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Kalas
Jul 27, 2007

Lord Koth posted:

There are definitely still minor issues/bugs in Kingmaker (a few sources of attack bonuses still don't work, as far as I'm aware), but virtually anything major has been squashed for quite a while. Certainly not particularly out of line with the majority of games.

Heheheh.

Okay, lets start:

From the main game menu. My 980Ti is at 100% GPU usage just sitting at the menu option at game start. Either it's a major bug in their graphics engine or they are mining bitcoin.
From anywhere else in the game, paused doing nothing in say the overland map it'll sit at at least 50%. Ironically once I'm actually in a map and doing things it will drop to realistic levels.

Shields and other items give AC and bonus effects (freedom of movement, extra attacks) while equipped in the non-active slot. It may or may not take effect, slot 3 and slot 4 usually operate in this bugged state though.

Monks - Flurry while dual wielding. That's a nono, still works.
Respeccing a monk deactivates boosted WIS/CHA AC bonus, level bonus, etc. If you go pure 20 monk levels on a respec you are beyond screwed as only your initial WIS/CHA will give AC, any stat items won't work. Your 1ac/4levels is missing. You can get around this by taking a non-monk class at level one, or by giving them light armor proficiency and equipping then taking off light armor. This then recalculates things and fixes the AC. Non-armor clothing doesn't work as it doesn't normally restrict their AC and doesn't trigger the recalc.

The aforementioned flat-footed-while-initiating combat, big bug, only aware units should get to do anything at all. It can take upwards of 9+ seconds for a character to get un-flatfooted even when they are the instigator.

Kinectists have to draw kinetic blades. This is beyond stupid. This is mostly badly implemented not so much a bug. However, they also stand STILL to do so till their initiative, and if they are moving when combat starts they will actually keep moving to their target movement location ignoring enemies and getting slaughtered by AOOs. You can be prevented from giving them new movement orders sometimes by a 2nd bug I still haven't isolated. (call of the wild fixes the weapon issues mostly, and allows for instant switching of blade types, also adds missing kinetic whip, but the missing part is not a bug just lazy Owlcat)

Pets can accelerate to light speed if you give enough movement commands while they are changing movement speeds. Rare but hilarious when it happens. Frickin rockets. Doesn't happen in combat (un)fortunately.
They can also run into traps from not always obeying trap detection pauses.

If you are a sorc/DD you can get multiple bite attacks. Even more fun as a motherless tiefling I'd imagine. There's other ways to do this as well, but I haven't had the patience to figure out what combos with what.

If you want to play a god-king, take the preset character Hedwig and respec him. Enjoy being a 50+ point character build.

Any cutscene that moves your character into a duration AOE effect must be a bug. (Deadly Earth will wipe a party on the right scene.)

Sacred Huntsmen inquisitors have 'judgement' as a high level class mechanic in their tree but it does nothing. Shouldn't be there.

Rogues may take Combat Trick multiple times (call of the wild mod fixes this, makes vivisectionist alchemists less absurd, still absurdly OP)

I have more, but thats the stuff I've run into recently.

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sassassin
Apr 3, 2010

by Azathoth
I guess I completely missed the memo about +1 weapons being inherently magic damage.

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

sassassin posted:

I guess I completely missed the memo about +1 weapons being inherently magic damage.

Any weapon with a + is magic and count as magic damage for the purposes of damage reduction.

sassassin
Apr 3, 2010

by Azathoth

Cynic Jester posted:

Any weapon with a + is magic and count as magic damage for the purposes of damage reduction.

I've been using Arcane Strike thinking it does something.

Kalas
Jul 27, 2007
Even better, a weapon with enough +s (permanent, not temporary greater magic weapon enchanted) will bypass certain damage reduction. I believe this works properly in Kingmaker.

A +5 weapon should ignore metal type (silver/adamantite) AND alignment type (good/chaos/etc) damage reductions.

