Pathfinder: Wrath of the Righteous - Enhanced Edition - Starrok
The road to Hell is paved with good intentions, or so they say. And in Wrath of the Righteous, this phrase can have a quite literal meaning.
Devil is the final, 10th Mythic path in Wrath of the Righteous, available only to the Commanders who began their Mythic journey as an Aeon or Azata. It was added to the game in secrecy, never having been mentioned in any articles or announcements before release, and purposefully avoided in our social media for a good while after. Even the patch notes referred to it as a “secret Mythic” for nearly two years!
Of course, it didn’t take long for players to discover this surprise. The option of becoming an agent of Hell itself on Golarion was instantly recognized as a very cool concept, and was met with a very warm welcome. The intimidating blazing winged figure of Mephistopheles added to the picture.
However, as the time passed, we started receiving feedback from our players that, while very fun, the Devil felt somewhat… lacking in comparison with other Mythics.
Between being one of the last elements of the game to be added before release, and appearing really late into the game, Devil clearly didn’t receive as much love as some other paths.
That’s why when the game was receiving its Enhanced Edition, we felt it was a great opportunity to fix this nuisance. Our narrative team has proposed an exciting new quest for the Devil, where the events in Mendev would take a completely new twist as Queen Galfrey, devoted follower of Iomedae, would stray away from her goddess, corrupted by the Devil Commander.
The quest was deemed to be very thematic and fun, and the implementation started. Scripts were written, dialogues were prepared. At some point, bits and pieces of this quest have even ended up in the game files, where modmakers and dataminers discovered them, sharing their excitement.
But then, an unfortunate turn of events took place. The quest never made it into the Enhanced Edition, causing a lot of frustration and disappointment among the community which was already planning how they would corrupt the righteous queen. But what happened?
To understand the reasons behind this, we need to dive a bit deeper into our development process. When we plan a big update with new features, first we accumulate ideas. These come from many sources: some originate from within the team, some pop up naturally during the development process, others are adapted from your suggestions, comments, results of community polls and popular mods. Yes, we read what you guys write, and quite a lot!
Then we vote. After voting for the features for the Enhanced Edition, new content for the Devil Mythic path ended up roughly in the middle of the list, with the cutoff line being just slightly below. Normally, that would mean it would be implemented.
Unfortunately, things don’t always go as planned. A combination of unexpected delays, errors in estimation and a few force majeure factors left us in a position where we weren’t able to finish it in time. With a heavy heart, we were forced to scrap the quest altogether.
We’ve come out with an honest explanation and expressed hope that one day in the future, we might be able to come back to it.
Most likely, you've already guessed where this is going.
It was sad to watch the endless stream of memes about the abandoned Devil all these years, knowing we didn’t deliver what we wanted. Many members of the team play our games as well, or even originate from the community itself, and they were as frustrated as the community was about this.
Eventually, an initiative has gained momentum inside the dev team, to come back and rewrite this frustrating chapter of our game’s history. It helped a lot that you, the players, didn’t forget the Devil and kept asking questions and sharing your pain in numerous comments and suggestions for all this time. Thanks to that, and a massive enthusiastic drive from certain members of the team, we were finally able to allocate the necessary resources and finish what was started!
With the DLC6 “A Dance of Masks” marking a major milestone for Wrath of the Righteous, we agreed that there would be no better time to release this new story content for the Devil than the patch that comes alongside the DLC.
Here’s a little glimpse of what is expecting you:
We hope that this late, but very anticipated gift to our community will make our players happy. We are sorry that this took so long, but we believe that it’s always better late, than never.
And… Before you ask, no, this does not mark the end of our adventure. Not yet. There are still cards up our sleeve to surprise you!
Stay tuned and enjoy your Lawful Evil shenanigans!
First of all, we want to say thank you to everyone! It has been an incredible journey so far, and we couldn’t be more grateful for all your feedback and responses since our EA release. After our initial series of hotfixes, we stayed quiet for a couple of weeks to work on some new content, further optimization, and bug fixes. Obviously, there are still multiple steps to go, but we hope you enjoy this first small content & QoL update!
