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The time has come to embark on a journey to a realm overrun by demons in an epic RPG from the creators of Pathfinder: Kingmaker. Explore the nature of good and evil, learn the true cost of power, and rise as a mythic hero capable of deeds beyond mortal expectations.

Pathfinder: Wrath of the Righteous is now available on GOG.COM! Before playing, read our interview with the game’s creators and learn more about the its rich universe.

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I hope there will be an option to buy only the Season Pass without all the goodies.
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Mori_Yuki: So obviously this isn't fully DRM-free because without granting internet access this game refuses to launch. It asks for an outgoing connection to various ports in the 2xxx range and a remote TCP connection. I opened up a post in the Pathfinder forums about this because I am really tempted to refund. Yes, over such a petty little thing as this, because I don't think I wish to share any data without Unity or Owlcat.

Edit: A developer or representative got back to me and they are going to look into it. So maybe by the time you are reading this it might be fixed which I really hope. Can't be that big of a thing to patch it out or disable it. Sorry for venting but this is really an unacceptable issue for me little and innocent it may seem to be ...
That's strange as I don't have that issue as I denied access to the uploading of statistics, so I can launch this game offline, no problem...

BTW, Loving the game so far, I've been playing for the last 4-5 hours and having a blast, I'm taking a break for lunch though... Yes, I am a night owl.
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Mori_Yuki: So obviously this isn't fully DRM-free because without granting internet access this game refuses to launch. It asks for an outgoing connection to various ports in the 2xxx range and a remote TCP connection. I opened up a post in the Pathfinder forums about this because I am really tempted to refund. Yes, over such a petty little thing as this, because I don't think I wish to share any data without Unity or Owlcat.

Edit: A developer or representative got back to me and they are going to look into it. So maybe by the time you are reading this it might be fixed which I really hope. Can't be that big of a thing to patch it out or disable it. Sorry for venting but this is really an unacceptable issue for me little and innocent it may seem to be ...
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TZODnmr2k5: That's strange as I don't have that issue as I denied access to the uploading of statistics, so I can launch this game offline, no problem...

BTW, Loving the game so far, I've been playing for the last 4-5 hours and having a blast, I'm taking a break for lunch though... Yes, I am a night owl.
In my case the option was already deactivated as I've explained here My Issue

So this couldn't possibly have been the issue. I followed Cookiie's advice, cut my connection to see whether it is active in the settings, which it wasn't. Shut the game down, established an Internet connection, and when I tried starting the game again it would ask for connection (because I only allowed connection temporarily while Internet was down), it would shut-down again after some seconds.

I also published a workaround that's working for me and in this case using Comodo as my security suite. Though the same should work with any other firewall.
Post edited September 03, 2021 by Mori_Yuki
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Mori_Yuki: In my case the option was already deactivated as I've explained here My Issue

So this couldn't possibly have been the issue. I followed Cookiie's advice, cut my connection to see whether it is active in the settings, which it wasn't. Shut the game down, established an Internet connection, and when I tried starting the game again it would ask for connection (because I only allowed connection temporarily while Internet was down), it would shut-down again after some seconds.

I also published a workaround that's working for me and in this case using Comodo as my security suite. Though the same should work with any other firewall.
Yeah, that fuckin' sucks, I suppose I did not notice it because I use Comodo as my firewall by default due to windows firewall being a fuckin' asshole that randomly disables my permissions forcing me to re-add exceptions and the like... so I keep that shitty FW disabled!
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Mori_Yuki: In my case the option was already deactivated as I've explained here My Issue

So this couldn't possibly have been the issue. I followed Cookiie's advice, cut my connection to see whether it is active in the settings, which it wasn't. Shut the game down, established an Internet connection, and when I tried starting the game again it would ask for connection (because I only allowed connection temporarily while Internet was down), it would shut-down again after some seconds.

