Hiya, we noticed that the playing time in the demo was kinda short so we've added all levels in the first world (Sky world) to help you get a better feeling of the game :-)
Pathfinder: Wrath of the Righteous - Enhanced Edition - Wooden_Dragon
If you have been playing Pathfinder: Wrath of the Righteous beta recently, you probably noticed that the most important moments of the game are now voiced. If you wanted to know the names of wonderful voice actors who help us bring our characters to life - keep reading!
Our optimistic iconic paladin Seelah is voiced by Jennie Harney. Lann is voiced by Tom Wayland, who was also the Madman voice for your male barons in Kingmaker. Amelia Tyler, Nyrissa in Kingmaker, returns as Wenduag. Sarah Smithton gave her voice to Camellia.
Young witch Ember is voiced by Suzy Myers. Tom Aglio is portraying your thiefling friend Woljif. Sara Rahman is voicing Nenio, our slightly oblivious woman of science. Charming count Daeran is voiced by Matt Merritt.
James Brown Jr is voicing our kind cleric Sosiel. Some of you have already recognised Marc Thompson as Paralictor Regill, and he also worked with us in Kingmaker, providing the voice for the Wise barons. Arueshalae, a succubus with a dream, is voiced by Nikki Thomas. Scottie Ray, who played Harrim, is now playing Greybor, a mysterious hired killer.
What about other important characters you will meet in Pathfinder: Wrath of the Righteous?
Ivy Dupler is voicing Anevia Tirabade, who you will meet very early in the game, and who will become your close advisor and, hopefully, a friend. Her wife Irabeth Tirabade, who will also join you as an advisor, is voiced by Lisa Ortiz, and you could hear her narrating our Combat Gameplay Trailer. In the very beginning of the game you will meet a couple of prominent Kennabres citizens, including Hulrun Shappok, prelate of Kenabres, who is voiced by Wayne Grayson, and beautiful and heroic silver dragon Terendelev, voiced by Haven Burton.
Alyson Leigh Rosenfeld, who played Octavia, now returns as Queen Galfrey. Major Attaway, who gave his voice to Regongar, returns as Demon Lord Deskari himself. Finnean, the talking weapon, speaks with the voice of Adin Rudd. Lindsay Sheppard, who voiced cheerful bard Linzi in Kingmaker, is now playing Minagho, a cunning eyeless demon, responsible for the loss of Drezen. And Areelu Vorlesh, the Architect of the Worldwound, is voiced by Mary O'Brady.
We are hoping you will enjoy the voice acting in Pathfinder: Wrath of the Righteous. You can currently hear it if you are participating in beta or watching various streams, including our own. Don’t forget to let us know what you think!
FOR THOSE WHO DOWNLOADED THE UPDATE, PLEASE START A NEW GAME! IF YOU DON'T START A NEW GAME YOU MAY ENCOUNTER VARIOUS BUGS.
Problems Solved
The items could be duplicated through inventory, the problem has been solved.
Icons on Yamagato Island were not visible, problem solved.
In some cases, sudden FPS drops were experienced in the game, minor optimization was made.
Watsuji's Back Pain mission could not be taken in some cases. Causing Hammer of The Gods mission to not be completed, problem is fixed.
Yamagato's Curse mission could not be completed, the problem has been solved. After completing the objectives on the mission, you can finish the mission.
Optimization has been improved.
Added
Two new missions have been added.
Yamagato Island is now clearly visible on the map.
Exclusive menu video for Yamagato Island has been added.
Backpack menu has been changed.
"Volumetric Clouds" and "Ocean" were added to the game with Unreal Engine 4.26.
Our third content update released today! This is our largest update yet racking up nearly a hundred changes including new buildings, a plethora of fixes, and many frequently requested improvements! We've been working on many of the improvements in this update for long time and it feels great to get these published for all of our players today. We hope that you enjoy!
Thank you to our community for trying out these changes ahead of time in the Advanced Branch: we were able to make this update even better thanks in part to your efforts.
Version: V1.3.0.0.6.122992021.5.12 This update requires a new game to fully enjoy the newest features!
Districts: Now you can manage districts which are created by Landing Sites. The new Districts Lens allows you to visualize the resources of each individual district separately. You can turn on/off the "District Boundary" that each Landing Site emanates. Each district has a different name that you can customize.
Terraforming Screen: The new terraforming screen provides a roadmap of the overall terraforming plan.
Deep & Ultra-deep Veins: We added new types of veins with much higher quantities. Deep and Ultra-deep veins require higher tiers of Mines.
Advanced Landing Site: Players can now research and deploy Advanced Landing Sites, which provide even more resources to help expand the base.
New contextual Build Menu when clicking on Veins.
This patch introduces new Deep and Ultra Deep Veins that can be used to mine more resources than ever before!
Updated Build Buttons to better reflect the Buildings Levels
Special Moments in game now include camera animation
Improved FXs for Special Projects
Updated Special Projects Models
Minor update to Way construction performance
Minor updates to Knowledge Base content to better reflect implemented game values
Improved end game decision option descriptions (Spoiler: End Game Decisions!)
Improved Building Info Panels to better show stats
Balance - Rebalanced Polar Nukes and MicroSuns so multiple launches are required (Spoiler: Stage 1 Terraforming)
Balance - Updated Power Consumption for Glass Factory and Iron Mines productivity to better match similar buildings
Balance - Increased research time amount for colonies; it takes a bit longer to complete the research now.
Once completing a tech, the tech tree no longer forces users to select a new tech.
