• Tag Archives RPG
  • Pathfinder: Kingmaker – Endgame

    The fifth chapter is where, before Patch 1.1, the game started to get notably buggy. With impassible doorways, unresponsive NPCs, and quests that wouldn’t trigger. Difficulty-wise though it’s remarkably easy overall and a high armor class actually ends up useful. The fifth Ancient Curse segment however gives you a preview of just how much more unfair the encounters can get by introducing enemies with paralyzing auras and touch-based ray attacks which deal sneak attack damage and cause blindness.

    The sixth chapter is filled with those enemies, and pre-patch it was a nightmare to navigate. Post-patch it’s much more doable as the paralysis can be avoided with the Blight Fight feat, the blindness is no longer permanent, and the teamwork feats that turned them into living machine guns were changed. The chapter’s still a massive slog though; an incredibly unfun hack & slash deathmarch with annoying puzzle aspects tacked on (I never was able to figure out how to get behind that locked door at the southern end of the 2nd floor, across from the basement steps). Though to be fair a large chunk of the enemies can be avoided if you know exactly where you’re going.

    Depending on your choices, the game can conclude right after defeating the boss of that last chapter. Which is the way I went with this first playthrough (fiend-blood Eldrich Scion) since the team was suboptimal in a large number of ways and I didn’t want to slog through even more annoying enemies in the seventh chapter. My second playthrough (which was started while waiting for the 1.1 patch to fix the chapter 6 progression-blocking bugs) with a Scaled Fist/Knifemaster/Sword Saint is currently in Armag’s Tomb, and that’s the one I plan to take through the seventh chapter.


  • Pathfinder: Kingmaker – Update

    Up to the Rushlight Tournament invitation now in Chapter 5 with a playtime of >70 hours (not sure how much of that is loading times though), at 14th level with Kingdom ranks of 7, 6, 6, 10, 9, 5, 6, 8, 6, 4.

    Chapter 3 turned out to be nowhere near as bullshit as Chapter 2, with most of the enemies being much weaker than the enhanced owlbears. There are still a few unfair encounters scattered about (such a zombie mage with infinite Enervation casts and a class of characters with permanent unavoidable stat-draining auras), but for the most part the chapter’s a breeze, with Chapter 4 being even easier once you get over the initial shock of having no time for kingdom development (development occurs at the end of the chapter instead).

    Some things:
    – Try to focus on Economy first to increase your income; note that after 40 rank-ups a project will appear to cut upgrade times in half.
    — The really game-changing projects start appearing at Kingdom ranks 6+.
    – Do not pick the ‘neutral’ adviser in the beginning, else you’ll eventually get hit by a nasty debuff.
    – When a dwarf pops up demanding recompense for his ancestors’ expenses, give him the money. His request is worded badly and he’s one of the 10 artisans.
    — That said, the artisan quests currently seem to be broken (they still give you expensive gifts though).
    – Save an Emerald, an Emerald Necklace, the 3 “On Transmutation” books, and the Roc Egg; they’re needed for sidequests.
    – Make sure to explore the Dire Narlmarches sometime after Armag’s Tomb; the main quest won’t send you there.
    – Armor class is kind of meaningless with all the attack bonus bloat (reminds me of the first NWN). You’re better off with damage reduction and miss chance.
    – The Shambling Mound in the Elk-Portal Abandoned Keep area can only be killed by negative energy for some reason.
    – The Bridge-area Linnorm and Owlbear Treant in the Everblooming Flower area on the other hand have to be killed with cold iron.
    – Make sure to bring the Second Execution battleaxe with you when you set off on the Varnhold Vanishing quest.
    – You can find/get some pretty cool daggers and kukri, a nice Necrotic fauchard, a sai that causes bleeding, a club that casts Vampiric Touch on crit, a Dex-damaging sickle, and a mage-enhancing scythe.
    — The other weapons so far aren’t as exciting and/or have annoying drawbacks.


  • Pathfinder: Kingmaker

    Been playing this game for something like 30 hours, and being month or so out from the big Varnhold quest I decided now is a good time to post about it.

    It’s very much like Neverwinter Nights 2 crossed with Pillars/Tyranny… only with all the ease-of-use aspects (such as free resting in the former and encounter-based abilities in the latter) that made them tolerable compared to actual P&P games removed:

    – One potion or scroll per belt slot; no stacking.
    – Both individual character encumbrance and party encumbrance.
    – Some (otherwise indispensable defensive) spells require consumable items to cast.
    – Resting for 8 hours heals a whole 2 HP and 1 Attribute point (if drained).
    – Nearly all non-fighter abilities are rest-limited.
    – Time matters; everything is timed to some extent (though thankfully time freezes when you’re not resting/traveling).
    – Enemy stats are not even remotely comparable to PC stats; constant (rest-limited) buffing is essential.