I also published a workaround that's working for me and in this case using Comodo as my security suite. Though the same should work with any other firewall.
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TZODnmr2k5: Yeah, that fuckin' sucks, I suppose I did not notice it because I use Comodo as my firewall by default due to windows firewall being a fuckin' asshole that randomly disables my permissions forcing me to re-add exceptions and the like... so I keep that shitty FW disabled!
That's exactly what I was doing and after getting around this initial problem several others were rearing their ugly heads. From mouse-cursor, which was described by many in Pathfinder which I never experienced myself, memory being eaten up by the process, to CTD's, all within an hour of actual game play. My guess is that in one way or another it is Unity that's causing them because that's what I had with in other games made with this framework. Ultimately now I wiped all content from my drive and requested a refund. Euro 98.99 is just a bit to much to put up with this where I can as well wait until most other reported problems are fixed. I don't like to make use of this option and so far only ever took that step with one other game which also hurt me to do it.

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As relates to requesting a refund, cudos, GOG! It's now one form accessible from order history, a click on a button and it's getting processed. No more mails back and forth, no questions asked, splendid! That's what I call customer friendly.
Post edited September 04, 2021 by Mori_Yuki
Surprised to see so many critical comments about the first game. I thought it was excellent. The best classical RPG since the original Baldur's Gates. I did play it late, tho, when presumably most bugs had been ironed out. I actually quite liked the kingdom management too, but then I like builder or strategy games. Thought it was a nice mix of exploring the world, solving quests, and taking care of the kingdom you had just won.

The only weak spot in the game, in my view, was the last 10% or so. Too many copy-pasted groups of the same enemies, and most were huge bullet sponges. A massive, MASSIVE pain to hack through all that. Up to that point, however, the game had been great fun. Decisions mattered and had real consequences, interesting characters and NPCs, and it actually has that lovely real-time with pause system. Hard to find these days, as almost every RPG uses the slow-as-feck turns system. It was fun to have more chaotic combat again, with many moving parts.
What kind of playtime have people been taking?. Level caps?.
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TZODnmr2k5: Yeah, that fuckin' sucks, I suppose I did not notice it because I use Comodo as my firewall by default due to windows firewall being a fuckin' asshole that randomly disables my permissions forcing me to re-add exceptions and the like... so I keep that shitty FW disabled!
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Mori_Yuki: That's exactly what I was doing and after getting around this initial problem several others were rearing their ugly heads. From mouse-cursor, which was described by many in Pathfinder which I never experienced myself, memory being eaten up by the process, to CTD's, all within an hour of actual game play. My guess is that in one way or another it is Unity that's causing them because that's what I had with in other games made with this framework. Ultimately now I wiped all content from my drive and requested a refund. Euro 98.99 is just a bit to much to put up with this where I can as well wait until most other reported problems are fixed. I don't like to make use of this option and so far only ever took that step with one other game which also hurt me to do it.

-

As relates to requesting a refund, cudos, GOG! It's now one form accessible from order history, a click on a button and it's getting processed. No more mails back and forth, no questions asked, splendid! That's what I call customer friendly.
Yeah, I really, REALLY despise unity, as a great many excellent games have been crippled by that shit engine, yet too many indie developers have this cult-like attachment to that fuckin' engine, so we are constantly stuck with great games that have shit performance one way or another!

Unreal Engine is a much, much better engine as you can make much larger, complex worlds without murdering performance!

Sad to see you having to refund the game as it's a really great game, (Though GoG has the best refund policy out there!) oh, and if you would have deleted "Rewired_DirectInput.dll" that would have taken care of the jumping mouse issue, it's safe to delete it as they only included it for controller support at a later date...
Post edited September 05, 2021 by TZODnmr2k5
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Mori_Yuki: That's exactly what I was doing and after getting around this initial problem several others were rearing their ugly heads. From mouse-cursor, which was described by many in Pathfinder which I never experienced myself, memory being eaten up by the process, to CTD's, all within an hour of actual game play. My guess is that in one way or another it is Unity that's causing them because that's what I had with in other games made with this framework. Ultimately now I wiped all content from my drive and requested a refund. Euro 98.99 is just a bit to much to put up with this where I can as well wait until most other reported problems are fixed. I don't like to make use of this option and so far only ever took that step with one other game which also hurt me to do it.

-

As relates to requesting a refund, cudos, GOG! It's now one form accessible from order history, a click on a button and it's getting processed. No more mails back and forth, no questions asked, splendid! That's what I call customer friendly.
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TZODnmr2k5: Yeah, I really, REALLY despise unity, as a great many excellent games have been crippled by that shit engine, yet too many indie developers have this cult-like attachment to that fuckin' engine, so we are constantly stuck with great games that have shit performance one way or another!