Implemented power lens optimization and improved performance
The power toruses no longer show on icon view when using the power lens
The power lens now displays power buildings as relevant buildings
Fixed power cluster widget not showing megawatt units
Power clusters with energy deficits now display a red color
Added factory bar to maintenance lens
Updated pulse timing for secondary dialogue
Improved normal lens to display when hubs are empty
Improved naming conventions for building levels
Implemented minor improvements to logistics performance
Implemented minor updates to building models
Improved black polar dust FXs
Changed scroll sensitivity in Lens List
Balance - Removed Uranium Mines Lvls 2 / 3
Balance - Updated landing site resource spawning to avoid exploits:
Will ignore resources that are already in range
Will not spawn in already revealed tiles
Balance - Migration now considers RP-efficiency of the different colonies
Balance - buildings no longer decay during the tutorial phase
Balance - Added a second task to the More Workers Directive
Balance - Tutorial: Inverted carbon and iron spawn distances; implemented small adjustment to all spawn distances
Balance - Significantly reduced direct co2->o2 effectivity of biodomes and aquadomes. Halved production for oxygen release plants. Decoupled Flora co2 generation from biodome stats
Added a disable button to special projects
Balance - Updated requirements priorities so that factory hoarding is on top of minimum storage
Scanner Lens optimization: The veins widgets now fades when located on the borders of the planet
Added space elevator animations
Fixed several line subtitles to match VO recordings
Fixed issue with Storage centers not showing the correct MAX value on load
Fixed several Popup copy to match actual requirements
Fixed issue with landing site icons not being visible from Orbital view
Fixed several issues with dialogue triggering and running when game conditions should have prevented them
Fixed issue that would eliminate resources when a Special Project was canceled
Fixed minor issues with UI
Fixed an issue that was preventing the Mars nomenclature from being displayed
Fixed issue that would not show lines on the Climate Lens
Fixed issue with Building Info Panel not updating values in some cases
Fixed minor issue that occurred when finishing a project
Fixed issue that would trigger dialogues while others were playing and could cause continuity issues
Fixed issue that would prevent the Maintenance Lens from displaying the correct building color when out of reach
Fixed issue that would allow players to select enemy units
Fixed serialization breaking upon opening Terraforming Build Category
Fixed Build Button remaining hovered when reopening category
Fixed Build Button auto-selecting a building’s highest level when clicking outside of level buttons
Fixed issue that caused the World Build Button to become locked and unable to close
Fixed World Build Button not closing the vein info panel
Fixed Build Panel not showing the correct building power requirement for different levels
Fixed Vein Info Panel remaining open when changing Lens
Limited Chars for Savegame file names
Fixed issue that would spam FXs once enemies die because of time limit
Fixed overflow on scrap panel
Adjusted Veins Colors for better readability
Fixed issue that would have some story quests show up after killswitch (End Game Decision Spoiler!)
Fixed sporadic issue that caused the initially revealed area to not include correctly spawned and necessary resources inside the radius.
Fixed military drone factories producing units when hives are not operative or available
Fixed issue that would trigger Asterion Quest during Second Battle (Combat spoilers)
Fixed new Special Projects not appearing in old saves.
Fixed cinematics depth of field issue.
Fixed cinematics not running in normal lens.
Fixed issue that would not trigger the combat music when being attacked
Fixed issue that caused SFXs to be too loud while zoomed-in.
Fixed colonies killing colonists upon scrapping the building.
Fixed Uranium mines not disabling its particles when hiding the vein
Fixed Uranium mine particles not being affected by speed
Fixed vein world panel distorted on mouse overview
Fixed world build panel starting opened and glitched upon starting a game
Fixed Special Projects animations so they no longer break during load
Fixed issue that would not decrease the volume of the SFXs during calls
Fixed World Build Button not closing the vein info panel when showing
Fixed Vein Info Panel remaining open when changing Lens
Fixed Uranium mines not disabling its particles when hiding the vein
Fixed Uranium mines particles not being affected by speed
I implemented the new Flatline exclusive weapon, M79 Grenade Launcher. And also creating a new shop system for Flatline. You will be able to buy weapons as normal, except this time they do not come with attachments. You will also be able to buy attachments separately for each weapon (that supports attachments). More purchasable upgrades will be added later on, as the system is slowly being expanded upon.
Headcount is in testing for PlayStation compatibility, and I am working on adding DualShock controller compatibility to the game as I am aware not everyone owns two move controllers!
#TeamAlex
Continuing scripting for the new levels, nothing super exciting to show off there. I’m also assisting Lawrence on the PS4 side with adding some PSVR specific assets for the menu, plus correcting the controller angle/position (which, while I had a whole system set up to configure this on the PC side, is having some non-obvious issues with the PSVR controllers)
#TeamBrian
Had a fun week, still working on the maps! Want a sneak peak?
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And that’s it for this Dev blog, come join us on #FreeKeyFridays at our twitch for a chance to win a key for Contagion or Contagion VR: Outbreak.
I implemented the new Flatline exclusive weapon, M79 Grenade Launcher. And also creating a new shop system for Flatline. You will be able to buy weapons as normal, except this time they do not come with attachments. You will also be able to buy attachments separately for each weapon (that supports attachments). More purchasable upgrades will be added later on, as the system is slowly being expanded upon.
Headcount is in testing for PlayStation compatibility, and I am working on adding DualShock controller compatibility to the game as I am aware not everyone owns two move controllers!
#TeamAlex
Continuing scripting for the new levels, nothing super exciting to show off there. I’m also assisting Lawrence on the PS4 side with adding some PSVR specific assets for the menu, plus correcting the controller angle/position (which, while I had a whole system set up to configure this on the PC side, is having some non-obvious issues with the PSVR controllers)
#TeamBrian
Had a fun week, still working on the maps! Want a sneak peak?
-----
And that’s it for this Dev blog, come join us on #FreeKeyFridays at our twitch for a chance to win a key for Contagion or Contagion VR: Outbreak.