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[Owlcat][Pathfinder][Rogue Trader] is out now!

captainkcaptaink TexasRegistered User regular
edited December 2023 in Games and Technology
I don't feel like making a fancy OP! Here's a trailer for Rogue Trader

https://youtu.be/I4VUmndj9rw

Pathfinder: Kingmaker and Pathfinder: Wrath of the Righteous are CRPG adaptations of two Pathfinder Adventure Paths, popular prewritten adventure's in Paizo Inc's world of Golarion. Both games are notable for their deep character-building system, lengthy campaigns, meta-campaign elements (Kingdom building and Crusade commanding), and general complexity/depth.

https://pathfinderkingmaker.fandom.com/wiki/Pathfinder:_Kingmaker_Wiki
https://pathfinderwrathoftherighteous.wiki.fextralife.com/Pathfinder:+Wrath+of+the+Righteous+Wiki


captaink on
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Posts

  • captainkcaptaink TexasRegistered User regular
    I mostly just want a space to talk about my ongoing Wrath game. I have parked my Aeon Alchemist in Act 4, with its very complicated map and ever-tougher demon enemies. Fast Bombs lets him do a ton of Touch AC damage but also chews through my daily allotment of bombs extremely fast.

    Started the character combo I hear tons about: Angel Oracle. Oracle is decent up to Drezen. I've always like spontaneous casters over prepared, so getting the cleric version in this game was great. Mysteries come with a ton of power, Battle mystery in particular. It has given me martial weapon proficiency, weapon specialization, and advantage on initiative rolls, and a nice spell list. I grabbed a Greatsword and Enlarged myself to chop people up from the second row. That was plenty effective. But when you hit mythic rank 3, you finally get to choose your mythic path. Oracles can combine their spellbook with Angel, meaning you add all the Angel spells to your spellbook, add your mythic rank to your caster level, and get new spell levels that way. It shot me up to a level 12 caster with level 6 spells, and I got Greater Enduring Spells at the same time. Now I'm rolling with 10+ buff spells that last 24 hours apiece. And Angel has some nice Holy damage evocation spells at each level. The Angel line of Ward spells are nuts: a bunch of protective buffs rolled into one spell. When you get Communal versions? Oh baby. I currently have Ward Against Harm, Communal: "The target gains immunity to nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes." So much nasty stuff, nullified. Me and Seelah additionally get Aegis of the Faithful: "The ally is granted the combined effect of Shield, Shield of Faith, Protection From Arrows, Displacement and Resist Fire, Cold, Electricity, Acid and Sonic spells for one minute per caster level." 24 Hours of Displacement :open_mouth:

    And yet my AC still sucks. Oh well, Seelah still tanks everything. I went out and with foreknowledge, recruited everyone I could get on my Crusade councils before starting them: Woljif, Arueshelae, and Greybor. I guess I can go get Wenduag too. Then I need to settle on a more-permanent party.
    Seelah-Tank
    Me-Melee DPS and extreme Divine buffer.
    Sosiel/Daeran-Even with me, another character throwing out Cleric spells is not wasted.
    Nenio/Ember-An arcane caster is good. Can't decide between these two. Nenio has better buffs but her offense isn't as good.
    That leaves two spots mostly for damage dealing.
    Lann-Lann is getting to where he sucks and can't hit anything with except the low AC stuff everyone can hit. Respec into fighter or druid or something?
    Regill-Once you get Mythic Weapon Finesse on him he's pretty solid. Not sure if his Hellknight prestige class is any good.
    Greybor-Haven't messed with him much yet but he seems equally solid as Regill. Also both of them are nice as simple damage dealers without a bunch of spells/abilities to mess with. Slayer seems impossible to fuck up.
    Woljif-He's taken every level since 3 as a vivisectionist, which is working well. Sneak attack certainly does numbers.
    Arueshelae-Also haven't messed with her much. Hopefully she has better attack bonus than Lann.
    Wenduag-Is available at some point
    Camellia-Not really a damage dealer, kind of a hybrid between the arcane and divine caster spots, but can tank a little. Probably not a fit with my party comp.

  • WotanAnubisWotanAnubis Registered User regular
    Act 4 was a confusing mess my first time through. Third time through the game I'd figured out how the city works and suddenly navigating wasn't that difficult any more. Just a bit tedious.

