Ultimately I can't recommend this game to anyone, and I probably will not play games this company makes in the future unless I get really astounding reviews from folks who play it months after release.
This game was too damn long, half of the game is just unforgivably not fun, the mythic paths have no payoff until Act V, and I reversed probably about 10-15 hours of gameplay throughout my run because of bugs and poorly marked quests and locations marked with active quests that had nothing for you to actually do there.
Future games they make would have to have reviews stating that they stuck to the source game mechanics and just focused on what they do well, for me to bite off ever again. If there's a world map, or a galaxy map, or any kind of fucking map, I will not trust this studio to not make it unbearably painful to use. This was supposed to be the game they made after learning their mistakes from Kingmaker, and at this point I don't think they learned a single fucking thing.
Honestly, as much as I'm enjoying myself, I can't help but feel like they even went a little backwards compared to Kingmaker in it's final version.
The insane AC is the worst part. Kingmaker had some hair-pulling encounters that required significant thought and preparation to reliably get through them, but I don't recall a single encounter where I could stack literally every single buff I had on Ekun or Amiri or even Nok-Nok and still need to roll Nat 20s just to land a fucking hit. Spawn of Rovanog came close, but that was a bonus boss, not the main plot, and IIRC it more because of it constantly dispelling effects you had to reapply and having a high SR that made it difficult to land debuffs than nessisarily a need to stack every to-hit buff you could think of.
But in Wrath, that is an all-to-common occurrence, especially if I want to bring someone other than Seelah to use her super smite (the one where she spends two uses to let everyone benefit from her smite evil against that target) or Sociel with the Community domain. Only two characters that can consistently make a hit on something other than a 20 is my PC with Finean's Brilliant Energy trait combined with magus' prescient blade, and Greybor, who is currently benefiting from a bug on a special belt that makes the +5 attack bonus he gets on kill a permanent bonus rather than one that only lasts until his next attack.
The only reason I can think of about why they might do this is to compensate for Mythic Path abilities, but most mythic paths don't get those types of crazy bonuses, or at least not as early as most of the useless-to-try-anything-but-touch-attacks enemies start to show with regularity.
Fake Edit: writing this made me realize something. A lot of the BS difficulty in Kingmaker came down on status effects or creature properties; debuffs, specific abilities, illusions etc that basically shut down your entire party if they caught you off-guard. And while it required way too much metagaming than it should have, you could prepare and counteract a lot of this stuff, and more often than not feel like a badass doing it. It Wrath it's mostly just brute force-type difficulty; enough AC to make physical attacks for most of the party functionally useless, enough to hit on their own attacks to make *your* AC functionality useless, enough Spell Resistance to make any offensive Spellcaster that doesn't have all the possible Spell Penetration feats and no more than 1-2 level in something that didn't give caster levels functionally useless, and so on. That IMO makes it something that's a lot harder to adapt to when it suprises ya.
In general, I already had a feel in Kingmaker that the devs kind of assumed that "maximum optimization look-up-the-best-game-choices-before-even-starting" gameplay was the default way their playerbase worked. It felt like the game expected you to have already looked things up, know what the correct things to bring everywhere to counter all the jacked rock-paper-scissors encounters and what the class features and feats that you were going to unlock later were. And lots of stat inflation. By the end I kinda gave up on ever actually hitting anything with a spell that had a save.
And from what I hear, Wrath just doubles down on that kind of thing, which is why I haven't gotten it yet.
Ultimately I can't recommend this game to anyone, and I probably will not play games this company makes in the future unless I get really astounding reviews from folks who play it months after release.
This game was too damn long, half of the game is just unforgivably not fun, the mythic paths have no payoff until Act V, and I reversed probably about 10-15 hours of gameplay throughout my run because of bugs and poorly marked quests and locations marked with active quests that had nothing for you to actually do there.
Future games they make would have to have reviews stating that they stuck to the source game mechanics and just focused on what they do well, for me to bite off ever again. If there's a world map, or a galaxy map, or any kind of fucking map, I will not trust this studio to not make it unbearably painful to use. This was supposed to be the game they made after learning their mistakes from Kingmaker, and at this point I don't think they learned a single fucking thing.
Honestly, as much as I'm enjoying myself, I can't help but feel like they even went a little backwards compared to Kingmaker in it's final version.
The insane AC is the worst part. Kingmaker had some hair-pulling encounters that required significant thought and preparation to reliably get through them, but I don't recall a single encounter where I could stack literally every single buff I had on Ekun or Amiri or even Nok-Nok and still need to roll Nat 20s just to land a fucking hit. Spawn of Rovanog came close, but that was a bonus boss, not the main plot, and IIRC it more because of it constantly dispelling effects you had to reapply and having a high SR that made it difficult to land debuffs than nessisarily a need to stack every to-hit buff you could think of.
But in Wrath, that is an all-to-common occurrence, especially if I want to bring someone other than Seelah to use her super smite (the one where she spends two uses to let everyone benefit from her smite evil against that target) or Sociel with the Community domain. Only two characters that can consistently make a hit on something other than a 20 is my PC with Finean's Brilliant Energy trait combined with magus' prescient blade, and Greybor, who is currently benefiting from a bug on a special belt that makes the +5 attack bonus he gets on kill a permanent bonus rather than one that only lasts until his next attack.
The only reason I can think of about why they might do this is to compensate for Mythic Path abilities, but most mythic paths don't get those types of crazy bonuses, or at least not as early as most of the useless-to-try-anything-but-touch-attacks enemies start to show with regularity.
Fake Edit: writing this made me realize something. A lot of the BS difficulty in Kingmaker came down on status effects or creature properties; debuffs, specific abilities, illusions etc that basically shut down your entire party if they caught you off-guard. And while it required way too much metagaming than it should have, you could prepare and counteract a lot of this stuff, and more often than not feel like a badass doing it. It Wrath it's mostly just brute force-type difficulty; enough AC to make physical attacks for most of the party functionally useless, enough to hit on their own attacks to make *your* AC functionality useless, enough Spell Resistance to make any offensive Spellcaster that doesn't have all the possible Spell Penetration feats and no more than 1-2 level in something that didn't give caster levels functionally useless, and so on. That IMO makes it something that's a lot harder to adapt to when it suprises ya.
In general, I already had a feel in Kingmaker that the devs kind of assumed that "maximum optimization look-up-the-best-game-choices-before-even-starting" gameplay was the default way their playerbase worked. It felt like the game expected you to have already looked things up, know what the correct things to bring everywhere to counter all the jacked rock-paper-scissors encounters and what the class features and feats that you were going to unlock later were. And lots of stat inflation. By the end I kinda gave up on ever actually hitting anything with a spell that had a save.
