I really, really hope it's save game compatible. I'm in the middle of a run right now.
...might have to turn off updates. I would very much like to see how the TB works though. I've been using the TB more or less constantly for the entire run (with exceptions when keeping it in TB kills NPCs).
Guys, I an re playing teh game, recently finished the Pitax tournament but the quest to enter the dreams of the Nymph din't triggered. Did the game bugged?
Guys, I an re playing teh game, recently finished the Pitax tournament but the quest to enter the dreams of the Nymph din't triggered. Did the game bugged?
You have to complete a project before you can enter her dreams, think either the court mage or culture minister can do it.
Guys, I an re playing teh game, recently finished the Pitax tournament but the quest to enter the dreams of the Nymph din't triggered. Did the game bugged?
You have to complete a project before you can enter her dreams, think either the court mage or culture minister can do it.
Already "solved" the problem. The project just took more to appear than usual. Maybe because i an not doing the Rovagug dungeon this time.
Guys, I an trying to lift the Lanter King curse but apparently an doing no progress after the OIeg's Trading Post. Killed all cyclops on Varnhold... Nothing. Killed all trolls on Trobold = Nothing. Cleared Lamashtu shrine = nothing. What i need to do? I still can only use tier 2 spells and if wasen't by kineticists, i would't be able to kill anything. I an felling completely useless like playing nwn2 as a caster without installing spell fixes.
Guys, I an trying to lift the Lanter King curse but apparently an doing no progress after the OIeg's Trading Post. Killed all cyclops on Varnhold... Nothing. Killed all trolls on Trobold = Nothing. Cleared Lamashtu shrine = nothing. What i need to do? I still can only use tier 2 spells and if wasen't by kineticists, i would't be able to kill anything. I an felling completely useless like playing nwn2 as a caster without installing spell fixes.
Killing everything and completing the dialog with whoever is left alive should be all you need to do to remove the curse fragment. The dialog should say something like, “Thanks for saving us! We’ll go back to the capital and defend it now!”
I believe the four crucial fights to lift the curse are Oleg’s, Varnhold, Trobold and Pitax. I think the rest are optional.
Guys, I an trying to lift the Lanter King curse but apparently an doing no progress after the OIeg's Trading Post. Killed all cyclops on Varnhold... Nothing. Killed all trolls on Trobold = Nothing. Cleared Lamashtu shrine = nothing. What i need to do? I still can only use tier 2 spells and if wasen't by kineticists, i would't be able to kill anything. I an felling completely useless like playing nwn2 as a caster without installing spell fixes.
Killing everything and completing the dialog with whoever is left alive should be all you need to do to remove the curse fragment. The dialog should say something like, “Thanks for saving us! We’ll go back to the capital and defend it now!”
I believe the four crucial fights to lift the curse are Oleg’s, Varnhold, Trobold and Pitax. I think the rest are optional.
The dialog wasen't triggering however, loading a previous save solved the problem.
PS : I was playing with a lot of mods. So I can't blame the game
Please be aware of plot spoilers in the description below!
Highlights
• You can now play Pathfinder: Kingmaker with your gamepad.
• Turn-based mode is now available.
Areas
• Now, after you explored the Blackstones Ford map, you can stay in that area to collect the loot and exit when you feel like it.
• Now you can speak to Kobold Artist in the Troll Liar only once.
• Fixed the chest respawn in the endless dungeon. The chests will no longer appear in the unreachable locations.
• Some secret rooms in the endless dungeon contained no chests. Resolution: fixed.
• In the endless dungeon, certain poisons had no icons. Resolution: fixed.
• The Bandit Camp area had an incorrect name on the local map. Resolution: fixed.
• The Cloudkill effect of traps in the Vordakai Tomb had no visible text. Resolution: fixed.
• An incorrect message was displayed for one of the houses in Varnhold. Resolution: fixed.
• Fixed the issue when the innkeeper in Varnhold could hear the rioting peasants for the second time.
• Fixed the issue when characters could get stuck in some places at Jamandi’s mansion.
Quests
• After you start investigating the Season of Bloom quest and talk to Kesten, the Second Breath quest fails if you haven’t completed it before.
• In one of the options of Regongar’s final quest, it was possible to get the reward twice. Resolution: fixed.