This is a big change from standard D&D.

....and Call of the Wild just updated....

Version 1.82
added new feats: Shield Brace, Unhindering Shield, Tower Shield Specialist and Prodigious Two-Weapon Fighting

Time for new builds!

Kalas fucked around with this message at 01:42 on Apr 30, 2020

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Kalas posted:

Even better, a weapon with enough +s (permanent, not temporary greater magic weapon enchanted) will bypass certain damage reduction. I believe this works properly in Kingmaker.

A +5 weapon should ignore metal type (silver/adamantite) AND alignment type (good/chaos/etc) damage reductions.

This is a big change from standard D&D.

For the record, it breaks down like the following:

+1 and +2 weapons only ignore X/magic DR.
+3 weapons ignore that and X/silver or cold iron DR.
+4 weapons ignore those and X/alignment DR.
+5 weapons ignore all of the above plus X/adamantine DR.

Technically speaking, exotic DRs like X/gold (on werelions) are not bypassed by any grade of magic weapon, but in person a reasonable DM would assign them to the proper grade (so +3 for gold, etc).

Kobal2
Apr 29, 2019

Kalas posted:

Rogues may take Combat Trick multiple times

That one's not necessarily a bug : because there's much less rogue-y stuff to be doing in KGM besides combat vs. PnP ; and because a lot of rogue talents are about not_combat to begin with I'm thinking they threw rogues a bone there.

chaosapiant
Oct 10, 2012

White Line Fever

Here’s an observation regarding the game: the water and weather effects are gorgeous!

Edit: also, turn based combat mod is a must! I’m a huge fan of RTwP and could never imagine the IE games or Pillars being turn-based, but this game is really good in both modes.

chaosapiant fucked around with this message at 05:08 on Apr 30, 2020

Vargs
Mar 27, 2010

I don't hate RtwP (hell, I adore the combat in Pillars 1), but the turn-based mod changes this game from being decent to being one of my all-time favorites. Turns out a turn-based ruleset works better in turn-based format, who would have thought

chaosapiant
Oct 10, 2012

White Line Fever

Vargs posted:

I don't hate RtwP (hell, I adore the combat in Pillars 1), but the turn-based mod changes this game from being decent to being one of my all-time favorites. Turns out a turn-based ruleset works better in turn-based format, who would have thought

Yea, this is how I feel as well. This game is just begging to be turn based, and it works so drat seamlessly.

Macrame_God
Sep 1, 2005

The stairs lead down in both directions.

I'm loving that they included the Witch class in the new game and I'm enjoying giving it a spin in the alpha, but the class definitely lends itself to turn-based combat rather than the frenetic real-time mode. I'm feeling kind of useless when battle starts. I'm thinking I might go back and try one of the more martial classes instead and go back to Witch when they finally implement turn-based mode.

Also, I know it wasn't promised anywhere on the Kickstarter, but if they could include the Investigator class at some point I would love that. It's one of my favorite classes in Pathfinder.

Rookersh
Aug 19, 2010
As someone who prefers RTwP and actively seeks it out, trying the turn based mod made me realize this game was not made well for RTwP, and was built with turn based in mind. Tons of design issues I had cleared up as soon as I switched over.

Of course I then burned out on it pretty quick because I wasn't looking for a turn based game right now, but hey. When I am, I know Pathfinder will be fun!

Ryuujin
Sep 26, 2007
Dragon God
Okay for those who have Alpha access where do you find the game key to enter in Steam? I seem to have missed the instructions on where to find it, and everywhere I have checked didn't seem to find it.

EDIT: Nevermind I found it after all.

Ryuujin fucked around with this message at 07:05 on Apr 30, 2020

Macrame_God
Sep 1, 2005

The stairs lead down in both directions.

Ryuujin posted:

Okay for those who have Alpha access where do you find the game key to enter in Steam? I seem to have missed the instructions on where to find it, and everywhere I have checked didn't seem to find it.

