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Patch 1.2 January 24th, 2019 - Part 1

Dear pathfinders, As the new year takes its course, we are happy to announce that we're ready to share Version 1.2! This new pack of fixes and improvements is based on your suggestions we keep receiving both from forums and the in-game reporting system (available by pressing F11). Thank you so much for your contribution - your feedback lets us make the game better every day! We know that a lot of our players are complaining about the long load times. It's a serious technical issue and, unfortunately, we cannot fix it in one fell swoop. However, we're doing our best to mitigate this pain. We have been able to greatly increase initial loading time in previous patches. And there is a major improvement in Kingdom management interface we implemented in this patch that will eliminate loading time between different Kingdom UI windows. We keep looking for other things we could do to fix this problem, so stay tuned for further improvements! Be aware that the update is really huge - you will have to download around 18 Gb! The reason the update is so big is that we are working on the loading time issue, so we had to repack almost all game data. We would like to thank all of you who are sending us the bug reports with the typos. We are doing our best to correct them as soon as they are discovered. Thanks to you all, the Version 1.2 holds a large number of such fixes! Finally, let us assure you once more that work on the Pathfinder: Kingmaker will not stop for a single day. Right now, the development team keeps working on the next patch which should fix - as we hope - all known issues that remain on our task list. Sincerely yours, Owlcats. Patch Highlights:

