Pathfinder: Kingmaker — Enhanced Plus Edition - Wooden_Dragon
Hi there! The Enhanced Edition is finally here, and we hope that you’ve already dug your teeth into it and that you like what you’re seeing. Nonetheless, there remains one important aspect of the game that we haven’t covered in these diaries yet. Today we would like to focus on kingdom management.
Our “vanilla” kingdom management system has found some supporters among the players, but not all of you liked it. As time went on, we’ve received many suggestions and criticisms from you. We kept fine-tuning the way kingdom management works with every big patch, and as such, it shouldn’t come as a surprise that we’ve prepared a new pack of improvements for the Enhanced Edition as well.
No Intermediaries
Let us start with a small, but important improvement – now you will be able to buy BP right from the kingdom interface! Hassuf might be a bit disappointed that you won’t be visiting him just as much, but this will make playing significantly more comfortable. From now on, all you need to do to restock your treasury is to open the kingdom stats window.
The Retinue Plays the King
The advisors… We still receive quite a lot of comments from you saying there aren’t enough advisors in the game. Our goal has always been to give our players a chance to make meaningful choices, choices that actually matter. Choosing an advisor was supposed to be one of those difficult, but ultimately entertaining parts of the game. You do your best to pick the ideal candidate for the role: someone who can get the job done, but also fits your style of leadership. However, this can be quite tricky, and at times even outright impossible – which is why sometimes you compromise and give the position to someone who’s not a good match for you as a person, but will greatly benefit the kingdom. This is a significant, meaningful choice, but sometimes it can be unpleasant and, as it turns out, even unacceptable to some players. Also, it is far too hard to play without any advisors on some of the key roles, especially when playing for the first time - this can easily cripple a kingdom. Therefore, by popular demand, we’ve decided to allow appointing mercenaries for government roles. They are not quite the same as your usual advisors, however. A mercenary is not as effective as other advisors: they have a lower base chance of successfully resolving an event. At the same time, a mercenary can use magical items to increase their stats (only your companions were able to do that before). They are not very talkative and they tend to select the most neutral option in each rank-up event if there is one.
Knowing the Consequences
Speaking of advisors and rank-ups, from now on, you’ll be able to see what effect your choices during any given rank-up event will have. While making the game, we wanted our players to make kingdom choices without knowing all of the consequences, letting their heart and morals guide them instead. In practice, it resulted in discomfort and prompted players to load to a previous save after an unfortunate choice. We decided to change that. Now you will be able to see the effects of your decisions in advance, so that you can make a responsible choice.
All is Quiet in the Kingdom
Unrest has proven to be one of the most problematic kingdom mechanics. To address that, we’ve attempted to make the reasons behind rising unrest clearer – you can now read about any changes in the unrest log. Also, story events that often lead to rising unrest will now tell you how to deal with them. Last but not least, we’ve added more ways to influence the current unrest level: firstly, throwing a feast became cheaper at 200 BP (however, each time you use it the price will rise to 200, 400, 600 and so on). Secondly, each Stability rank-up event will lower kingdom unrest by one step.
Events
Finally, let’s talk some more about kingdom events. We’ve made multiple UI improvements in that area – for example, now you can see which events have already been assigned an advisor. Some of the advisors can resolve certain events better than others, and before, the only way to find out was to browse through all of the available options. Now this information is at hand: you can see it on the advisor’s card at any time. Sometimes, your kingdom can be struck by an especially devastating event, and earlier you had no way to respond to that as a ruler. From now on, there is an instrument you can use in a pinch – we’ve named them Crisis Points. You earn them as your kingdom grows, that is, with every new rank-up. You can also buy a limited amount of such points from Hassuf. These points can be used to get a single-shot bonus to successfully resolve an event – and, possibly, to deal with a catastrophe that would have otherwise been beyond your advisor’s abilities.