NEW AREA
For our first map expansion, we chose to incorporate more of the Southeast Asian identity to the map in the form of a small fishing village. This is just the start to our ongoing priority of expanding on the environment to achieve a more authentic feel to the world. The location features additional environmental storytelling regarding the rebellious VLF faction storing their arms and cargo in the settlement.
NEW WEAPONS
With this update, we also introduce two new weapons to our lineup. The much loved KRISS Vector and Remington M700. Both could be used in a deadly combination for long-range and close-range encounters.
NEW ATTACHMENTS
The AK-74M also gets some love with the newly added SAG MK3 conversion kit together with a new SAG buffer tube and stock. We have finally also added an AK-74M muzzle brake and suppressor. We also want to take the opportunity to give a shoutout to SAG (Sureshot Armament Group) for providing us with the models. We hope you enjoy the new AK attachments!
GAMEPLAY CHANGES
With this patch, we also want to introduce some balancing updates that are based on your feedback. First of all, we nerfed painkillers. We reduced the healing amount and the general availability. It should feel less forgiving to be hit, and as the painkillers right now are very easy to consume, we’ve taken steps to compensate for that. Remember, we will have a complete health system overhaul soon, with healing animations becoming a major aspect of the healing system, so this is only a temporary “fix”. We also increased the main stash by 6 rows (yeah, more LOOT) and added a manual wipe option for those who cannot get enough and want to start all over! :)
QOL
We also addressed a couple of QoL improvements. For instance, we adjusted and streamlined the weapon slot usage in the inventory and improved the overall look of the item icons. Furthermore we also reduced the VRAM usage on Quarry drastically by switching to Runtime Virtual Textures, which hopefully produces better results on GPUs below the previous minimum requirements. To view all QoL improvements, have a look at the complete patch note list!
CONCLUSION
To wrap it up, this update should lead to an overall more polished and smoother experience while also providing some additional content to play around with. This is only the first step, and we cannot wait to bring more content updates to you later this year. Follow us on our socials [[url=https://www.youtube.com/@IncursionRR]Youtube[/url], Twitter ] to be always up to date and make sure to join our discord server [hyper link]! Thanks again, and see you on your mission!
FULL PATCH NOTES
**DISCLAIMER**
! This update will wipe your inventory !
[ADDITIONS] - Added new village area to Quarry. - Added different spawn points. - Added Remington M700. - Added KRISS Vector. - Added SAG MK3 Conversion kit + additional AK attachments. - Added standard belt. - Added movable targets to hideout. - Added manual option to wipe account in menu. - Added session option to toggle friendly fire ON/OFF. - Added free-look.
[AI] - Reduced AI footstep noise alert radius.
[GAMEPLAY] - Reduced Painkiller healing amount from 60hp to 25hp. - Reduced Painkiller spawn count & vendor count from 2 to 1. - Increased stash slots. - Removed backpack stacking. - Added manual-wipe option.
[QoL] - Adjusted run animation weapon position. - Adjusted several weapon & attachment dimension to be more streamlined. - Updated inventory UI/font. - Updated weapon/attachment materials. - Updated DLSS to version 3.7 - Improved leaning poses. - Improved item icons quality. - Improved NVGs visibility & brightness. - Improved inventory management: -> Easier drag & drop. - Improved Performance. - Reduced VRAM usage on Quarry: -> Less blurry textures. - Removed First-person shadows: -> More evenly lit First-person hands/weapons.
[FIXES] - Fixed shotgun reload. - Fixed several animation glitches. - Fixed interaction not always showing for AI dead bodies. - Fixed several smaller bugs.
- Potentially fixed the bug that that prevented the first set of bosses in the Kurohosi Castle from dying and stayed at 0 hp.
- Enemies now scale properly when loading a game after beating at least one camp.
- Cards were redesigned so they are easier to read.
- Decreased the chances of getting a rare card after a non elite/boss fight, specially in the very early nodes.
- Dodge+: Cost down from 2 to 1. Instances of damage negated down from 2 to 1.
- Changed most of the Final Boss' attacks from a single hit to multiple ones. Damage stayed roughly the same.