  • System: Loading times have been significantly reduced.
  • New setting: you can now choose to significantly decrease loading times in kingdom management screens at the cost of higher RAM and VRAM consumption.
  • Multiple difficulty improvements in Chapters 6 and 7.
  • New feature: you can now enable camera following. Just double-click a character's portrait or hit F to enable it and disable it by manually controlling the camera (WASD, arrow keys or pressing on the mouse wheel). Camera-following is also automatically disabled on battle start.
  • New feature: to save yourself a loading screen, you can now hover your mouse cursor over the table in the throne room, and you'll see an exclamation mark if anything new has happened in kingdom management while you were gone.
  • The Storyteller now provides the total number of artifact shards needed to assemble an artifact.
  • Numerous visual and user interface improvements.
Please, be aware of the plot spoilers in the description below (in the Quest, Areas and Kingdom sections)! Quests
  • During Nok-Nok's companion quest, the player could gain "Hero" and "Jester" points by making certain decisions and picking certain dialogue options. Gathering a high enough number of these points was the only way to open the relevant story paths for Nok-Nok during the quest arc's finale (and thus save him at the House of the Edge of Time later on). However, it was unclear how to gain said points, which lead to most players getting stuck with the quest arc's "bad ending" and Nok-Nok dying, even if they completed his quests in an otherwise appropriate manner. Resolution: we are streamlining this mechanic. The players will now always be able to select either the "Hero" or the "Jester" path for Nok-Nok during the quest arc's finale. Which path is open to them depends on what type of points they acquired more of.
  • A dialogue option discussing Valerie's scar didn't disappear from her dialogue even after completing her quest. Resolution: fixed.
  • From now on, Irlene will take the Chest of Genuine Gemstones from the player when the player delivers it during her quest.
  • The dialogue with Jubilost about the "Inconsequential debates" never ended if the quest was failed. Resolution: fixed.
  • In the "Twice-Born Warlord" chapter, being able to save Nilak (and Dugath, if he survived so far) depended on whether the player is doing the "Flintrock Grassland" area before or after confronting Tristian at the "Abandoned Keep" area. If the players come late to the Flintrock Grassland, they find Nilak (and Dugath) already dead. We removed this dependency from the conditions to Nilak's (and Dugath's) survival to make Amiri's personal quest more consistent.
  • The "Help Amiri kill another mighty monster" objective could be missing after completion of the "Help Amiri kill Tuskgutter" objective in rare cases. Resolution: fixed.
  • The "Ancient formula" objective couldn't be completed after "Experiment on a wererat and report to Bokken" objective. Resolution: fixed.
  • The "City of Hollow Eyes" area will now only be available after receiving the "Find the missing Defaced Sisters" objective of the "Along the Cold Trail" quest.
  • In some resolutions of Jaethals last personal quest, she could unexpectedly disintegrate, which made it impossible to correctly resolve the Test of Loyalty for Jaethal and Tristian at the House of the Edge of Time. Resolution: the underlying issue has been solved and will not reproduce itself. However, unfortunately, the affected saves cannot be fixed.
  • A weapon slot in Amiri's interface could remain locked after finishing her companion quests. Resolution: fixed.
  • Even after Jaethal would come to life, she could regain some of her Undead feats with time. Resolution: fixed.
  • In some cases during Ekun's "Bury the Past" quest, some of the enemy giants would not join the fight on their own, which made it impossible to talk to Ekun afterwards. Resolution: fixed. Those players who have already been affected by this bug (they see Ekun standing on his knees and cannot talk to him) need to kill the giants located one screen to the right.
  • In some cases, the game incorrectly interpreted the player's decisions taken after fighting Hargulka and Tartuk at the "Troll Lair" area. Resolution: fixed.
  • It was possible to accidentally fail Valerie's romance before it even begins. Resolution: fixed.
  • Executing Edrist Hanvaki could block further playthrough if Auto Kingdom Management was turned on (this would stop game time from moving forward). Resolution: fixed.
  • Mim Wobblegander no longer gets stuck on her way to Talon Peak. Resolution: fixed. For players with saved games where she is already stuck, she will be waiting for them on the top of the mountain now.