It took me a while to find it too. It's at Owlcat's backer portal. Once you log on, click your login name (should be your email) in the upper right hand corner and it will bring up all the info related to your account. Look under "Digital Download" and there should be an option to generate a key if you purchased one.

Kalas
Jul 27, 2007

Macrame_God posted:

I'm loving that they included the Witch class in the new game and I'm enjoying giving it a spin in the alpha, but the class definitely lends itself to turn-based combat rather than the frenetic real-time mode. I'm feeling kind of useless when battle starts. I'm thinking I might go back and try one of the more martial classes instead and go back to Witch when they finally implement turn-based mode.

Also, I know it wasn't promised anywhere on the Kickstarter, but if they could include the Investigator class at some point I would love that. It's one of my favorite classes in Pathfinder.

Call of the Wild has it :) 4 archtypes

Macrame_God
Sep 1, 2005

The stairs lead down in both directions.

Kalas posted:

Call of the Wild has it :) 4 archtypes

I know and I loving love it! :awesome:

It's such a cool class both mechanically and flavor wise but it's hard to imagine how it would fit in to the new campaign Owlcat is putting together for this new game. I guess a part of me wants to go back and play Disco Elysium again, but this time with some Pathfinder turn based combat thrown in.

Kalas
Jul 27, 2007

Macrame_God posted:

I know and I loving love it! :awesome:

It's such a cool class both mechanically and flavor wise but it's hard to imagine how it would fit in to the new campaign Owlcat is putting together for this new game. I guess a part of me wants to go back and play Disco Elysium again, but this time with some Pathfinder turn based combat thrown in.

Messing around with a solo inquisitor / sanctified slayer. Can't get it to work without 1 splash of monk. Studied target is new to me, I never messed with investigators or slayers before.

ilitarist
Apr 26, 2016

illiterate and militarist

Kalas posted:

I have more, but thats the stuff I've run into recently.

My favorite bugs are the ones I find 2 minutes into the game and they reveal exactly what the problem is.

Like if your first character has a familiar. You select your second character and click inventory. Inventory for that character is opened only he is now third character in the list cause you can see familiars in character screens. Select the same character and press hotkey "i" for inventory. The game shows you inventory of a wolf.

Like you understand what happens here and that puts programmers in a very bad light.

Lord Koth
Jan 8, 2012

...Animal companions (not familiars) are considered party members due to needing character sheets for you to reference. Which means they need to go into the character list for the information section, and trying to program them such that they're skipped on the inventory screen would be extremely hard to impossible given the way the information section is laid out. As to where they appear, it might be more convenient to have them at the end, but they're grouped with the character they're associated with for obvious coding reasons.

Hell, this is hardly the first major CRPG that's done that. You may not like it, but it is absolutely not a bug. They'll also have inventories come WotR.







In regards to the alpha, most amusing WotR bug I've found so far is one causing characters and enemies to occasionally free themselves from gravity and go walking on air while within the radius of a certain spell (it's Entangle). It's also not displaying - neither of these are issues in Kingmaker, so probably an easy fix and just bad interaction somewhere.

KittyEmpress
Dec 30, 2012

Jam Buddies

I played this shortly after release and didn't really like it, but I've heard the inflated stats got a little fixed? Are there any recommendations on good classes to pick to see 'the most' stuff? I know in NWN and NWN2 you basically had to choose a class with diplomacy access because only the MC could use it in conversations. Is that kind of thing similar here?

ilitarist
Apr 26, 2016

illiterate and militarist

Lord Koth posted:

Hell, this is hardly the first major CRPG that's done that. You may not like it, but it is absolutely not a bug. They'll also have inventories come WotR.

I'll explain it again.

Clicking the Inventory button in the UI and pressing "i" button on the keyboard works differently if you have animal companion in your party.