- Fixed many Huntress card that were incorrectly tagged.
- Fixed typos.
We are excited to announce that our Relaxing Simulator will be released on Steam tomorrow! Immerse yourself in a world of relaxation and explore beautiful environments.
Try the free demo today to see if our game meets your expectations. If you enjoy the demo, you'll love the full game!
Stay tuned for more details and information tomorrow on the official release. We can't wait to start this relaxing journey with you.
We updated the Experimental application. Check our web article for information.
1.2.0.23 Changelog
Assets
Added: UH-1H and Mi-8 machine gun magazines into Arsenal
Changed: Increased max weight of the IIFS backpack
Tweaked: Lights on UAZ452 were dark from afar
Tweaked: PKMT on Mi8 now uses 2Ball1Tracer magazine instead of 4Ball1Tracer
Tweaked: Inventory preview of M60D mag
Stability
Fixed: Crash on server when a character attempts to enter a vehicle without a VehicleAnimationComponent
Fixed: Crash when removing damage effects
Fixed: Crash when entering a compartment with no PositionInfo set
Fixed: VME on SCR_ResourceContainer.Clear
Fixed: VME with MultiPhaseDestructibles colliding with terrain
Fixed: VME avoided when canceling Get In waypoint mid-activity
Fixed: Crash caused by simultaneous system registration/un-registration in turret component
General
Added: Ukrainian localization
Changed: Optimized destruction OnFilteredContact
Changed: MultiPhaseDestructibles no longer collide vs other static entities
Changed: Updated localization
Changed: Increased the incendiary effect on destruction of fuel tank being destroyed on trucks
Changed: Made all extremities (hitzones further away from center of mass) less likely to bleed
Tweaked: Moved lock controls user action to both sticks for pilot and copilot
Fixed: Explosive charges would remain attached to the slotted parts of the vest when player would equip that vest
Fixed: Vehicles - Machine gun is stuck in quickbar after exiting machine gunner seat
Fixed: "Remove casualties" action missing on some vehicles
Fixed: Switch seats animations to the Mi8 front turret
Fixed: Character would not go to sitting animation when closing doors from inside of a vehicle without char animations
Fixed: Previously incorrect condition for locking seats when entering them, allowing 2 chars to enter 1 seat
Fixed: Character pose in turret and its replication and replication of aiming in turret
Fixed: Teleporting from a child object of a vehicle would choose the incorrect door
Fixed: Starting a new CommandVehicle on server when a player reconnects leading to desync in vehicle state
Fixed: Binding the correct door when entering a vehicle consisting of multiple parts
Fixed: Character moves with vehicle while getting in
Fixed: Character gets stuck on get in after surviving a get in interrupted by vehicle deletion
Fixed: Obstructed door can lead to character teleporting high up on roofs and such
Fixed: If the get out animation started, character can continue exiting into geometry
Fixed: Kicking dead characters out of vehicles would not work and would desync the door state
Fixed: When getting in to the helicopter as a navigator player no longer gets stuck, also fixed alignment points when getting in or out the Mi8 helicopter
Fixed: User action inconsistency of get in, get out, open, and close door on various vehicles
Fixed: Character could get stuck if mashing X during get in
Fixed: Character no longer gets stuck when entering the gunner seat on UH1. Replaced compartment seats on the UH1 cargo seats prefab for compartment door reference
Fixed: Character clips through the roof when getting in and gets stuck inside the vehicle of UAZ452 ambulance as a doctor or patient
Fixed: Door opening no longer get stuck when getting out from the rear doors of M997 ambulance
Fixed: Opening/ closing doors from inside as driver/codriver no longer makes the character rotate in their seat
Fixed: Reexported switching seats and idle poses for copilot/pilot of UH-1
Fixed: Submunition spawns twice when submunition has RplComponent
Removed: ExitGame button removed on Consoles
Removed: Decimal numbers by radio frequencies
Playable Content
Added: Road network initial state data for Conflict and CombatOps maps that take into account pre-placed objects
Changed: US field hospital composition no longer contains a large amount of supplies
Changed: Conflict notifications are now controlled by Notification Interface settings
Fixed: It was possible to respawn on a lost base
Fixed: Improved performance after selecting a faction in conflict role selection menu
Game Master