Unreal Engine is a much, much better engine as you can make much larger, complex worlds without murdering performance!

Sad to see you having to refund the game as it's a really great game, (Though GoG has the best refund policy out there!) oh, and if you would have deleted "Rewired_DirectInput.dll" that would have taken care of the jumping mouse issue, it's safe to delete it as they only included it for controller support at a later date...
Thank you for offering this fix. Even though it's not going to help me I hope others looking for a solution will benefit from it. :-)

It is indeed sad for me that in the end I really had to request a refund. When opening the topic I just wanted to vent a little knowing that it should be an easy fix for Owlcat. It wouldn't have been very difficult for me to look past bugs still being present in the game as long as they don't break it. Some beta testers reported that there are still instances where known game-breaking bugs exist or could still exist.

I would have stuck out with it and kept playing if only it was possible. Since there were so many issues in such a short amount of time which normally I would try to fix. Knowing that GPU spike is not fixable and CtD's which couldn't be fixed applying the workarounds really left me with no other choice.

Unreal engine would have been a good choice though there's never any guarantee that in the end a game will perform better or doesn't crash every so often when a developer doesn't know what they are doing. Even though I do it for myself, I tried several engines and absolutely disliked Unity, because it's horribly time consuming to get the most basic things done. It's just limiting what can be done, cameras, menu screens EVERYTHING is limited in one way or another.

From a game play perspective and this is Unity again, The Marvelous Miss Take, which isn't demanding on hardware. It stutters horribly when the character moves or an when an action is executed. This is the offline version of it. There is also a Unity web-player version I discovered the other day which performs without issues, no stutters, fluid animation, a joy to play. I mentioned other games I had the same issues minus CtD with this little gem

This was the first and only game so far I had ever had to request a refund for. Another case where I felt bad about having to take that step because I enjoyed its predecessor to no end. A unique game and fun to play which from a typing game I would never have expected to be honest. I made a promise to buy it day one and did and well ... refund.

The gist of it is while they were less expensive, the price tag of Pathfinder was just a little to much to have it sit in my library instead of being able to play and enjoy it, even though I got to buy it again at a later date, sadly the pre-order bonus content will not be available to me then. Not that I pre-ordered at the 11th hour just for that. Just saying. ;-)

That said, i hope you are able to enjoy Pathfinder without encountering to many bugs along the way. :-)
Post edited September 05, 2021 by Mori_Yuki
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Mori_Yuki: Thank you for offering this fix. Even though it's not going to help me I hope others looking for a solution will benefit from it. :-)

It is indeed sad for me that in the end I really had to request a refund. When opening the topic I just wanted to vent a little knowing that it should be an easy fix for Owlcat. It wouldn't have been very difficult for me to look past bugs still being present in the game as long as they don't break it. Some beta testers reported that there are still instances where known game-breaking bugs exist or could still exist.

I would have stuck out with it and kept playing if only it was possible. Since there were so many issues in such a short amount of time which normally I would try to fix. Knowing that GPU spike is not fixable and CtD's which couldn't be fixed applying the workarounds really left me with no other choice.

Unreal engine would have been a good choice though there's never any guarantee that in the end a game will perform better or doesn't crash every so often when a developer doesn't know what they are doing. Even though I do it for myself, I tried several engines and absolutely disliked Unity, because it's horribly time consuming to get the most basic things done. It's just limiting what can be done, cameras, menu screens EVERYTHING is limited in one way or another.

From a game play perspective and this is Unity again, The Marvelous Miss Take, which isn't demanding on hardware. It stutters horribly when the character moves or an when an action is executed. This is the offline version of it. There is also a Unity web-player version I discovered the other day which performs without issues, no stutters, fluid animation, a joy to play. I mentioned other games I had the same issues minus CtD with this little gem

This was the first and only game so far I had ever had to request a refund for. Another case where I felt bad about having to take that step because I enjoyed its predecessor to no end. A unique game and fun to play which from a typing game I would never have expected to be honest. I made a promise to buy it day one and did and well ... refund.

