Pathfinder: Wrath of the Righteous

Pathfinder: Wrath of the Righteous Dev Tracker




08 Nov

Comment

Originally posted by pathfinder_enjoyer

Will you fix the shadow spells (shadow evocation, shades etc.) that currently have incorrect DC? They should have the illusion school DC but use the evocation/conjuration one instead. I thought that the new shadow wizard archetype might warrant such adjustment

Asked the QA team. The fix is in 2.2.

Comment

Originally posted by EmptyJackfruit9353

Sadly, no.

At least it is not mention in the patch readme. People had been report about it for years. As early as the game launch, I think? It is a pretty old bug.

Just received a confirmation from the team that this fix is coming in 2.2

Comment

Originally posted by Rotth7

Very hyped for the upcomming update. But rly hope they have fixed stuff like spell/ability animations now playing correctly in turn base mode on console. For example Justice Bolt does not play its animation in turn base, it does its damage, but you dont see the bolt hitting the target.

Hope for actually unique visuals and sound for the current archetypes. Like actualy BLOOD visuals for the blood kinetisist. And eldrich archer needs some new animations

Cape/cloaks dissapearing randomly when you have more that 2 party members weraing capes/cloaks. A visual glitch

And ofc the memory leak that happens with items you do not pick up and leave behind. Hope now the "destroy loot" option now actually works when we leave a zone

I can confirm that blood visuals for Blood Kineticist are coming in the upcoming update on November 21 :)

The patch contains a monstrous list of fixes (600+ and counting at the time of writing of this post, and it's still a couple of weeks away), so some of the issues you encountered, should hopefully bother you no longer.

Comment

Originally posted by EmptyJackfruit9353

There is a rod. And deactive it cause you to lose the kinetic blast icon.
It is permanently disappear from the menu, not just the quick bar.

If you reported that, there's a high chance it was fixed. The page that comes with the DLC is monstrous in terms of number of fixes. I'll let the team know just in case though.

Comment

Originally posted by my_swordarm_twitchs

Archetypes are just variations of the class or in dnd terms subclasses and the new archetypes are free in new update minus shifter one that only comes if bought dlc that came with shifter base class

That's incorrect - the archetypes are a part of DLC content.

Free updates are new mythic feats, assassin rework, new VFX for some spells and abilities, and massive bugfixes (600+ fixes and counting)

Post
Greetings, Pathfinders!
We’re back with the second part of the article about the new archetypes in The Lord of Nothing DLC, which will be available on November 21st.
You can read the first part here: ... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

07 Nov

Comment

Originally posted by ErikMynhier

Between this game and Rogue I doubt I will be playing anything but Owlcat games for the next little while. You guys make the games I've always wanted.

Is it to much to ask for one in this vain based on medieval europe or warring states Japan or something a bit more grounded? We got the fun fantasy with Path, scifi with RT, now we just need some civilization style fun.

Thank you for the trust!

Unfortunately these decisions are not something you can just ask us to do :) They are planned years in advance and go through really hot internal debates before any decision is taken.

Comment

Originally posted by Vicarious87

Awesome stuff!! Are you able to give us an idea when we can expect to receive part 2 of the new archetypes reveal? And/or details on the new mythic feats etc. coming with update 2.2.

Thanks in advance!

Article about the second part of archetypes is coming tomorrow :)


04 Nov

Comment

We're adding blood VFX to blood kineticist spells in 2.2, yes.


03 Nov

Comment

These creatures come from Pathfinder: Kingmaker. In early development, the ponies in the game were invisible, as they had no model. This is where the bugs came into play. Because of one, the "Summon Monster" spell only summoned ponies. And because of another, the summoned "monsters" attacked the summoner.
As a result, in the alpha version of Kingmaker it was possible to summon a small herd of invisible ponies that chased the character around the map.


01 Nov


31 Oct


27 Oct

Comment

I can see how Crusade may become a chore after multiple playthroughs, and I know it has a series of flaws, but I had a lot of fun playing it in my main Angel run :) Sometimes to the point that I was annoyed that I had to go back to exploring things with my party again.

And no, not because I'm biased :)


25 Oct

Comment

Originally posted by CalistianZathos

So the archtypes are linked to buying the DLC? Guess I'll just have to get them then, all very awesome and exciting classes.

Yup, archetypes are a part of DLC content.

Comment

Originally posted by CJMPinger

Asked elsewhere, but is there any chance that certain companions will be able to be reclassed into a new archetype? The reason I ask is a few of these archetypes seem almost perfect for said characters.

One of the Lich Companions Ciar would honestly be perfect in the Ghost Rider archetype, like it makes a lot of sense to me. And a later game companion, Trever, is practically written to be a Tortured Crusader (albeit his Chaotic Alignment may impact that). Spoiled them in case they are considered spoilers due to their nature in the game, but still wondering if either of these characters can be reclassed into the new archetypes at all?

Definitely not for the DLC. And unlikely at all, because then the main campaign would REQUIRE the DLC for playthrough.