Fixed: Teleporting players in paused GM would break their animations
Fixed: Defend WP was replaced by suppress WP in living quarters
Fixed: GM delay caused by preloading that caused group not to be set
AI
Added: Soldiers learned to adapt intensity of suppressive fire based on estimated threat
Changed: Pathfinding failure of leaders not transferred to the group
Changed: Invoke move to location only when there's a significant distance
Tweaked: AI detection time coefficients. Now detection time is a bit bigger
Fixed: AI turret operator in a car wasn't looking forward when moving to a waypoint
Fixed: Spamming GetIn / GetOut command breaking the AI state
Controls
Changed: Player ADS sensitivity multiplier handling moved to script so that it can be blended by ADS progress
Fixed: Right stick aiming with turrets was significantly slower than with personal weapons
Fixed: Aim sensitivity behaves differently on Retail vs _Internal
Fixed: AI aiming was using FOV input scaling and mouse/gamepad sensitivity of player
Fixed: ADS sensitivity multiplier was not functional
Multiplayer
Fixed: Inability to host server with crossPlatform param
Fixed: Toggle loadout spawning user action not showing for deployable radios on a dedicated server
Fixed: Character sideways anims don't work when getting out of water on remote proxy
Audio
Tweaked: Removed obsolete/faulty subSonic sound definition on flares
Scenario Framework
Added: Sample world with Waypoints for AI
Removed: Missing keyword attribute that is obsolete
Workbench
Changed: Increased walkable climb check when applying navmesh rules to connection making
Tweaked: UI elements of RoadNetworkBuilderTool. Diag cleanup and diag ids for roads
Fixed: Crash when deleting roadnetwork manager
Modding
Added: Vehicle doors can specify if they require a specific graph to be bound to character to be opened/closed
Changed: Moved GetAncestorToLocalTransform() to EntityUtils
Fixed: GetAncestorToLocalTransform() failed on non-BaseGameEntity owner
Fixed: JsonLoadContainer not reading back root-level entries correctly
Hello, friends! We would like to clarify the situation that arose after the announcement trailer for our new project, Warcos 2, was released.
The first part of Warcos was developed by a team of only 5-9 people, which, honestly, was very small for such a project.
Throughout the development process, we faced numerous challenges and a rather long journey before releasing the game on the Steam platform. Unfortunately, there were some mistakes made that we were unaware of, but it provided us with valuable experience. By the time the game was released on Steam, almost no one knew about it because the marketing agency we approached failed to achieve the desired results. Sales amounted to only about $900.
The game turned out to be undesired.
We were faced with a difficult choice: to close the studio or to close the project and switch to outsourcing work to earn money and fulfill various contracts with other companies. We didn't want to lose our team and chose the second option.
After some time, we regained our strength and financial position and faced another choice. To continue developing Warcos, which by that time was already outdated and required significant reworking, or to start developing a new project with fresh ideas, mechanics, and the opportunity to showcase the progress and development of our team.
Warcos 2 is our new project on which we have huge plans and which will be distributed through the Free2Play system.
Not forgetting about the players who believed in us, supported, and purchased the first version of the Warcos game, we will prepare a special gift that they will be able to receive after the release of Warcos 2 on Steam.
We appreciate every player and hope for your understanding.
Show off your personal style with purchases from the Pirate Emporium! Pick up exclusive cosmetics such as ship liveries, costumes, weapons, pets and emotes using your Ancient Coins, purchasable with real money. Head to the Pirate Emporium to browse and buy the latest additions!
New Items – Now in Stock!
Deadlock Jailer Ship Collection
Deadlock Jailer Costume
Deadlock Jailer Weapon Bundle
Deadlock Jailer Double Barrel Pistol and Throwing Knives
Deadlock Jailer Trinket
Crimson Crypt, Lodestar and Dark Warsmith Double Barrel Pistols
Shark’s Bane Ship’s Crest
Captain’s Head Ship’s Crest
Stormfish Chaser Weapon Bundle
Stormfish Chaser Ship Collection (returning from Season Ten Plunder Pass)
Forest’s Blessing Costume Set (returning from Season Six Plunder Pass)
Creeping Cold Costume Set (returning from Season Five Plunder Pass)
Presentation Emote Bundle
In for the Kill Emote (free!)