Pathfinder: Kingmaker — Enhanced Plus Edition - Deep Silver
Dear Pathfinders,
A new patch is live. Update your game and get right back into your adventure. Please be aware of plot spoilers in the description below!
Fixed an error caused by loading some pre-Enhanced Edition saves.
Failed to give the following achievements: A Memorable Moment, Depths Of Madness, Descent, Honest Looting, Into the Darkness. Resolution: Fixed.
When using filters, some items in the inventory could be duplicated or put to random slots. Resolution: Fixed.
Fixed the issues with Kalikke and Kanerah after the respec.
Fixed the issue when the Ancient Soul Eater became untargetable making it impossible to win the combat.
In the first chapter, boggards had too many Greatclubs +1. Resolution: Fixed.
A friendly reminder: while we deeply admire the contribution that mod authors make to our game, we would like you to remember that running custom modifications can lead to unexpected bugs and crashes. Unfortunately, if you encounter any issues while playing with mods, our team will not be able to help you. If this happens, please report these issues to the mod's original creator. Also, remember that after each game update, there is a high probability of previously installed mods not functioning properly. If you wish to play with mods anyway, disabling auto-updates might prevent your save files from becoming corrupted.
Pathfinder: Kingmaker — Enhanced Plus Edition - Mortheim
Please be aware of plot spoilers in the description below!
Fixed crashing to the main menu when a game over was triggered during the area transition screen because the kingdom was destroyed.
Failed to load the saved game on Mac. Resolution: Fixed.
When you loaded an autosave, some modifiers were incorrectly applied to enemies multiple times. Resolution: Multiple modifiers are no longer applied. Most extra modifiers have been removed from the game saves that already had this error; however, it may not be possible to clear all the effects completely.
Clicking the top right Close icon (X) does not close the window. Resolution: Fixed.
The cutscene with Amiri killing the Defaced Sister at Flintrock Grassland failed to start if Amiri was in combat. Resolution: Fixed.
Some giant spiders at first levels of Tenebrous Depths had 5 AC more than they were supposed to. Resolution: Fixed.
Fixed the DC of spells cast by traps.
Now all the items are de-equipped after the respec.
Scroll of Death Clutch had an incorrect spell. Resolution: Fixed.
Russian version: changed the translation of the Slayer class.
A friendly reminder: while we deeply admire the contribution that mod authors make to our game, we would like you to remember that running custom modifications can lead to unexpected bugs and crashes. Unfortunately, if you encounter any issues while playing with mods, our team will not be able to help you. If this happens, please report these issues to the mod's original creator. Also, remember that after each game update, there is a high probability of previously installed mods not functioning properly. If you wish to play with mods anyway, disabling auto-updates might prevent your save files from becoming corrupted.
Pathfinder: Kingmaker — Enhanced Plus Edition - oleg_sh
Please, be aware of plot spoilers in the description below!
Сompanion mechanics of Kanerah and/or Kalikke could had a chance to become broken after respec. Resolution: Fixed.
Jaethal could become undead again and return to worshiping Urgathoa after respec during the last chapters. Resolution: Fixed.
There could be an issue with companion's auto-level-up in some cases. Resolution: Fixed.
The Skeletal Salesman disappeared and became visible again incorrectly if you tried to attack him. Resolution: Fixed
Animal companions and polymorphed characters performed coup de grâce without the proper animation. Resolution: Fixed.
Several issues with portraits were resolved (including custom portraits disappearing).
The combat log lacked attack number localization. Resolution: Fixed.
There was no delousing icon on the trap, generated in the endless dungeon. Resolution: Fixed.
Defeated bosses of the endless dungeon used to drop some of the loot items twice. Resolution: Fixed.
A friendly reminder: while we deeply admire the contribution that mod authors make to our game, we would like you to remember that running custom modifications can lead to unexpected bugs and crashes. Unfortunately, if you encounter any issues while playing with mods, our team will not be able to help you. If this happens, please, report these issues to the mod's original creator. Also, remember that after each game update, there is a high probability of previously installed mods not functioning properly. If you wish to play with mods anyway, disabling auto-updates might prevent your save files from becoming corrupted.
