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Pathfinder: Wrath of the Righteous - Enhanced Edition News

The Weakest Archetype Survey

Let's play The Weakest Archetype game!

Follow the link below and vote for the archetype or a prestige class you found the least useful. All names are in English and Russian:

https://forms.gle/VBKYLfMbhhUAo6wt5

The Search for the Main Theme

Of all the elements that make up Pathfinder: Wrath of the Righteous, music holds a special place — it is something that kindles the players' interest and sparks passionate discussions. We still have plenty of exciting development stories and never-before-seen content up our sleeve, so why not share some of it? Sergey Eybog, Lead Audio Engineer at Owlcat Games, and Dmitry Silantyev, composer of the main theme (along with many other tracks) for Pathfinder: Wrath of the Righteous, are here to tell you about how the main theme was born and share a few of their unreleased drafts.

Creating the main theme for Wrath of the Righteous wasn't easy and took us a long time. We went through a number of iterations that were quite different from each other, as we strove to align our ideas with those of the development team, before finally settling on the version that you can now hear in the game.

We had a set of key criteria for the main theme: we were looking for a melody that would be simple yet instantly memorable, and one that expressed our game's two primary motifs of fall and repentance, as embodied in Areelu Vorlesh, the mastermind behind the portal to the demonic Abyss that devastated Sarkoris. The plan was to make the melody sound heroic and heightened to convey the scale of the conflict, so we knew we wanted to use an orchestra, a choir, and solo female vocals.
We didn't have a specific music reference that had all the qualities we had in mind, so we started searching on our own. Here is what the first version sounded like:

[previewyoutube][/previewyoutube]

It did a good job of capturing the spirit of adventure and heroism, but the team found this version overly lyrical and "bright", which wasn't really fitting for the rather dark story we were going to tell.
So we headed in another direction, looking to add a greater sense of tragedy and gravity to the music. The next version had two intentionally distinct parts built around a single motif, the first of which represented Areelu and the second the crusade against the demons.

[previewyoutube]https://youtu.be/LhLlrJAacio[/previewyoutube]

This time we came closer to the mark: the music felt beautiful, powerful, and quite somber. But now we were faced with a different problem: our listeners had a hard time taking in the transition from a simple motif to a more complex, richer segment. Despite our best efforts, the theme did not feel cohesive.
As an experiment, we decided to make both parts of the track even more distinct from each other and replace the crusade in the second part with a depiction of the demonic forces of the Abyss. In the end, this didn't help us solve the problems we had, but it did allow us to get closer to understanding the feel of the music that would play when the game was launched.

[previewyoutube]https://youtu.be/k7npXEariGE[/previewyoutube]

Our creative team met once more to discuss the main theme and decided that, even though our game was going to be dark, we wanted the title screen to evoke a different kind of emotion in the player: the music needed to be uplifting and heroic, adventurous in a "duty calls" kind of way, and embodying the spirit of unity. It had to be inspiring, and the closest thing we had to that was the crusade motif, so that's what we focused our efforts on, putting aside the motifs of Areelu and the Abyss. Our key references here were the main themes from The Elder Scrolls: Morrowind and Crusader Kings II.
The fourth version, despite meeting the criteria, still wasn't approved as the main theme. But the music itself was so good that we decided to use it for one of the in-game locations. You can now hear it at the war camp and in Drezen once it's under the player's control.

[previewyoutube]https://youtu.be/H48B0qhEVGw?t=2412[/previewyoutube]
(Those Who Stand Against Evil at 40:12)

We decided against using this piece as the main theme because we still had some doubts about its catchiness, and the folk music elements took away somewhat from the heroic and elevated vibe that we wanted to hear in our track.
For our fifth version, we focused on a simpler arrangement and a more logical and memorable melody for the choir and orchestra. The choir needed to perform a marching song about glorious feats. Our composer wrote the lyrics in Latin, which roughly translate as "Hail, hail Queen Galfrey! We fight, and we will prevail!" — and this was the iteration that finally won the hearts of our team and became the final version:

[previewyoutube]https://youtu.be/MrybyuabwmY[/previewyoutube]

We hope that you've enjoyed the story behind the main theme of our game. In the future, we will be sharing a few more tidbits about other fan-favorite tracks.

