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Pathfinder Pathfinder: Wrath of the Righteous RELEASE Thread - now with Through the Ashes DLC

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
3,238
Pathfinder: Kingmaker
Not touching DLC1 since the base game is still a fucking mess.


Is the dlc2 in a playable state ?

Well as far playable goes, base game, DLC 1, DLC 2 are all playable. The issue with base game and DLC 1 is not really playability.

DLC 2 is playable with one glaring exception that treat illness skill now require an item. The problem is there is only 1 of that item the whole bloody campagin. That being said there are far more way to remove affliction so it shouldn't be a show stopper.
 

Sarathiour

Cipher
Joined
Jun 7, 2020
Messages
1,333
I mean not playabale in the sens that lot of my character's ability are still not working as intended, and I do not see the point of playing at level 20/M10 with dysfunctional abilities.
 

santino27

Arcane
Patron
Joined
Oct 1, 2008
Messages
2,385
DLC2 takes you to about lvl 6, so yeah, it is playable. Obviously, any issues with classes and abilities in the base game will still be there in the DLC, but I think most of those are only really felt at higher levels.

As others have said, despite combat not being the focus (no xp for kills), there are quite a few fights you can't really avoid.
 

Sunri

Liturgist
Joined
Apr 16, 2020
Messages
1,547
Location
Poland
The biggest problem with low lv pathfinder is that it's super random enemy gets random crit and my character is dead, I had to restart and make some semi try hard characters to progress on core.
 

Humbaba

Arcane
Joined
Aug 12, 2021
Messages
1,673
Location
My personal cedar forest
The biggest problem with low lv pathfinder is that it's super random enemy gets random crit and my character is dead
Implying this doesn't happen throughout the game.

It doesn’t. You just suck.

Tomorrow I can get better at the game but you'll be autistic forever.

Trying get a Wiz8 mod to work. Playing Old World.
And then rendering that thread unreadable with worthless quadruple posts, those poor wizardry fans.
 
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gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
4,587
Location
London, UK
Strap Yourselves In
An incident occurred in the Colphyr Mines that reminded me of that perennial argy-bargy about RTwP being somehow "harder" and more macho than turn-based, and turn-based being poofy "easy mode." In my experience it's actually really variable, sometimes it's that way round, but just as often it's the other way round. Like just there, I was noodling along in turn-based mode, which I generally prefer, and having a devil of a time with a particular room, then in frustration I reloaded, stuck it in RTwP, buffed up, ran in, and it more or less played itself - and it was an absolute slaughter, over in like 20 seconds.

If you have good builds with lots of AOOs flying around, it's actually beneficial for it to be in RTwP, because all the things play off each other simultaneously really well.

In other news, I've installed Tabletop Tweaks. What a monster! I liked the look of the fixes and changes so I thought I'd give it a go, and it works well. I had to laugh though at the "proper" prereqs for Loremaster - instead of the lame vanilla "couple of metamagics, a skill focus, and get your spells to level 3 and bob's your uncle," the mod has the prereqs as not just two skill foci but two of the knowledge and/or lore skills to rank 7, plus 3 out of metamagics/scribe scrolls/brew potions, plus your level 3 arcane spells. Hurt me baby! Feels much more proper, you're paying a real cost for such an amazing dip. Or again, I was toying with a build that stacked the pseudo-DEX to AC from Oracle's Nature's Whispers with the Scaled Fist CHA to AC - that doesn't work in the mod, so the build is completely nullified. The nice thing about the mod though is that you can selectively "false out" things you don't want in a .json. Really well done.
 

Sarathiour

Cipher
Joined
Jun 7, 2020
Messages
1,333
and having a devil of a time with a particular room

The way some room are designed will fuck you up in turn based. They force to move with you party within a tight corridor, only for you to get greeting at the end with a bunch of spread shit which are immedaiatly going to launch a variety of fog and cloud spell plus aoe.
RTwp tend to be easier for such situation, because you don't have to wait you turn for moving out of such an obvious trap.
Well that's actaully not true most of the time, because pathfind will fuck up and instead everyone will be bottlenecked at the end of the corridor and still it all the aoe.