Pathfinder: Kingmaker — Enhanced Plus Edition - Mortheim
Greetings, pathfinders!
Enhanced Edition and "Beneath the Stolen Lands are out! The EE includes: • numerous gameplay-enriching content additions and dozens of quality-of-life features • new abilities and ways to build your character, including a brand-new class • new items and weaponry • improved balance, especially in the beginning and last two chapters of the game • enhanced kingdom management system, both in terms of balance as well as usability and player comfort • increased variety of random encounters on the global map • thousands of fixes and improvements made since the game's initial release
Pathfinder: Kingmaker — Enhanced Plus Edition - Mortheim
Dear Pathfinders,
Many of you have asked us about the status of the Chris Avellone’s digital RPG adventure reward, and we’re happy that we finally have some news for you! We’ve reached a new important milestone. After multiple drafts and much back-and-forth between Chris, Paizo and us Owlcats, we’ve all decided that the manuscript is of high enough quality to begin closed playtesting! We’ve recruited a number of playgroups from you, our audience, and we’ve sent out copies of the adventure module. We believe that testing early is very important, and getting feedback before everything is set in stone can drastically improve the end result. For those of you who are participating, we’d like to stress that this is an early draft that is still far from its final, Paizo-approved state – we just collectively decided that we want to hear your thoughts on this. We are sorry that it took us so long to reach this stage. The task has proven to be more difficult than initially expected, and we want to make sure that this adventure lives up to the fame of the original “Kingmaker” AP. However, we promise things will pick up from now on. Stay tuned for more news in the near future!
Pathfinder: Kingmaker — Enhanced Plus Edition - Mortheim
This Thursday we will have another stream! This time it will be a Release Stream for the Enhanced Edition. We will be live at 7:30 PM CEST/1:30 PM EDT (US). Join us at https://www.twitch.tv/owlcatgames to talk about Enhanced Edition and Beneath the Stolen Lands DLC. We will continue our playthrough of the "Beneath the Stole Lands" DLC and show changes in the first chapter of the game!
Pathfinder: Kingmaker — Enhanced Plus Edition - Wooden_Dragon
You've asked a lot of questions about our next DLC. So today we will show it to you! Join us for an Endless Dungeon run, where you can help us build and develop the character. What can go right?
Pathfinder: Kingmaker — Enhanced Plus Edition - kotarsis
This list is still under construction! It doesn't list all the features and fixes yet, and it will be editied to ensure better readability and grammar.
Please, be aware of plot spoilers in the description below (in the Quest, Areas and Kingdom sections)!
Areas
In the City of Hollow Eyes, Pale Yan didn't always come to your aid during the battle with the dragon. Resolution: fixed.
Reworked the way the Siroket fight works in the "Blakemoor Hideout" area. From now on, she shouldn't become invincible for no apparent reason.
In the House at the Edge of Time, the Magical Lantern can now be lit or put out from the belt window.
Quests
From now on you can return to Troll Lair even if you chose Hargulka or Tartuk as your ally.
When completing Tristian's companion quest "Kingdom of the Cleansed", a quest-crucial cut scene didn't run in the "Secret Sanctum" area. Resolution: fixed.
Some illustrated events could provide infinite experience points in some cases. Resolution: fixed.
After death, Tristian lost his "Protective Aura" ability. Resolution: fixed.
During Ekundayo's "Bury the Past" quest, it was impossible to complete the "Kill the giants' leader" objective in certain circumstances. Resolution: fixed. If you've already left the "Bridge over the Gudrin River" area, but the quest is still active, you can return and talk to Ekun to complete it.
Upon becoming hostile, Sartayne would still refuse to fight. Resolution: fixed (told him you were saying stuff behind his back).
Kingdom
New: mercs (custom characters) can now be assigned advisor roles.