The gist of it is while they were less expensive, the price tag of Pathfinder was just a little to much to have it sit in my library instead of being able to play and enjoy it, even though I got to buy it again at a later date, sadly the pre-order bonus content will not be available to me then. Not that I pre-ordered at the 11th hour just for that. Just saying. ;-)

That said, i hope you are able to enjoy Pathfinder without encountering to many bugs along the way. :-)
It really sucks that you had to refund it, as it's a very compelling and addictive game, I'm just now taking a little break before going back in, I hope that you'll be able to enjoy it again once the bugs are taken care of, though you're right, the game has these bugs/memory issues baked into that shitty engine!

I am not a game developer myself but I am a hobbyist 3D artist so I can grasp the concept of having too many assets loaded into a scene, which from my understanding unity has a very small asset budget in order to maintain stability, I look at subnautica and the reason why the performance doesn't tank is that they are dynamically loading/unloading assets and keeping the world chunks small!

But there are indeed too many amateur developers that have great ambitious games that end up being crippled due to not developing the game in order to limit their ambition with unity's limitations, the signal from tova, and eastshade comes to mind...

I hope when URE5 comes out and has a couple of games under its belt that indie devs will finally leave unity behind as it really infuriates me that too many excellent games are being developed on that shit engine, again, I hope you'll be able to give this game another go as it's really well done, bugs not included of course!
Post edited September 05, 2021 by TZODnmr2k5
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TZODnmr2k5: It really sucks that you had to refund it, as it's a very compelling and addictive game, I'm just now taking a little break before going back in, I hope that you'll be able to enjoy it again once the bugs are taken care of, though you're right, the game has these bugs/memory issues baked into that shitty engine!

I am not a game developer myself but I am a hobbyist 3D artist so I can grasp the concept of having too many assets loaded into a scene, which from my understanding unity has a very small asset budget in order to maintain stability, I look at subnautica and the reason why the performance doesn't tank is that they are dynamically loading/unloading assets and keeping the world chunks small!

But there are indeed too many amateur developers that have great ambitious games that end up being crippled due to not developing the game in order to limit their ambition with unity's limitations, the signal from tova, and eastshade comes to mind...

I hope when URE5 comes out and has a couple of games under its belt that indie devs will finally leave unity behind as it really infuriates me that too many excellent games are being developed on that shit engine, again, I hope you'll be able to give this game another go as it's really well done, bugs not included of course!
Come time I will be able to enjoy Wrath it's only going to be a matter of time. If Cookiie is any indication for their general dedication I suspect to be able to purchase it past Christmas or early next year. Meantime there are still more than enough games to fill the gap. :)

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You are into 3D as well? Nice! I am as well since way back when Maya and 3DS were still Beta and there wasn't any guides or Internet to look up how it's done. Those were the times. :D

Yes, loading and unloading of assets, UE (4) and 5 even more so, offer more elegant solutions. Not to mention that with this engine there are more professional plug-ins and resources available. Best of UE is there is little you can't do without compromising on anything other than maybe light sources and certain effects to use sparingly or use them in a certain way much rather. Personally I'm into 2D game programming using SFML atm. doing some retro stuff for the fun of it. So both a hobbyist in 2D/3D as well as programming and game programming to maybe one day I will get my own game out there however modest it's going to be. :)

I really do hope that many more will see the light and switch over to UE giving a boot to Unity where practically each new update can break something (for developers) not to mention for we players. Support is awesome even for someone not really heading into a professional direction. Also you can do 2D, Isometric (saw a phantastic 2.5D game in-dev which I can't remember the name of), anything at all your fantasy and skills are the limit. I do love the blueprinting and pipeline between Maya/3DS and blueprinting which is easy and fun to use because that's what you basically do with Hypervisor and Hypershade practically all the time. So, yes, can Unity, use Unreal Engine for the love of your future customers, dear developers fledgling or otherwise. :)
Does this have the kingdom management that Kingmaker had? That really put me off of buying Kingmaker.
I'd like to dip my toes into some newer/post Pillars CRPGs, especially with RTwP.
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pkk234: Does this have the kingdom management that Kingmaker had? That really put me off of buying Kingmaker.
I'd like to dip my toes into some newer/post Pillars CRPGs, especially with RTwP.
Nope, it has Crusade management, google for an image if you want to know more.