And from what I hear, Wrath just doubles down on that kind of thing, which is why I haven't gotten it yet.
They double down on throwing crazy shit at you, but mythic stuff also helps counter it
My caster was struggling landing stuff early-mid game, but then I got the Favourable Magic azata ability, the Ode to Miracolous Magic azata spell and a bunch of items that buff my DC and Spell Pen around mid game, and suddenly my MC couldn't be stopped
Companions that aren't fully specced for landing stuff don't stand a chance though. They have to stick to buffing
Companions that aren't fully specced for landing stuff don't stand a chance though. They have to stick to buffing
I guess I don't feel like this is a unreasonable expectation. Martial characters hit stuff: they should therefore maximize BAB. Nuker casters cast offensive spells: they should therefore maximize spell penetration.
In general, I already had a feel in Kingmaker that the devs kind of assumed that "maximum optimization look-up-the-best-game-choices-before-even-starting" gameplay was the default way their playerbase worked. It felt like the game expected you to have already looked things up, know what the correct things to bring everywhere to counter all the jacked rock-paper-scissors encounters and what the class features and feats that you were going to unlock later were. And lots of stat inflation. By the end I kinda gave up on ever actually hitting anything with a spell that had a save.
And from what I hear, Wrath just doubles down on that kind of thing, which is why I haven't gotten it yet.
I feel like munchkin builds are less necessary in WotR than in KM. KM kind of required a dippy dodge tank to survive the endgame at Core difficulty, and some of the KM companions started out with such bad stats that it took a lot of work to make them viable. In WotR, most of the companions are viable by default and it's pretty easy to build a good main character by following a few guidelines if you don't want to go crazy researching builds:
-You fight mostly demons. Demons have high DR and are almost always immune to electricity and resistant to other elements.
-Don't neglect BAB on your martial characters.
-Don't neglect spell penetration on your nukers.
-It's safer and less frustrating, though not necessary, for all your melee characters to be somewhat tanky.
There's not a lot of rock/paper/scissors in WotR. Almost everything is a rock (demon), so don't spec any of your characters to be scissors. Otherwise, there are still some bad class traps in WotR, but those are mostly classes that are bad in Pathfinder TT, too.
Also, the difficulty settings have a lot of granularity.
htm on
+3
Dr. ChaosPost nuclear nuisanceRegistered Userregular
I think every member of my party (Lich, Regill, Wendawg, Nenio, Camellia, Daeran) has become a true powerhouse except for Camelia.
I don't know what it is, I tried to build her for crit and abit of sturdiness but at level 15, she still misses constantly and can't take hits at all. She's amazing with traps and locks though at the very least.
I'm down for whatever as long as they keep doing mythic paths.
Proper Mythic Paths don't show up in any of the official APs outside of Wrath, and honestly, many of them don't have threats that scale to the point Mythic characters would be justified (or such threats are the thing you are actively trying to prevent, and don't show up as a thing to fight unless things have gone very, very wrong.)
Though there can still be in-universe reasons why the PC is special to the point of having abilities noone else has. For example, a game using the Iron Gods AP could have the PC melded with unknown technology, while Strange Aeons could have the PC fundamentally changed by contact with artifacts related to the Elder Gods or knowledge of things Man Was Not Meant To Know. Skulls & Shackles and War of the Crown don't really deal in the supernatural, but running a pirate crew and a ship offshore or a spy ring could be used for special abilities (I think the rules for the system used in War of the Crown even comes with a special ability where your agents have so thoroughly infiltrated an organization that you can declare a hostile party with no important NPCs as actually being your people in disguise and skip the entire fight.)
The way Owlcat implemented Mythic Paths, in that they gave you several different story paths to follow that fundamentally alter the way the campaign plays out, does not need to be Mythic bullshit for future endeavors.
And I would heavily recommend they go to PF 2nd and have some stat squish because jesus christ they have no fucking idea what they're doing, they remind me of really bad D&D 3.5 DM's.
Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited October 2021
If theres one mythic path I would really like to see, its spawn of rovagug. Owlcat referred to Swarm as the path of ultimate evil before but I feel like that would trump it easily.
Embrace the freaky lobster monster with eight eyes within.
I think every member of my party (Lich, Regill, Wendawg, Nenio, Camellia, Daeran) has become a true powerhouse except for Camelia.
I don't know what it is, I tried to build her for crit and abit of sturdiness but at level 15, she still misses constantly and can't take hits at all. She's amazing with traps and locks though at the very least.
I feel like Camellia is probably my second best martial after Seelah. The fact that you can turn on her elemental weapon enchants to trigger Elemental Barrage every turn is hilarious, and OP.
Seelah is in a league of her own, at least in Act 4. I gave her Radiance, and Brilliant Energy Divine Weapon Bond means she hits everything, all the time.
0
Dr. ChaosPost nuclear nuisanceRegistered Userregular
Its pretty impressive how much dialog and interaction Nenio seems to have.
Companions that aren't fully specced for landing stuff don't stand a chance though. They have to stick to buffing
I guess I don't feel like this is a unreasonable expectation. Martial characters hit stuff: they should therefore maximize BAB. Nuker casters cast offensive spells: they should therefore maximize spell penetration.
In general, I already had a feel in Kingmaker that the devs kind of assumed that "maximum optimization look-up-the-best-game-choices-before-even-starting" gameplay was the default way their playerbase worked. It felt like the game expected you to have already looked things up, know what the correct things to bring everywhere to counter all the jacked rock-paper-scissors encounters and what the class features and feats that you were going to unlock later were. And lots of stat inflation. By the end I kinda gave up on ever actually hitting anything with a spell that had a save.
And from what I hear, Wrath just doubles down on that kind of thing, which is why I haven't gotten it yet.
I feel like munchkin builds are less necessary in WotR than in KM. KM kind of required a dippy dodge tank to survive the endgame at Core difficulty, and some of the KM companions started out with such bad stats that it took a lot of work to make them viable. In WotR, most of the companions are viable by default and it's pretty easy to build a good main character by following a few guidelines if you don't want to go crazy researching builds:
-You fight mostly demons. Demons have high DR and are almost always immune to electricity and resistant to other elements.
-Don't neglect BAB on your martial characters.
-Don't neglect spell penetration on your nukers.
-It's safer and less frustrating, though not necessary, for all your melee characters to be somewhat tanky.
There's not a lot of rock/paper/scissors in WotR. Almost everything is a rock (demon), so don't spec any of your characters to be scissors. Otherwise, there are still some bad class traps in WotR, but those are mostly classes that are bad in Pathfinder TT, too.