  • Some players could permanently lose access to Nok-Nok if they have seen a certain statue before they were supposed to during his personal quest. Resolution: fixed.
  • From now on, the "Saving Grace" quest will start no matter what the status of the "Hour of Rage" quest is.
  • If Stefano Mosconi is alive during the "War of the River Kings" quest, he will now correctly appear in the Throne Room to "invite" the player to Pitax.
  • During the Season of Bloom, the peasants that form the angry mob in front of your castle could make mistakes about the fate of a certain Lamashtu's priestess (located at the "Secluded Lodge" area) and some bandits ("Bridge over the Gudrin River"). Resolution: fixed.
Areas
  • The dialogue option to ask Kharne Vereel about his shady dealings during the Rushlight tournament is now locked until the player finds out about them from other characters.
  • Skill checks for the "Trial of Strength" and the "Trial by Pain" illustrated events could be triggered multiple times at the "Armag's Tomb" area. Resolution: fixed.
  • The "Wild Energies" debuff could get stuck on characters when leaving the basement of the "House At The Edge Of Time" area using the staircase to the second floor. Resolution: fixed. For affected saves where the party are still in the "House At The Edge Of Time" area, players have to visit the ruined basement part and leave it again to remove the debuff.
  • There could simultaneously exist two Tartuks at the "Ruined Warehouse" area in some cases. Resolution: fixed.
  • NPC banters disappeared too fast in Varnhold. Resolution: fixed.
  • Briar didn't disappear from the Inventory when players gave it to Nyrissa. Resolution: fixed.
  • The "Vordakai's Tomb" area couldn't be found before the opening the Gates to the Valley of the Dead. Resolution: fixed.
  • Lootable dead body was not visible at the "Wolf Lair" area. Resolution: fixed.
  • Provided conditions to Amiri's companion dialogue to keep it from becoming overburdened with the growing number of dialogue options.
  • The diplomacy checks in Darven's dialogue in the Capital were incorrect. Resolution: fixed.
  • Trolls and Kobolds didn't turn into dust after death at the "Troll Lair" area in the last chapter. Resolution: fixed.
  • Creatures were not reachable in the main hall at the "Troll Lair" area in the last chapter. Resolution: fixed.
  • Amiri could be paralyzed, wounded or fatigued at the start of her quest at the "Flintlock grasslands" area. Resolution: fixed.
  • A secret door opened mechanically but not visually in the library at the "House at the Edge of Time" area. Resolution: fixed.
  • Rikri Sharvan had the wrong portrait during dialogue. Resolution: fixed.
  • Changed the order of the traveling portals as they occur in the illustrated event in the final chapter. The four portals on top of the list will lead to areas where the Lantern King's curse is lifted.
  • Changed the text in the CG option in the dialogue with Hannis Drelev in Irovetti's Palace to better represent the CG alignment.
  • The Incorruptible Petal glaive used to be in the "Whiterose Abbey" area and is in the "Pitax Royal Palace" area now. Vice versa, the Ring of Chaos item is in the "Whiterose Abbey" area.
  • Added the tooltips for area pointers for houses in region villages.
  • Clarified a dialogue option available while discussing the search for Armag's Tomb with Linzi.
  • Characters could leave the map and get stuck at the final area. Resolution: fixed.
  • The robbed woman at the "Bridge of Gudrin River" area now points the player in the right direction if asked about where she was robbed.
  • Lowered some of the Diplomacy and Intimidation difficulty checks for Amiri at the "Flintrock Grasslands" area.
  • Fixed a bug in the first dialogue with the raven in Vordakai's Tomb.
  • Dugath was too lazy to take part in the barbarians' meeting on exit from the "Armag's Tomb" area. Resolution: fixed.
  • Invisible monsters could appear after loading the game during the battle with pirates in the Pitax Tavern. Resolution: fixed.
  • The arguing peasants at the capital in chapter 3 have now learned to pronounce their names properly.
  • Fixed a possible bug in Ivar's dialogue at the cliff. Affected players should be able to talk to Ivar once again and finish the dialogue correctly.
  • The camera was not controllable after introduction dialogues at the "Pine Patch" area. Resolution: fixed.
  • Inclement weather is no longer triggered in safe areas like the Capital Square. Characters in a safe area now ignore all slowing effects and always move at full speed.
  • Characters could get an incorrect amount of damage or the wrong disease during the "Kobold Trail" event. Resolution: fixed.
  • Healing spells weren't applied to the wounded party members during the first Rest at the "Oleg's Trading Post" area. Resolution: fixed.
  • There was no exit marker on the "Southern Barrens" area map. Resolution: fixed.