Stay tuned!

Update 1.1.7c

Crusaders!

A new patch 1.1.7c is here! This time the patch is sponsored by the Trickster Appreciation Society and contains some mechanical fixes for everyone’s favourite fish-lover (Trickster’s Nature, World, and Stealth feats) and a fix for Trickster’s rank-ups, which led to some issues in the citadel of Drezen, like not being able to rest, for example. We also fixed some bugs not related to the Trickster (see below). Some of you have been asking us when we will release the next big patch, and all we can say for now is that we do work on it, and will have some news for you soon!

Known issues:
  • Bestow Protection in the crusade mode has a wrong formula in the description, the correct number of temporary hit points is (2x Mythic rank) percent, not (d10×mythic rank) percent;
  • If you play on macOS, your inventory may not work in the first area of the prologue, but will work when you go to the next area. We are working on the fix for it.



Beware of possible plot spoilers!

Quests

  • A Refuge from the Present: fixed the missing text in the pop-up window before the battle. Fixed the issue that could make this quest impossible to complete;
  • Fixed the error that could block the progress of the Devastation quest;
  • Fixed the issue of getting stuck with Yozz during Greybor's quest in chapter 4;
  • In some cases, Yozz didn't appear during The Price of Loyalty quest when he should have been there - fixed.


Areas

  • Fixed the issue which could lead to breaking the battle at the Shrine of the Three before it began;
  • In the house of Wintersun's leader, the characters could get stuck in the doorway sometimes - fixed;
  • In the Nameless Ruins, after interacting with the statue, Nenio and the player could get stuck in the lying animation - fixed;
  • The 4th obelisk in the Ineluctable Prison sometimes couldn't be broken - fixed (and was also moved to a nearby room).


Crusade

  • Absorption now works according to the description. The number of uses of this ability has been increased to 3;
  • Bestow Protection didn't work correctly - fixed;
  • Dominate in tactical battles no longer leads to freezes;
  • Fixed an error in the dialogue with Odan;
  • Fixed an incorrect link in the description of Zagelforntz's Masterpiece decree;
  • Fixed generals' Bone Arrow ability in tactical battles;
  • Fixed Mass Hideous Laughter in tactical battles;
  • Fixed the description of Blood Potion feat;
  • Fixed the mechanics of healing in tactical battles;
  • Judgment Day now works according to its description;
  • Some choice effects in Socothbenoth's dialogue (mythic Legend rank up) didn't give anything - fixed;
  • Some events could appear as available for the second time, and as the result, could not provide the rewards, because they were already given - fixed;
  • Wealth Brings Strength now shows correctly as a global buff and a feat;
  • Fixed the issue with Trickster's rank-ups.


Classes & Mechanics

  • Paladins' ability Smite Evil didn't work correctly if it was used by a couple of paladins on the same target - fixed;
  • Skald's Damage Reduction didn't stack before you gained a new level - fixed;
  • Trickster's Knowledge (World) 1 rank didn't work correctly - fixed;
  • Trickster's Lore (Nature) 3 rank didn't work correctly - fixed;
  • Trickster's Stealth 3 rank didn't work correctly - fixed;
  • Warpriest's spellbook was not available to be merged when taking the Loremaster Prestige Class - fixed.


Items

  • All-round defense didn't have a name in a tooltip, and its radius was 5 instead of 10 - fixed;
  • Broken Gauntlets had an incorrect name and could be worn by animal companions. Resolution: now the name is The Stern Hand, and it can be worn only by companions or the player;
  • Perfect Storm didn't work correctly - fixed.


UI

  • Items in non-active slots (such as shields) could still give bonuses - fixed.


Misс

  • After exiting the area while a party member is captured in a pit, said party member would appear out of the map in the next area - fixed;
  • Fixed some issues with items not being displayed on kitsune's model while they were in a human form;
  • Fixed the issue with the materials of the mythic banners;
  • Sometimes when inspecting an enemy, various messages appeared in the battle log - fixed.

Free DLC and Winter Sale

Hello Crusaders!