Also, the difficulty settings have a lot of granularity.
the big problem is that a lot of the npcs party members are built extremely mediocre and 'just play on the easy settings' isn't really a great solution to the problem of the game being poorly balanced
I think every member of my party (Lich, Regill, Wendawg, Nenio, Camellia, Daeran) has become a true powerhouse except for Camelia.
I don't know what it is, I tried to build her for crit and abit of sturdiness but at level 15, she still misses constantly and can't take hits at all. She's amazing with traps and locks though at the very least.
Might use second spirit to give her something like Stone or Bones. Stone would probably give her more right then and there (since DR/Adamantium is less likely to be penetrated than DR/Magic) but once she hits level 16, Bones will let her become incorporeal for a number of rounds equal to her shaman level, meaning she takes only half damage to anything not using a ghost touch ability and bypasses most AC on her attacks.
I think every member of my party (Lich, Regill, Wendawg, Nenio, Camellia, Daeran) has become a true powerhouse except for Camelia.
I don't know what it is, I tried to build her for crit and abit of sturdiness but at level 15, she still misses constantly and can't take hits at all. She's amazing with traps and locks though at the very least.
Might use second spirit to give her something like Stone or Bones. Stone would probably give her more right then and there (since DR/Adamantium is less likely to be penetrated than DR/Magic) but once she hits level 16, Bones will let her become incorporeal for a number of rounds equal to her shaman level, meaning she takes only half damage to anything not using a ghost touch ability and bypasses most AC on her attacks.
Or Air. Air gives her a huge AC boost and partial 50% immunity to ranged attack.
Companions that aren't fully specced for landing stuff don't stand a chance though. They have to stick to buffing
I guess I don't feel like this is a unreasonable expectation. Martial characters hit stuff: they should therefore maximize BAB. Nuker casters cast offensive spells: they should therefore maximize spell penetration.
In general, I already had a feel in Kingmaker that the devs kind of assumed that "maximum optimization look-up-the-best-game-choices-before-even-starting" gameplay was the default way their playerbase worked. It felt like the game expected you to have already looked things up, know what the correct things to bring everywhere to counter all the jacked rock-paper-scissors encounters and what the class features and feats that you were going to unlock later were. And lots of stat inflation. By the end I kinda gave up on ever actually hitting anything with a spell that had a save.
And from what I hear, Wrath just doubles down on that kind of thing, which is why I haven't gotten it yet.
I feel like munchkin builds are less necessary in WotR than in KM. KM kind of required a dippy dodge tank to survive the endgame at Core difficulty, and some of the KM companions started out with such bad stats that it took a lot of work to make them viable. In WotR, most of the companions are viable by default and it's pretty easy to build a good main character by following a few guidelines if you don't want to go crazy researching builds:
-You fight mostly demons. Demons have high DR and are almost always immune to electricity and resistant to other elements.
-Don't neglect BAB on your martial characters.
-Don't neglect spell penetration on your nukers.
-It's safer and less frustrating, though not necessary, for all your melee characters to be somewhat tanky.
There's not a lot of rock/paper/scissors in WotR. Almost everything is a rock (demon), so don't spec any of your characters to be scissors. Otherwise, there are still some bad class traps in WotR, but those are mostly classes that are bad in Pathfinder TT, too.
Also, the difficulty settings have a lot of granularity.
the big problem is that a lot of the npcs party members are built extremely mediocre and 'just play on the easy settings' isn't really a great solution to the problem of the game being poorly balanced
I feel like the game is designed that way, though. Auto-leveled companions aren't the best builds, but they're perfectly fine for Normal difficulty, and Core difficulty warns you that you need to be an expert in Pathfinder to play it.
I've seen it said elsewhere, but I agree that Core difficulty is better summarised as Hardcore, where the tabletop experience is probably Normal+ or Easy++, depending on how lenient you want the GM to be.
Companions that aren't fully specced for landing stuff don't stand a chance though. They have to stick to buffing
I guess I don't feel like this is a unreasonable expectation. Martial characters hit stuff: they should therefore maximize BAB. Nuker casters cast offensive spells: they should therefore maximize spell penetration.
In general, I already had a feel in Kingmaker that the devs kind of assumed that "maximum optimization look-up-the-best-game-choices-before-even-starting" gameplay was the default way their playerbase worked. It felt like the game expected you to have already looked things up, know what the correct things to bring everywhere to counter all the jacked rock-paper-scissors encounters and what the class features and feats that you were going to unlock later were. And lots of stat inflation. By the end I kinda gave up on ever actually hitting anything with a spell that had a save.
And from what I hear, Wrath just doubles down on that kind of thing, which is why I haven't gotten it yet.
I feel like munchkin builds are less necessary in WotR than in KM. KM kind of required a dippy dodge tank to survive the endgame at Core difficulty, and some of the KM companions started out with such bad stats that it took a lot of work to make them viable. In WotR, most of the companions are viable by default and it's pretty easy to build a good main character by following a few guidelines if you don't want to go crazy researching builds:
-You fight mostly demons. Demons have high DR and are almost always immune to electricity and resistant to other elements.
-Don't neglect BAB on your martial characters.
-Don't neglect spell penetration on your nukers.
-It's safer and less frustrating, though not necessary, for all your melee characters to be somewhat tanky.
There's not a lot of rock/paper/scissors in WotR. Almost everything is a rock (demon), so don't spec any of your characters to be scissors. Otherwise, there are still some bad class traps in WotR, but those are mostly classes that are bad in Pathfinder TT, too.
Also, the difficulty settings have a lot of granularity.
I might just be playing on a higher difficulty that I should, but I really feel like the amount of enemies with high SR, coupled with how many of them also have high AC and/or saves across the board, makes it a requirement that *every* character that gains spells from their class is either a nuker, or really just a buffer than ends with boosting their attack bonus as high as they can so they can actually hit something, regardless of who or what they are fighting.
Like, I can understand that Sosiel and Camellia aren't built to lob damage spells or shut down half the enemy with a few CC spells, but it would be nice if the number of enemies that someone with only 1 Spell Penetration feat could still beat their SR more often than not weren't vastly outnumbered by the number of enemies that require all three to have more than a 50/50 chance, because frankly I don't need to slot that many healing spells, yet I'd still like to use the rest of their spell slots for something once in a while.
I kept hoping a patch would come out and fix Loremaster by the time I got to high levels but I guess it isn't to be. On the other hand the Loremaster Combat Secret lets you pick things like the Improved Improved Improved Critical feats which are Trickster mythic things, and many/all other high tier feats. I have no idea if that is intended but it seems very strong, though I guess you can only pick one ever.