That's my main beef with level such as sanctum, prison, fane and lab, forcing you to play the door game is rarely good design.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
6,924
Location
Eastern block
Finally started playing this so will just list my thoughts here (tutorial cave, Mongrel Village, Maze),

- Poorly written dialogue, very melodramatic and boring
- NPCs with overly dramatic, annoying voice acting, like watching anime. Idk why people do this, Mongrel chief was unvoiced and it was awesome to read and imagine his voice
- Silliest intro I've seen, festival attacked by demons and giant dragon appears and dies in 1 second (?)
- Intro too scripted, cannot explore at own pace which ruins exploration
- 5 mandatory companions in 2 minutes
- None of the characters seem to be ordinary, everyone is some tiefling/mutant/freak like it's Planescape. Seems tryhard and without measure
- Somewhat awkward camera / perspective and dark, barebone maps with poor optional content
- Lots of placeholder portraits, placeholder icons, feats that aren't even implemented
- Loot shown on minimap lol
- Everything is highlighted or marked leading to limited interactivity
- Poor portrait selection, mostly women and various creatures

Basically feels like HotU for inept zoomers

Follow up (finished Maze, Grey Garrison, now in HQ),

- Incredibly trash combat, every encounter is the same. Feels like playing PST all over again and mowing down enemies like in some RTS game
- Dialogue is really cringe. NPCs say stuff like "dunno" and "like" and use other zoomer vocabulary which is incredibly cringe
- Let me say it again, very annoying voice actors
- There was 1 puzzle, and it was very banal (the four color switches). You just play around with combinations until you pass. It's about time not intelligence
- Skillbar is reminiscent of BG and very limited. You place items onto your belt before dragging them to the bar. So when you consume the items, you need to repeat the process again. Too much clicks and NwN did this way better
 

The_Mask

Just like Yves, I chase tales.
Patron
Joined
May 3, 2018
Messages
4,105
Location
The land of ice and snow.
Strap Yourselves In Pathfinder: Kingmaker
Yeah, you're basically half way through Act 1. You're going to start bumping into the mythic paths now, which might spice things up a bit, but Act 1 will arguably remain just as weak until the end.

As far as I'm concerned Act 1 is the weakest. But... looking forward to what you think of Act 2/ rest of the game.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
4,953
Pillars of Eternity 2: Deadfire
Finally! Vulpine Pounce goes brrr again!

F030967BDBDE3325BE801E9B7CB0215E8AC2C147

Also its lovely to have good Initiative for once... and eliminate all those annoying angry Sarkonian Spectres before they can cast/summon anything.
DA7B4D3EA049523D121C9E4564C783CD07122443
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
4,953
Pillars of Eternity 2: Deadfire
Now 10 (with Ember's bonus Bite).
Next level 11 (11 BAB).
Next on level 15 - 12 with GTWF (if I'll still use Hasty Eradicator, that is).

Edit: Looking forward to also add Boots of Stampede and Resounding Blow procs to that :)
 
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Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
10,180
Insert Title Here Pathfinder: Kingmaker
Finally started playing this so will just list my thoughts here (tutorial cave, Mongrel Village, Maze),

- Poorly written dialogue, very melodramatic and boring
- NPCs with overly dramatic, annoying voice acting, like watching anime. Idk why people do this, Mongrel chief was unvoiced and it was awesome to read and imagine his voice
- Silliest intro I've seen, festival attacked by demons and giant dragon appears and dies in 1 second (?)
- Intro too scripted, cannot explore at own pace which ruins exploration
- 5 mandatory companions in 2 minutes
- None of the characters seem to be ordinary, everyone is some tiefling/mutant/freak like it's Planescape. Seems tryhard and without measure
- Somewhat awkward camera / perspective and dark, barebone maps with poor optional content
- Lots of placeholder portraits, placeholder icons, feats that aren't even implemented
- Loot shown on minimap lol
- Everything is highlighted or marked leading to limited interactivity
- Poor portrait selection, mostly women and various creatures