  • htmhtm Registered User regular
    captaink wrote: »
    Lann-Lann is getting to where he sucks and can't hit anything with except the low AC stuff everyone can hit. Respec into fighter or druid or something?
    ...
    Arueshelae-Also haven't messed with her much. Hopefully she has better attack bonus than Lann.
    ...
    Camellia-Not really a damage dealer, kind of a hybrid between the arcane and divine caster spots, but can tank a little. Probably not a fit with my party comp.

    Lann: he's got great stats for a Cleric. One common build for him is to pick up the Animal and Community Domains using the Impossible Domain Mythic ability. Animal domain gives him a pet (best is probably Dog) that makes a great off-tank. Community Domain gives him a once-per-day "I win" button (Guarded Hearth). In addition, he'll get the usual Cleric goodies and continue to do decent damage with a bow.

    Arue: she has godly stats, so it's hard to go wrong with her. Builds that get her the various Snap Shot feats are super fun, IMO. Those make her a backline AoO machine gun.

    Camellia: if you build her as a pure Shaman, she turns into a pretty wicked damage dealer once she gets Enemies' Bane. If you want her to stay tanky, take Wind spirit using the Second Spirit Mythic ability so she'll have Air Barrier.

  • TerrendosTerrendos Decorative Monocle Registered User regular
    Never had any issues with Lann missing things. Are you sure you're pumping Wisdom on him? It's basically the only stat he needs.

    Also IIRC all the Angel offensive spells are actually Conjuration, not Evocation. Which means they ignore spell resistance, but buffing your Evocation DCs isn't going to help them any.

  • HellboreHellbore A bad, bad man Registered User regular
    First news from Rogue Trader, from a few days back. First details of your crew.
    https://owlcat.games/news/72
    Abelard Werserian, the Seneschal. Which was a player archetype in the TTRPG, so probably a companion.

  • DrascinDrascin Registered User regular
    edited June 2022
    As for me, I was doing Act 3, but the game has started to do weird bug out things that make me think my save is starting to bork despite only really using like three mods, so I might just drop the game before things get too untenable. Sometimes NPCs don't spawn until I go to menu and back in, item descriptions turn into uids, that kinda thing.

    Drascin on
    Steam ID: Right here.
  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    Hellbore wrote: »
    First news from Rogue Trader, from a few days back. First details of your crew.
    https://owlcat.games/news/72
    Abelard Werserian, the Seneschal. Which was a player archetype in the TTRPG, so probably a companion.
    This guy sounds like he's so invested that he actually secretly thinks its his mercantile empire.

    Could be an interesting personality flaw/point of contention between the player and him.

    Pokemon GO: 7113 6338 6875/ FF14: Buckle Landrunner /Steam Profile
  • captainkcaptaink TexasRegistered User regular
    I made a mercenary Kineticist. Earth-Fire so I could get lava. Basically two things I"m getting out of her:
    Single target/AOE trip+damage
    Single target touch attacks

    But those are two very worthy things. The fire blast (touch attack) wasn't working too well on the crazy trees in Wintersun, but I think they've got crazy-high spell resist. Other than them, she was doing great. There's really good item support for kineticsts in this game, and no NPC ones.

  • captainkcaptaink TexasRegistered User regular
    Is the roll information for enemy spell resists bugged? It's like it can't display a DC higher than 20.

    The attack one is straightforward, Your roll vs. the needed roll. so seeing that you need a 20 or need a 2 is really helpful.

    When enemies roll save it's way more confusing. because it will say "13 v 20" but they made the save. I think it's displaying the natural die roll versus the actual DC but the DC never shows higher than 20.

  • DracomicronDracomicron Registered User regular
    captaink wrote: »
    Is the roll information for enemy spell resists bugged? It's like it can't display a DC higher than 20.

    The attack one is straightforward, Your roll vs. the needed roll. so seeing that you need a 20 or need a 2 is really helpful.

    When enemies roll save it's way more confusing. because it will say "13 v 20" but they made the save. I think it's displaying the natural die roll versus the actual DC but the DC never shows higher than 20.

    I never quite understood how the die roll display worked in Kingmaker. I got that the first number was the raw d20 roll, but the second... yeah, no idea. Seems like it should be the pre-bonus number necessary to hit the DC so you know if what you're trying is pointless or not, but it isn't clear.