• Fixed the issue due to which the final stage of Octavia’s and Regongar’s quest could not be completed.
• After you saved the game and then loaded it at the Capital Square during the Investigate My Death quest, Jaethal disappeared and you could not talk to her until re-entering the area. Resolution: fixed.
Kingdom
• Allowing Tsanna to decide what to do about the situation while increasing Loyalty Rank to 7 led to doubling of the Rank Up project and other effects. Resolution: fixed.
Classes & Mechanics
• Now rogues can select a starknife as a weapon for Finesse Training.
• The rogue’s Finesse Training lacked nunchaku as an option. Resolution: fixed.
• The rogue’s Dispelling Attack advanced talent didn’t scale correctly with levelling up of vivisectionists and slayers. Resolution: fixed.
• Monks can now correctly activate two style strikes after 15th level.
• Sensei Advice: Mass Diamond Soul (monk’s ability) incorrectly applied the Diamond Body effect. Resolution: fixed.
• The inquisitor’s progression window did not show the Greater Bane ability. Resolution: fixed.
• The DC of the inquisitor’s Daze orison spell was based on the inquisitor’s Charisma instead of Wisdom. Resolution: fixed.
• The cleric’s Divine Fortune ability of the Luck domain was infinite per day. Resolution: fixed.
• Strength Surge (cleric’s strength domain ability) didn’t work on allies. Resolution: fixed.
• The description of Sage Sorcerer has been expanded to clarify the features of this archetype.
• The kinetic knight can now correctly choose Armor Proficiency (Medium).
• Metakinesis no longer increases the burn cost of the kineticist’s wild talents.
• For the Phoenix Rising ability of the flamewarden (ranger’s archetype) it was incorrectly stated that it worked once per week while it actually worked once per day. Resolution: fixed the description.
• The Russian description of the Touch of Good ability (Good domain) incorrectly mentioned that it gave a bonus equal to the level of the class that granted access to that domain. In fact, the bonus amounted to half of the class level. Resolution: fixed.
• Harm and Inflict Wounds, Mass spells failed to check for Death Domain — Death’s Embrace. Resolution: fixed.
• Channel Positive Energy — Heal Living healed golems. Resolution: fixed.
• The Reduce Person spell was affected by Spell Resistance. Resolution: fixed.
• The True Seeing spell was affected by Spell Resistance. Resolution: fixed.
• Remove Fear failed to work against Frightful Presence. Resolution: fixed.
• Magic Fang and Greater Magic Fang were not displayed on characters as an effect. Resolution: fixed.
• Mind Fog had an incorrect duration description. Resolution: fixed.
• Hardy dwarves’ racial trait now correctly works on the first saving throw against poisons afflicted by enemies’ natural attacks.
• Tartuk now correctly has the Fiery Body spell.
• Fixed the issue when it was impossible to pick up the loot from enemies that were killed under the effects of the Baleful Polymorph spell.
• Attacks of opportunity in the round right after a charge action got a +2 bonus to attack rolls from the charge. Resolution: fixed.
• Using the respec on a caster that learns spells from scrolls will now refund all the extra spells this caster has learned from scrolls (so that players can go and buy other scrolls from vendors).
• The bear animal companion had a lower natural armor than intended. Resolution: fixed, the natural armor of the bear was increased.
• Even the smallest goblin alchemists now can throw bombs.
• Rapid Shot no longer applies a -2 penalty to single attacks.
Items
• Added Masterwork Throwing Axe, Masterwork Nunchaku, Throwing Axe +1 and Nunchaku +1 to the goods offered by the Honest Guy.
• Scalemail of Resistance +2 sold by the traveling merchant could be equipped only by druids, instead of all classes. Resolution: fixed.
• Sword of Eternal Servitude worked incorrectly. Resolution: fixed.
• Cloak of Sold Souls summoned a friendly Thanadaemon. Resolution: fixed.
• Thundering Claw of the Bear God didn’t work with Beast Shape III; Call Lighting was also cast if an animal companion landed a critical hit. Resolution: fixed.
• The Bladed Plate item incorrectly appeared in Kaessi’s house in the capital. Resolution: fixed.
• The Bleed effect of the Serrator weapon failed to work in the first round after successful hit. Resolution: fixed.
