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Dear pathfinders,

Starting from this hotfix, we are changing our development approach. We have got more than one thousand bugs exterminated by now in the 1.1 version of the game. All of those are waiting to be checked and released. To release the 1.1 version, we have to refocus the team effort from making frequent hotfixes to working on this big patch. It would take a whole week at minimum to test every aspect of our complex game. That means we need to reduce the frequency of hotfixes and the number of fixes they consist of during the next 1-2 weeks (although we will definitely attempt to address the most critical issues whether they arise).

Once the Release 1.1 version will be close to stable, we plan to make it available for everyone in special beta brunch. We would welcome those players who are interested to check the new version before it released. The detailed instruction how to play the Release 1.1 beta will be available soon.

Please, be aware of the plot spoilers in the description below (in the Quest, Areas and Kingdom sections)!



Quests

"The First Crown" quest couldn't be completed if players didn't talk to Salim Ghadafar before all crown parts would be found. Resolution: fixed.
"One Thousand and One Questionable Stories" could start earlier than intended. Resolution: fixed.
There was (one more) problem with Tristian romance not progressing after the dialog with him in the Abandoned Keep area. Resolution: fixed. Affected players should load the save file prior to this dialog and get a special romance option in it ("Let me take you home.")



Areas

Storyteller couldn't craft "Tiger Armor" and "Star Gauntlet" artifacts. Resolution: fixed.
The game could get stuck when leaving the throne room after completing the kingdom event regarding Annamede Belavarah performance at the Capital Square. Resolution: fixed.
Characters could leave the ruined basement part of "House At The Edge Of Time" area with irremovable "Wild Energies" debuff. Resolution: fixed. For effected saves where party are still at the "House At The Edge Of Time" area, players have to visit the ruined basement part and leave it again to remove the debuff.
The Defaced Sister at "Barbarian Camp" area can now count to three and provide a correct line depending on how many of her sisters the player has saved / killed.
Vendors are added to the "Pitax Town" area after conquering the city.
After leaving the councilor post Jhod Kavken could disappear from the Capital Square forever. Resolution: fixed.
Bokken didn't trade with the players during the "An Ancient Formula" quest. Resolution: fixed.



Kingdom

In rare cases, Sartaye could start coming every time the player enters the throne room. Resolution: fixed.
Events for Divine VIII and IX Rank ups as well as Arcane VII and Arcane IX could get stuck in some cases. Resolution: fixed. Projects for respective rank ups are given as intended.
Events for Community IX and X Rank ups could get stuck. Resolution: fixed. Projects for respective rank ups are given as intended.
Culture X Rank up event will start properly.
There were incorrect numbers in the Loyalty stat reward in a couple of Pitax Influence events. Resolution: fixed.
Region upgrade cards are correctly removed now when you finish upgrading the region.
Bald Hilltop events such as "Creeping Death", "Battle for the Bald Hilltop" and "Hunting the Wild Hunt" correctly complete respective quest objectives now.
Linxia stops attacks on denizens of your barony properly.
No entry points on Pitax city map. Resolution: fixed.
Quest objective "Upgrade any region" in the "How to Build a Kingdom" quest can be completed correctly now.
Quest objectives in the "Region Upgrade" quest can be completed correctly now.
Rank up time reduction project did not work. Resolution: fixed.



Classes & Mechanics

"Secret of Hooking and Summoning" killed any creatures, not just summoned ones. Resolution: fixed.
At 15th level of Arcane and Sage bloodline Sorcerer the characters received School Power - but were unable to select the school that would receive a bonus. Resolution: Sorcerers can now select the school properly. The game will try to select the favored school for sorcerers that are already past level 15 (the selection is based on the other school related feats and the spell selection of a sorcerer, favoring schools with spell focuses and higher level selected spells).
Weapon enhancing abilities of Magus, Paladin and ranger archetypes Stormwalker and Flamewarden did not affect unarmed attacks. Resolution: While the rules were ambiguous, we decided that there is no need to limit player selection in this case and made them affect unarmed attacks as well as weapons.
Alchemist counted as a divine class for the requirements of Mystic Theurge. Resolution: fixed.
The caster level check was incorrect for "Bloodbird" removal (37 instead of 26). Resolution: fixed.
"Overwhelming Presence" worked incorrectly. Resolution: fixed.
Whenever any character had two identical metamagic rods equipped on his belt the charges were spending on both. Resolution: fixed.
Paladin's archetype Divine Guardian could only use Lay on Hands as a move action on himself (while he should have also been able to use them as a move action on the target of his Divine Troth ability). Resolution: fixed.