    Read an article about Rogue Trader.

    https://www.rockpapershotgun.com/owlcat-games-on-exploring-the-koronus-expanse-and-going-full-heretic-in-warhammer-40000-rogue-trader

    1. Xenos allies in addition to the Eldar we saw.
    2. Devs were playing RT tabletop while developing Kingmaker, and noted some commonalities.
    3. Heresy is a go, for certain values of heresy (I'm hoping that it's more than simply forgetting to say "Emperor protects" when someone sneezes).
    4. No squats.

  • WotanAnubisWotanAnubis Registered User regular
    Read an article about Rogue Trader.

    https://www.rockpapershotgun.com/owlcat-games-on-exploring-the-koronus-expanse-and-going-full-heretic-in-warhammer-40000-rogue-trader

    1. Xenos allies in addition to the Eldar we saw.
    2. Devs were playing RT tabletop while developing Kingmaker, and noted some commonalities.
    3. Heresy is a go, for certain values of heresy (I'm hoping that it's more than simply forgetting to say "Emperor protects" when someone sneezes).
    4. No squats.

    All I wanna do is open up trade relations with the Tau. The Imperium doubtless has some forgotten backwater planets that could really use some of the Tau's more advanced technosorcery. I'm sure such deals won't have any unexpected long-term consequences.

  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    captaink wrote: »
    Is the roll information for enemy spell resists bugged? It's like it can't display a DC higher than 20.

    The attack one is straightforward, Your roll vs. the needed roll. so seeing that you need a 20 or need a 2 is really helpful.

    When enemies roll save it's way more confusing. because it will say "13 v 20" but they made the save. I think it's displaying the natural die roll versus the actual DC but the DC never shows higher than 20.

    I never quite understood how the die roll display worked in Kingmaker. I got that the first number was the raw d20 roll, but the second... yeah, no idea. Seems like it should be the pre-bonus number necessary to hit the DC so you know if what you're trying is pointless or not, but it isn't clear.

    Read an article about Rogue Trader.

    https://www.rockpapershotgun.com/owlcat-games-on-exploring-the-koronus-expanse-and-going-full-heretic-in-warhammer-40000-rogue-trader

    1. Xenos allies in addition to the Eldar we saw.
    2. Devs were playing RT tabletop while developing Kingmaker, and noted some commonalities.
    3. Heresy is a go, for certain values of heresy (I'm hoping that it's more than simply forgetting to say "Emperor protects" when someone sneezes).
    4. No squats.
    They didn't say no ogryn!

    Selectable subraces confirmed.

    Pokemon GO: 7113 6338 6875/ FF14: Buckle Landrunner /Steam Profile
  • BurnageBurnage Registered User regular
    I'd guess Tau or... maybe Orks are most likely for any additional xenos party members? The other varieties of Aeldari would probably fit the lore best but overlap too much with the Ranger, Necrons allying with anyone is kind of iffy and a Genestealer Cult or Tyranid ally is probably right out.

  • htmhtm Registered User regular
    edited June 2022
    Read an article about Rogue Trader.

    https://www.rockpapershotgun.com/owlcat-games-on-exploring-the-koronus-expanse-and-going-full-heretic-in-warhammer-40000-rogue-trader

    1. Xenos allies in addition to the Eldar we saw.
    2. Devs were playing RT tabletop while developing Kingmaker, and noted some commonalities.
    3. Heresy is a go, for certain values of heresy (I'm hoping that it's more than simply forgetting to say "Emperor protects" when someone sneezes).
    4. No squats.

    Looks promising. I've never played 40K, but I know a bit about its lore (though not its gameplay, aside from the fact that its action figures are often beautiful and expensive) through nerd osmosis and because during my business travel years, I'd buy 40K paperbacks out of desperation to have something to read in-flight. In comparison, I'd never actually heard of Pathfinder before I played Kingmaker. So... I have confidence that Owlcat will do cool things with the setting.

    Are there any details about what the ruleset will be? Does 40K normally use some variant of d20?

    htm on
  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    Burnage wrote: »
    I'd guess Tau or... maybe Orks are most likely for any additional xenos party members? The other varieties of Aeldari would probably fit the lore best but overlap too much with the Ranger, Necrons allying with anyone is kind of iffy and a Genestealer Cult or Tyranid ally is probably right out.
    Any of the aeldari that don't look like generic space elves?