Like, I can understand that Sosiel and Camellia aren't built to lob damage spells or shut down half the enemy with a few CC spells, but it would be nice if the number of enemies that someone with only 1 Spell Penetration feat could still beat their SR more often than not weren't vastly outnumbered by the number of enemies that require all three to have more than a 50/50 chance, because frankly I don't need to slot that many healing spells, yet I'd still like to use the rest of their spell slots for something once in a while.
Camellia is a martial character with buffs. At the start of the fight, you pop her weapon enchantment and Enemy Bane abilities and then she turns into an engine of slaughter, assuming she has the usual selection of rapier feats. Once her Spirt Hunter stuff is activated, she hits really hard. Using her to cast or hex during combat is kind of a waste. I bring her along pretty much everywhere because she does top-tier melee damage and she's an easy source of Restoration, Barkskin, True Seeing, and Stoneskin.
As for Sosiel, yeah... it's hard to find a use for him other than healing/buffing (though it is fairly easy to get him an animal companion with mythic feats).
I've seen it said elsewhere, but I agree that Core difficulty is better summarised as Hardcore, where the tabletop experience is probably Normal+ or Easy++, depending on how lenient you want the GM to be.
The real problem is that there isn't a reasonable difficulty level. I got really annoyed in one of the dungeons during chapter 3 and decided I'd investigate how the different sliders changed the difficulty. I grabbed the beastiery, stated out the monster, dug into the template, and then worked out what a properly applied template should be. Properly built, the monster should have had an AC between 31 and 34 depending on how difficult you wanted it to be hit. I then checked the slider that adjusts enemy strength and was really annoyed:
Moderately Weaker: AC 41
Much Weaker: AC 38
Extremely Weaker: AC 25
It was like they went out of their way specifically to avoid what would have been the sweet zone for monster difficulty in a campaign.
Like, I can understand that Sosiel and Camellia aren't built to lob damage spells or shut down half the enemy with a few CC spells, but it would be nice if the number of enemies that someone with only 1 Spell Penetration feat could still beat their SR more often than not weren't vastly outnumbered by the number of enemies that require all three to have more than a 50/50 chance, because frankly I don't need to slot that many healing spells, yet I'd still like to use the rest of their spell slots for something once in a while.
Camellia is a martial character with buffs. At the start of the fight, you pop her weapon enchantment and Enemy Bane abilities and then she turns into an engine of slaughter, assuming she has the usual selection of rapier feats. Once her Spirt Hunter stuff is activated, she hits really hard. Using her to cast or hex during combat is kind of a waste. I bring her along pretty much everywhere because she does top-tier melee damage and she's an easy source of Restoration, Barkskin, True Seeing, and Stoneskin.
As for Sosiel, yeah... it's hard to find a use for him other than healing/buffing (though it is fairly easy to get him an animal companion with mythic feats).
Oh I understand how she works.
I'm just annoyed that once I've slotted the buffs I need, I'm literally better off slotting all the remain spell slots (sans the ones reserved for Spirit magic) with summons and cure/restoration/heal spells, and not bother with a *single* spell that targets an enemy for those times when stabbing with her rapier is not possible, because even if it's something that won't be negated with a save she's never going to beat the SR of anything anyway. It's especially annoying when the reason why rapier isn't the right answer is because of something having 50+ AC and landing a Slay Living or Harm touch attack would ideal in almost any other circumstance.
As for Sosiel, the answer that doesn't involve Impossible Domain is Domain Zealot, activate Divine Fortune while casting his last buff, and then Touch of Good on himself before anything Full-round action, rolling twice for every d20 and getting a plus 5 or more each time means he usually hits.
I've seen it said elsewhere, but I agree that Core difficulty is better summarised as Hardcore, where the tabletop experience is probably Normal+ or Easy++, depending on how lenient you want the GM to be.
The real problem is that there isn't a reasonable difficulty level. I got really annoyed in one of the dungeons during chapter 3 and decided I'd investigate how the different sliders changed the difficulty. I grabbed the beastiery, stated out the monster, dug into the template, and then worked out what a properly applied template should be. Properly built, the monster should have had an AC between 31 and 34 depending on how difficult you wanted it to be hit. I then checked the slider that adjusts enemy strength and was really annoyed:
Moderately Weaker: AC 41
Much Weaker: AC 38
Extremely Weaker: AC 25
It was like they went out of their way specifically to avoid what would have been the sweet zone for monster difficulty in a campaign.
Using that example, the way I'd try and get there is Extremely Weaker, plus toggling the Extra Enemies and Extra Enemy Abilities on, allowing full strength crits, or Much Weaker and taking crits to Weak, and either Extra Enemies or Extra Abilities to off.
It's unfortunate you have to choose between offence or defence for difficulty and can't balance them properly.
I'm just annoyed that once I've slotted the buffs I need, I'm literally better off slotting all the remain spell slots (sans the ones reserved for Spirit magic) with summons and cure/restoration/heal spells, and not bother with a *single* spell that targets an enemy for those times when stabbing with her rapier is not possible, because even if it's something that won't be negated with a save she's never going to beat the SR of anything anyway. It's especially annoying when the reason why rapier isn't the right answer is because of something having 50+ AC and landing a Slay Living or Harm touch attack would ideal in almost any other circumstance.
I don't really disagree with any of that, but I don't think that there's any class/archetype that has enough abilities and feats to go full martial and full nuker at the same time. Camellia can at least fall back to hexing if she can't get in range for stabbing.
Also, would your really have any spare slots for non-buff spells if it weren't for Abundant Casting? I use Cami for tons of buffs, but if I didn't, I'd trade her Abundant Casting for Mythic stuff that's more martial.
Owlcat's definition of a "moderately weaker" AC being about ten points higher than you'd expect kind of sums up my issues with their combat design philosophy.
+2
daveNYCWhy universe hate Waspinator?Registered Userregular
I've seen it said elsewhere, but I agree that Core difficulty is better summarised as Hardcore, where the tabletop experience is probably Normal+ or Easy++, depending on how lenient you want the GM to be.
The real problem is that there isn't a reasonable difficulty level. I got really annoyed in one of the dungeons during chapter 3 and decided I'd investigate how the different sliders changed the difficulty. I grabbed the beastiery, stated out the monster, dug into the template, and then worked out what a properly applied template should be. Properly built, the monster should have had an AC between 31 and 34 depending on how difficult you wanted it to be hit. I then checked the slider that adjusts enemy strength and was really annoyed:
Moderately Weaker: AC 41
Much Weaker: AC 38
Extremely Weaker: AC 25
It was like they went out of their way specifically to avoid what would have been the sweet zone for monster difficulty in a campaign.