New: kingdom events that can lead to the destruction of your kingdom will now also tell you which quest must be completed to save the kingdom. This info will be displayed in the kingdom event card.
Erastil's Favor kingdom effect was not properly giving +5 to Lore (Nature) checks. Resolution: fixed.
When trying to leave the throne room after talking to the villagers Alov and Erick, the player would get teleported to the villagers instead. Resolution: fixed.
Classes & Mechanics
New: a faster running speed option! When out of combat, if you click far away from your characters, they will run significantly faster. You can also disable this in the "Options" menu.
The storm debuff no longer stays on characters that enter the global map.
Having two identical animal companions in the party could break one of them. Resolution: fixed; from now on, the confused beast hears a soothing voice saying "Don't freak out, dude, he looks nothing like you!".
The bear animal companion's description displayed the wrong stats. Resolution: fixed.
The Shield Wall feat mentioned in its descriptions a number of certain conditions that did not apply to the game (such as shield bash denying the user AC from shield, which does not happen).
Instead of selecting the character with the highest Trickery score to open locked doors and chests, the game used to select the character with the highest rank in Trickery instead of the character with the highest Trickery value overall (it didn't take into account different bonuses and penalties). Resolution: fixed.
The Uncanny Dodge rogue talent (also available to the Eldritch Scoundrel archetype) did not allow attacks of opportunity to be performed before the starting initiative delay had passed. Uncanny Dodge should allow a character to perform attacks of opportunity even before they've acted on their turn (and other instances of uncanny dodge did allow doing so). Resolution: fixed.
The Charming Smile ability of the Charm domain couldn't be used. Resolution: Fixed (no botox involved - promise!). It should become usable after resting.
The Shielded Caster feat only worked for casters that had a shield. Resolution: Fixed.
Guardian Armor summoned by Create Undead didn't get a +3 weapon bonus from wielding Necromancer's Staff. Resolution: fixed.
Sometimes spells with multiple attacks such as Scorching Ray failed to deal sneak attack damage. Resolution: fixed.
The Aldori Defender (fighter archetype) feature Defensive Parry used to give more AC than it was supposed to. It was giving +1 AC for every three levels after the third, instead of +1 AC for every four levels. Resolution: Fixed.
Instant Enemy said that it allows Fortitude saving throw. It does not and should not allow any saving throws. Resolution: description fixed.
Creatures falling prone in the area of Obsidian Flow did not receive damage. Resolution: Fixed.
Resting in a hub took 7 hours instead of 8. Resolution: fixed.
It used to be possible to make a dead companion perform tasks during rest. Resolution: fixed. Got a call from the Department of Death legal team; apparently, making dead employees work during rest time is against the Civil Rights Act of 1964.
Kineticist substance infusions no longer need to be deactivated and activated again to update their DC after stat changes.
Items
New: added Nunchaku and Throwing Axe weapon types.
Some of the Heavy Shields available as loot had the incorrect item type assigned to them, rendering them unusable. Resolution: fixed.
Some of the masterwork items couldn't be sold using the "mass sale" feature. Resolution: fixed.
The Alkaline Mace was incorrectly attributed to Varrask. Resolution: fixed.
Two-handed axes could be labelled as one-handed. Resolution: fixed.
The Acerbic Ring didn't add dice to Arcane Bomber bombs. Resolution: fixed.
Spiced Fish had 0 weight. Resolution: fixed.
The Tangled Claws weapon had a chance to cast the Entangle AoE spell instead of entangling one person. Resolution: fixed.
The Star Soldier's Gauntlet would cast three rays simultaneously. Resolution: now there is a short delay between them.
Scrolls of Protection from Energy, Communal had the same names as normal Scrolls of Protection from Energy. Resolution: Fixed.
User Interfaces
New: the character sheet now shows their Spell Resistance.
New: while choosing spells during level-up, you'll be able to see the relevant Spell resistance, Spell descriptor and Casting time.
Improved the way our UI adapts to wide screens.