Basically feels like HotU for inept zoomers

Follow up (finished Maze, Grey Garrison, now in HQ),

- Incredibly trash combat, every encounter is the same. Feels like playing PST all over again and mowing down enemies like in some RTS game
- Dialogue is really cringe. NPCs say stuff like "dunno" and "like" and use other zoomer vocabulary which is incredibly cringe
- Let me say it again, very annoying voice actors
- There was 1 puzzle, and it was very banal (the four color switches). You just play around with combinations until you pass. It's about time not intelligence
- Skillbar is reminiscent of BG and very limited. You place items onto your belt before dragging them to the bar. So when you consume the items, you need to repeat the process again. Too much clicks and NwN did this way better

They give you the order if you pay attention to your surroundings. Intelligence, not time.
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
4,587
Location
London, UK
Strap Yourselves In
More Archaeologist Trickster shenanigans - if you have lots of crit stuff (I've got the amazing shortsword Blitz Cut at 15-20 x3 with the shield Blinding Light at 18-20 x2) and the feat (shield-) Bashing Finish, then if you cast the lvl 7 Trickster spell, Trick Fate, it forces d20 rolls, so you can get into an endless loop of shield bashes until a thing is dead. Fun, but hilariously game-breaking tbh, although it does come right at the last trickster caster level. (Also, amusing side note: the last Trickster summon, Hog of Desolation, which arrives with a spectacular bang, is hostile to everything, including you and your team, but it rips through enemies like nobody's business. :) )

Ima post my build soon - still undecided as to whether to just bite the bullet and do spell focus enchantments and spell penetrations, incl mythic versions, etc., etc., with an Expanded Arsenal into Illusion, seeing as there just is so much Enchantment/Illusion crap in the combination of Archaeologist and Trickster spellbooks, or whether to just concentrate more on the melee featage (I can squeeze in the crit stuff with those magic aspects, but I'm thinking of foregoing some of that investment in magic for the sake of more out-of-the-way melee feats, i.e. opening up un-prereq'ed access to things llke greater cleave and cleavinng finish via the relevant Trickster ability, which would seem to a good way of making good use of the synergy). The spells are nice and all, but my team and my character are just so busily devastating in melee that I don't really have time to cast any fancy-schmancy spells. Hell, maybe the good Lord is just telling me to up the difficulty from Core :)

If I were to play solo, then there would definitely be a use for that type of Enchantment/Illusion build with decent melee, but in a team, it seems pointless, so I'm wondering if I should just basically have the buffs and any enemy-only mass spells (like Slow) in my tray, so I don't have to think about them that much, maybe even with some investment in Transmutation (the two foci, the two pens, and leave it at that). Another option would be Conjuration - I could see summons being useful, again, if soloing, but that would also require some investment (augment) and it seems pointless faff in core, when around lvl 18 I'm just mowing down mythic demons (don't get me wrong, I'm loving it, and it's a suitable reward just at the end of the game, but apart from the occasional summon to start and grab attention (which doesn't really need supporting feats), it seems like pointless busywork).

(Something else I've often been curious about: supposing I do invest in Conjuration, does that have any impact on cure spells? Are they more effective with that investment? In which case Conjuration probably is the most useful all-round if I'm just going to be bashing away at things. Maybe get that ranged heal mythic thing for secondary spot healing.)

Basically, I suppose what I'm curious about (from anybody with the relevant experience) is just what are the best spells (apart from buffs+ the mythic enduring spells and some heals obvs) to go with a melee centric bard/trickster type of character, in team?
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
4,953
Pillars of Eternity 2: Deadfire
No impact of Conjuration Foci on Cure spells, AFAIK.

You've discovered it yourself: if your martial prowess is strong, there's not much time for casting.
For a Bard the natural focus is Enchantment, followed by Evocation (for the stunning sound-based spells). But investing in either would also require investment in Spell Penetration (or Allied Caster Teamwork - if you have more casters that would pick it).

The infinite bashing loop is cool, but even without bashing, only critting for 3 rounds is rather crazy. However at top Mythic Ranks pretty much all paths have some bonkers stuff. Trouble is getting there (and surviving on that way).
 

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