• Fixed issues with Gear’s Rule.
• The Narrow Path amulet checked the alignment of the wearer instead of the target. Resolution: fixed.
• The Blakemoor’s grimoire description wasn’t displayed properly. Resolution: fixed.
• The weapon type information was missing for oversized bastard swords. Resolution: fixed.
• Scroll of Cape of Wasps had DC equal to 0. Resolution: fixed.
• Mail of Clear Skies wasn’t considered a light armor. Resolution: fixed.
• Mail of Clear Skies had incorrect stats. Resolution: fixed.
• Disruption Thundering Heavy Flail +2 was a regular flail, not a heavy one. Resolution: fixed.
• The game mechanics information was missing for the Briar. Resolution: fixed.
• Frozen Crescent had an incorrect critical range. Resolution: fixed.
• Wand of Acid Splash had an incorrect price. There were also some scrolls with incorrect spells. Resolution: fixed.
• Adamantine Breastplate +3 had an incorrect price. Resolution: fixed.
• Singing Steel Breastplate had an incorrect price. Resolution: fixed.
• Lycanthrope Bane Disruption Club +3 had an incorrect price. Resolution: fixed.
• Fixed typos in the descriptions of the Dark Revelation, Amulet of the Dying Wisdom, Staff of the Whispering Souls, and Cord of Stubborn Fury belt.
User Interfaces
• The icon to exit the Silverstep Grove area was located too low. Resolution: fixed.
• Fixed the location of the monster names above the water elementals.
• Fixed the location of the monster icons above the slurks.
• Combat Log didn’t display rerolls. Resolution: fixed.
• Changed the color of Jaethal’s name for readability.
Miscellaneous
• Fixed multiple typos and inconsistencies in the German, French, and Chinese localizations.
• Audio: added four new voice packs for barons and baronesses.
• Autosave worked incorrectly when moving from the Other World to the Womb of Lamashtu. Resolution: fixed.
• Animation: fixed Coup de Grace animation and slipping in the Mammoth animation.
• Rain visual effects no longer freeze when switching between locations.
• Fixed a collision problem on the stairs of the Academy of Grand Arts in Pitax.
Turns out that we now have 4 extra voice sets. Nice!
I am reluctant to install the new update, after all these months I have so many mods that I am afraid the game is going to implode itself if I turn it in.
I think I do not even remember the vanilla game at this point, so Maybe it´s a good time to install it fresh elsewhere and check.
(I´m sure i will miss the extended races, classes, spells and feats mods for sure =P )
It's only a matter of time until all major mods become compatible with the new update. Heck, Bag of Tricks and SkipIntro already did today. And I am sure the others will follow in the coming days.
So, I've come back to this game after a long hiatus and I'm hooked. I had initially played it just a bit post-launch and had a game-stopping in my savegames that prevented progressing the early plot.
If folks had a similar bad experience as me, I encourage them to give the game a second chance, and as Julius said above thread, a mage as a main character is a wonderful introduction to the complex gameplay available. That being said I don't think this game is for everyone -- not even for every BG fan.
I think this game is best played with the mindset that you're going to face a challenging, combat-focused adventure. If you find the early game too hard and want to play on a lower difficulty, I think this game isn't for you. The plot is not especially deep. The quests and roleplaying options are shallow as well. I do think the companion NPC's are well written. They are interesting characters. But they also do not have particularly deep sidequests. Nor is there deep interaction with them (such as in Deadfire). So if you're looking for an RPG that focuses on roleplaying or a compelling story, I would skip this.
Kingmaker feels not so much the spiritual successor to the BG series as the successor to BG1 itself. Most of the quests are pretty straightforward kill the baddie or fetch the item affairs. The game contains ample wilderness space full of animals and beasts for you to massacre for XP. The game even contains an early game kobold genocide, depending on how you play it. If you were the kind of player who loved BG1 with the SCS mod, I would highly recommend this title.
As I said above, I do think the game is best enjoyed on its harder difficulties. If you're the kind of player who likes chess or number-crunching strategy games like XCOM or Civilization in addition to combat-focused RPG's, this game delivers. My recommendation is to throw away reservations about save scumming on a first playthrough. Be willing to spend lots of time reading long tooltips and enemy descriptions. The combat and spell system has a depth that rewards exploration.
