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

smaug

Secular Koranism with Israeli Characteristics
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Insert Title Here
Also, I played up until the end of CH3. I don’t remember a single mounted enemy, are there mounted enemies in the game at all or did I miss them?
 

ga♥

Arcane
Vatnik
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Feb 3, 2017
Messages
7,612
Playing Wrath (and Troubleshooter earlier this year) finally made me realize that I got old and grew out of being a storyfag. I'm only capable of enjoying buildporn and combat in games now, and I don't really give a shit about anything else.

I still appreciate a good story, on this side I still think it's worse than Kingmaker (companions too). Still a very enjoyable game, especially because there is nothing else similar? No competition whatsoever.

I am happy Owlcat is making these games, and I hope they won't stop anytime soon.
 

Fedora Master

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Any sane group would murder the kind of DMs that Owlcat seem to be.
Any sane group wouldn't consist of min-maxed exploitative murderhobos to begin with, though... which is kind of the requirement to get anywhere in Pathfinder on anything Core+.

I could see a dedicated group of munchkins, but Owlcat DM would constantly go "Akshully there were 20 more enemies RIGHT BEHIND YOU all along!!!" when said munchkins are doing too well.
 

Mauman

Learned
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Jun 30, 2021
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927
woah. Transmuting a dog to a smiloden completely bugs out their attacks.

They keep the 5 primary attacks (1 bite, 4 claw), but also gain iterative attacks on their bites still. AND THEN they gain iterative attacks on their claws :?

God this game is a programming mess.

So, right now at level 15, a dog transformed to a cat has 9 attacks (3 bite w/ trip attempts for each, 6 claw). And as a reminder, beast form 4 provides pounce.
 
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LannTheStupid

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Pathfinder: Wrath
Codex sometimes reminds me of the French Academy of Science on the meteorites question: "Stones cannot fall from the sky, because there can not be stones in the sky." "Stacking attacks after polymorhping cats to dogs is a bug, because there can not be any stacking after polymorph."

However, the French Academy was relying on the works of Newton; what is your source, bug reporters?
 

Mauman

Learned
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woah. Transmuting a dog to a smiloden completely bugs out their attacks.
But Why?!

I have no idea. All I know is that a polymorphed creature is not supposed to have iterative attacks with natural weapons. With the dog, I could understand the game getting confused with the bite attack since the dog's base form has a bite attack and animals that have a singular natural attack now have iterative attacks, but the claws doing the same thing is just downright WEIRD (in addition to keeping the initial 4 claw attacks).
 

Aarwolf

Learned
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Dec 15, 2020
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441
Is there a good falchion for
Trever (Sosiel's lost brother)
somewhere? Or am I condemned forever to use his starting not-so-great falchion +3?

Also what to do with him, build wise? Leave him as he is? Do something, and if so, what? In my last playthrough I left him as armoured hulk, but it was so so, nothing great.
 

kinzadza

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Samoa
Codex sometimes reminds me of the French Academy of Science on the meteorites question: "Stones cannot fall from the sky, because there can not be stones in the sky." "Stacking attacks after polymorhping cats to dogs is a bug, because there can not be any stacking after polymorph."

However, the French Academy was relying on the works of Newton; what is your source, bug reporters?

From SRD:

While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function.
 

ArchAngel

Arcane
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Mar 16, 2015
Messages
19,981
woah. Transmuting a dog to a smiloden completely bugs out their attacks.
But Why?!

I have no idea. All I know is that a polymorphed creature is not supposed to have iterative attacks with natural weapons. With the dog, I could understand the game getting confused with the bite attack since the dog's base form has a bite attack and animals that have a singular natural attack now have iterative attacks, but the claws doing the same thing is just downright WEIRD (in addition to keeping the initial 4 claw attacks).
That is not what I asked...
 

Lodis

Educated
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Sep 1, 2021
Messages
81
After finally getting it, the Swarm mythic path is a bit lackluster. I mean that's true for all the late game paths but Swarm in particular feels weird.
 

Tsubutai

Educated
Joined
Oct 5, 2021
Messages
165
Is there a good falchion for
Trever (Sosiel's lost brother)
somewhere? Or am I condemned forever to use his starting not-so-great falchion +3?

Also what to do with him, build wise? Leave him as he is? Do something, and if so, what? In my last playthrough I left him as armoured hulk, but it was so so, nothing great.
Depends what you define as good, I suppose. You can get a +5 falchion with bonuses to combat maneuvers and cleave as well as 1d6 sonic damage from a fight in act 4: https://pathfinderwrathoftherighteous.wiki.fextralife.com/Rumbling+Falchion
 

LannTheStupid

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Pathfinder: Wrath
https://store.steampowered.com/news/app/1184370/view/3031477153100377383
Update 1.0.8d

Crusaders!

A new patch 1.0.8d is ready.

Beware of possible plot spoilers below!
Quests
  • Daeran wouldn't show up to his not-a-date, because he was still drunk after his birthday party - fixed, now he'll make sure to sober up before such an important event;
  • During the final dialogue in the game, one of dialogue options could lead to a loop - fixed;
  • Fixed an error with the game not ending if Greybor died during The Price of Loyalty quest, when he was loyal to you;
  • Fixed incorrect reactivity in a dialogue with Anevia in chapter 5 after the summit;
  • Rapture of Rupture sometimes wouldn't complete after the death of Vellexia - fixed;
  • Sometimes a conversation with Vellexia wouldn't start during the Rapture of Rupture quest - fixed;
  • Sometimes in Nexus a dialogue with Hand of Inheritor wouldn't start - fixed;
  • The Last Steps quest sometimes wouldn't continue - fixed.