But just so you know, you can set Kingdom Management in Kingmaker to automatic IIRC, it never fails and you don't have to do anything.
I'm not a developer, but as a user my biggest gripe with Unity games is the usually very long reload times, especially late in a game (maybe due to bigger savegames). Even with SSD, it can take a stupid long time just to load a save game, and worse, to transition from one area in the game to another. Both Pillars games and the first Pathfinder was "good" examples of this.

With so many developers using Unity, I have to assume it has some good upsides too, and not just the price point. I'm not sure what that may be, but one I keep hearing about it cross platform support. As I'm on Linux and dropped Windows many years ago, this is a pretty big deal, and same for Mac users. I don't know if this would be as easy on Unreal Engine as it is on Unity. Which makes it even more frustrating that they dropped Linux support this time! :(

Think RimWorld was made in Unity as well, and that game was always super smooth for me, even in the late game with a ton of stuff happening, so it can be done. But I know the person behind RimWorld is very good at the technical sides too, and has done a lot of optimising, better pathing algorithms, etc.
Post edited September 06, 2021 by Pangaea666
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Mori_Yuki: You are into 3D as well? Nice! I am as well since way back when Maya and 3DS were still Beta and there wasn't any guides or Internet to look up how it's done. Those were the times. :D

Yes, loading and unloading of assets, UE (4) and 5 even more so, offer more elegant solutions. Not to mention that with this engine there are more professional plug-ins and resources available. Best of UE is there is little you can't do without compromising on anything other than maybe light sources and certain effects to use sparingly or use them in a certain way much rather. Personally I'm into 2D game programming using SFML atm. doing some retro stuff for the fun of it. So both a hobbyist in 2D/3D as well as programming and game programming to maybe one day I will get my own game out there however modest it's going to be. :)

I really do hope that many more will see the light and switch over to UE giving a boot to Unity where practically each new update can break something (for developers) not to mention for we players. Support is awesome even for someone not really heading into a professional direction. Also you can do 2D, Isometric (saw a phantastic 2.5D game in-dev which I can't remember the name of), anything at all your fantasy and skills are the limit. I do love the blueprinting and pipeline between Maya/3DS and blueprinting which is easy and fun to use because that's what you basically do with Hypervisor and Hypershade practically all the time. So, yes, can Unity, use Unreal Engine for the love of your future customers, dear developers fledgling or otherwise. :)
I have been an illustrator since I was a snot-nosed 4-yr old, but got into 3D as a hobbyist in my mid-late 30's I'm in my 50's now, but I was never a modeler just a poser/Daz studio enthusiast, yet I'm branching away from that with Zbrush as I was pretty ok with plasticine clay, though I am rusty with both traditional art!

I never really delved deep into unity as a hobbyist 3D artist but it is good to have some confirmation on what unity's shortcomings were which I surmised through how the performance of the games tanked!

I figured it had to be an asset loading/limited world chunks issue due to not seeing much in the way of proper LOD un/loading such as with eastshade and The signal from tova as all the assets were loaded in-scene instead of dynamically un/loading which URE5 will have...

I am still hopeful that once devs gain experience and can compare the different engines (As URE is getting easier to dev with blueprint) we can finally enjoy watching the exodus from that shit engine, as I have been reading about the disappointment from devs that have gained much more experience with unity and who don't want their ambitions stuck behind unity's limitations!

Then maybe we will see all these great post unity indie devs finally develop on URE5!

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For all those that are reading this, I do realize that there are excellent unity-made games that look great and perform well, but those are either 2D/small/isometric 3D and/or mobile games, anything more than that like large open-world games such as planet nomads and the others I mentioned, perform like ass!

The exceptions are the subnautica series, yet even subnautica has extreme frame drops which is why below zero is a much smaller world space and have aggressive assets/world un/loading within 3 meters away from the player, and why you get bugs like the ice/world space dropping out from under you, that is the assets/world space that hasn't caught up with the player!

Hell, even WOTR in spite of it being a well-developed game, still has to limit its game world, that is why it does not have a higher zoom level as the models/assets/textures are much more detailed than KM and zooming out farther than the default (Using the FOV mod) tanks performance!

I would love to see the sky and zoom towards the stratosphere while switching to an iso/3rd person view with another pathfinder game developed with unreal 5, but that would be impossible with unity's limitations as WOTR is as far as these devs can go graphically while staying within unity's limited engine...
Post edited September 07, 2021 by TZODnmr2k5