Yeah, I've had fun in P:K with my mage but my interest in the game slowly dwindled with more chapters passing and not enough appeal in companions and quests (for me). It's a good shot at a fun game, but still not enough (for me at least) to call it a masterpiece-- I hope P:WotR will become a better game and will improve, at the very least on storytelling.
Yes, I could have said more, but my post felt long already. Despite the big bugs being fixed, the game still suffers from a raw, unpolished feel. The UI is cumbersome. I can see it even turning me off eventually, as the combat grows and grows in complexity. And thus you have to interact in a more complex way with it. And I agree that the quests just don't offer the depth or variety of games like BG2 -- hence the BG1 comparison.
That being said, as a RPG combat simulator and/or dungeon crawler, it's pretty darned awesome. And I'll just repeat that it seems very much best enjoyed as a tough slough to overcome. The Dark Souls of BG clones. As opposed to an RPG where the focus is on creativity (Original Sin) or on the storyline (Pillars).
I don't know about BG2 actually having more complex quests than Kingmaker. It's true that the majority of the quests in Kingmaker are small and fairly straightforward, but the overarching Chapter quests have lots of little pieces to them and you have to discover what's going. In all fairness, while it was more complex than the first game, BG2's quests were not that complex. The one area that I will say had more complexity were the romances, since those could go bad really easily.
That's not to say I wouldn't welcome more complexity to the quests and hopefully Wrath of the Righteous does that, but I think BG2 gets credit for being more complex than it really was. This is probably because it was extremely complex for back when it was released, but not so much today.
It is true that Kingmaker is more in the vein of the first BG, since it's more exploration based, whereas BG2 had a tighter story with less exploring.
My biggest complaint about the game is that it really loses steam after Pitax in the last chapter. You can clearly tell that's where they ran out of money. Although the optional last chapter is pretty awesome.
My biggest complaint about the game is that it really loses steam after Pitax in the last chapter. You can clearly tell that's where they ran out of money. Although the optional last chapter is pretty awesome.
It gets worse at the end? My lord... I really hope their next game will be better. I don't want to end up wasting my money for backing WotR.
The end? the optional ending is arguably the best part of the last third of the game.
The straightforward one is basically a very hard fay wack-a-mole, there are people that like that kind of succession of challenging combats to prove your prowess, but I appreciate that you have an alternate ending.
When I first tried Vordakai's Tomb, I had what is possibly my greatest facepalm moment ever in a video game.
I got almost halfway through the dungeon before my party had to rest. Their buffs were wearing off and they couldn't go any farther (they were stuck at the souleater battle). Then I realized my party couldn't rest because they had no camping supplies! And I couldn't leave the dungeon to rest either. My party was totally screwed.
So I had to reload from before I entered the tomb, spend a long time traveling all the way back to a city to buy some camping supplies, then spend more time traveling back to Vordakai's Tomb. Then I had to do the first half of the dungeon again!
Vordakai himself was disappointingly easy, though, considering how tough the previous main story bosses had been (like the Stag Lord and the troll king).
Difficulty spikes are a great problem in Pathfinder.... you go through most of a dungeon without even using a spell then you open a door and your party is wiped in less than a minute.
When I first tried Vordakai's Tomb, I had what is possibly my greatest facepalm moment ever in a video game.
I got almost halfway through the dungeon before my party had to rest. Their buffs were wearing off and they couldn't go any farther (they were stuck at the souleater battle). Then I realized my party couldn't rest because they had no camping supplies! And I couldn't leave the dungeon to rest either. My party was totally screwed.
So I had to reload from before I entered the tomb, spend a long time traveling all the way back to a city to buy some camping supplies, then spend more time traveling back to Vordakai's Tomb. Then I had to do the first half of the dungeon again!
Vordakai himself was disappointingly easy, though, considering how tough the previous main story bosses had been (like the Stag Lord and the troll king).
A lot of people have had these kinds of issues , to the point that I believe Owlcat started stashing camping supplies in most large dungeons. For all I know, there were some supplies in Vordakai's tomb.
