Pathfinder - Wrath of the Righteous; A Kingmaker follow-up that supports turn-based gameplay now!

Yes, I don’t know how I got the debuffs (on normal difficulty), but I had them before it all happened. I was moving on the map, no debuffs, and got an encounter message “Someone is on the road ahead” or something like that right before the camp. Then, poof! I was in the camp for the um event there, the one that leads directly to the Lost Chapel. With three stacks of corruption out of nowhere.

I did, but only it was early.

Ironically respecing after that was such a pain that I didn’t bother even though I wanted to a couple times.
I just Toy Box’d my undead minion dude to have the feat I wanted instead of the one I picked.

Of course I DID respec after picking my path, but since I haven’t seen any weirdness, I think I dodged that bullet. Problem is that the only way to find out is to see if my entire playthrough implodes 40 some hours later. It’s either that or spend uh… forever getting back to where I am, which is pretty unappealing.

That’s really strange.

What was supposed to happen is you get close to the camp, it does the encounter thing, but it also fully rests you in camp. Which refreshes all your stuff and wipes out any corruption you might have had.

Sounds like for some weird reason it did the opposite. Which, yeah that place was rough enough, having 3 stacks of corruption? There is no way in hell. Even one stack on Core would’ve probably done me in.

Yeah, I think I am screwed. I will see if I have a save before the camp fight, and then if that still glitches out, I may have to ditch, let’s see, 73.5 hours of play and start over. Again.

The way it worked in my game is that I manually slept in my camp and woke up to the camp being set on fire/gargoyle attack. I was worried I wasn’t going to get a full rest in, because my party was wrecked, but it did give me a full rest. I don’t recall my allies up the mountain path being exhausted at all. Sounds like a bug.

Boss Encounter Assistance: In the chapel after the priest fight - there is a hidden path off to the right (perception check) which leads you to a Lich for the Lich Mythic Path. If you give him the Lich wand from the hole in the ground in the bug canyon, and accept his offer to turn you into a Lich, then he will aid you in the boss fight. Note - you don’t actually have to turn into a Lich - it just gives you the option for when you formally choose your mythic path.

Difficulty can be changed at any time. Turn damage down to 0.2 and go through baby mode. There are also places to rest in Lost Chapel (crusader supplies) so that might reset your corruption state. I can’t remember if resting in that way added to it or if it was considered safe area.

If you have the Toy Box mod you can probably fire off a “Rest All” as well.

Honestly, having Toy Box in your back pocket is never a bad idea. Even if you ignore it 99% of the time, that 1% that is often going to fuck you completely, and Toy Box can usually just wave a wand and fix it.

Updates from Owlcat guy on Reddit:

They also said this post today’s patch:

Also it looks like the affected point is post Siege of Drezen, which actually makes sense given the Mythic path issues.

Actively downloading a 5gb update.

I can say for sure, that totally didn’t happen for me. I went back into camp to cleanse my corruption and then got sucked into whole fight and was at corruption level 2 for most of the time until I completed the chapel area.

It didn’t happen for me either. Same situation, I was heading to camp to rest and get rid of corruption and BOOM. Was pretty annoying.

What kind of debuffs are we talking about? Disease or Level/Stat reductions?

I can’t remember everything that corruption does but I know it includes penalties to saving throws, DC for your spells in terms of penetrating spell resist, and other stuff. I think maybe attack rolls and AC as well?

I went back to a prior save, and it worked properly; got to the camp, autorested, no corruption, etc. The three stacks of corruption give you a whopping -6 to all concentration rolls, so spell casting and even using potions (!) becomes nearly impossible. Oy.

And yeah, I found the path downstairs too. Nifty.

SMALL UPDATE / PATCH NOTES

POSTED

Tue, September 14

PF: WotR: patch 1.0.3c

Known issues

  • In chapter 5 don’t skip the scene of getting a Mythic level, it may break the game;

  • Re-training your character will break late-game Mythic Paths, such as Legend, Gold Dragon, Swarm-that-Walks, a secret path;

  • Sometimes opening a UI that pauses the game, such as level up screen, may pause the game even after. Workaround: Open and close the inventory if it happens;

  • Characters on a secret mythic path, who have already taken mythic ranks in it, won’t be able to get mythic feats or abilities from previous mythic ranks of that mythic path.