They spent hundreds of hours faithfully recreating the Pathfinder game system in code, but for some reason added 30% or so to every enemy's defensive stats? What was that critter's AC on 'normal'?
I also love that going from Moderately Weaker to Much Weaker only shaves off 7%, but Much to Extremely drops 34%. It's just two different flavors of difficult and one that's easy.
Shut up, Mr. Burton! You were not brought upon this world to get it!
I've seen it said elsewhere, but I agree that Core difficulty is better summarised as Hardcore, where the tabletop experience is probably Normal+ or Easy++, depending on how lenient you want the GM to be.
The real problem is that there isn't a reasonable difficulty level. I got really annoyed in one of the dungeons during chapter 3 and decided I'd investigate how the different sliders changed the difficulty. I grabbed the beastiery, stated out the monster, dug into the template, and then worked out what a properly applied template should be. Properly built, the monster should have had an AC between 31 and 34 depending on how difficult you wanted it to be hit. I then checked the slider that adjusts enemy strength and was really annoyed:
Moderately Weaker: AC 41
Much Weaker: AC 38
Extremely Weaker: AC 25
It was like they went out of their way specifically to avoid what would have been the sweet zone for monster difficulty in a campaign.
They spent hundreds of hours faithfully recreating the Pathfinder game system in code, but for some reason added 30% or so to every enemy's defensive stats? What was that critter's AC on 'normal'?
I also love that going from Moderately Weaker to Much Weaker only shaves off 7%, but Much to Extremely drops 34%. It's just two different flavors of difficult and one that's easy.
Normal uses "Moderately Weaker" with Weak crits and 0.8 damage multiplier to the party.
Hellbore on
0
daveNYCWhy universe hate Waspinator?Registered Userregular
I've seen it said elsewhere, but I agree that Core difficulty is better summarised as Hardcore, where the tabletop experience is probably Normal+ or Easy++, depending on how lenient you want the GM to be.
The real problem is that there isn't a reasonable difficulty level. I got really annoyed in one of the dungeons during chapter 3 and decided I'd investigate how the different sliders changed the difficulty. I grabbed the beastiery, stated out the monster, dug into the template, and then worked out what a properly applied template should be. Properly built, the monster should have had an AC between 31 and 34 depending on how difficult you wanted it to be hit. I then checked the slider that adjusts enemy strength and was really annoyed:
Moderately Weaker: AC 41
Much Weaker: AC 38
Extremely Weaker: AC 25
It was like they went out of their way specifically to avoid what would have been the sweet zone for monster difficulty in a campaign.
They spent hundreds of hours faithfully recreating the Pathfinder game system in code, but for some reason added 30% or so to every enemy's defensive stats? What was that critter's AC on 'normal'?
I also love that going from Moderately Weaker to Much Weaker only shaves off 7%, but Much to Extremely drops 34%. It's just two different flavors of difficult and one that's easy.
Normal uses "Moderately Weaker" with Weak crits and 0.8 damage multiplier to the party.
...that manages to make the whole thing make even less sense. 'Normal' means using a monster that has it's AC set to something called 'Moderately Weaker' that is still way higher than what the PnP game is balanced around, while debuffing the damage output. Spinal Tap was a mocumentary, not an instruction manual on how to label things.
Shut up, Mr. Burton! You were not brought upon this world to get it!
I played almost the entire game on Normal and I ran into completely bullshit AC's and SR's every step of the way.
It bears repeating, on the last level there are un-named bad guys with an AC of 81 and 39 SR. On Normal. Seelah's default build requires her to roll a nat 20 because even with all the buffs in the world she's only at +45 to her attack bonus. My main with a +18 Str bonus and a +25 BAB ended up with +55 after buffs and also still needed a nat 20.
I had every intention of increasing the difficulty throughout the game, because the vast majority of encounters are a walk in the park on Normal (most enemies required a nat 20 to hit my bear's AC, or Seelah's AC). But then I kept running into fuckers like this, and having my healing spells bug out at critical moments.
The suggestion above to lower it a notch below Normal and fiddle with the rest of the settings is interesting and I might do that on my next run.
I also find spell resistance to be over the top, like spell resistance is bad enough but is there's a save negates on a spell I don't even bother with it.
I'm just annoyed that once I've slotted the buffs I need, I'm literally better off slotting all the remain spell slots (sans the ones reserved for Spirit magic) with summons and cure/restoration/heal spells, and not bother with a *single* spell that targets an enemy for those times when stabbing with her rapier is not possible, because even if it's something that won't be negated with a save she's never going to beat the SR of anything anyway. It's especially annoying when the reason why rapier isn't the right answer is because of something having 50+ AC and landing a Slay Living or Harm touch attack would ideal in almost any other circumstance.
I don't really disagree with any of that, but I don't think that there's any class/archetype that has enough abilities and feats to go full martial and full nuker at the same time. Camellia can at least fall back to hexing if she can't get in range for stabbing.
Also, would your really have any spare slots for non-buff spells if it weren't for Abundant Casting? I use Cami for tons of buffs, but if I didn't, I'd trade her Abundant Casting for Mythic stuff that's more martial.
I find starting at Spell level 5+ there starts to be a genuine lack of buffs for Camellia to be worth slotting. I'm not playing on Core, so Breath of Life is usually just a nice thing to have rather than a must-have, and while True Seeing is very good, slotting that pretty much ends once the communal version becomes available at 6 (plus Ember has that as one of her spells, and abundant casting lets her buff those who absolutely need it to function and still have a half dozen more casts for that level remaining) beyond True Seeing, 6 has zero buffs for her, Raise Dead stopped being important once I gave Sosiel the Scribe Scrolls feat, and with Daren having greater dispel as one of his spells, I don't need to fill the rest of her slots with just that either. I'll give you 7 because of Heal, but at 8 the only buff she get is the one she has from her Spirit, which leaves you with several AoE spells that would otherwise be very powerful and useful, even with her caster stats (in particular Horrid Wilting), but aren't worth anything without Spell Penetration feats.
In Kingmaker: Is there any way to deal with these perma-Concealed spiders? Glitterdust doesn't help. I don't think Foxfire does either. I tried True Sight but it just...didn't cast? Blindfight?