This is because instead of the Inventory button and Inventory key listener calling the same code they each have their own code for accessing the inventory screen. When you select character number 2 and press inventory button on the screen, that button click listener checks if there are animal companions in the party. It realizes that when the inventory is opened character number 2 would be in position 3 when because animal companion is inserted in the list. The other possibility is that this button is coded in a sensible way and thus references the character by id instead of their position in the party. Keyboard listener doesn't know about animal companions, it opens the inventory for a character #2 cause character #2 is currently selected.

(Note that I actually remember if UI button works right or the key press works right, I remember that they work in different ways. The real issue is not that one of the UI handlers doesn't take animal companions into the account, the issue is there are two different UI handlers)

That bug by itself isn't major. The reason I'm talking about it is this is a very telling issue. It's not some pathfinding or AI logic that would be hard to test and debug. It's an issue that is very obvious and easy to fix (unless the code is horrible in some other way making this issue hard to fix). This makes me see that every time something not clear happens in a more complex logic - like strange AI behavior or unexpected scripting - is really a bug because devs couldn't find and fix the issue of a kind that will fail you an interview for your first programmer job. And it was there a couple of months ago, months after "Enhanced Edition" was released.

ilitarist fucked around with this message at 09:06 on Apr 30, 2020

Hypocrisy
Oct 4, 2006
Lord of Sarcasm

The January patch fixed a lot of the funnier glitches I knew about like Slayers being able to obliterate anything by spamming studied target or permanently crippling your fighter's weapon training if they equipped and unequipped Gloves of Dueling late game.

I also remember being worried that I broke the game because I cast Icy Prison on a boss and, unknown to me at the time, there was supposed to be a mid battle cut scene. As it turns out, I just had to sit and wait for a bit.

KittyEmpress posted:

I played this shortly after release and didn't really like it, but I've heard the inflated stats got a little fixed? Are there any recommendations on good classes to pick to see 'the most' stuff? I know in NWN and NWN2 you basically had to choose a class with diplomacy access because only the MC could use it in conversations. Is that kind of thing similar here?

Sometimes your MC is alone or forced to be the one making certain checks. I can't think of any such check that would lock you out of content though. You'll just miss a bit of exp and minor loot.

MonikaTSarn
May 23, 2005

KittyEmpress posted:

I played this shortly after release and didn't really like it, but I've heard the inflated stats got a little fixed? Are there any recommendations on good classes to pick to see 'the most' stuff? I know in NWN and NWN2 you basically had to choose a class with diplomacy access because only the MC could use it in conversations. Is that kind of thing similar here?

Companion skills can be used most of the time. I found it usefull to have one character with extremely high perception, persuasion and trickery skills. By that I mean, higher then you'd normally get from skills and stats, but instead taking all the non-combat, 'useless' feats as well: Deft Hands, Persuasive, Alertness, Deceitful plus Skill Focus several times. This means you can get xp from conversation skill checks and traps that seem to be far above a level you reach with a normal build. Linzi is well suited for this task, but you could just as well create a mercenary bard for that.

But since you can build some very good builds for charisma-focused characters, it's also no big deal to do the talking yourself. What I liked a lot on a high-strength fighter was the Intimidating Prowess perk, that uses your strength for intimidation checks, 1/3 of the speech skills normally done with charisma.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

So far in the Wrath of the Righteous alpha, the biggest bug I've encountered is the "oops we're flying" one with Entangle that was mentioned above. There have been a few minor things -- missing tooltips, interaction icons that don't do anything, can't enter screen transitions while mounted, occasional graphical glitches -- but nothing major. I haven't crashed yet or encountered anything outright broken.

Ryuujin
Sep 26, 2007
Dragon God
So testing out a few builds in the alpha, one of which is a Cavalier. And apparently he started with no weapons or armor, and had some glitches with a spear I found.