I had the same issue my first time through in Trobold. Talked my way in, but then you have to start fighting. Fought about 3/4ths of the dungeon down before I HAD to rest, only to discover I didnt have supplies. Went to leave and... if you talk your way in, there are still 2 or 3 really challenging encounters outside. Probably spent 3 hours reloading to successfully win those fights and camp immediately outside of the dungeon : P
Yeah, one piece of advice on camping supplies and dungeon crawling to generally keep one set for your full party to rest. It can be costly to cart around much more than that. And to save that rest for only in the dungeon. As in, take a rest on the main world map prior to entering any area that seems like it's going to be a lengthy area. And use hunting in topside world for your food otherwise.
It's even worth it, at times, to leave the area prior to entering the underground area within to do a quick rest, and then take on the dungeon. After having cleared all the topside baddies.
When a game makes camping supplies weigh more than fullplate mail, I cheat without even blinking. Faking the party's weight limit (so I can carry 20 camping supplies and still loot stuffs) and speeding up the map travel was a major change that made the game 'fun' for me personally. I still haven't finished it though, I'm just outside the Pitax chapter, waiting 200 days for that area to open, or something like it. And there's really nothing to do then assigning tasks to NPCs and just wait, which is the main gripe I have with the game.
As I was writing the below I realized I was being obtuse but for in depth weight on camping supplies according to PnP rules click below. TL;DR, camping supplies should weigh more if this was PnP.
I mean, it's not unreasonable? If we assume "Camping supplies and rations" is a tent, rations, and a bedroll.
A small tent in pathfinder is 20lbs, a bedroll is 5lbs, and a day's worth of rations is 1lb. So each camping supplies should be at least 26lbs while in game each is 10. If we assume 1 big tent like is shown in game then one that can hold four creatures is 40lbs. But since it's a 6 man party you'd go up to a pavilion which is 60lbs.
So 60lb tent, 6 bedrolls (30lbs) and then rations for 6 people, 6lbs.
So they should be 96lbs if we're going by PnP. Granted the only thing that would get consumed is the rations but in game rations for 6 is only 60lbs.
For those who haven't seen it yet: Call of the Wild has now the Spiritualist base class. Still no archetypes yet. But it's awesome to have more and more of the occult classes in Kingmaker via mods. Gotta love its incorporeal undead companion class feature.
When a game makes camping supplies weigh more than fullplate mail, I cheat without even blinking. Faking the party's weight limit (so I can carry 20 camping supplies and still loot stuffs) and speeding up the map travel was a major change that made the game 'fun' for me personally. I still haven't finished it though, I'm just outside the Pitax chapter, waiting 200 days for that area to open, or something like it. And there's really nothing to do then assigning tasks to NPCs and just wait, which is the main gripe I have with the game.
FWIW, I think you probably altered the game's design in a critical way with this choice. I get that the weight of supplies introduced a difficult and sometimes tedious variable into the game. But its inclusion is meant to make you take longer to complete certain quests -- not just roam the world forever with a near infinite ability to replenish your spells and abilities.
It's no wonder that you have a long wait between chapters when the game was balanced to have player take much, much longer to complete them. I think this kind of move also kills the challenge on a more micro level. Dungeon crawling in the game is supposed to be (and imo very much is) a delicate balance of rationing out powerful but limited spells and abilities across several combats or other encounters.
As I was writing the below I realized I was being obtuse but for in depth weight on camping supplies according to PnP rules click below. TL;DR, camping supplies should weigh more if this was PnP.
I mean, it's not unreasonable? If we assume "Camping supplies and rations" is a tent, rations, and a bedroll.
A small tent in pathfinder is 20lbs, a bedroll is 5lbs, and a day's worth of rations is 1lb. So each camping supplies should be at least 26lbs while in game each is 10. If we assume 1 big tent like is shown in game then one that can hold four creatures is 40lbs. But since it's a 6 man party you'd go up to a pavilion which is 60lbs.
So 60lb tent, 6 bedrolls (30lbs) and then rations for 6 people, 6lbs.
So they should be 96lbs if we're going by PnP. Granted the only thing that would get consumed is the rations but in game rations for 6 is only 60lbs.
I don't have a problem with camping supplies or the weight. But in your example, a tent is not something you throw away, and you don't need multiple tents. So each additional supply doesn;t require another tent, just another day of food, water etc. That's why having each additional supply also weigh 10lbs is a bit dubious.