Emporium Post-Purchase Recommendations
Players purchasing items from the Pirate Emporium will now be shown a recommendation, suggesting similar items they may enjoy and allowing them to fast-track to the suggested offer.
Outpost Cosmetics
New Outpost Stock!
The Outpost weapon shops now stock a further range of Heavy Swords and Rapiers from the Seared Forsaken Ashes, Scorched Forsaken Ashes, Parrot, Sunshine Parrot and Nightshine Parrot sets, locked behind their associated Commendations.
The Avian Courtly Jacket is also available from the Outpost clothing shops for gold.
Fixed Issues
Gameplay
Players joining a crew in progress near a World Event will no longer find themselves appearing on the Ferry of the Damned, and should now arrive as intended at their crew’s ship.
Players are no longer able to use a fishing rod while travelling through the air to modify their trajectory.
Crews retrieving treasure from on board Skeleton Ships within a Fleet encounter will no longer find those items reappear when a ship resurfaces.
Crews clearing out a Siren Shrine or Treasury will now find the rewards are randomised when the location refreshes, preventing players from farming specific items.
Players rolling a 20 with the Roll a D20 Emote will now unlock the Critical Roll Commendation.
Burying a depleted Ashen Winds Skull will no longer replenish its power when uncovered.
Crews defeated in an Hourglass battle will no longer see a low-quality scene before being sent to the Tunnels of the Damned.
Captains should no longer be able to place multiple Scourge of the Sea Trinkets aboard their ship.
The Captain's Logbook will now consistently appear in the wreckage of a ship defeated in an Hourglass battle.
Crews raiding the Treasury Vault of an emergent Sea Fort will no longer find a suite of Order of Souls treasure, and will instead find a more balanced mix.
The Eye of Reach now deals the intended amount of damage to Ocean Crawlers in vulnerable or shielded states.
Players who have purchased the Parakeet Sea Dog Outfit for their parrot will now see it present in the Pet Chest.
‘The Legend of Monkey Island’ – Time spent playing the Monkey Island Shanty will now be counted in Milestone statistics.
The War Chest
Crew members will now unlock progress towards the Title Fight Commendation when a Skeleton Lord is defeated by another member of the crew.
Crew members will now unlock progress towards the Rib Roast Commendation when an Ashen Lord is defeated by another member of the crew.
Throwing Knives
Throwing knives hitting a capstan, Ammo Box or Armoury will now disappear and not block player interaction with the object.
After throwing a knife, players should now consistently be able to sprint freely without being impeded.
Players aiming a throwing knife should no longer feel a stutter when moving.
Players will no longer be able to perform a heavy attack and then throw a knife in quick succession when using the throwing knives.
Players stowing their throwing knives while charging a heavy attack will no longer retain the charged state when equipping the weapon again.
Throwing knives now deal the intended amount of damage to Kraken tentacles.
Throwing knives will now behave correctly when dropped off a ship into the water.
Throwing a knife and quickly switching weapons should no longer display a knife attached to the player’s hand.
Throwing a knife into water now displays the full splash visual effect.
Throwing knives lodged in the environment will now glint smoothly when observed while moving around.
Throwing knives stuck in the environment will now fade out smoothly when they expire.
Bone Caller
Bone Caller Skeletons will no longer appear on a sinking ship, and as a ship sinks any remaining skeletons will be destroyed.
During a Kraken encounter, Bone Caller Skeletons will now wait patiently for a threat they can reach.
While inside a Siren Treasury, any skeletons remaining when the water level rises will now be destroyed.
Bone Caller Skeletons can no longer be summoned in the Pirate Legend Hideout.
Bone Caller Skeletons summoned in the Sunken Kingdom will now attack threats on sight and will not wait to be attacked first.