    To give you an example of the insane monster stats, consider a ‘basic’ encounter that can be found when the Monster Invasion starts and special Owlbears with stats equal to dragons start literally appearing out of thin air: A group of 4 normal Owlbears each with a +14 Base Attack combined with 30 strength. Four creatures each effectively equivalent to a level 14 fighter against a party of level 8-9 characters as a standard (unavoidable since a quest target is located just beyond them) non-boss encounter. That’s a large power difference, to the point that I strongly suggest selecting one of the ‘reduced enemy stats’ difficulty options if you’re adverse to frequent reloading.

    Some other things that will make your life easier are to make certain you have both a pure arcane caster (for Blur/Displacement, Haste, Slow) and either a pure divine caster or multiple lesser divine casters (for healing along with mass energy resistance and mass poison neutralization). Without both of those you’re going to be in a world of pain and/or annoyance. You’ll also need someone with maxed-out Perception unless you want to miss about 30% of the content (both loot and side locations).

    If you can get past all those (severe) issues, and following a guide will definitely make the undertaking less daunting (do note though that guide’s a bit out of date and some items have been moved and encounters buffed), the game has a massive amount of value to offer in both its roleplaying options and shear scope: It takes place over a decade and average gameplay times seem to be in the 100+ hour range.

    But wait, what about the kingdom building aspects? Well… they exist and can be set to auto in the difficulty settings if you don’t want to be bothered, but they’re both kind of busy-work and kind of not. While the vast majority of kingdom related things won’t hurt/help you while adventuring there are a few useful things like the artisans and a project that grants global poison immunity while within your borders. Ultimately it’s more of a money-sink though, to give you somewhere to spend the tens of thousands of gold you’ll end up with (the merchant in town sells BP). Just be prepared to constantly have 10-20+ Projects sitting around that you can’t afford to start and try to make sure you’re within your borders just before the beginning of each month to catch any late-spawning Problem events.

    Oh, one other thing to keep in mind is that the developers are actively patching it at the moment and there are some bugs/oversights still present. Mostly notably to me were the missing Forest Bracers and Cypress Queen item set pieces, which you’ll have to manually add through save editing if you want to complete those sets.


  • Legends of Eisenwald

    The turn-based tactical RPG Legends of Eisenwald is a lot like the King’s Bounty games, if they had more of a focus on questing than fighting (though there’s still a lot of fighting).

    The main campaign is pretty lengthy and spans multiple chapters, with early choices occasionally having a significant effect on later events and a possibility of 3 notably different endings. You can expect to get the protagonist to level 9 by the end of it, and also expect to have your army/inventory reset multiple times. Only your protagonist’s equipment and a few specific items (Black Necklace, Feline Mirror, Cursed Idol; if you’ve found them) are guaranteed to stick around, with you getting to keep your gold from the Windfeld map onward.

    If you have trouble solving some quests, thankfully there’s a complete guide available which covers everything that needs covering (albeit in broken English). As far as battle tactics go, a particularly useful one against Spear/Sword users is to combine a healer’s Gift of Medbh spell with the Witch’s Adhesion spell. In addition to the main campaign, there’s a few additional single-map scenarios:

    The Masquerade is pretty interesting, with a surprising number of choices and things to discover in it despite being on such a relatively small map (you can expect to reach level 5). Cursed Castle meanwhile is pure combat/conquest, just don’t count on holding anything other than castles for long since a seemingly endless stream of undead and bandits will be wandering around re-capturing everything else (expect to reach level 4 without grinding; 5 with). Each of these scenarios will take ~3-4 hours to complete.

    Finally we come to the Road to Iron Forest scenario, which has to be purchased separately. Length-wise it’s the same as the previous scenarios (expect level 5 again), but as far as content it’s something of a middle-ground between them. While there aren’t any choices, it has a strong narrative focus, there are a couple sidequests, and strategy plays a large role since you have to rebuild your army in hostile lands (be on the lookout for a Guard you can hire in one of the Inns).

    All in all the game is a lot of fun (if occasionally backtrack-heavy), nicely sidestepping King’s Bounty’s late game ‘stacks of doom’ issue, and I’ll probably either replay it (as a different class; Baroness is really good at 1-shotting archers/spiritualists but Mystic seems far more versatile) or try out Blood of November and possibly Bastard.


