagger "Edge of force" wasn't adding damage to force spells as described - fixed;
  • Items would restore charges after game load - fixed;
  • Respec made some features from items permanent - fixed;


User Interface:

  • Initiative order on top of the screen could sometimes disappear - fixed;
  • There was no notification that spellcasting is forbidden by a condition resulting from Lich's Deadly Magic debuff, which could be applied to friendly characters - fixed;
  • With autofill action bar option disabled, player could experience a significant FPS drop or freeze - fixed;
  • Fixed a tooltip for Healing ability when targeting someone who has already been a target this day.


Misс

  • Fixed eternal loop of demonic portal sound on the third meeting with Vellexia.
  • You can now refuse to meet the travelling merchant;
  • Damage to attributes would disappear when loading saves - fixed.
  • Baphomet now remembers he can fly, and will no longer fall into pits.
  • Halaseliax had incorrect stats, causing him to be very weak in final combat - fixed;
  • Fixed "Allow sending of saved games" setting interfering with the actual saving process, including the Last Azlanti mode saves.
  • Gallu demons behaved incorrectly when trying to use their ability - fixed;
 
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