Quests

  • Deep-Rooted Derangement could break if you skipped the cut-scene which started it - fixed;

  • Fixed the infinite XP gain in the dialogue with Thaberdine;

  • The second dialogue with Nulkineth could start more than once - fixed;

  • The logic in the dialogue with Toil in Ember’s quest in chapter 5 has been fixed;

  • The logic in the dialogue with Melies in chapter 5 has been fixed;

  • A romantic event with Galfrey from the 3rd chapter could start in chapter 5 - fixed;

  • Fixed inability to complete the Grudges to Settle quest if you kill Chivarro before talking to Herrax;

  • Sometimes Arueshalae refused to talk even after leaving the prison - fixed;

  • Anevia in chapter 5 now properly recognizes whether the player remained the Commander in chapter 3 or not;

  • A cutscene at the end of Death’s Embrace sometimes didn’t start - fixed;

  • Fixed an error that could give a wrong objective related to the Prisoner of the Abyss quest after talking to Sosiel;

  • A cut-scene with Azata’s Free Crusaders could freeze in Midnight Fane - fixed;

  • Sometimes Days of Strife wouldn’t fail after finishing chapter 1;

  • From a Dead Woman’s Hands: in some cases, it was impossible to call Sosiel to talk with Paralictor Aminos Renth in Drezen - fixed;

  • A Conversation with Halaseliax sometimes didn’t start after Dragon’s Awakening - fixed;

  • Above the Clouds: it was possible to get an objective to speak to Desnans about music too early. Fixed. If you already got the objective, just wait until the time is right for this dialogue to trigger;

  • In some cases after Azata’s battle at Flesh Markets, a conversation with Rhamisa wouldn’t start - fixed;

  • A cut-scene with Rhamisa could trigger twice if you went into her hideout again - fixed;

  • A romantic scene with Galfrey didn’t start before Midnight Fane - fixed;

  • Dragon’s Awakening: Halaseliax could stay in Drezen while he was supposed to leave for Kenabres - fixed;

  • Fighting against your previous companions on some difficulties resulted in their resurrection after a fight - fixed;

  • In chapter 1, if, after scouting the Tower of Estrod, you failed to report to Irabeth before the attack on the tavern started, this objective wouldn’t be completed - fixed. You will receive another objective;

  • Fixed replies in the dialogue with Nocticula during Demon’s quest in chapter 5.

Areas

  • Killing (and looting) Seelah in Molten Scar would break the game later on. Fixed for new games, but an already affected playthrough requires loading an earlier save;

  • Iz: visiting the place of the boss fight before the boss arrives would make it impossible to start the dialogue later - fixed;

  • Fixed Azata’s navigation issues in Drezen;

  • Some players couldn’t enter Hellknights Outpost in chapter 5 - fixed;

  • Sometimes saving during the scene of breaking the gates in Drezen would break it - fixed;

  • Terrain in some areas could be entirely black - fixed;

  • A stinky passage from the lair of the Fulsome Queen unto the mines of Colyphyr wouldn’t appear - fixed.

  • Cutscenes in the Drezen Citadel could fail to start sometimes - fixed;

  • Fixed some issues which prevented talking to companions in Nexus;

  • Lost Chapel: a fight with ghouls sometimes wouldn’t start if you kill a cultist by the gates too quickly - fixed;

  • Fixed an incorrect Mobility check-in Midnight Fane.

Crusade

  • Stronghold now takes 2x2 instead of 1x1 cells;

  • Mouse cursor could get stuck if you had a spell selected and hovered over the combat log resize - fixed;

  • The Economy tab was working incorrectly - fixed;

  • A Dragon’s Advice event didn’t trigger in Drezen - fixed;

  • The initial attributes of the Generals were fixed;

  • Generals’ ability Elemental Weapon did not work on ranged attacks - fixed;

  • Damage of all Ranger’s Trap abilities has been moderately increased;

  • Added an indicator for the recruitment button, when new units are available for recruitment.

Classes & Mechanics

  • Order of the Gate Hellknights was getting wrong abilities before level 9 - fixed;

  • Battle Meditation mythic ability was not appearing in the ability list - fixed;

  • Death of any companion from Negative Levels with enabled option “Dead companions rise after combat” would cause the game to freeze/crash when combat ends - fixed;

  • Arcane Enforcer couldn’t select the Full Reservoir mythic ability - fixed;

  • Magus’ Spellstrike ability wasn’t working correctly with reach weapons if the target wasn’t in touch range - fixed;

  • Bolstered Metamagic added 2 damage per Caster Level, instead of 2 damage per damage die - fixed;

  • Mythic Lich was not becoming a true undead creature. Resolution: Killed him to undeath;

  • In some instances during Aeons playthrough some enemies could revive themselves indefinitely - fixed;

  • Intimidating Display could disappear - fixed;

  • Eyes of the Bodak spell no longer can kill NPCs in cities;

  • Gold Dragon’s Perfect Mind ability didn’t provide some of the bonuses stated in the description - fixed;

  • Swarm-that-Walks got fatigued instead of gaining the immunity to fatigue - fixed;

  • Some abilities no longer keep giving bonuses after retraining;

  • Fixed favorite class HP bonus;

  • Alchemist Incense Fog didn’t work correctly - fixed;

  • Hagbound Witch could start dealing 0 damage with any weapon - fixed;

  • Your character couldn’t attack enemies in some cases - fixed;

  • Ability Mount Companion didn’t have a description - fixed;

  • Vampiric Touch and Vampiric Shurikens didn’t work correctly - fixed;

  • Ice Storm’s slowing effect didn’t work - fixed;

  • Favored Enemy - Flying and Favored Enemy - Large didn’t work - fixed;

  • Velociraptor animal companion’s talons were dealing 1d3 damage instead of 1d6 - fixed;

  • Emergency Help ability was not properly targeting wounded allies - fixed;

  • Weapons, included in different weapon training groups, sometimes didn’t receive appropriate bonuses - fixed.