    Pokemon GO: 7113 6338 6875/ FF14: Buckle Landrunner /Steam Profile
  • DracomicronDracomicron Registered User regular
    Burnage wrote: »
    I'd guess Tau or... maybe Orks are most likely for any additional xenos party members? The other varieties of Aeldari would probably fit the lore best but overlap too much with the Ranger, Necrons allying with anyone is kind of iffy and a Genestealer Cult or Tyranid ally is probably right out.

    I would love an Ork Freeboota party member. Lots of reasons it wouldn't work (Freebootas are outcast mercs that generally work for any ork clan that pays, not just any employer), but if a remotely plausible excuse could be conjured, it would be amazing.

    Mekboy who needs the PC to get to the necrons. "Dose gits iz immorta? I'z fite 'em foreva!"

    Painboy who studies soft 'umie biology and wants to make 'em 'ard like da boyz so they fights betta.

    Weirdboy on a mission from Mork.

    Speed Freek in search of the reddest paint.

  • DracomicronDracomicron Registered User regular
    htm wrote: »

    Are there any details about what the ruleset will be? Does 40K normally use some variant of d20?

    They have stated that they are using the ruleset and setting of the Fantasy Flight Rogue Trader RPG, which is now unfortunately out of print and selling for stupid amounts at Half Price Books.

    It is percentile-based and not like d20 games in any appreciable way.

  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    edited June 2022
    It will be interesting to see the 40k universe from an angle that isn't just war or "SPACE MARINES! HOORAH!"

    Being essentially a travelling adventurer in this world, curious to see what that will be like.

    Dr. Chaos on
    Pokemon GO: 7113 6338 6875/ FF14: Buckle Landrunner /Steam Profile
  • BurnageBurnage Registered User regular
    Dr. Chaos wrote: »
    Burnage wrote: »
    I'd guess Tau or... maybe Orks are most likely for any additional xenos party members? The other varieties of Aeldari would probably fit the lore best but overlap too much with the Ranger, Necrons allying with anyone is kind of iffy and a Genestealer Cult or Tyranid ally is probably right out.
    Any of the aeldari that don't look like generic space elves?

    The Dark Eldar/Drukhari might be up your alley. There are three broad factions of them, and two (the Kabals and Wych Cults) are pretty standard "evil space elf" fare, with the former leaning a bit more heavily on shooting or political subterfuge and the latter emphasising bloodthirsty melee combat in front of an audience.

    The third, the Haemonculus Covens, are more like what you get if you ask "what would happen if the Cenobites from Hellraiser started a university in space?" - lots of body modification on themselves and (mostly) unwilling test subjects, which makes them look pretty distinctive from the rest of the Aeldari factions. The average Haemonculus has at least four arms and a spine that exists mostly independently of their actual torso, which they've usually stripped of organs anyway for fashion reasons.

    We've already seen Drukhari (including some Covens units) in the trailer and concept art, and given that they do sometimes work with humans they could be possible candidates for party membership.

  • WotanAnubisWotanAnubis Registered User regular
    Trapped in WotR restarting purgatory again. However, while creating and discarding characters one after the other, I've come to an important conclusion.

    Dragonheir Scions should totally be allowed to become Dragon Disciples without having to dip into some spellcasting class first. I don't know if this would work out mechanically and I don't really care either. It makes thematic sense.

  • -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    edited June 2022
    Dr. Chaos wrote: »
    It will be interesting to see the 40k universe from an angle that isn't just war or "SPACE MARINES! HOORAH!"

    Being essentially a travelling adventurer in this world, curious to see what that will be like.

    There is so much potential. Every race has some form of smaller scale shenanigans that fit perfectly with a CRPG. Orks launch Waaaghs that wipe out whole systems, but they also have Kommandos, smaller eilite squads that go behind enemy lines and do sneaky things. Imperial Guard are the 'good guys', basic men doing the Emperors work, but there's also traitor groups that take their gear and run, and don't even fall to Chaos, just doing shady shit. Tyranids are trying to eat the entire galaxy, but they spread Genestealers far and wide that birth small, underground cults. Hive cities have large, varied gangs that do their own thing away from authorities. Eldar have Corsairs which are, like you will be in this game, freelance workers/soldiers/priates. Chaos, as we saw in Daemonhunter, sow dissent with cults much like Genestealers. Members of Imperial authority in a system are often corrupt and in it for themselves. Inquisitors, both rogue and loyal, are often enlisting help for their bullshit.