Miscellaneous

Linzi didn't disappear after death if she died with active polymorph effect. Resolution: fixed.
Chinese localization bugs in Recipes are fixed.
I'm ok with that. Hope 1.1 will include endgame and kingdom fixes. and maybe more exp for shared exp mode so people actually can reach level 20
Post edited October 29, 2018 by InEffect
Will linux update come soon?
We still have 1.0.12
(and no DLC yet. uh..)
I was looking forward to this game, but I won't be getting it until you finally fix the broken balance... next time, spend some money/trade for games on/with proper testers!
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takezodunmer2005: I was looking forward to this game, but I won't be getting it until you finally fix the broken balance... next time, spend some money/trade for games on/with proper testers!
balance is fine. just the very last stretch has a serious difficulty spike.
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takezodunmer2005: I was looking forward to this game, but I won't be getting it until you finally fix the broken balance... next time, spend some money/trade for games on/with proper testers!
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InEffect: balance is fine. just the very last stretch has a serious difficulty spike.
Good, I don't mind being proven wrong on this, thanks for the info! I'll look forward to getting this then! ;)

EDIT: Holy shit, just saw your guide, you're pretty invested in this game, you should have been on the development team!
Post edited October 30, 2018 by takezodunmer2005
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takezodunmer2005: Good, I don't mind being proven wrong on this, thanks for the info! I'll look forward to getting this then! ;)
Holy shit, just saw your guide, you're pretty invested in this game, you should have been on the development team!
to elaborate: this game is not easy if you have no background in this/similar systems. does not hold your hand and does not scale anything to your level. it is possible to run into things you are not kitted for dealing with in optional encounters. It is also possible to lose if you do not tackle critical events in time or do not pay enough attention to your kingdom.

normal/challenging give you a bit slack, so you do not have to have everything optimal to deal with it and is pretty much a faceroll with optimal play. That said it might prove quite some challenge if you don't really know what you are doing.

hard is not very friendly to "fun" builds. It assumes you make all the correct choices with your character.

unfair is just an exercise in save-loading for the most part cause damage becomes too swingy.

hope this info helps you to make your decision.

upd. when I say difficulty is fine I mean difficulty is perfect for me on hard with some 20 years of RPG experience both tabletop and cRPG's. might not be for totally fresh player. game does have custom difficulty options, though, so you can tailor it to your preference.
Post edited October 30, 2018 by InEffect
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InEffect: balance is fine. just the very last stretch has a serious difficulty spike.
avatar
takezodunmer2005: Good, I don't mind being proven wrong on this, thanks for the info! I'll look forward to getting this then! ;)

EDIT: Holy shit, just saw your guide, you're pretty invested in this game, you should have been on the development team!
I agree that the balance is fine depending on your background, play style, and settings you choose. For me it has been near perfect.

My background/style of play:
- I played D&D/AD&D but not up to the 3.5 rule set pathfinder was forked from. So I had familiarity but details/rules were different.
- I prefer to RP and accept the result rather than reloading to try again. Once I know a game I prefer ironman/perma-death modes.

Comments:

Challenging mode with "Enemy Difficulty" set to Normal (https://www.reddit.com/r/Pathfinder_Kingmaker/comments/9j4x7g/psa_challenging_normal_enemies_is_the_closest_to/) seems to match the expected Average Party Level (APL) to Combat Rating (CR). So you can adjust up/down from there depending on what you like. For me at that setting I am able to RP through but there are exceptions:
- Depending on when the slavers come up it may be near impossible to do the "Good" thing and not let them take one of your party.
- If the main character dies you have to reload and try again.
- I restarted in the middle of chapter 3/bloom to try to better spec up my party with what I learned. Since I hit a wall (boss fight in capital) and declared my party dead.

Resurrection (death) and Restoration (permanent level loss) scrolls take care of results from most bad encounters (but can be a money sink)

Most skill checks use the highest in you party BUT there are key ones where only your main character's stats matter. So think about what he should have.

For the harder fights you have to use resources and buff up and then rest afterwards.