Daeran wouldn't show up to his not-a-date, because he was still drunk after his birthday party - fixed, now he'll make sure to sober up before such an important event;
During the final dialogue in the game, one of dialogue options could lead to a loop - fixed;
Fixed an error with the game not ending if Greybor died during The Price of Loyalty quest, when he was loyal to you;
Fixed incorrect reactivity in a dialogue with Anevia in chapter 5 after the summit;
Rapture of Rupture sometimes wouldn't complete after the death of Vellexia - fixed;
Sometimes a conversation with Vellexia wouldn't start during the Rapture of Rupture quest - fixed;
Sometimes in Nexus a dialogue with Hand of Inheritor wouldn't start - fixed;
The Last Steps quest sometimes wouldn't continue - fixed.
Areas
Berenguer would not appear in Drezen after joining the crusade - fixed;
Blackwater - assembling the Helm of Psionic Protection is no longer limited to one attempt;
Daeran could get stuck in the sitting animation in Nexus - fixed;
Ineluctable Prison - fixed an issue when Hepzamirah's ghost wouldn't disappear when you attempted to attack her;
It was possible to walk through one building at Kenabres market square - fixed;
Players could meet a tiefling on Kenabres square after the attack on Defender's Heart, if they previously killed him - fixed;
Skipping a cut-scene of using an elevator in the mines of Colyphyr could leave the party floating in the air - fixed, now you can't skip that cut-scene.
Crusade
Abyssal Host status could stay when switching from Demon to another mythic path - fixed;
Added a button to hide the log;
After loading a save, upgrades could disappear from the projects Outpost to Bastion Expansion and Bastion to Fortress Expansion - fixed;
Enemy units were using healing abilities on squads with full health - fixed;
Leaders of enemy armies had incorrect names - fixed;
Magic Instructor feat now works according to its description;
Raising a Dragonslayer project now grants the correct item;
Summoned units used to appear without a visual effect - fixed;
Tactical battles wouldn't begin sometimes - fixed;
We redesigned the progress of filling the hospital and added a tooltip for the current hospital counter;
When the limit of units on the battlefield had been reached, then after using the summon ability a new creature would not not appear. Resolution: If the limit of units on the battlefield is reached, the general won't be able to use the summon ability, and a tooltip with a warning will appear;
You can bind a hotkey to turn on the Inspect feature for the units in tactical battles now;
You can now inspect a unit by hovering over its model;
You will be able to see damage above everyone who takes it now in tactical combat.
Classes & Mechanics
Oracle lost the Divine Zap orison after the previous patch - fixed;
Aeon Bane no longer dispels effects on enemies who were not affected by the spell due to spell resistance, immunities or other reasons;
Cognatogen — Wisdom gave a penalty without providing a buff -fixed;
Lich and Angel Mythic Paths get access to their 10th level spells now;
None of the last three summons for the Azata Mythic Path actually summoned the creatures they were supposed to summon - fixed;
Paladin, Ranger and Bloodrager had no spellbooks after 3rd level in some cases - fixed;
Sacred Armor — Fortification 25 ability had no description - fixed;
Sensei Advice: Mass Extra Attack ability had no name - fixed;
Shaken condition now can be removed during rest;
Kineticists couldn't dismiss area effects of infusions - fixed;
Warpriest Spontaneous Casting and its two sub-types didn't have any description - fixed.
Turn-based mode
Sometimes the game could crash when trying to charge while mounted - fixed.
Items
Retraining made some features from items permanent - fixed;
Triceratops from Triceratops Statuette could become a permanent party member after retraining - fixed.
UI
Sometimes the difficulty of skill checks was being displayed incorrectly - fixed;
Switching between spell books and party members in the spell book interface didn't keep the spell level - fixed;
Character's portrait disappears after the mythic level up - fixed.
Misс
Aivu could become medium sized again after growing large. Her growth should be more consistent now;
Area of effect spells and pits will now pause during the dialogs;
Fixed an issue with the physics of cloaks;
In rare cases a battle against Xanthir Vang could break - fixed. If this happened to you, you can return to the room where the battle took place, and it will continue;
Shamira used to rise from the dead after death - fixed.
Blindfight is a really useful feat to pick up, in general.
Are they perma-concealed, or are they, e.g., Ethereal? If they're Ethereal, then Ghost Touch weapons can help.
They don't have a buff giving Concealment listed. I'll keep that in mind for Ethereal, but I haven't seen any Ghost Touch weapons yet.
I don't remember any specific Ghost Touch weapons from Kingmaker, but I know it's an option that Magi can add to their enhancement list through an Arcana and maybe other classes can do similar, as well?
Is it normal for a demon army to rush across the map the first time I even look at the map at the start of Act 5? It murders the handful of Azatas which are the only units I start with and lays siege to Drezen. I can buy resources to hire a general and an army but there's really not many units to buy on day 1. I haven't rested or anything just ran around town talking and selling. Seems lame :bigfrown:
Is it normal for a demon army to rush across the map the first time I even look at the map at the start of Act 5? It murders the handful of Azatas which are the only units I start with and lays siege to Drezen. I can buy resources to hire a general and an army but there's really not many units to buy on day 1. I haven't rested or anything just ran around town talking and selling. Seems lame :bigfrown:
That's a known bug that's been in the game for a while, don't know/remember if there is a workaround for it.
Honestly this game pretty much has to be played with mods at this point. Simply to get around the Crusade mechanics and not be punished for how shitty they are.
I don't think the crusade mechanics are shitty. Its just that they are very boring. That's honestly worse to me, though. I can deal with badly implemented but interesting mechanics. But just boring mechanics is a killer.
Posts
In general, I already had a feel in Kingmaker that the devs kind of assumed that "maximum optimization look-up-the-best-game-choices-before-even-starting" gameplay was the default way their playerbase worked. It felt like the game expected you to have already looked things up, know what the correct things to bring everywhere to counter all the jacked rock-paper-scissors encounters and what the class features and feats that you were going to unlock later were. And lots of stat inflation. By the end I kinda gave up on ever actually hitting anything with a spell that had a save.
And from what I hear, Wrath just doubles down on that kind of thing, which is why I haven't gotten it yet.
They double down on throwing crazy shit at you, but mythic stuff also helps counter it
My caster was struggling landing stuff early-mid game, but then I got the Favourable Magic azata ability, the Ode to Miracolous Magic azata spell and a bunch of items that buff my DC and Spell Pen around mid game, and suddenly my MC couldn't be stopped
Companions that aren't fully specced for landing stuff don't stand a chance though. They have to stick to buffing
I feel like munchkin builds are less necessary in WotR than in KM. KM kind of required a dippy dodge tank to survive the endgame at Core difficulty, and some of the KM companions started out with such bad stats that it took a lot of work to make them viable. In WotR, most of the companions are viable by default and it's pretty easy to build a good main character by following a few guidelines if you don't want to go crazy researching builds:
-You fight mostly demons. Demons have high DR and are almost always immune to electricity and resistant to other elements.