Areas


  • Berenguer would not appear in Drezen after joining the crusade - fixed;
  • Blackwater - assembling the Helm of Psionic Protection is no longer limited to one attempt;
  • Daeran could get stuck in the sitting animation in Nexus - fixed;
  • Ineluctable Prison - fixed an issue when Hepzamirah's ghost wouldn't disappear when you attempted to attack her;
  • It was possible to walk through one building at Kenabres market square - fixed;
  • Players could meet a tiefling on Kenabres square after the attack on Defender's Heart, if they previously killed him - fixed;
  • Skipping a cut-scene of using an elevator in the mines of Colyphyr could leave the party floating in the air - fixed, now you can't skip that cut-scene.


Crusade


  • Abyssal Host status could stay when switching from Demon to another mythic path - fixed;
  • Added a button to hide the log;
  • After loading a save, upgrades could disappear from the projects Outpost to Bastion Expansion and Bastion to Fortress Expansion - fixed;
  • Enemy units were using healing abilities on squads with full health - fixed;
  • Leaders of enemy armies had incorrect names - fixed;
  • Magic Instructor feat now works according to its description;
  • Raising a Dragonslayer project now grants the correct item;
  • Summoned units used to appear without a visual effect - fixed;
  • Tactical battles wouldn't begin sometimes - fixed;
  • We redesigned the progress of filling the hospital and added a tooltip for the current hospital counter;
  • When the limit of units on the battlefield had been reached, then after using the summon ability a new creature would not not appear. Resolution: If the limit of units on the battlefield is reached, the general won't be able to use the summon ability, and a tooltip with a warning will appear;
  • You can bind a hotkey to turn on the Inspect feature for the units in tactical battles now;
  • You can now inspect a unit by hovering over its model;
  • You will be able to see damage above everyone who takes it now in tactical combat.


Classes & Mechanics


  • Oracle lost the Divine Zap orison after the previous patch - fixed;
  • Aeon Bane no longer dispels effects on enemies who were not affected by the spell due to spell resistance, immunities or other reasons;
  • Cognatogen — Wisdom gave a penalty without providing a buff -fixed;
  • Lich and Angel Mythic Paths get access to their 10th level spells now;
  • None of the last three summons for the Azata Mythic Path actually summoned the creatures they were supposed to summon - fixed;
  • Paladin, Ranger and Bloodrager had no spellbooks after 3rd level in some cases - fixed;
  • Sacred Armor — Fortification 25 ability had no description - fixed;
  • Sensei Advice: Mass Extra Attack ability had no name - fixed;
  • Shaken condition now can be removed during rest;
  • Warpriest Spontaneous Casting and its two sub-types didn't have any description - fixed.


Turn-based mode


  • Sometimes the game could crash when trying to charge while mounted - fixed.


Items


  • Retraining made some features from items permanent - fixed;
  • Triceratops from Triceratops Statuette could become a permanent party member after retraining - fixed.


UI


  • Kineticists couldn't dismiss area effects of infusions - fixed;
  • Sometimes the difficulty of skill checks was being displayed incorrectly - fixed;
  • Switching between spell books and party members in the spell book interface didn't keep the spell level - fixed;
  • Character's portrait disappears after the mythic level up - fixed.


Misс


  • Aivu could become medium sized again after growing large. Her growth should be more consistent now;
  • Area of effect spells and pits will now pause during the dialogs;
  • Fixed an issue with the physics of cloaks;
  • In rare cases a battle against Xanthir Vang could break - fixed. If this happened to you, you can return to the room where the battle took place, and it will continue;
  • Shamira used to rise from the dead after death - fixed.
 
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Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,442
Another tough decision, though. Scythes or falchions? Specifically Wide Sweep vs Jinx? After fighting the gargoyle hordes attacking Regill's forces, I'm kinda leaning toward Wide Sweep... Though Jinx also looks real nice... and particularly with Mythic Improved Critical it should be very good indeed. Though would basically force me to take Ember (or Cam) everywhere all the time.

There also seem to be a great greatclub and warhammer for chargers... but in Act 4.. so kinda late... meh. The effect of the warhammer does sound truely awesome, though.

Maybe leave scythes for a Trickster playtrough? Or get the mod that binds specialization feats to weapon Training groups, rather then individual weapon types and use both... I rather dislike the tight specialization of DnD/Pathfinder systems.

Anyway, what do you Guys and Gals think, which is better: Jinx or Wide Sweep (probably won't use Cleave though).

I tried out scythes, falchions, glaives and later bardiches on a Trickster run, and basically reach weapons > everything else, it's too good. Not sure how mounted reach compares to Legendary Proportions Glaive, but I wouldn't go below the latter.

There's a really good scythe in A4 drop, rest get the best weapons only in A5.
Another trick is you can get K:A to proc on Soulshear by doing the project after you get the improved Trick, it gets unidentifed.
I'd guess the Rovagug's weapons with native 18-20 threat are prob best with Trickster, the improved crit line has some weird stacking.
 
Joined
Sep 25, 2013
Messages
651
>Kill Galfrey and raise her as a Lich
>She's a fucking bard.
Cool, one more reason on the pile not to use fucking undead companions as a lich. The abyss sailor guy even lacks the goddamn main menu description, they don't have voice lines and react to nothing at all.
 

LannTheStupid

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Pathfinder: Wrath
From OwlcatStarrok Owlcat Community Manager:
We are definitely not against QoL stuff :) Search for inventory, using multiple potions at once, management of spell slots etc. - are all things that we'd like to take a look at at some point, but they're in a lesser priority now, while we are filtering out bugs and dealing with performance issues.

There's a difference between comfortable UI and automatization though, so for example I wouldn't expect spell queueing.
Some redditing for ya.

I disagree with Owlcat Games attitude towards automation. For me, well implemented automation was the only redeeming quality of Dragon Age II.
 

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