Just like if you are playing with a live GM. Pay attention to hints (e.g. you might encounter will-o'-the-wisps so you better buff against lighting before going in)

In-game bestiary and game play information is lacking.
- sites like https://www.d20pfsrd.com/ are your friend.
- The forum has been a big help for my biggest issues such as enemies that take special strategies to defeat (e.g. acid to stop regen and cold iron to bypass DR).

Some spells you want to have for those special cases:
- Glitter dust (make invisible enemies visible)
- Delay poison (communal)
- Resist / Protection from Energy (communal)

What I wish the game had:
- A list of house rules where the game differs from the Pathfinder SRD (e.g. the flank mechanic)
- A better bestiary or even better a way to do knowledge checks and fill in the bestiary on seeing/encountering a new monster (especially for game unique versions). If I see an XYZ in front of me should I run since they are usually CR 14 and I only have an APL of 6? Currently the only way to find out is to save, engage and look at battle log, reload if needed. Which is very unsatisfying for my style of play.
- A progress tree for kingdom buildings with prerequisites. I have all these advisors and support from another kingdom but I can't figure out what I need to do to get build X.
Post edited October 30, 2018 by ghiknt
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takezodunmer2005: Good, I don't mind being proven wrong on this, thanks for the info! I'll look forward to getting this then! ;)

EDIT: Holy shit, just saw your guide, you're pretty invested in this game, you should have been on the development team!
avatar
ghiknt: I agree that the balance is fine depending on your background, play style, and settings you choose. For me it has been near perfect.

My background/style of play:
- I played D&D/AD&D but not up to the 3.5 rule set pathfinder was forked from. So I had familiarity but details/rules were different.
- I prefer to RP and accept the result rather than reloading to try again.

Comments:

Challenging mode with "Enemy Difficulty" set to Normal (https://www.reddit.com/r/Pathfinder_Kingmaker/comments/9j4x7g/psa_challenging_normal_enemies_is_the_closest_to/) seems to match the expected Average Party Level (APL) to Combat Rating (CR). So you can adjust up/down from there depending on what you like. For me at that setting I am able to RP through but there are exceptions:
- Depending on when the slavers come up it may be near impossible to do the "Good" thing and not let them take one of your party.
- If the main character dies you have to reload and try again.
- I restarted in the middle of chapter 3/bloom to try to better spec up my party with what I learned. Since I hit a wall (boss fight in capital) and declared my party dead.

Resurrection (death) and Restoration (permanent level loss) scrolls take care of results from most bad encounters (but can be a money sink)

Most skill checks use the highest in you party BUT there are key ones where only your main character's stats matter. So think about what he should have.

For the harder fights you have to use resources and buff up and then rest afterwards.

Just like if you are playing with a live GM. Pay attention to hints (e.g. you might encounter will-o'-the-wisps so you better buff against lighting before going in)

In-game bestiary and game play information is lacking.
- sites like https://www.d20pfsrd.com/ are your friend.
- The forum has been a big help for my biggest issues such as enemies that take special strategies to defeat (e.g. acid to stop regen and cold iron to bypass DR).

Some spells you want to have for those special cases:
- Glitter dust (make invisible enemies visible)
- Delay poison (communal)
- Resist / Protection from Energy (communal)

What I wish the game had:
- A list of house rules where the game differs from the Pathfinder SRD (e.g. the flank mechanic)
- A better bestiary or even better a way to do knowledge checks and fill in the bestiary on seeing/encountering a new monster (especially for game unique versions). If I see an XYZ in front of me should I run since they are usually CR 14 and I only have an APL of 6? Currently the only way to find out is to save, engage and look at battle log, reload if needed. Which is very unsatisfying for my style of play.
- A progress tree for kingdom buildings with prerequisites. I have all these advisors and support from another kingdom but I can't figure out what I need to do to get build X.
I agree with most points, except for the slaver fight. it is doable with lvl2 party on hard given your protagonist is optimized for early-game. and default pathfinder difficulty might prove too easy with the level of gear progression available.
also kingdom mechanics apart from "community and economy give BP" is not explained anywhere. still no idea what all other stats do, apart from bumping your chances to do events. elaboration on that would be nice.

bestiary is honestly whatever. most of what you need is in the enemy name. "primordial"=fey, poisonous=cast delay poison, etc.

As far as my guide is concerned I just liked the game and wanted to minimize the chances on new players getting lost/discouraged, so I made that to help them. It also might give some ideas to seasoned players to implement in their games, so that's nice too.

it's off-topic though so we should probably move elsewhere.
Post edited October 30, 2018 by InEffect