Turn-based mode

  • Prediction panel in TBM was mistakenly showing Spell Combat attack as possible in cases where it wasn’t (e.g. when the character was using a two-handed weapon) - fixed;

  • TBM did not work in some places with moving/appearing objects - fixed;

  • Charge ability was getting interrupted randomly before starting - fixed.

Items

  • The attack bonus from Dead Bough’s scorches stacked multiple times - fixed;

  • The Triceratops Statuette took away the ability to mount - fixed;

  • Tankard of Free Spirit didn’t summon anything if the owner’s level was below 7 - fixed;

  • Victims’ Madness didn’t have a description - fixed;

  • Bane spell granted by Unholy Signet had a wrong DC - fixed;

  • Red Dragon Helmet didn’t display on the characters - fixed;

  • In the Numerian dungeon, you could loot a weapon without a name or description. It has a name and description, though you can’t equip it;

  • Unending Distortion didn’t work - fixed;

  • Francest’s Charming Voice and Francest’s Mighty Call now display proper mechanical descriptions.

User Interfaces

  • In auto-crusade mode, it was impossible to move on the global map sometimes - fixed;

  • Completing Camellia’s quest in chapter 5 didn’t always provide an update to her story in the UI - fixed;

  • Fixed the issue with targeting spells on the portraits of the characters;

  • Inventory and Character sheet were empty in some cases - fixed;

  • Head slot is available for animal companions from now on;

  • Parts of character could turn white when switching a headgear or equipped items several times rapidly - fixed;

  • Fixed the wrong marker for the Grudges to Settle quest on the map of Alushinyrra;

  • Added tooltips for the menu bar buttons that were missing them.

Audio

  • Dead characters sometimes continued to play sounds - fixed;

  • Burning houses in Kenabres stopped playing sound effects after saving and loading again - fixed.

Misс

  • Fixed a bug when after a minotaur’s death, its flail was floating in the air;

  • Fixed the achievements Truly Important Deed, Get the Toad;

  • Fixed the fight in the Arendae Party House - your party no longer starts the combat flat-footed;

  • Fixed some crashes related to particle effects;

  • Fixed the game hanging instead of returning to the main menu when you complete it;

  • Fixed the visual of Mythic Lich;

  • Added a character retrain interface. Now you can’t interrupt retraining anymore;

  • Fix the Dominate Person effect on the main character;

  • Fixed the issue with the animation of the Master Backstabber ability.

It’s enough to make me want to put the game on hold until it stabilizes but if I’m being realistic, if I put a game like this aside I never go back to it. The thought of picking up where I left off isn’t appealing because I don’t remember what’s going on but redoing the entire story feels like too much of a slog, so it just doesn’t happen.

Guess I may as well keep plugging away and if my game gets nuked… I guess that’s that.

I just finished the Finnean questline. Another WTF moment from Owlcat.

If you chose the Good option, Finnean changes into a longsword. A nice longsword. But I got longswords coming out of my ass. I used Finnean as a greatsword, something which is sadly kind of rare. But now he’s just a fucking longsword. Owlcat is punishing me for completing his quest.

I didn’t try the other alignment options because of course the fight that ensues is a pita and I don’t feel like doing it again.

That’s disappointing. Maybe I’ll have more context once I get there, but why not let Finnean stay in the same form he was in when you complete the quest, or give you a choice once the quest is finished?

Also, did I miss where it was mentioned that Finnean can only take the form of a weapon once and then it can’t be re-used? I was a little annoyed when I discovered that as I had changed his form when the party member who wielded him went on hiatus only to find that I couldn’t change him back? Not a big deal now that I have access to better weapons but at the time it sucked!

What? I’m still early so I’ve done exactly what you tried and shifted him to fill in on different characters. So far I think he’s been a composite bow, a dagger, and a throwing axe (the last one was just so I could see what the weapon looked like as I’d sold the only one I’d seen at that point).

It does suck if he becomes a longsword in the end though. On the other hand I think I messed up the smith’s quest so I don’t get Radiance anyway. Maybe I’ll need a long sword.

Yeah, I had him as a Rapier (Camellia) but she was terrible so I turned him into a dagger and gave him to Woljiff. Then I wanted to turn him back into a Rapier because I lacked any magic ones and… no longer an option. I wasn’t sure if I missed the explanation for that or if it was just some sort of assumed knowledge for intelligent weapons or whatever he is?

EDIT: Or a bug, I guess! This is Owlcat. :)