But now I am wondering if I am missing something about Cavaliers or is it going to be an annoying limited time per day thing. Does a Cavalier have a way to share Teamwork Feats with their Mount, short of using the x/day Tactician ability?

Roadie
Jun 30, 2013

Ryuujin posted:

So testing out a few builds in the alpha, one of which is a Cavalier. And apparently he started with no weapons or armor, and had some glitches with a spear I found.

But now I am wondering if I am missing something about Cavaliers or is it going to be an annoying limited time per day thing. Does a Cavalier have a way to share Teamwork Feats with their Mount, short of using the x/day Tactician ability?

Nope. It's a pretty underwhelming class in tabletop.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Lord Koth posted:

Haha, yeah just noticed the update. I actually understand Arcanist (it's pretty simple), so here you go.

For a brief description of the class for those unfamiliar, it's a hybrid class of Wizard/Sorcerer. They've got the same total number of spells per day of a wizard, and the slower spell progression of a sorcerer, but in exchange have a normal spellbook instead of limited selection and their spells prepared per day can be used up to their total maximum number of casts. So for example a 3rd level Arcanist can prepare three 1st level spells per day, but you can cast them in any amount up to your total limit of 4(+INT) casts. They've also got a unique resource mechanic revolving around their Arcane Reservoir, which they can expend in order to activate various abilities or effects - these range from stuff like DC/CL boosts, to pseudo-spell elemental attacks, to quickly preparing a different spell, to a metamagic feat that can be swapped daily.

Thoughts on White Mage? Just at a quick glance, it seems like it doesn't cost much (just the 1st and 9th level exploits) and lets you act as a quite effective off-healer without sacrificing anything in your primary role if the healing isn't needed. It seems like a fair trade for me. I wouldn't want to use a White Mage as a primary healer -- that just seems wasteful -- but if you're bringing an Arcanist anyway and aren't going to do Brown Fur Transmuter, it looks attractive.

Lord Koth
Jan 8, 2012

Zurai posted:

Thoughts on White Mage? Just at a quick glance, it seems like it doesn't cost much (just the 1st and 9th level exploits) and lets you act as a quite effective off-healer without sacrificing anything in your primary role if the healing isn't needed. It seems like a fair trade for me. I wouldn't want to use a White Mage as a primary healer -- that just seems wasteful -- but if you're bringing an Arcanist anyway and aren't going to do Brown Fur Transmuter, it looks attractive.

It's not a bad tradeoff, but with both a Paladin and a Life Oracle as companions already with Channel Energy, it seems like somewhat of a waste even for just backup duty. Shaman and Witches both have access to the full healing spell suites as well (including Heal, which White Mage does NOT get), so that's two more companions you can take healing spells on too if you so wish.

It's not going to particularly hurt you or anything, it just seems somewhat excessive unless you're planning on building a full custom party.




edit: Currently skimming the Mythic abilities that are in this build, and have noticed that they've managed to do what Paizo never did - offer options that keep summons and animal companions relevant.

Lord Koth fucked around with this message at 21:52 on Apr 30, 2020

chaosapiant
Oct 10, 2012

White Line Fever

So I'm going the route of a Dex Vivi with feral mutagen using those badass claw attacks. I also picked up Weapon Finesse. When I drink my mutagen and get my claws out, it looks like they include the Weapon Finesse feat in determining damage. However, I also just picked up an amulet that allows unarmed strikes to benefit from WF. Am I right in thinking that this amulet won't actually do anything for me, because my claws already benefit from the feat? I've put it on and taken it off and see no difference in damage.

Kobal2
Apr 29, 2019

MonikaTSarn posted:

Companion skills can be used most of the time. I found it usefull to have one character with extremely high perception, persuasion and trickery skills. By that I mean, higher then you'd normally get from skills and stats, but instead taking all the non-combat, 'useless' feats as well: Deft Hands, Persuasive, Alertness, Deceitful plus Skill Focus several times. This means you can get xp from conversation skill checks and traps that seem to be far above a level you reach with a normal build. Linzi is well suited for this task, but you could just as well create a mercenary bard for that.