    40k as a setting feels kind of wasted when they keep focusing on huge armies clashing. Owlcat have a lot of fodder for a game and subsequent DLCs.

    -Loki- on
  • DracomicronDracomicron Registered User regular
    -Loki- wrote: »

    40k as a setting feels kind of wasted when they keep focusing on huge armies clashing. Owlcat have a lot of fodder for a game and subsequent DLCs.

    That's why they need to keep hiring Black Library authors to consult/write the video games. Aaron Demski-Bowden wrote Daemonhunters, and as a result it FEELS right.

    Get Rachel Harrison to write a Sororitas political intrigue game where you root out Tzeentch sorcerers. Maybe do it Phoenix Wright style where you get the Sister pointing and shouting "Heresy!"

    Give Dan Abnett whatever he wants to do an Eisenhorn/Bequin RPG or a Gaunt's Ghosts XCOM.

    Tell Gav Thorpe to help with an Eldar game and then say you were just kidding and ask him if he has Guy Haley's number.

    That sort of thing. Anyone can take a crack at florid, over-dramatic Warhammer prose, but there is an art to riding the edge between great 40K drama and rolling your eyes at how silly it is.

  • rahkeesh2000rahkeesh2000 Registered User regular
    Dragonheir Scions should totally be allowed to become Dragon Disciples without having to dip into some spellcasting class first. I don't know if this would work out mechanically and I don't really care either. It makes thematic sense.

    https://sites.google.com/site/pathfinderogc/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/dragonheir-scion-fighter-archetype
    Dragonheir scions are the martially inclined humanoid descendants of those influenced by draconic power. Unlike their sorcerous brethren, dragonheir scions manifest their heritage in ways more suited to strength of arms and skill with steel than arcane energies.

    The archetype is explicitly designed as a martial alternative to the half-spellcaster Dragon Disciples. You want to mix and match, I think it's more than fair that you take a single sorc level to open up spellcaster development.

  • WotanAnubisWotanAnubis Registered User regular
    Dragonheir Scions should totally be allowed to become Dragon Disciples without having to dip into some spellcasting class first. I don't know if this would work out mechanically and I don't really care either. It makes thematic sense.

    https://sites.google.com/site/pathfinderogc/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/dragonheir-scion-fighter-archetype
    Dragonheir scions are the martially inclined humanoid descendants of those influenced by draconic power. Unlike their sorcerous brethren, dragonheir scions manifest their heritage in ways more suited to strength of arms and skill with steel than arcane energies.

    The archetype is explicitly designed as a martial alternative to the half-spellcaster Dragon Disciples. You want to mix and match, I think it's more than fair that you take a single sorc level to open up spellcaster development.

    Yeah, you may be right. Perhaps I should restart as a Bloodrager.

    Speaking of, does anyone know if Bloodrage and Demonic Rage now play nice together?

  • EtiowsaEtiowsa Registered User regular
    Dragonheir Scions should totally be allowed to become Dragon Disciples without having to dip into some spellcasting class first. I don't know if this would work out mechanically and I don't really care either. It makes thematic sense.

    https://sites.google.com/site/pathfinderogc/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/dragonheir-scion-fighter-archetype
    Dragonheir scions are the martially inclined humanoid descendants of those influenced by draconic power. Unlike their sorcerous brethren, dragonheir scions manifest their heritage in ways more suited to strength of arms and skill with steel than arcane energies.

    The archetype is explicitly designed as a martial alternative to the half-spellcaster Dragon Disciples. You want to mix and match, I think it's more than fair that you take a single sorc level to open up spellcaster development.

    Yeah, you may be right. Perhaps I should restart as a Bloodrager.

    Speaking of, does anyone know if Bloodrage and Demonic Rage now play nice together?

    They do! Activating demonic rage just turns on bloodrage as well, so you get all your bloodrager goodies with your demon stuff.

  • htmhtm Registered User regular
    -Loki- wrote: »
    Dr. Chaos wrote: »
    It will be interesting to see the 40k universe from an angle that isn't just war or "SPACE MARINES! HOORAH!"