  • Portal to the "Everblooming Flower Cradle" area (the last chapter) could be used only one time. Resolution: fixed.
  • Athletic skill-check was applied only once during uphill climbs at the "Bridge over the Gudrin River" area. Resolution: fixed.
  • Improved pathing at the "Goblin Fort" area.
  • Loading the game from one dimension at the House at the Edge of Time to another could lead to different bugs. Resolution: fixed.
  • At the "Technic League Encampment" area, it was sometimes impossible to free one of the companions enslaved by the League. Resolution: fixed.
  • In various points in the game, i.e., at the "Old Sycamore" area, after certain player actions area transitions could disappear. Resolution: fixed.
  • After upgrading the capital to stone buildings, some of the rooms in houses surrounding the main square could become inaccessible. Resolution: fixed.
  • On lower difficulties, an encounter with Soul eaters in Vordakai's Tomb could get stuck if the PC died. Resolution: fixed.
  • Three magical tree stumps could suddenly start moving with the wind at the "Abandoned Hut" area. Resolution: nailed the stumps to the ground.
  • At the "Other World" area, summoned creatures could trigger the teleport sequence when they entered the blue mist, trapping some players in that area. Resolution: fixed.
  • You can now only enter Tuskgutter's Lair if you have Amiri in the group.
  • In some cases, players could get stuck in the capital tavern during romance with Octavia. Resolution: fixed.
  • At the "Old Sycamore" area, the sleeping bandits' characteristics did not properly reflect the fact that they're sleeping. Resolution: fixed.
  • The big entryway in the middle of the "Troll Lair" area now takes the player to the second floor instead of outside.
  • In Chapter 7, Maegar Varn could die before his final dialog. Resolution: fixed.
  • In the north-west of the "Silverstep Lake Village" area, you can summon a wyvern. The way to summon it has been made more logical and consistent.
Kingdom
  • The Safe Refuge event didn't change stats for all of the results if resolved by a Regent. Resolution: fixed.
  • Added a CE option (in addition to the CG one) to spare the priestess of Lamashtu at the "Secluded Lodge" area.
  • Incorrect rotation of the scaffold of the University building. Resolution: fixed.
  • The "Flight from a God" event didn't change stats for all of the results if resolved by a Councilor. Resolution: fixed.
  • Answers that would cost BP or gold now contain a warning during kingdom stat rank-up events.
  • Artisan Varrask didn't bring his masterpiece even when all the conditions were met. Resolution: Fixed. Varrask will correctly bring the masterpiece. For players who have already met the conditions he will bring it on the second time he comes to throne room.
  • Players can see the general Kingdom stats in the settlement building interface now.
  • The Ancient curse events were not marked as critically important. Resolution: fixed.
  • The 5th rank-up event for the Community stat could get stuck. Resolution: fixed.
  • Items brought by kingdom artisans could come in an unidentified state. Resolution: instructed the artisans to speak slowly and use short words when explaining to the ruler what their creations do.
  • Kanerah could suddenly vanish during rank-up events when acting as a Treasurer. Resolution: gave her pills that help with STT (spontaneous tiefling teleportation).
  • It was impossible to finish the throne room event "A Mysterious Letter has Arrived at the Castle" (a letter from Linxia that comes during the "Deal With the Devil" quest). Resolution: fixed.
  • In rare cases, if the "Pitaxian crowd" event was started in early versions of the game, some of the previously implemented fixes didn't work. Resolution: fixed.
  • In rare cases, Dragn could start coming to the throne room endlessly instead of giving the masterpiece. Resolution: fixed.
  • The event connected to Jubilost's article could happen even after Jhod is not available anymore to present it. Resolution - fixed, the event will not trigger in this case.
  • Several events were incorrectly marked as opportunities. Resolution: fixed.
  • Tirval kept coming to talk even if the player decided not to help her. Resolution: fixed.
  • Kingdom alignment wouldn't change to reflect the player's current alignment during the "Renown Across Golarion" event. Resolution: fixed. From now on, the alignment will change as it should and the capital will reflect those changes.
  • Some of the Ancient Curse events happened too late. Resolution: these events were moved to an earlier date (warnings still show up 2 weeks in advance).
  • Kingdom - In the Ancient Curse quests, counters showing time remaining until the end of the Curse didn't show . Resolution: fixed.