Double Barrel Pistol
Players are now able to queue up a charged shot while reloading, so that once the reload is finished the shot begins charging.
Players can now consistently reload from Ammo Crates/Pouches after using the Double Barrel Pistol.
The Aim Down Sights camera speed is no longer retained after firing a charged shot.
Players who are killed while charging a shot will no longer fire the shot upon death.
Switching equipment after firing an aimed shot with the Double Barrel Pistol will no longer cause the item to appear in its secondary use state.
The Double Barrel Pistol now deals the intended amount of damage to Kraken tentacles and Gold Hoarder Skeletons.
The Double Barrel Pistol now deals the intended amount of damage to Ocean Crawlers in vulnerable or shielded states.
Firing a charged shot while inside a ship will now play the full firing visual effect.
Horn of Fair Winds
The Horn of Fair Winds can now be sold to all Trading Companies for the correct price even when fully depleted.
Players standing at the front of a Rowboat can now be pushed back by the Horn of Fair Winds.
Burying a depleted Horn of Fair Winds will no longer replenish its power when uncovered.
Crews should no longer be able to obtain additional Horns of Fair Winds from the same Sunken Kingdom location in short periods of time.
Pirate Emporium
The Toe Reach Emote has now had its price corrected from 249 to 149 Ancient Coins. Players who purchased the emote at the incorrect price will be reimbursed 100 Ancient Coins.
The Cutler Beckett Costume Set has now had its price corrected from 599 to 999 Ancient Coins.
Environment
Players should no longer be able to see into the environment within The Reaper’s Lair.
Volcano eruptions on Devil’s Roar islands should no longer create visual effect issues on the ground.
Skeletons will no longer become trapped under the stairs at Keel Haul Fort.
Coral Skeletons will no longer become trapped in the scenery in the Shrine of Ancient Tears.
Players should no longer find pockets of water missing within the Shrine of the Coral Tomb.
User Interface
After transitioning a Guild to a new owner, the Guild leader will now be able to begin making changes and not be required to restart the game.
Renown level notifications now display the appropriate Season 12 iconography.
The summary details shown in the Reputation tab for each Trading Company now correctly display the number of Titles unlocked.
Navigating the Report a Player menus with a mouse and keyboard or controller is now a consistent experience.
Tall Tale rewards now correctly fit within their frames when browsing the Quest Table.
‘The Legend of Monkey Island’ – Dialogue options shown during Insult Sword Fighting are now much more responsive.
Map markers for completed Tall Tales will now correctly display as unlocked on the ship’s map once completed.
Visual and Audio
Players swimming down into the Sunken Kingdom after diving for a Voyage or Hourglass battle will now see the correct atmospheric conditions on their descent.
Shooting a ship’s harpoon no longer displays a white hit marker.
Looking up at a nearby ship while underwater no longer displays a moving shadow effect on the water’s surface.
Several keys have been reduced in size to be consistent and fit properly in players’ hands.
When wielding the Stormfish Chaser Blunderbuss, players’ hands will now rest correctly on the weapon.
Text and Localisation
Small increase made to text sizes to improve accessibility within the My Ships flow on the front end.
Improvements to text sizes within the Tall Tales section of the Quest Table to resolve overlapping text in non-English languages.
The Infinite Depths Weapon Pose Emote now fits neatly within the Emote Radial.
Performance and Stability
PC players adjusting resolution scaling will now see a warning that game performance will be affected.
Reduced scenarios where players may receive a Hazelnutbeard error following migration to a new server.
Further improvements made to game stability to reduce scenarios where players experience an unexpected exit from the game or become disconnected from their session.
Known Issues
To learn more about known issues in Sea of Thieves currently being tracked and their status, head over to our Known Issues support site article.
The start of the Inferno expansion will also introduce Twitch Drops into Warhammer The Horus Heresy: Legions! Learn how to set up your account to earn awesome rewards while supporting content creators in the latest web post.
The first Twitch Drops campaign will go live at the start of Warhammer Skulls to celebrate the Space Wolves release! Set up your account now and be ready to unlock up to 5 Space Wolves crates for free.