But since you can build some very good builds for charisma-focused characters, it's also no big deal to do the talking yourself. What I liked a lot on a high-strength fighter was the Intimidating Prowess perk, that uses your strength for intimidation checks, 1/3 of the speech skills normally done with charisma.

You probably want to level Perception on every character regardless of stats/class anyway ; because you only get one check per character per level to notice hidden stuff and your super high perception char can always roll a 1. The more chars you have with a half-decent chance to notice poo poo, the more unlikely you'll sail right past the hidden Godly Sword of Vorpal Godliness +12.

chaosapiant posted:

So I'm going the route of a Dex Vivi with feral mutagen using those badass claw attacks. I also picked up Weapon Finesse. When I drink my mutagen and get my claws out, it looks like they include the Weapon Finesse feat in determining damage. However, I also just picked up an amulet that allows unarmed strikes to benefit from WF. Am I right in thinking that this amulet won't actually do anything for me, because my claws already benefit from the feat? I've put it on and taken it off and see no difference in damage.

Yeah, I noticed that too on my Rogue/Monk - the agile amulets of mighty fisting did nothing, but the regular ones do add to my damage. I do not know why, both should work exactly the same (except the agile one should let you use dex instead of str to hit if it's higher but WF already covers that).

Kobal2
Apr 29, 2019

Ryuujin posted:

So testing out a few builds in the alpha, one of which is a Cavalier. And apparently he started with no weapons or armor, and had some glitches with a spear I found.

But now I am wondering if I am missing something about Cavaliers or is it going to be an annoying limited time per day thing. Does a Cavalier have a way to share Teamwork Feats with their Mount, short of using the x/day Tactician ability?

Nope, but normally you can give your mount/pet feats as they level up, same as any character. Are they still using the KGM "you don't level or gear up pets but instead they have a massive innate buff" system ?

Kalas
Jul 27, 2007

Kobal2 posted:

You probably want to level Perception on every character regardless of stats/class anyway ; because you only get one check per character per level to notice hidden stuff and your super high perception char can always roll a 1. The more chars you have with a half-decent chance to notice poo poo, the more unlikely you'll sail right past the hidden Godly Sword of Vorpal Godliness +12.


Yeah, I noticed that too on my Rogue/Monk - the agile amulets of mighty fisting did nothing, but the regular ones do add to my damage. I do not know why, both should work exactly the same (except the agile one should let you use dex instead of str to hit if it's higher but WF already covers that).

Weapon Finesse allows Dex to Hit but not damage. You need a single (not dual wield) weapon tagged with finesse and slashing/fencing grace OR 3 levels of rogue for Finesse Training.

All amulets of Mighty Fist add to unarmed damage per the enhancement bonus on it. An 'agile amulet' without at least +1 on it will not add any raw damage, but does allow Dex for damage assuming you have Weapon Finesse.

Those claws are a starter ability, but not something to use late game. It's amazing for getting 3 attacks in early game, but later on you'll want to use two-weapon-fighting to double the number of attacks you do. Again, this is an issue without 3 levels of rogue which is why I don't suggest going Dex primary as alchemist, 15 is all you need to start off the TWF feat. You don't need it for the AC, you can get in 60s AC easily as a strength build vivisectionist at end game.

Here's an example build. I use Call of the Wild mod but this should work vanilla Kingmaker.

https://docs.google.com/spreadsheets/d/1Bv-mI-wX8p7vtAn2JMN2d9dUYWH6N9J3-tplRkGGwEs/edit?usp=sharing

Since I play solo character and usually cheese the lich (Heart of Ira) I'm usually level 15 before chapter 2 even starts. It's workable without doing that, though a bit trickier. In a full party it's much, much easier.