  • Two region upgrades didn't count into the region upgrade counter. Resolution: Fixed.
Classes & Mechanics
  • Polar Midnight was incorrectly showing that it only affected enemies. Resolution: fixed.
  • Paralysis inflicted by arrows shot by Horned Hunter had neither a name nor descriptions. Resolution: fixed.
  • The Extra Arcane Pool feat did not show in the description by how much it actually increases the arcane pool. Resolution: fixed.
  • Heal did not remove Insanity. Resolution: fixed.
  • The Magus' Greater Spell Access ability had the wrong description. Resolution: fixed.
  • The dwarven trait Stability did not provide a bonus to CMD against Bull Rush attempts. Resolution: fixed.
  • Icy Prison and Mass Icy Prison spells can be extended by metamagic now.
  • The Might of the Gods bonus granted by the Strength Domain did not work. Resolution: fixed.
  • The Elemental Bloodline arcana abilities switched themselves off after each combat. Resolution: fixed.
  • The Mass Heal tooltip picture looked like it affected everyone in the area. Resolution: the illustration in the tooltip is fixed (the spell only effects party members).
  • Long duration area spells had incorrectly stated in the description that they only affect enemies. Resolution: fixed.
  • Some class abilities, for example, the Alchemist's Dispelling Bombs discovery, miscalculated their caster level for dispelling checks. Resolution: fixed.
  • Rune domain abilities could be used as a free action. Resolution: fixed.
  • The Barbarian class became fatigued after their Rage ended for two rounds for each round the barbarian spent raging. Resolution: fixed.
  • Phantasmal Putrefaction spell now works correctly.
  • In combat, characters with the Magus class had a buff without an icon appearing near their portraits. Resolution: fixed.
  • Some class abilities, for example, Bard's archetype ability Thunder Call, miscalculated their caster level for the purposes of penetrating spell resistance. Resolution: fixed.
  • The Greater Vital Strike feat used to require normal Vital Strike instead of Improved Vital Strike. Resolution: It now requires Improved Vital Strike.
  • For the Sword Saint Magus archetype, Weapon Mastery did not increase their critical multiplier as it should. Resolution: fixed.
  • Beast Shape II, III, IV and Elemental Body I, II, III, IV spells now work correctly with Alchemist's Infusion discovery.
  • Swordlord's Counterattack and Blight Druid's Plaguebearer could have been activated by allies (e.g. healing). Resolution: No longer activated by allies.
  • Feats like Arcane Armor Training, Allied Spellcaster, and Shielded Caster should have had a Not Recommended mark for characters that will find them useless. Resolution: Arcane Armor Training and Arcane Armor Mastery now show as Not Recommended for characters that cannot cast arcane spells, for characters that cannot wear armor or for characters that already have a feature that allows them to ignore arcane spell failure of certain types of armor. Shielded Caster and Allied Spellcaster are now correctly shown as not recommended for characters that cannot cast spells.
  • Undead were not mechanically affected by the paralysis condition regardless of what caused it, making them practically immune to spells like Chains of Light and some effects of the Undead
  • Bloodline ability (that should have allowed a Sorcerer/Eldritch Scion to affect undead just as effectively as living creatures with spells like Hold Person). Resolution: fixed.
  • Cooking: Tristian's Personal Favorite bonus (for eating Shepherd's Pie) now works correctly.
  • Two-Handed fighters had Dexterity as the recommended stat during character creation instead of Strength. Resolution: fixed, Strength became the recommended stat.
  • One of the Divine Hunter's archetype abilities had no description. Resolution: fixed.
  • The Polar Midnight bonus spell of the Serpentine Bloodline had the wrong description. Resolution: fixed.
  • Equipping weapons in the inventory screen no longer affects initiative delay in the next battle.
  • Weapon Finesse mentioned that if you were wielding a shield then you would get a penalty to attack equal to your shield armor check penalty. Resolution: This part of the description was removed from weapon finesse because we did not implement it. We did not feel the need to penalize the people that were making characters without consideration for this.
  • Dreadful Carnage only worked with weapon attacks. Resolution: Now Dreadful Carnage works with spells as well. Pay attention please that it uses dazzling display and intimidates the enemies around the character and not around the target.
  • Good Hope area of effect was far larger than the size of the visual effect. Resolution: Good Hope now affects smaller area (15 ft radius).