-Don't neglect BAB on your martial characters.
-Don't neglect spell penetration on your nukers.
-It's safer and less frustrating, though not necessary, for all your melee characters to be somewhat tanky.
There's not a lot of rock/paper/scissors in WotR. Almost everything is a rock (demon), so don't spec any of your characters to be scissors. Otherwise, there are still some bad class traps in WotR, but those are mostly classes that are bad in Pathfinder TT, too.
Also, the difficulty settings have a lot of granularity.
I don't know what it is, I tried to build her for crit and abit of sturdiness but at level 15, she still misses constantly and can't take hits at all. She's amazing with traps and locks though at the very least.
Proper Mythic Paths don't show up in any of the official APs outside of Wrath, and honestly, many of them don't have threats that scale to the point Mythic characters would be justified (or such threats are the thing you are actively trying to prevent, and don't show up as a thing to fight unless things have gone very, very wrong.)
Though there can still be in-universe reasons why the PC is special to the point of having abilities noone else has. For example, a game using the Iron Gods AP could have the PC melded with unknown technology, while Strange Aeons could have the PC fundamentally changed by contact with artifacts related to the Elder Gods or knowledge of things Man Was Not Meant To Know. Skulls & Shackles and War of the Crown don't really deal in the supernatural, but running a pirate crew and a ship offshore or a spy ring could be used for special abilities (I think the rules for the system used in War of the Crown even comes with a special ability where your agents have so thoroughly infiltrated an organization that you can declare a hostile party with no important NPCs as actually being your people in disguise and skip the entire fight.)
And I would heavily recommend they go to PF 2nd and have some stat squish because jesus christ they have no fucking idea what they're doing, they remind me of really bad D&D 3.5 DM's.
Embrace the freaky lobster monster with eight eyes within.
I feel like Camellia is probably my second best martial after Seelah. The fact that you can turn on her elemental weapon enchants to trigger Elemental Barrage every turn is hilarious, and OP.
Seelah is in a league of her own, at least in Act 4. I gave her Radiance, and Brilliant Energy Divine Weapon Bond means she hits everything, all the time.
She is SUPER chatty with other NPCs.
the big problem is that a lot of the npcs party members are built extremely mediocre and 'just play on the easy settings' isn't really a great solution to the problem of the game being poorly balanced
Might use second spirit to give her something like Stone or Bones. Stone would probably give her more right then and there (since DR/Adamantium is less likely to be penetrated than DR/Magic) but once she hits level 16, Bones will let her become incorporeal for a number of rounds equal to her shaman level, meaning she takes only half damage to anything not using a ghost touch ability and bypasses most AC on her attacks.
Or Air. Air gives her a huge AC boost and partial 50% immunity to ranged attack.
I feel like the game is designed that way, though. Auto-leveled companions aren't the best builds, but they're perfectly fine for Normal difficulty, and Core difficulty warns you that you need to be an expert in Pathfinder to play it.
I might just be playing on a higher difficulty that I should, but I really feel like the amount of enemies with high SR, coupled with how many of them also have high AC and/or saves across the board, makes it a requirement that *every* character that gains spells from their class is either a nuker, or really just a buffer than ends with boosting their attack bonus as high as they can so they can actually hit something, regardless of who or what they are fighting.
Like, I can understand that Sosiel and Camellia aren't built to lob damage spells or shut down half the enemy with a few CC spells, but it would be nice if the number of enemies that someone with only 1 Spell Penetration feat could still beat their SR more often than not weren't vastly outnumbered by the number of enemies that require all three to have more than a 50/50 chance, because frankly I don't need to slot that many healing spells, yet I'd still like to use the rest of their spell slots for something once in a while.
Camellia is a martial character with buffs. At the start of the fight, you pop her weapon enchantment and Enemy Bane abilities and then she turns into an engine of slaughter, assuming she has the usual selection of rapier feats. Once her Spirt Hunter stuff is activated, she hits really hard. Using her to cast or hex during combat is kind of a waste. I bring her along pretty much everywhere because she does top-tier melee damage and she's an easy source of Restoration, Barkskin, True Seeing, and Stoneskin.
As for Sosiel, yeah... it's hard to find a use for him other than healing/buffing (though it is fairly easy to get him an animal companion with mythic feats).
The real problem is that there isn't a reasonable difficulty level. I got really annoyed in one of the dungeons during chapter 3 and decided I'd investigate how the different sliders changed the difficulty. I grabbed the beastiery, stated out the monster, dug into the template, and then worked out what a properly applied template should be. Properly built, the monster should have had an AC between 31 and 34 depending on how difficult you wanted it to be hit. I then checked the slider that adjusts enemy strength and was really annoyed:
Moderately Weaker: AC 41
Much Weaker: AC 38
Extremely Weaker: AC 25
It was like they went out of their way specifically to avoid what would have been the sweet zone for monster difficulty in a campaign.
Oh I understand how she works.
I'm just annoyed that once I've slotted the buffs I need, I'm literally better off slotting all the remain spell slots (sans the ones reserved for Spirit magic) with summons and cure/restoration/heal spells, and not bother with a *single* spell that targets an enemy for those times when stabbing with her rapier is not possible, because even if it's something that won't be negated with a save she's never going to beat the SR of anything anyway. It's especially annoying when the reason why rapier isn't the right answer is because of something having 50+ AC and landing a Slay Living or Harm touch attack would ideal in almost any other circumstance.
As for Sosiel, the answer that doesn't involve Impossible Domain is Domain Zealot, activate Divine Fortune while casting his last buff, and then Touch of Good on himself before anything Full-round action, rolling twice for every d20 and getting a plus 5 or more each time means he usually hits.
Using that example, the way I'd try and get there is Extremely Weaker, plus toggling the Extra Enemies and Extra Enemy Abilities on, allowing full strength crits, or Much Weaker and taking crits to Weak, and either Extra Enemies or Extra Abilities to off.
It's unfortunate you have to choose between offence or defence for difficulty and can't balance them properly.
I don't really disagree with any of that, but I don't think that there's any class/archetype that has enough abilities and feats to go full martial and full nuker at the same time. Camellia can at least fall back to hexing if she can't get in range for stabbing.
Also, would your really have any spare slots for non-buff spells if it weren't for Abundant Casting? I use Cami for tons of buffs, but if I didn't, I'd trade her Abundant Casting for Mythic stuff that's more martial.