    Being essentially a travelling adventurer in this world, curious to see what that will be like.

    There is so much potential. Every race has some form of smaller scale shenanigans that fit perfectly with a CRPG. Orks launch Waaaghs that wipe out whole systems, but they also have Kommandos, smaller eilite squads that go behind enemy lines and do sneaky things. Imperial Guard are the 'good guys', basic men doing the Emperors work, but there's also traitor groups that take their gear and run, and don't even fall to Chaos, just doing shady shit. Tyranids are trying to eat the entire galaxy, but they spread Genestealers far and wide that birth small, underground cults. Hive cities have large, varied gangs that do their own thing away from authorities. Eldar have Corsairs which are, like you will be in this game, freelance workers/soldiers/priates. Chaos, as we saw in Daemonhunter, sow dissent with cults much like Genestealers. Members of Imperial authority in a system are often corrupt and in it for themselves. Inquisitors, both rogue and loyal, are often enlisting help for their bullshit.

    40k as a setting feels kind of wasted when they keep focusing on huge armies clashing. Owlcat have a lot of fodder for a game and subsequent DLCs.

    I dunno, I feel like the hugeness of its world-building is what 40K does best. It's pretty much the only SF setting that doesn't just pantomime size and scale. Its galaxy is big, with millions of planets and trillions of people. Distance and stellar geography actually affect travel time. Also, political and military organizations are portrayed correctly in that they have many, many layers of bureaucracy and even sub-organizations of the same faction are often in opposition to each other as much or more so than with their common enemies.

    Compare that to say... recent Star Trek, where it seems like the ships practically teleport around the galaxy in zero time, and a handful of officers and admirals are responsible for everything that happens on a particular ship or even all of Starfleet. There's just no consistency or verisimilitude whatsoever.

    Any story set within 40K should make sure to express that whatever the characters are doing and however dramatic it seems, they're doing it against a background of vast civilizations engaged in conflicts of incomprehensible scale.

  • DracomicronDracomicron Registered User regular
    htm wrote: »

    Any story set within 40K should make sure to express that whatever the characters are doing and however dramatic it seems, they're doing it against a background of vast civilizations engaged in conflicts of incomprehensible scale.

    Like, that's what makes it a good setting, but that's not what makes individual good stories. Like, this forum generally likes it when Star Wars strays from the Skywalker saga because it makes the galaxy seem small, but ultimately we just want the story to be good, and most good stories are personal.

    40K doesn't really have a Skywalker saga, unless you count Big E and his sons' problems during family reunions, but frankly most good 40K stories focus on one or maybe two planets with two major factions and maybe one or two neutral or swing parties.

    I think you CAN go big in 40K, but frankly I'm reading Penitent by Dan Abnett, and the main character has barely left her neighborhood in search of a friend so far and I'm still way more invested than I was in Mortis, the door-stopping epic entry in the Horus Heresy's Siege of Terra series involving the Titan Legions and the origin of The Emperor.

    Bigger does not always mean better, even in a grimdark galaxy that knows Only War.

  • TomantaTomanta Registered User regular
    Burnage wrote: »
    Dr. Chaos wrote: »
    Burnage wrote: »
    I'd guess Tau or... maybe Orks are most likely for any additional xenos party members? The other varieties of Aeldari would probably fit the lore best but overlap too much with the Ranger, Necrons allying with anyone is kind of iffy and a Genestealer Cult or Tyranid ally is probably right out.
    Any of the aeldari that don't look like generic space elves?

    The Dark Eldar/Drukhari might be up your alley. There are three broad factions of them, and two (the Kabals and Wych Cults) are pretty standard "evil space elf" fare, with the former leaning a bit more heavily on shooting or political subterfuge and the latter emphasising bloodthirsty melee combat in front of an audience.

    The third, the Haemonculus Covens, are more like what you get if you ask "what would happen if the Cenobites from Hellraiser started a university in space?" - lots of body modification on themselves and (mostly) unwilling test subjects, which makes them look pretty distinctive from the rest of the Aeldari factions. The average Haemonculus has at least four arms and a spine that exists mostly independently of their actual torso, which they've usually stripped of organs anyway for fashion reasons.