  • Kinetic Knight archetype didn't get the bonuses from Skilled Kineticist wild talent. Resolution: fixed.
  • Kineticist Cold Blast damage for Dark Elementalist and Psychokineticist archetypes was calculated incorrectly, based on kineticist's Constitution. Resolution: fixed.
  • Tanglefoot bombs' entanglement effect could last too long. From now on, they can only entangle targets for up to 1 minute.
  • Buffs and debuffs applied by Tsanna during Chapter 7 should now display properly.
  • Buffs and debuffs applied by the Lantern King should now display properly.
  • Defender of the True World ability Beguiling Immunity did not work. Resolution: fixed.
Difficulty settings and fixes
  • The time limit to solve the main quest in the last chapter was a bit too strict. Resolution: the time limit was increased.
  • Decreased the difficulty of fighting the Wild Hunt: their special abilities have been nerfed on Normal and lower difficulty levels.
  • Players can meet Anoriel Eight Eyes at the "House at the Edge of Time" area, where she lets the player hire mercenaries.
  • Players can change the party roster now when leaving the courtyard the at the "House at the Edge of Time" area.
  • Experience rewards for killing the Wild Hunt, bosses in Irovetti's Palace and in the "House at the Edge of Time" area has been drastically increased.
  • Powerful area effect abilities and spells cast by the enemy had their DCs lowered on lower difficulties.
  • Experience rewards for completing last stages of companion quests, quests in the last two chapters and the "War of the River Kings" quest has been drastically increased.
  • Avinash Jurrg was weaker than intended. Resolution: his stats now reflect his race more properly.
Items
  • The Hand of Damnation weapon had a mistake in the description: it stated a +1 enhancement bonus instead of +2. Resolution: fixed.
  • Wand of Vampiric Touch worked incorrectly - it did not store a charge as usual touch spells and did not work without a Use Magic Device check (even for classes that have it on their spell list). Resolution: fixed.
  • Weapon descriptions had no indication they are monk weapons or are compatible with Weapon Finesse feat. They do now.
  • Light weapons were not described as such in weapon descriptions. They are now.
  • The Necklace of Double Crosses was a notable item. Resolution: no longer notable.
  • The Beholder of Wind amulet had a typo. Resolution: fixed.
  • The Rigid Oak Staff gave an enhancement bonus to Constitution, instead of a morale bonus. Resolution: fixed.
  • Some items, for example, most magic shields and robes, were not marked in inventory as magic. Resolution: fixed.
  • Scrolls of Icy Prison, Icy Prison Mass, Foresight and Grease didn't exist. Resolution: mentioned scrolls have been added.
  • Clarified the description of the Greater Ring of Balance.
  • The Della Fiorni Crest had the wrong price. Resolution: fixed.
  • The Remnant had no flaming visual effect. Resolution: fixed.
  • The Remnant didn't deal its flaming and divine damage. Resolution: Now all damage applies correctly.
  • The Unstoppable Khanda had the wrong price. Resolution: fixed.
  • The +4 Full Plate from Avinash Jurrg had an incorrect name. Resolution: fixed.
  • The Ring of Law and the Lesser Ring of Balance had incorrect prices. Resolution: prices were adjusted for both items.
  • The Phylactery of Positive Channeling, the Lesser Phylactery of Positive Channeling, the Lesser Phylactery of Negative Channeling, the Phylactery of Negative Channeling had misleading descriptions. They work only with a Channel Negative/Positive Energy ability. Resolution: The item description has been changed.
  • The Bleed enchantment worked even after combat ends. Fixed: Now it is removed once combat ends, unless stated otherwise.
  • Singing Edge had an incorrect description in RUS and ENG and gave an additional +3 enhancement bonus instead of +2. Resolution: fixed.
  • The Eye of the Tornado crossbow didn't have a usable weapon type. Resolution: now it is heavy crossbow type.
  • The Polymorph Greater spell's visualization was fixed.
  • Medusa's "Petrifying Gaze" ability's DC was wrong. Resolution: fixed.
  • Leviathan's gift robe granted infinite Maximize Spell metamagic uses. Fixed: now it grants only 6 times per day as per description.
  • Satisfaction, Helmet of the Dusk, Sparkling Helmet, Forest Knight's Bracers and Bladed Plate could have been activated by allies (e.g. healing). Resolution: No longer activated by allies.
  • Wand of Dispel Magic was non-usable. Resolution: fixed.
  • The Rod of Flaming Vengeance displayed the name and description of the Rod of the Fearless. Resolution: fixed.
  • Artisan-produced rods allowed to cancel a rod's buff before the spell was fully cast and thus not to spend charges. Resolution: fixed.
  • The armor obtained from Avinash Jurrg had an error in its description. Resolution: fixed.