That wouldn´t be a problem if they have included spells like create water, Heroe´s feast, create food&water, goodberries and stuff like that as in PNP; so I understand is a mechanic to limit the number of rests and loot in a game with time and weight limit. Instead of a "quality of life" mod getting rid of that enters in the realms of cheating, I think.
As somebody said before in this thread (sorry I do not remember who it was), this game is not meant to be a cool adventure where you romance people and beat enemies with the power of friendship; it´s meant to be the dark souls of the tabletop conversions to videogames.
It surprises me how ill prepared people are. I literally went into Vordakai's Tomb with about 30 rations my first time. It was really clear I was going further away from my capital than ever before and I knew I needed to be ready. The fact that you fight soul eaters and defaced sisters in spots not far from the valley of the dead also prepared me to have a decent amount of restoration spells memorized. I also always made sure to pack a rope and pry bar.
Daily supplies for a camp do weigh a lot even not counting the tent. A gallon of water is over 8 pounds by itself. Water's not just for drinking but has many necessary functions like food preparation, cleaning wounds and your body as well as cleaning your equipment and cooking ware. You can assume the weight probably also includes things pots and pans for cooking, tinder if you're in areas where it's not accessible and maybe actual dry logs for fire in areas where there's not much wood as well as blankets/sleeping bags.
Comments
...might have to turn off updates. I would very much like to see how the TB works though. I've been using the TB more or less constantly for the entire run (with exceptions when keeping it in TB kills NPCs).
You have to complete a project before you can enter her dreams, think either the court mage or culture minister can do it.
Already "solved" the problem. The project just took more to appear than usual. Maybe because i an not doing the Rovagug dungeon this time.
Killing everything and completing the dialog with whoever is left alive should be all you need to do to remove the curse fragment. The dialog should say something like, “Thanks for saving us! We’ll go back to the capital and defend it now!”
I believe the four crucial fights to lift the curse are Oleg’s, Varnhold, Trobold and Pitax. I think the rest are optional.
The dialog wasen't triggering however, loading a previous save solved the problem.
PS : I was playing with a lot of mods. So I can't blame the game
Turns out that we now have 4 extra voice sets. Nice!
I think I do not even remember the vanilla game at this point, so Maybe it´s a good time to install it fresh elsewhere and check.
(I´m sure i will miss the extended races, classes, spells and feats mods for sure =P )
My time played on kingmaker
If folks had a similar bad experience as me, I encourage them to give the game a second chance, and as Julius said above thread, a mage as a main character is a wonderful introduction to the complex gameplay available. That being said I don't think this game is for everyone -- not even for every BG fan.
I think this game is best played with the mindset that you're going to face a challenging, combat-focused adventure. If you find the early game too hard and want to play on a lower difficulty, I think this game isn't for you. The plot is not especially deep. The quests and roleplaying options are shallow as well. I do think the companion NPC's are well written. They are interesting characters. But they also do not have particularly deep sidequests. Nor is there deep interaction with them (such as in Deadfire). So if you're looking for an RPG that focuses on roleplaying or a compelling story, I would skip this.
Kingmaker feels not so much the spiritual successor to the BG series as the successor to BG1 itself. Most of the quests are pretty straightforward kill the baddie or fetch the item affairs. The game contains ample wilderness space full of animals and beasts for you to massacre for XP. The game even contains an early game kobold genocide, depending on how you play it. If you were the kind of player who loved BG1 with the SCS mod, I would highly recommend this title.
As I said above, I do think the game is best enjoyed on its harder difficulties. If you're the kind of player who likes chess or number-crunching strategy games like XCOM or Civilization in addition to combat-focused RPG's, this game delivers. My recommendation is to throw away reservations about save scumming on a first playthrough. Be willing to spend lots of time reading long tooltips and enemy descriptions. The combat and spell system has a depth that rewards exploration.
That being said, as a RPG combat simulator and/or dungeon crawler, it's pretty darned awesome. And I'll just repeat that it seems very much best enjoyed as a tough slough to overcome. The Dark Souls of BG clones. As opposed to an RPG where the focus is on creativity (Original Sin) or on the storyline (Pillars).