    We've already seen Drukhari (including some Covens units) in the trailer and concept art, and given that they do sometimes work with humans they could be possible candidates for party membership.

    Drukhari was my faction when I played 40k, so seeing them in the game has me excited (having one as a companion would blow my mind). Necrons were my second faction, so seeing them as well is great.

  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    edited June 2022
    edit: wrong thread.

    Dr. Chaos on
    Pokemon GO: 7113 6338 6875/ FF14: Buckle Landrunner /Steam Profile
  • htmhtm Registered User regular
    edited June 2022
    So I decided I wanted to derp around in WotR again after having almost finished it a few months ago, and... my saves won't load. The load screen gets to 8% and then I get kicked back to the main menu.

    Did they break saves and/or mods? I'm running a few mods (ToyBox, Visual Adjustments, Enhanced Inventory, Weapon Focus Plus) and the latest UnityModManager, which claims all my mods are up-to-date. Disabling mods doesn't change anything: load to 8% and then back to the main menu.

    htm on
  • TerrendosTerrendos Decorative Monocle Registered User regular
    htm wrote: »
    So I decided I wanted to derp around in WotR again after having almost finished it a few months ago, and... my saves won't load. The load screen gets to 8% and then I get kicked back to the main menu.

    Did they break saves and/or mods? I'm running a few mods (ToyBox, Visual Adjustments, Enhanced Inventory, Weapon Focus Plus) and the latest UnityModManager, which claims all my mods are up-to-date. Disabling mods doesn't change anything: load to 8% and then back to the main menu.

    This happened to one of my save files too, but fortunately it was after I'd beaten the game. It's just that one character's save files, though; other ones still load just fine.

  • htmhtm Registered User regular
    Terrendos wrote: »
    htm wrote: »
    So I decided I wanted to derp around in WotR again after having almost finished it a few months ago, and... my saves won't load. The load screen gets to 8% and then I get kicked back to the main menu.

    Did they break saves and/or mods? I'm running a few mods (ToyBox, Visual Adjustments, Enhanced Inventory, Weapon Focus Plus) and the latest UnityModManager, which claims all my mods are up-to-date. Disabling mods doesn't change anything: load to 8% and then back to the main menu.

    This happened to one of my save files too, but fortunately it was after I'd beaten the game. It's just that one character's save files, though; other ones still load just fine.

    I guess I'll have to restart. Oh no! Anyway...

    Just saw a spellbook merge mod on OwlCat's Discord that adds spellbook merging to Mythic Paths that aren't Angel or Demon. That will be the spoonful of sugar that will make the restart medicine go down, since the odds of me resisting Aivu's charms and not playing Azata again are approximately slim to none.

  • htmhtm Registered User regular
    htm wrote: »
    Camellia: if you build her as a pure Shaman, she turns into a pretty wicked damage dealer once she gets Enemies' Bane. If you want her to stay tanky, take Wind spirit using the Second Spirit Mythic ability so she'll have Air Barrier.

    I forgot to mention that the really ridiculous thing to do with Cammy is to have her take the Elemental Barrage Mythic Ability and then turn on two of her various elemental Spirit Enhancements. She'll proc EB damage every time she hits.

  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    edited June 2022
    I highly reccomend completely uninstalling toybox (don't just turn it off in the ingame manager). Did a lot to unfuck my modded save.

    Dr. Chaos on
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  • GiantGeek2020GiantGeek2020 Registered User regular
    Dr. Chaos wrote: »
    I highly recommend completely uninstalling toybox (don't just turn it off in the ingame manager). Did a lot to unfuck my modded save.

    Yeah you have to uninstall and then reinstall the latest version. Then it works fine.

  • htmhtm Registered User regular
    Dr. Chaos wrote: »
    I highly recommend completely uninstalling toybox (don't just turn it off in the ingame manager). Did a lot to unfuck my modded save.

    Yeah you have to uninstall and then reinstall the latest version. Then it works fine.

    I got that to work for me but I went ahead and restarted anyway. <.<

    Question about Act 1: is it possible...
    ...to avoid killing both Ramien and Hulrun?

  • TerrendosTerrendos Decorative Monocle Registered User regular
    htm wrote: »
    Dr. Chaos wrote: »
    I highly recommend completely uninstalling toybox (don't just turn it off in the ingame manager). Did a lot to unfuck my modded save.