From now on, it will be possible to use usable items when they are in a belt slot.
Marked ability collections (i.e. Weapon Focus) as such. Abilities that have already been taken will also display their prerequisites. Fixed a number of minor ability prerequisite bugs.
Feats, class features, and items that modified bonuses and penalties from Fighting Defensively and Combat Expertise (for example, Crane Style, Steel Net and Helmet of Battlefield Clarity) were logged in the combat log attack roll tooltip as separate bonuses. Resolution: now the combat log tooltip shows them as bonuses and penalties from Fighting Defensively/Combat Expertise instead.
Energy-related enchantments weren't displayed in the "Qualities" list of a weapon. Resolution: fixed.
Fixed familiars sometimes appearing on the map or kingdom interface.
Quest notifications could appear blank. Resolution: fixed.
Spell-Like Abilities used to always show a spell level of 0. Resolution: fixed.
Filling up all the slots in a vendor's trade window and then selling or clearing all of them lead to only the first slot working correctly (all the others would not display the items that have been put there). Resolution: fixed.
Fixed incorrect information appearing in the tooltip for the secondary part of a magical double weapon.
Misc
The visual effects of AoE spells were not affected by fog of war as they should be. Resolution: fixed.
Multiple English text improvements (typos, missing words, etc.).
Completing the "Varnhold's Lot" DLC campaign should no longer award achievements for completing the game.
Pathfinder: Kingmaker — Enhanced Plus Edition - Mortheim
Hello, fellow Pathfinders! It’s time to reveal some more cool new features of the Enhanced Edition, which, as we hope, will make you happy. Some of them you could already guess, looking at the EE beta patch notes, and some were carefully kept in secret till this moment. Anyway, today we will talk about everything in more detail. Rest assured, many interesting things lie ahead! So, shall we start?
Choose Your Destiny (Again)
Respec. Yes, you heard that right. You will finally be able to redistribute and reallocate all of the skills, stat points, feats and everything else! You’ve been asking us to add this feature for a long time. It looks so common for a computer game, but we couldn’t find a compromise that wouldn’t hinder the story and the inner logic of the game world. Finally, after a long search, we think that we’ve found that happy medium, which won’t lead to abuse but will help players fix some of the level-up and character generation mistakes instead. In the Enhanced Edition, you’ll find a new option allowing to turn respec on and off. The high difficulty levels cannot tolerate any hesitation, so on Challenging mode and higher the option will be turned off by default. And if you’d like to turn it on manually, the difficulty level will automatically switch to “Custom”, thus locking all of the “Challenging” achievements. Respec will be available for purchase from Anoriel Eight Eyes, the same person you buy mercs from. First three uses are free of charge, however, anything above that will cost you - more and more each time. You will be able to respec your main hero and your custom characters completely. As for the companions, they can only be reset to the level they had when you met them (for example, you will be able to reset Octavia down to total character level 2 with 1 level of rogue and 1 level of wizard).
Even More Random Encounters
Travelling through such a wide and open land such as the Stolen Lands, you want everything to maintain this feeling of adventure and freedom. That’s why we decided to add some new random encounters for you. And by “random” we really mean random - not only new battle encounters, but also completely different ones. For example, now on your journey you will be able to meet a wondering vendor, whose goods range would grow every time you meet him. We won’t tell you about the others, though… Let the new encounters stay a mystery for now. Explore, travel, and get ready to run into a couple of surprises along the way!