  • Some loot areas and vendors had non-usable weapons and shields. Resolution: fixed.
  • The Rage ability of Korgath's Shackled Fury had neither a name nor a description. Resolution: fixed.
  • The Soot-Blackened Brand, an item that is of interest to the Storyteller, was too hard to find: it was hidden in a locked gnome chest that would only appear at the "Ford across the Skunk River" area while the "Troll Trouble" quest was active. From now on, you can simply pick it up from a container in the same area.
  • Animal pelts could disappear when transferred into a chest. Resolution: fixed.
  • A few items that the Storyteller asked you to collect were missing from the game. Resolution: you can now find the Charred Screwdriver with the Technic League's Brand at the "Dappled Quagmire" area, and the Tree Crest Inkwell at the "Carnival Glade" area in the portal to the First World.
User Interface
  • You can now enable camera following. Just double-click a character's portrait or hit F to enable it, and disable it by manually controlling the camera (WASD, arrow keys or pressing on the mouse wheel). Camera-following is also automatically disabled on battle start.
  • From now on, you can always access an animal companion's info - just open its master's inventory or character sheet and look to the right. Useful when you cannot select your pet due to mind-affecting spells, for example.
  • In the class progression screen (seen on the Character sheet and during level-up), feats that allow selecting from different options (i.e., Weapon Focus, Spell Specialization and others) will now show the selected option.
  • From now on, the action bar automatically displays activated abilities - both those granted by feats and classes as well as by items.
  • The Storyteller now provides the total number of artifact shards needed to assemble an artifact.
  • Protective Aura had no icon. Resolution: fixed.
  • Changed the combat log message that stated the result of the Fortitude save check, when it was supposed to state the result of the Fortification armor chance instead.
  • The layout of Character Generation dialogues have been improved.
  • Added a tooltip to the slots for picking new spells on level-ups.
  • There were no tooltips for Weapon Proficiency. Resolution: fixed.
  • The following settings have been fixed or adjusted: Screen edge scrolling speed, Keyboard edge scrolling speed, Double-click delay, Tooltip delay.
  • The following settings have been removed: Mouse sensitivity, Equipment comparison delay.
  • A chest's filter setting didn't apply to the items. Resolution: fixed.
  • Added a notification for those cases when traveling the world map is prohibited due to a single companion carrying too much weight.
  • Rest UI didn't count rations properly if they were divided by several slots. Resolution: fixed.
  • "Mass sale" button could propose to sell some magical items (like Cloak of Heroism). Resolution: fixed.
  • Level-up: domain progression has been improved.
  • Character Generation: appearance settings could be reset if players returned to the Race page. Resolution: fixed.
  • Character Generation: the portrait could be reset to the first in the list in some cases. Resolution: fixed.
  • Party could get stuck in the "in battle" condition on the Global Map. Resolution: fixed.
  • A character's Spellcasting Ability can be found in the Spellbook now.
  • A warning about inability to change equipment in battle has been added.
  • There could be unpredictable issues if characters leveled up during battles. Resolution: level up is not allowed during battle.
  • The weapon tooltip has information about matching with Finesse and Monk class now.
  • If one of multiple NPCs taking part in a dialogue didn't have a portrait, an incorrect portrait could be displayed. Resolution: fixed.
  • Clicking on the weapon slots located under the character's model in the inventory could increase the weight of items currently carried by that character. Resolution: fixed.
  • To save yourself a loading screen, you can now hover your mouse cursor over the table in the throne room, and you'll see an exclamation mark if anything new has happened in kingdom management while you were gone.
  • If a dialog started while the local map window was open, the dialog window would overlap with the party interface. Resolution: fixed.
  • In some cases, opening the Inventory or Character Sheet windows could open them for the wrong character. Resolution: fixed.
  • The custom formation description was changed from "NULL" to "Formation". Unfortunately, that only affects newly created characters.
Sound and Voice-Over
  • Sometimes a group of Water Elementals could play more than 3 identical sounds simultaneously. Resolution: fixed.
  • Voices can now be heard when creating custom companions.