    Yeah you have to uninstall and then reinstall the latest version. Then it works fine.

    I got that to work for me but I went ahead and restarted anyway. <.<

    Question about Act 1: is it possible...
    ...to avoid killing both Ramien and Hulrun?

    Yes.
    IIRC you gotta show Hulrun the Angel Sword when you first meet them. Then when you find... Wallflower...? whatever, the one disguised as a soldier, and Hulrun re-appears, you can talk him down, but you may have to show him the Sword again.

  • EtiowsaEtiowsa Registered User regular
    Terrendos wrote: »
    htm wrote: »
    Dr. Chaos wrote: »
    I highly recommend completely uninstalling toybox (don't just turn it off in the ingame manager). Did a lot to unfuck my modded save.

    Yeah you have to uninstall and then reinstall the latest version. Then it works fine.

    I got that to work for me but I went ahead and restarted anyway. <.<

    Question about Act 1: is it possible...
    ...to avoid killing both Ramien and Hulrun?

    Yes.
    IIRC you gotta show Hulrun the Angel Sword when you first meet them. Then when you find... Wallflower...? whatever, the one disguised as a soldier, and Hulrun re-appears, you can talk him down, but you may have to show him the Sword again.
    I'm pretty sure even if you do this Hulrun will try to kill Ramien again in Drezen and will do so unless you gank him. Not 100% on this though since it went buggy in my playthrough.

  • WotanAnubisWotanAnubis Registered User regular
    Etiowsa wrote: »
    Terrendos wrote: »
    htm wrote: »
    Dr. Chaos wrote: »
    I highly recommend completely uninstalling toybox (don't just turn it off in the ingame manager). Did a lot to unfuck my modded save.

    Yeah you have to uninstall and then reinstall the latest version. Then it works fine.

    I got that to work for me but I went ahead and restarted anyway. <.<

    Question about Act 1: is it possible...
    ...to avoid killing both Ramien and Hulrun?

    Yes.
    IIRC you gotta show Hulrun the Angel Sword when you first meet them. Then when you find... Wallflower...? whatever, the one disguised as a soldier, and Hulrun re-appears, you can talk him down, but you may have to show him the Sword again.
    I'm pretty sure even if you do this Hulrun will try to kill Ramien again in Drezen and will do so unless you gank him. Not 100% on this though since it went buggy in my playthrough.

    Huh. That's never happened to me.
    Mostly because, after you convince Hulrun to postpone running Ramien out of Kenabres in Act 1, Ramien just kind of disappears from the game. So Hulrun can't kill Ramien in Drezen, because Ramien is never in Drezen.

  • EtiowsaEtiowsa Registered User regular
    edited June 2022
    Etiowsa wrote: »
    Terrendos wrote: »
    htm wrote: »
    Dr. Chaos wrote: »
    I highly recommend completely uninstalling toybox (don't just turn it off in the ingame manager). Did a lot to unfuck my modded save.

    Yeah you have to uninstall and then reinstall the latest version. Then it works fine.

    I got that to work for me but I went ahead and restarted anyway. <.<

    Question about Act 1: is it possible...
    ...to avoid killing both Ramien and Hulrun?

    Yes.
    IIRC you gotta show Hulrun the Angel Sword when you first meet them. Then when you find... Wallflower...? whatever, the one disguised as a soldier, and Hulrun re-appears, you can talk him down, but you may have to show him the Sword again.
    I'm pretty sure even if you do this Hulrun will try to kill Ramien again in Drezen and will do so unless you gank him. Not 100% on this though since it went buggy in my playthrough.

    Huh. That's never happened to me.
    Mostly because, after you convince Hulrun to postpone running Ramien out of Kenabres in Act 1, Ramien just kind of disappears from the game. So Hulrun can't kill Ramien in Drezen, because Ramien is never in Drezen.
    Yeah it's weird. In my Azata run once Hulrun Showed up at Drezen, when I was running around town I saw him by the wardstone hostile with his sword out, standing behind Ramien on their knees and talking shit. But then once I got back from the abyss Hulrun was fine, so I dunno wtf basically.

    Oh, and in my Azata run Ramien was actually in Drezen and interactable and stuff. But in my current run, despite murdering Hulrun, he seems to have vanished into the ether. Shits messed up.

    Etiowsa on
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