Battle Toads
Those Pathfinders who are keen on natural science will be glad to hear that a new specimen has been spotted in the Stolen Lands. Villagers talk of toad-like humanoids known as boggards, whose kind have never been seen in these parts before. Those creatures are able to use armor and weapons, they can intimidate their enemies by loud croaking and some of them are even able to cast magic. Boggards normally appear only four feet tall, as they sit back resting on their long, muscular hind legs like a frog; at full height they are substantially taller. Boggards seem to prefer temperate swamps and marshlands, although some breeds have also been found along the river banks of the tropical rainforests. Their webbed hands normally wield crude weapons made of indigenous swamp material, often clubs of wood or bone, studded with the sharp teeth of local beasts. The armour boggards wear is of similar construction, being made of crudely cured reptile hides and the shells of giant turtles. Boggards make little use of metal, as it corrodes quickly in the humid environments they inhabit. They value magic items when they can obtain them, due to their resistance to physical corrosion. Boggards, like the toads and frogs they so closely resemble, change their appearance depending on their environment. Which means boggards from different parts of the world will have different skin color, as well as different unique abilities. Most tribes are led by powerful priest-kings who have been fed rare, hallucinogenic, blue dragonflies that allow them to hear the whisper words of their dark deity, the demon lord Gogunta (although some tribes are known to worship other demon lords, or even Rovagug himself).
Energy Fireworks
To improve immersion and make the action more dramatic, we’ve decided to add some new visuals to the game. Enhanced Edition will introduce new visual effects for death from different energy types. They will trigger if the death was not caused by a critical hit and not by level 0 magic. As you probably guessed, the actual effect depends on the type of energy that made that last deadly hit.
Start of The Adventure
Since the official release we’ve put months of hard work into this game and made numerous improvements along the way, but even then we still felt that the Stolen Lands were too harsh for far too many new players. We deeply researched the first chapter and made a big survey, gathering opinions from more than 1000 players. So that’s what we decided to change:
Spider swarms. This enemy appeared to be a real pain for lots of players. We’ve nerfed them, we’ve added new tips, we gave out extra flasks of alchemical fire... and to no avail. Spider swarms continued to be a major source of frustration, especially during the first playthrough. So we dealt with the problem drastically: we redesigned the fangberry cave. From now on, the pesky spider swarms won’t stand in your way. You’ll be able to either gather the berries and leave in peace, or go to a separate part of the cave to fight the swarms anyway - and get a seperate reward for that.
We moved some of the locations around the global map to make the difficulty curve more smooth and better balanced.
Three completely new lairs have been added: two for boggards (the new monster type discussed earlier) and one for manticoras.
Another painful enemy for many a player was the Technic League. We decided to take the blinding spell out of their arsenal. Now players will encounter “blindness” as a condition for the first time much later in the First chapter.
We added new packs of ordinary wolves in the Old Sycamore area. We also made the sleeping bandits a little weaker.
We adjusted and re-balanced the AC of some enemies
. We hope that now the game will play more smoothly and logically for you, and no sudden difficulty spikes will confuse you.
FINISH HIM!
There is another ability in tabletop which we lacked in the digital version - the ability to finish the enemy off with one fell blow, «Coup de grâce». It’s as simple as that: any character with a melee weapon can finish off a helpless creature (sleeping, paralyzed, etc.) using a full-round action. For this feature we added special new character animations. Be firm, be merciless, and leave nobody behind!
In the name of Our Lord in Iron
Adepts of Nunchaku, Throwing Axes or other types of weapons which were under-represented in the game before - this is your time! Praise be to Gorum, for we’ve added more Dwarven Urgroshes and Waraxes, Fauchards, Flails, Shortspears, Darts, Double Swords and Axes to the loot - all of these used to be exceedingly rare. We’ve also added weapons of other types, including Battleaxes, Earthbreakers, Gnome Hooked Hammers, Great Clubs, Heavy Flails, Light Hammers, Light Maces, Longspears, Starknives and others. Totally, there are now more than 80 new spots for you to restock your armoury!
*** That’s all the new features of the Enhanced Edition we wanted to share with you for today. But that’s still far from the full list! Expect new posts, read the previous Diary in case you missed it, and also join us on dev streams, where you can see even more and ask anything you’d like. Last but not least, do not forget that Enhanced Edition is in open beta right now, so if you prefer getting your hands dirty to reading or watching others play, be sure to join! That’s all, folks - see you all in the Stolen Lands!