That's not to say I wouldn't welcome more complexity to the quests and hopefully Wrath of the Righteous does that, but I think BG2 gets credit for being more complex than it really was. This is probably because it was extremely complex for back when it was released, but not so much today.
It is true that Kingmaker is more in the vein of the first BG, since it's more exploration based, whereas BG2 had a tighter story with less exploring.
My biggest complaint about the game is that it really loses steam after Pitax in the last chapter. You can clearly tell that's where they ran out of money. Although the optional last chapter is pretty awesome.
It gets worse at the end? My lord... I really hope their next game will be better. I don't want to end up wasting my money for backing WotR.
The straightforward one is basically a very hard fay wack-a-mole, there are people that like that kind of succession of challenging combats to prove your prowess, but I appreciate that you have an alternate ending.
I got almost halfway through the dungeon before my party had to rest. Their buffs were wearing off and they couldn't go any farther (they were stuck at the souleater battle). Then I realized my party couldn't rest because they had no camping supplies! And I couldn't leave the dungeon to rest either. My party was totally screwed.
So I had to reload from before I entered the tomb, spend a long time traveling all the way back to a city to buy some camping supplies, then spend more time traveling back to Vordakai's Tomb. Then I had to do the first half of the dungeon again!
Vordakai himself was disappointingly easy, though, considering how tough the previous main story bosses had been (like the Stag Lord and the troll king).
A lot of people have had these kinds of issues , to the point that I believe Owlcat started stashing camping supplies in most large dungeons. For all I know, there were some supplies in Vordakai's tomb.
I had the same issue my first time through in Trobold. Talked my way in, but then you have to start fighting. Fought about 3/4ths of the dungeon down before I HAD to rest, only to discover I didnt have supplies. Went to leave and... if you talk your way in, there are still 2 or 3 really challenging encounters outside. Probably spent 3 hours reloading to successfully win those fights and camp immediately outside of the dungeon : P
It's even worth it, at times, to leave the area prior to entering the underground area within to do a quick rest, and then take on the dungeon. After having cleared all the topside baddies.
A small tent in pathfinder is 20lbs, a bedroll is 5lbs, and a day's worth of rations is 1lb. So each camping supplies should be at least 26lbs while in game each is 10. If we assume 1 big tent like is shown in game then one that can hold four creatures is 40lbs. But since it's a 6 man party you'd go up to a pavilion which is 60lbs.
So 60lb tent, 6 bedrolls (30lbs) and then rations for 6 people, 6lbs.
So they should be 96lbs if we're going by PnP. Granted the only thing that would get consumed is the rations but in game rations for 6 is only 60lbs.
Front Line:
Undead Bloodline Bloodrager
Undead Lord Cleric/Holy Vindicator
Dirge Bard
Backline:
School Savant Necromancer Arcanist
Spiritualist
Blight Druid
FWIW, I think you probably altered the game's design in a critical way with this choice. I get that the weight of supplies introduced a difficult and sometimes tedious variable into the game. But its inclusion is meant to make you take longer to complete certain quests -- not just roam the world forever with a near infinite ability to replenish your spells and abilities.
It's no wonder that you have a long wait between chapters when the game was balanced to have player take much, much longer to complete them. I think this kind of move also kills the challenge on a more micro level. Dungeon crawling in the game is supposed to be (and imo very much is) a delicate balance of rationing out powerful but limited spells and abilities across several combats or other encounters.
I don't have a problem with camping supplies or the weight. But in your example, a tent is not something you throw away, and you don't need multiple tents. So each additional supply doesn;t require another tent, just another day of food, water etc. That's why having each additional supply also weigh 10lbs is a bit dubious.
As somebody said before in this thread (sorry I do not remember who it was), this game is not meant to be a cool adventure where you romance people and beat enemies with the power of friendship; it´s meant to be the dark souls of the tabletop conversions to videogames.
Daily supplies for a camp do weigh a lot even not counting the tent. A gallon of water is over 8 pounds by itself. Water's not just for drinking but has many necessary functions like food preparation, cleaning wounds and your body as well as cleaning your equipment and cooking ware. You can assume the weight probably also includes things pots and pans for cooking, tinder if you're in areas where it's not accessible and maybe actual dry logs for fire in areas where there's not much wood as well as blankets/sleeping bags.