  • Cosmic Star Heroine & Starpoint Gemini Warlords

    Cosmic Star Heroine is a throwback to early sprite-based RPGs with notably retro (though not low-quality) visuals and controls (directional buttons to move, enter to select, tab to bring up the character menu, and space to switch menu tabs). The two things that really stand out about it however are the combat system and general offhand irreverence in both the dialog and plot developments.

    Combat is interesting as it’s made up of reusable abilities, rechargeable abilities, and limited abilities; reusables are generally weak attacks that can be used as much as you want, rechargeables can only be used once before you have to defend to recharge them, and limited abilities (granted by items and equipment) can normally only be used once per battle. Complicating things a bit is the Hyper Mode system, which gives every character a large strength boost every few turns (the intervals vary per character).

    So for the greatest effectiveness in battle you have to plan out exactly when you’re going to use your strongest abilities and when you’re going to defend to recharge them since you certainly don’t want to be stuck having to defend on a Hyper-boosted turn. What saves this from becoming annoying is that not only does HP fully regenerate after each battle (meaning each battle effectively exists in a vacuum) but you(‘ll eventually) also have a large selection of abilities to pick and choose from; you don’t have to take the weaker abilities if you don’t want to.

    Less of an unequivocal good thing is the style of humor, which is constantly present in everything from the character dialog to the item/enemy descriptions and borders on the 4th-wall breaking (there’s a side-mission which recreates part of Resident Evil 2). It’s basically a parody, with everything being a joke to some extent and plot developments often coming across as either random or blatantly contrived. So far it’s been very hit and miss, leaning a bit more toward ‘miss’ as of Chapter 8.

    As for Starpoint Gemini Warlords… I couldn’t get into it. It’s very much like an enhanced Freelancer (which I loved at the time it was released), but I’ve long lost the ability to handle true space combat; the combination of 360° movement, throttling the combat speed, shield and light weapon energy usage, limited heavy weapon ammo, use of multiple skills, and a boarding minigame on top of it all is far more than I can comfortably keep track of.


  • Ys: Memories of Celceta

    Playing Memories of Celceta, the third Ys IV iteration, after Lacrimosa was a very bad idea. Not because of the plot/character connections (which are superficial), but because of the technical quality; it’s no better than Seven. Arguably worse:

    While it’s true you eventually get the ability to warp at any time, for the first half of the game or so your fast travel is restricted by pointlessly color-coded monoliths. Worse is how ‘gamey’ it is, with bizarre obstacles constantly being placed in your path that can only be overcome by using a particular party member’s controlled ability. The new GUI is also a problem, both due to the ease of being able to accidentally click on the Inventory/Item buttons when you’re trying to simply attack (continuously attempting to move the camera via mouselook is a nasty habit) and because the ‘cancel’ keybind doesn’t work on all screens when bound to the right mouse button (you have to manually click the onscreen cancel/back button). On the positive side of things at least the combat itself hasn’t deteriorated and this does mark the first appearance of Flash Dodging… so it’s not all bad.

    Finished it in ~20.5 hours with 100% map/quest/treasure/monster completion at level 57. The storyline this time around is notable for being something of an origin story despite taking place after Felghana, and in that respect it’s decent. The ‘modern day’ part however unfortunately focuses on the winged race and Darkling descendants (both of which are terrible) in a manner similar to Origin; the whole ‘blatantly false god that everyone worships like a god’ trope really needs to go (which, if Lacrimosa is any indication of future direction, may actually come to pass).


  • Ys VIII: Lacrimosa of DANA

    This game improves upon Seven, which occurs after it (Lacrimosa is a mostly stand-alone tale chronologically placed sometime between Napishtim and an occasionally referenced Celceta), in nearly every way… with the notable exception of stability. Chances are if you try to play immediately after installing, you’ll start running into persistent and seemingly random crashes shortly after arriving at the island. The two main causes of this seem to be the ‘Map Shadows’ graphics option (I always disable shadows) and a multi-core threading issue (the fix detailed there fully solved the problem for me). The Version 8 patch may or may not have fixed those complications; based on the changelog I’m guessing it didn’t.

    That’s the only problem it has though: Graphics have been massively improved, the system options have been greatly expanded and can be modified from the title screen, jumping along with combo-attacking have both made a triumphant return, dodging has been upgraded to provide an effect similar to Flash Guard (which now lasts longer), you can warp at any time, the playtime has more than doubled, you now have full camera control, the Japanese voice acting is included, and (wonder of wonders) the storyline and character behavior are actually pretty decent. At least until near the end when the big world-ending-whatever makes its appearance (just how many Roots of All Existence are in this universe?).

