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When coming back to the capital after the war of the river kings and you get a kingdom management thingy to decide fate of pitax, it seems to be broken from the last patch, I get to choose a governor but when Linzie tells me its time to decide the fate of the academy it just breaks out of the talks and you go back to being able to walk around without actually talking to the academy people which leads to pitax never becoming yours on the map.

Edit: Title should be "Post Pitax conflict" lol
Post edited November 18, 2018 by jimmybackman
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jimmybackman: When coming back to the capital after the war of the river kings and you get a kingdom management thingy to decide fate of pitax, it seems to be broken from the last patch, I get to choose a governor but when Linzie tells me its time to decide the fate of the academy it just breaks out of the talks and you go back to being able to walk around without actually talking to the academy people which leads to pitax never becoming yours on the map.

Edit: Title should be "Post Pitax conflict" lol
hmmm guess it's another bug. F11 and report.
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jimmybackman: When coming back to the capital after the war of the river kings and you get a kingdom management thingy to decide fate of pitax, it seems to be broken from the last patch, I get to choose a governor but when Linzie tells me its time to decide the fate of the academy it just breaks out of the talks and you go back to being able to walk around without actually talking to the academy people which leads to pitax never becoming yours on the map.

Edit: Title should be "Post Pitax conflict" lol
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InEffect: hmmm guess it's another bug. F11 and report.
Report done, hope they fix it soon. In a way wish they had made a non kingdom management adventure path from the Pathfinder universe instead as their first game, much less stuff that could break if it is only a straight non timed story.
Post edited November 18, 2018 by jimmybackman
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InEffect: hmmm guess it's another bug. F11 and report.
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jimmybackman: Report done, hope they fix it soon. In a way wish they had made a non kingdom management adventure path from the Pathfinder universe instead as their first game, much less stuff that could break if it is only a straight non timed story.
picking this as a 1st game was smart in terms of resource allocation. as it puts more load on UI and game design guys and doesn't really draw much from the other departments. It allowed them to make effectively a bigger game, than it actually is.

How kingdom management ended up in such a mess is beyond me. Not just bugs, but the game-design of it looks like it was done overnight. Numbers are off, no documentation or tool-tips to speak of, no knowing of effects of your decisions, even remotely... just a mess with no good reason for it.

Masters, for example, was their substitute for crafting. Pretty smart as it limits the outcomes while still giving agency. And then it was messed up by decision of not letting you know the results before ordering an item and not letting you know what master level you are at and what influences it.

It's pretty much a story of how good ideas meet half-assed execution. It will be fixed some day, hopefully, but I can't help but wonder - why was it not done in the first place?
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jimmybackman: Report done, hope they fix it soon. In a way wish they had made a non kingdom management adventure path from the Pathfinder universe instead as their first game, much less stuff that could break if it is only a straight non timed story.
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InEffect: picking this as a 1st game was smart in terms of resource allocation. as it puts more load on UI and game design guys and doesn't really draw much from the other departments. It allowed them to make effectively a bigger game, than it actually is.

How kingdom management ended up in such a mess is beyond me. Not just bugs, but the game-design of it looks like it was done overnight. Numbers are off, no documentation or tool-tips to speak of, no knowing of effects of your decisions, even remotely... just a mess with no good reason for it.

Masters, for example, was their substitute for crafting. Pretty smart as it limits the outcomes while still giving agency. And then it was messed up by decision of not letting you know the results before ordering an item and not letting you know what master level you are at and what influences it.

It's pretty much a story of how good ideas meet half-assed execution. It will be fixed some day, hopefully, but I can't help but wonder - why was it not done in the first place?
Yeah lots of great ideas with not the best results in many cases, still would have prefered if they had made crafting a character thing instead of the masters, that way you have full control of what you get, when you get it limited by skill points allocated, spells known and so on, would be satisfying to invest couple of feats to be better at weapon crafting and get an early holy avenger sword or something for example instead of the randomness of the masters.
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jimmybackman: Yeah lots of great ideas with not the best results in many cases, still would have prefered if they had made crafting a character thing instead of the masters, that way you have full control of what you get, when you get it limited by skill points allocated, spells known and so on, would be satisfying to invest couple of feats to be better at weapon crafting and get an early holy avenger sword or something for example instead of the randomness of the masters.
crafting in PF is pita. default rules for it are awful and I'm thankful it's not in the game. also deciding between crafting and character development is bad design for a CRPGs as it simply makes you turn your extra companions into crafters. Also making a full fledged crafting is pretty hard and would take considerable effort. much more so than just making a static table of items to draw from. As I said it is smart in terms of game-design. more linear progression for mastercraft items, knowing what you order and all weapon types being represented would be a more prudent approach, though.
Post edited November 18, 2018 by InEffect
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jimmybackman: Yeah lots of great ideas with not the best results in many cases, still would have prefered if they had made crafting a character thing instead of the masters, that way you have full control of what you get, when you get it limited by skill points allocated, spells known and so on, would be satisfying to invest couple of feats to be better at weapon crafting and get an early holy avenger sword or something for example instead of the randomness of the masters.
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InEffect: crafting in PF is pita. default rules for it are awful and I'm thankful it's not in the game. also deciding between crafting and character development is bad design for a CRPGs as it simply makes you turn your extra companions into crafters. Also making a full fledged crafting is pretty hard and would take considerable effort. much more so than just making a static table of items to draw from. As I said it is smart in terms of game-design. more linear progression for mastercraft items, knowing what you order and all weapon types being represented would be a more prudent approach, though.
Crafting in NWN2 were pretty nice when knowing how it functioned, but yeah an improved system with the masters would probably be better game-wise. :)