Kalas fucked around with this message at 00:26 on May 1, 2020

KittyEmpress
Dec 30, 2012

Jam Buddies

MonikaTSarn posted:

Companion skills can be used most of the time. I found it usefull to have one character with extremely high perception, persuasion and trickery skills. By that I mean, higher then you'd normally get from skills and stats, but instead taking all the non-combat, 'useless' feats as well: Deft Hands, Persuasive, Alertness, Deceitful plus Skill Focus several times. This means you can get xp from conversation skill checks and traps that seem to be far above a level you reach with a normal build. Linzi is well suited for this task, but you could just as well create a mercenary bard for that.

But since you can build some very good builds for charisma-focused characters, it's also no big deal to do the talking yourself. What I liked a lot on a high-strength fighter was the Intimidating Prowess perk, that uses your strength for intimidation checks, 1/3 of the speech skills normally done with charisma.

I know Wrath has discussed reactivity at length, are there any points where someone goes 'oh wow you're a paladin ' or anything of the sort?

chaosapiant
Oct 10, 2012

White Line Fever

The more I play this game, the more hooked I'm getting. I had a couple of false starts, but it's really a well made game, overall.

Macrame_God
Sep 1, 2005

The stairs lead down in both directions.

Anyone know of a way to rotate the camera? It seems to always be oriented in a random way whenever I re-enter an area I've been before and it's driving me crazy. I checked the control settings but I couldn't find any key bindings for it.

Lord Koth
Jan 8, 2012

Macrame_God posted:

Anyone know of a way to rotate the camera? It seems to always be oriented in a random way whenever I re-enter an area I've been before and it's driving me crazy. I checked the control settings but I couldn't find any key bindings for it.

For Wrath? Pressing down on the mouse wheel and moving the mouse around works, but I'm not certain what the keyboard command is. I glanced through the control list and couldn't find it either, so just started experimenting. Given how much of the background interface is still just copy/pasted from Kingmaker as a placeholder, the displayed control list looks like it hasn't been updated.

chaosapiant
Oct 10, 2012

White Line Fever

“Look at me Gorrim!!” when critting someone in turn based mode with Amiri is the most satisfying kill every time.

Ryuujin
Sep 26, 2007
Dragon God

Kobal2 posted:

Nope, but normally you can give your mount/pet feats as they level up, same as any character. Are they still using the KGM "you don't level or gear up pets but instead they have a massive innate buff" system ?

I haven't gotten very far in the alpha, but I didn't see an option to equip the mount, or use healing potions on it. Though I thought that was planned. It might not be in the alpha yet.

Its a pity the Crusader seemed built for working in concert with its mount, but clearly other classes/archetypes less focused on a mount will be better.

grah
Jul 26, 2007
brainsss

Ryuujin posted:

Its a pity the Crusader seemed built for working in concert with its mount, but clearly other classes/archetypes less focused on a mount will be better.

I mean this is pretty much one of the class's biggest problems in the tabletop too. The class is entirely dependent on a feature that is sometimes unavailable, and even when it is needs a pretty specific use case and build to be taken full advantage of.

Basically Cavaliers in the pen and paper game are at their best when they can Charge, with a Lance, Ride By Attack, and use the Ride skill to avoid attacks. They are the kings of single attack burst damage, which, unfortunately is almost always a suboptimal way to do damage, when hp damage is already a sub optimal way to handle most difficult encounters.

Alternatively, when they can be small and ride something that flies, which is actually really great just because early flight is insanely good, though flight is much less useful in the crpg because of very understandable limitations of the form.

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Sky Shadowing
Feb 13, 2012

At least we're not the Thalmor (yet)

chaosapiant posted:

“Look at me Gorrim!!” when critting someone in turn based mode with Amiri is the most satisfying kill every time.

There's one player voice where when you land crits the player can scream "this strike, my MASTERPIECE." and I had chosen that voice for my Varnhold's Lot character and it was super great to hear.

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