[ 2019-01-24 11:34:12 CET ] [ Original post ]



Pathfinder: Kingmaker
Owlcat Games
  • Developer

  • Deep Silver
  • Publisher

  • 2018-09-25
  • Release

  • Singleplayer
  • Tags

  • Game News Posts 176  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mostly Positive

    (26005 reviews)


  • Review Score

  • https://kingmaker.owlcat.games/
  • Website

  • https://store.steampowered.com/app/640820 
  • Steam Store

  • The Game includes VR Support



    Pathfinder: Kingmaker Dev Linux [11.99 G]Pathfinder: Kingmaker Content Linux [39.24 G]

  • Public Linux depots

  • Pathfinder: Kingmaker — The Wildcards
    Pathfinder: Kingmaker — Varnhold's Lot
    Pathfinder: Kingmaker — Beneath The Stolen Lands
    Pathfinder: Kingmaker — Bloody Mess
    Pathfinder: Kingmaker — Arcane Unleashed
  • Available DLCs



  • With the help of over 18,000 Kickstarter backers, Narrative Designer Chris Avellone and composer Inon Zur, Owlcat Games is proud to bring you the first isometric computer RPG set in the beloved Pathfinder tabletop universe. Pathfinder: Kingmaker puts you in the role of a brave adventurer fighting to survive in a world beset by magic and evil! Take on the role of a canny fighter hacking through enemies with an enchanted sword, a powerful sorceress blessed with magic by the hint of demon blood in her veins, a wise cleric of gods benevolent or malignant, a witty rogue ready to defuse even the deadliest of traps, or any of countless other heroes. The only limit is your imagination!

    The Pathfinder Roleplaying Game is an evolution of the 3.5 rules set of the world's oldest fantasy roleplaying game, designed using the feedback of tens of thousands of gamers just like you. Whether you’re new to the Pathfinder® universe or you’re a seasoned veteran, Pathfinder: Kingmaker® is the CRPG you’ve been waiting for.

    Pathfinder has considerable depth, not only in its lore, but also in its game mechanics and the freedom it offers to develop your own unique character. You can customize your character with a wide range of classes and powers including specialized archetypes, powerful arcane and divine spells, choosing from a multitude of class abilities, skills and feats. Pathfinder allows players to create heroes (or villains) that fit both their individual gameplay styles and their personalities.

    The Story


    To the north lie the Stolen Lands, a region that has been contested territory for centuries. Hundreds of kingdoms have risen and fallen in these lands, and now it is time for you to make your mark—by building your own kingdom! To do so, you’ll need to survive the harsh wilderness and the threat of rival nations… as well as threats within your own court.

    Pathfinder: Kingmaker is based on Paizo’s award-winning Pathfinder Adventure Path of the same name. You certainly don’t need to be familiar with the story, but if you are, you will encounter characters you know and love as well as a host of brand-new events, companions, allies, and threats that expand and enhance the original Adventure Path. With help from Paizo and their authors, the story and quests have been expanded by RPG writer Chris Avellone and the Owlcat team, allowing for even more adventure in the already rich narrative of the Stolen Lands.

    While Pathfinder: Kingmaker is a single-player game, you won’t be adventuring alone. Kingmaker features a diverse cast of companions and NPCs, including iconic characters from the Pathfinder setting itself. You’ll need to decide who to trust and who to watch carefully, as each companion has an agenda, alignment, and goals that may differ from yours. Your journey will become their journey, and you’ll help shape their lives both in the moment and well into the future.

    Your Kingdom


    We chose to adapt the Kingmaker adventure path because it features a host of open-world mechanics, allowing players to experience the story at their own pace as they explore the Stolen Lands, which will challenge you as both an adventurer and a ruler. Most importantly, the game allows you to claim these lands as your own, letting you carve your own kingdom from the wilderness. While classic dungeon crawling and exploration lie at the heart of this adventure, diplomacy, politics, and the ability to lead troops in the field are also part of the challenge. Choose your allies well, and keep them close while exploring ancient tombs and ruins — and while dealing with politics in your own court.

    As you’ll discover, building a kingdom goes beyond simply building a stronghold: Your kingdom is a reflection of your character and your choices throughout the game. It is a living thing shaped by your alignment, your allies, and your ability to lead your people. Not only can your kingdom expand, opening up new territories and allowing you to build new towns and communities, but your capital city will physically change based on your decisions, your policies, and even whom you choose to ally with. As your kingdom grows, a number of factions and neighboring countries will come to you to seek favor—and to test your strength.


    Explore - Conquer - Rule
    MINIMAL SETUP
    • OS: Ubuntu 14.04 LTS 64-bit or newer
    • Processor: Intel Celeron 1037U @ 1.80GHzMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 3000
    • Storage: 30 GB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 14.04 LTS 64-bit or newer
    • Processor: Intel Core i7 CPU 920 @ 2.67GHzMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: ATI Radeon HD 5770 or NVIDIA GeForce GTX 960M
    • Storage: 30 GB available space
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