It’s that time of year, when we are decorating our homes and preparing to spend time with those who are dear to us. And we thought, maybe the Commander of the Fifth Crusade should join the holiday preparations? With our new free DLC Paint of War you can prepare your commander for the festivities: give them new war paint and tattoos, which can now be applied to the body, not just the face, and different patterns can be combined to give your character a truly unique look. You will also be able to change your Commander’s eye color now!

Don’t forget to add this DLC to your library here:
https://store.steampowered.com/app/1849470/Pathfinder_Wrath_of_the_Righteous__Paint_of_War/?

[previewyoutube][/previewyoutube]

Additionally, Pathfinder: Wrath of the Righteous is 15% off in Steam right now (in case you don’t know what to give to your RPG-loving friend as a gift).

https://store.steampowered.com/app/1184370/Pathfinder_Wrath_of_the_Righteous/

Happy holidays!

Update 1.1.6e

Crusaders!

A new patch 1.1.6e is here! It contains some fixes for the crusade and skald rage powers, a fix for the boss fight in the free DLC, and some other mechanical fixes.

Known issues:
Descriptions of Displacement, Blur, and Protective Talismans in the crusade mode currently still contain errors - they actually reduce the incoming damage for a certain percentage instead of allowing to completely dodge the attack.

Beware of possible plot spoilers!

Quests

  • During the wedding game in Seelah's quest, Aivu could get stuck behind the barriers - fixed;
  • Even if players refused help from inquisition in Kenabres, sometimes Ramien still would ignore the invitation to Defender's Heart - fixed, but to make him join, you would need to load a save before you invited him to the tavern;
  • The combination of some Aeon decisions regarding Queen Galfrey's fate could lead to premature conclusion of epilogue slides - fixed.


Areas

  • In Ineluctable Prison, after Trickster's joke, it was possible to start a conversation with Vorimeraak again - fixed, now she has an appropriate bark.


Crusade

  • Blur had incorrect name and description - fixed;
  • Choice effects in Targona's dialogue (mythic Legend rank up) didn't give anything - fixed;
  • Contain the Enemy didn't work correctly - fixed;
  • Debilitating Poison didn't work correctly and didn't show as a global buff - fixed;
  • Elemental Protection now works according to its description;
  • Enemy Ash Giants wouldn't attack - fixed;
  • Fixed the categories for some event cards in the Crusade UI;
  • Generals didn't gain Abyssal Summon and Lesser Abyssal Summon spells in tactical combat - fixed;
  • Greater Abyssal Summon didn't work correctly - fixed;
  • In Russian localization there was in error in the text of Royal Council's Help event, claiming 1000 conscripts would join, however the right number was 100. After checking their register (and suppressing some riots), the Royal Council decided they can't afford to send 1000 conscripts,and will continue sending only 100 instead;
  • In the 5th chapter, the events of crusade related to Trickster Mythic Pass weren't playing - fixed;
  • Second choice effect in Locust Knight's dialogue (Swarm-That-Walks mythic path) didn't give additional HP to player's character - fixed;
  • Stunning Screech didn't work correctly - fixed;
  • The visual effect of Displacement is shown correctly now.


Classes & Mechanics

  • Dispel Magic, Greater (Target) spell now has a restriction: 1 successful dispel per 4 caster levels;
  • Dispel Synergy didn't work correctly - fixed;
  • Mental Prowess ability didn't work correctly - fixed, and now will properly work with wild talents;
  • Skald rage powers (Increased Damage Reduction, Celestial Totem, Powerful Stance, Celestial Totem, Lesser) weren't applied via Raging Song to either the Skald or to any party members affected by Raging Song - fixed;
  • Some units will be immune to the effects of Repurpose or Flay For Purpose, for the sake of cut-scenes they participate in;
  • We removed any mentions of the Rahadoum Faithless background, which was in beta, but didn't make it into the final version of the game.


Misс

  • A tutorial tip about empty spell slots before rest will appear more frequently now;
  • Fixed an issue which could lead to a looping cutscene before the final boss in Love Beyond Death DLC;
  • Fixed the colors of the druid class costume;
  • Fixed the issue with the material of cut-off body parts (during dismemberment).