    Finished the Epilogue boss at level 77 in a little under 50 hours with 100% completion in all areas (though I forgot to pick up the last map completion bonus), all skills maxed out, and all Suppression/Hunt missions cleared at A rank or higher (4 at S rank). The main thing to note about this entry is that, unlike many of the previous games in the series, combat actually is skill-based. This is thanks to the combined Flash Guard/Dodge systems’ invincibility window, which allows you to negate every single attack so long as your reflexes are up to timing it right. The bosses may have a lot of moves and use them semi-randomly à la Felghana (the dragon-wall thing in Baja Tower and Dana’s last solo boss being the most annoying), but they are all beatable with zero reliance on luck.

    As for the DLC, which has caused a bit of a furor, the only part of it that you can’t find in the game proper is the (100% cosmetic) costume. Nearly all of the accessories are Chapter 2 level, the potions/food are common, you’ll eventually be drowning in materials, and the (non-Tempest) Elixirs are easily craftable late game. I will say though that the Fish Bait is mildly useful and the aforementioned Tempest Elixirs can help you defeat the level 80 optional boss and ‘Never-Ending’ base defense missions the moment they become available (otherwise you’ll have to do 30 minutes or so of grinding to get up to level 70 if you don’t want to wait).


  • Ys SEVEN

    This particular Ys game makes a number of significant changes to the franchise. Changes which mostly serve to turn it into a conventional RPG.

    The character visuals are now full-sized rather than being sprite-based, you can now save at any time, jumping has been replaced by dodging, there’s a party system with a large selection of eventual party members along with a crafting system, a number of quests that don’t involve combat, quite a few optional plot-related scenes, and even some (superficial) dialog choices. Combat mechanics are fundamentally pretty much the same with the magic system being replaced by a skill system (skills are learned from different weapons and can be leveled-up) and boost being slightly modified to trigger a single powerful attack, while the boss difficulty is about the same as Origin‘s (the ‘Furious Bird’ and Wind Dragon being the most annoying). Oh, and a block mechanic has been added as well.

    I finished the game after ~21.5 hours at level 60 with all but one of the final weapons crafted and the only grinding that had to be done was at the very end; to get the materials for those weapons. Overall I’d say the experience was worth it once you’re able to open the menu to change the practically unusable default keyboard/mouse controls… though it must be mentioned that the storyline (note that one of Napishtim‘s characters plays a major role here), character behavior, and certain plot developments are just as terrible as you’d expect from previous entries.


  • Shadowrun: Hong Kong

    The third Shadowrun Returns game once again enhances the mechanical and storytelling elements of its predecessor.

    The enhancements this time around are a bit more pronounced (massively improved matrix segments, a cyberware affinity skill, overhauled inventory management, a few noteworthy results for following certain NPC stories to the end), but they come with a trade-off of increased instability. I’ve seen inventory GUI corruption, repeating/blank dialog options, installing the Pain Editor making it impossible to raise Intelligence, a perpetual NPC movement turn softlock (opening the console with ctrl+f1 and using the verbose->hardsave option, then loading the save, will let you get around that particular issue), and broken Int checks in the bonus campaign.

    Gameplay is basically the same with the notable exception of matrix excursions; with its new makeover they often play like stealth sequences. The bonus campaign is a bit different though in that pretty much all of its missions involve unavoidable large scale combat at some point. So if you plan to eventually run through that you may want to avoid making a ‘face’ character who’s only focused on passing dialog checks.

    Some minor notes:
    – If you want the best cyberware money will be very scarce until the bonus campaign.
    – Max Charisma check is 7, to avoid a fight in the second to last mission and bonus campaign.
    – This time around Gang and Academic are arguably the most useful etiquettes.
    — Shadowrunner is useful in the bonus campaign.
    – You’ll always have access to a decker.


  • Hand of Fate 2 & Shadowrun: Dragonfall

    The second Hand of Fate game is essentially a slightly refined/expanded version of its predecessor. If you’ve already played that then you’ll know whether or not you’ll like this, and if you haven’t then you may as well just start here.

    As for its recently released DLC… well, you might as well grab that too. While the new cards aren’t really anything to write home about, the new companion is remarkably useful.

    Similar to the above, Shadowrun: Dragonfall is mechanically just a refined Shadowrun Returns and you’re basically paying for the base campaign. Which, granted, certainly does feature more roleplaying opportunities and choices than the earlier game. What’s a bit odd though is how most of the various NPCs in your central hub have evolving storylines which don’t actually go anywhere; they’re pure flavor text.

    A few quick things about it:
    – Your PC has to be a Decker to access everything.
    – Decking and Charisma don’t need to be higher than 6 for dialog checks.
    – The Security and Corporate etiquettes are both useful for avoiding annoying fights.
    – Bonuses (such as those from cyberware) can’t raise your stats above 11.