They spent hundreds of hours faithfully recreating the Pathfinder game system in code, but for some reason added 30% or so to every enemy's defensive stats? What was that critter's AC on 'normal'?
I also love that going from Moderately Weaker to Much Weaker only shaves off 7%, but Much to Extremely drops 34%. It's just two different flavors of difficult and one that's easy.
Normal uses "Moderately Weaker" with Weak crits and 0.8 damage multiplier to the party.
...that manages to make the whole thing make even less sense. 'Normal' means using a monster that has it's AC set to something called 'Moderately Weaker' that is still way higher than what the PnP game is balanced around, while debuffing the damage output. Spinal Tap was a mocumentary, not an instruction manual on how to label things.
It bears repeating, on the last level there are un-named bad guys with an AC of 81 and 39 SR. On Normal. Seelah's default build requires her to roll a nat 20 because even with all the buffs in the world she's only at +45 to her attack bonus. My main with a +18 Str bonus and a +25 BAB ended up with +55 after buffs and also still needed a nat 20.
I had every intention of increasing the difficulty throughout the game, because the vast majority of encounters are a walk in the park on Normal (most enemies required a nat 20 to hit my bear's AC, or Seelah's AC). But then I kept running into fuckers like this, and having my healing spells bug out at critical moments.
The suggestion above to lower it a notch below Normal and fiddle with the rest of the settings is interesting and I might do that on my next run.
Okay but the game gives you two dudes with those kinds of spells and they both suck at their jobs.
I find starting at Spell level 5+ there starts to be a genuine lack of buffs for Camellia to be worth slotting. I'm not playing on Core, so Breath of Life is usually just a nice thing to have rather than a must-have, and while True Seeing is very good, slotting that pretty much ends once the communal version becomes available at 6 (plus Ember has that as one of her spells, and abundant casting lets her buff those who absolutely need it to function and still have a half dozen more casts for that level remaining) beyond True Seeing, 6 has zero buffs for her, Raise Dead stopped being important once I gave Sosiel the Scribe Scrolls feat, and with Daren having greater dispel as one of his spells, I don't need to fill the rest of her slots with just that either. I'll give you 7 because of Heal, but at 8 the only buff she get is the one she has from her Spirit, which leaves you with several AoE spells that would otherwise be very powerful and useful, even with her caster stats (in particular Horrid Wilting), but aren't worth anything without Spell Penetration feats.
Are they perma-concealed, or are they, e.g., Ethereal? If they're Ethereal, then Ghost Touch weapons can help.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
They don't have a buff giving Concealment listed. I'll keep that in mind for Ethereal, but I haven't seen any Ghost Touch weapons yet.
Potential spoilers below:
Crusaders!
A new patch 1.0.8d is ready.
Beware of possible plot spoilers below!
Quests
During the final dialogue in the game, one of dialogue options could lead to a loop - fixed;
Fixed an error with the game not ending if Greybor died during The Price of Loyalty quest, when he was loyal to you;
Fixed incorrect reactivity in a dialogue with Anevia in chapter 5 after the summit;
Rapture of Rupture sometimes wouldn't complete after the death of Vellexia - fixed;
Sometimes a conversation with Vellexia wouldn't start during the Rapture of Rupture quest - fixed;
Sometimes in Nexus a dialogue with Hand of Inheritor wouldn't start - fixed;
The Last Steps quest sometimes wouldn't continue - fixed.
Areas
Blackwater - assembling the Helm of Psionic Protection is no longer limited to one attempt;
Daeran could get stuck in the sitting animation in Nexus - fixed;
Ineluctable Prison - fixed an issue when Hepzamirah's ghost wouldn't disappear when you attempted to attack her;
It was possible to walk through one building at Kenabres market square - fixed;
Players could meet a tiefling on Kenabres square after the attack on Defender's Heart, if they previously killed him - fixed;
Skipping a cut-scene of using an elevator in the mines of Colyphyr could leave the party floating in the air - fixed, now you can't skip that cut-scene.
Crusade
Added a button to hide the log;
After loading a save, upgrades could disappear from the projects Outpost to Bastion Expansion and Bastion to Fortress Expansion - fixed;
Enemy units were using healing abilities on squads with full health - fixed;
Leaders of enemy armies had incorrect names - fixed;
Magic Instructor feat now works according to its description;
Raising a Dragonslayer project now grants the correct item;
Summoned units used to appear without a visual effect - fixed;
Tactical battles wouldn't begin sometimes - fixed;
We redesigned the progress of filling the hospital and added a tooltip for the current hospital counter;
When the limit of units on the battlefield had been reached, then after using the summon ability a new creature would not not appear. Resolution: If the limit of units on the battlefield is reached, the general won't be able to use the summon ability, and a tooltip with a warning will appear;
You can bind a hotkey to turn on the Inspect feature for the units in tactical battles now;
You can now inspect a unit by hovering over its model;
You will be able to see damage above everyone who takes it now in tactical combat.
Classes & Mechanics
Aeon Bane no longer dispels effects on enemies who were not affected by the spell due to spell resistance, immunities or other reasons;
Cognatogen — Wisdom gave a penalty without providing a buff -fixed;
Lich and Angel Mythic Paths get access to their 10th level spells now;
None of the last three summons for the Azata Mythic Path actually summoned the creatures they were supposed to summon - fixed;
Paladin, Ranger and Bloodrager had no spellbooks after 3rd level in some cases - fixed;
Sacred Armor — Fortification 25 ability had no description - fixed;
Sensei Advice: Mass Extra Attack ability had no name - fixed;
Shaken condition now can be removed during rest;
Kineticists couldn't dismiss area effects of infusions - fixed;
Warpriest Spontaneous Casting and its two sub-types didn't have any description - fixed.
Turn-based mode
Items
Triceratops from Triceratops Statuette could become a permanent party member after retraining - fixed.
UI
Switching between spell books and party members in the spell book interface didn't keep the spell level - fixed;
Character's portrait disappears after the mythic level up - fixed.
Misс
Area of effect spells and pits will now pause during the dialogs;
Fixed an issue with the physics of cloaks;
In rare cases a battle against Xanthir Vang could break - fixed. If this happened to you, you can return to the room where the battle took place, and it will continue;
Shamira used to rise from the dead after death - fixed.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Camellia can grant ghost touch to her weapon.
NVM you said Kingmaker my bad.
I don't remember any specific Ghost Touch weapons from Kingmaker, but I know it's an option that Magi can add to their enhancement list through an Arcana and maybe other classes can do similar, as well?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Balor vs Zippy Magic