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Pathfinder: Wrath of the Righteous - Enhanced Edition News

Full dialogue voiceover in A Dance of Masks DLC

When we were working on the final DLC in Season Pass 2, we focused on the fact that A Dance of Masks is a DLC about the commander's well-deserved break from endless battles and a long-awaited holiday with his favorite companions. In this supplement, players should be able to enjoy all the favorite aspects of communication with the team: Daeran's humorous remarks, Nenio's boundless inquisitiveness, and, of course, Regill's strictness, which hides an endless respect for the commander. And how can you convey all the joy of communicating with companions without their beautiful voices and unique intonations? That's why in A Dance of Masks DLC we've made a full dialog voiceover for the first time. We hope that it will add depth to the story and you will be able to plunge into the atmosphere of the festival in the rebuilt Kenabres.
And now we offer you a glimpse of how our actors worked on the voiceover of A Dance of Masks DLC. And yes, the main lover of cookies, Aivu, has finally found her own voice!
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Devil in the details

The road to Hell is paved with good intentions, or so they say. And in Wrath of the Righteous, this phrase can have a quite literal meaning.


Devil is the final, 10th Mythic path in Wrath of the Righteous, available only to the Commanders who began their Mythic journey as an Aeon or Azata. It was added to the game in secrecy, never having been mentioned in any articles or announcements before release, and purposefully avoided in our social media for a good while after. Even the patch notes referred to it as a “secret Mythic” for nearly two years!

Of course, it didn’t take long for players to discover this surprise. The option of becoming an agent of Hell itself on Golarion was instantly recognized as a very cool concept, and was met with a very warm welcome. The intimidating blazing winged figure of Mephistopheles added to the picture.


However, as the time passed, we started receiving feedback from our players that, while very fun, the Devil felt somewhat… lacking in comparison with other Mythics.

Between being one of the last elements of the game to be added before release, and appearing really late into the game, Devil clearly didn’t receive as much love as some other paths.

That’s why when the game was receiving its Enhanced Edition, we felt it was a great opportunity to fix this nuisance. Our narrative team has proposed an exciting new quest for the Devil, where the events in Mendev would take a completely new twist as Queen Galfrey, devoted follower of Iomedae, would stray away from her goddess, corrupted by the Devil Commander.

The quest was deemed to be very thematic and fun, and the implementation started. Scripts were written, dialogues were prepared. At some point, bits and pieces of this quest have even ended up in the game files, where modmakers and dataminers discovered them, sharing their excitement.

But then, an unfortunate turn of events took place. The quest never made it into the Enhanced Edition, causing a lot of frustration and disappointment among the community which was already planning how they would corrupt the righteous queen. But what happened?



To understand the reasons behind this, we need to dive a bit deeper into our development process. When we plan a big update with new features, first we accumulate ideas. These come from many sources: some originate from within the team, some pop up naturally during the development process, others are adapted from your suggestions, comments, results of community polls and popular mods. Yes, we read what you guys write, and quite a lot!

Then we vote. After voting for the features for the Enhanced Edition, new content for the Devil Mythic path ended up roughly in the middle of the list, with the cutoff line being just slightly below. Normally, that would mean it would be implemented.

Unfortunately, things don’t always go as planned. A combination of unexpected delays, errors in estimation and a few force majeure factors left us in a position where we weren’t able to finish it in time. With a heavy heart, we were forced to scrap the quest altogether.

We’ve come out with an honest explanation and expressed hope that one day in the future, we might be able to come back to it.

Most likely, you've already guessed where this is going.


It was sad to watch the endless stream of memes about the abandoned Devil all these years, knowing we didn’t deliver what we wanted. Many members of the team play our games as well, or even originate from the community itself, and they were as frustrated as the community was about this.

Eventually, an initiative has gained momentum inside the dev team, to come back and rewrite this frustrating chapter of our game’s history. It helped a lot that you, the players, didn’t forget the Devil and kept asking questions and sharing your pain in numerous comments and suggestions for all this time. Thanks to that, and a massive enthusiastic drive from certain members of the team, we were finally able to allocate the necessary resources and finish what was started!

With the DLC6 “A Dance of Masks” marking a major milestone for Wrath of the Righteous, we agreed that there would be no better time to release this new story content for the Devil than the patch that comes alongside the DLC.

Here’s a little glimpse of what is expecting you:








We hope that this late, but very anticipated gift to our community will make our players happy. We are sorry that this took so long, but we believe that it’s always better late, than never.

And… Before you ask, no, this does not mark the end of our adventure. Not yet. There are still cards up our sleeve to surprise you!

Stay tuned and enjoy your Lawful Evil shenanigans!

New Archetypes in A Dance of Masks DLC: Part 2

Greetings, Pathfinders!
We’re back with part two of our article about the new archetypes in A Dance of Masks DLC, which will be available on June 13th.
You can read the first part here: https://store.steampowered.com/news/app/1184370/view/4155211502139959812?l=english

[h2]Ranger — Sable Company Marine[/h2]
For players who wish to take to the skies, this archetype offers a unique opportunity! The Sable Company Marine and their tamed hippogriff have trained at an elite academy to hone their skills in mounted combat. This unique pet can attack foes from the sky, and wreak havoc by diving down among the enemy ranks. The hippogriff’s powerful wings can also knock back adversaries and send opponents flying. At the height of their career, the Sable Company Marine and their hippogriff are so skilled in aerial combat, they can decimate an enemy with a single attack.
Dispatch your foes with targeted precision as you soar over the battlefield with your trusty hippogriff!


[h2]Magus — Bladebound[/h2]
This archetype was heavily inspired by Alucard from the Castlevania animated series. Have you ever wished the magus could use more than one weapon while still casting magic effectively? If so, you will definitely enjoy this new archetype!
When the Bladebound makes a pact with the sentient Black Blade, they are bound together by more than a common purpose. The Black Blade is a powerful magical weapon that becomes stronger each time the magus levels up. It will eventually become so powerful that it can act on its own, and will no longer need the Bladebound’s guiding hand in battle. The magus can then send the Black Blade to attack their foes while they switch to another weapon.
The Black Blade will protect the Bladebound in battle, even if the magus loses consciousness. It is also incredibly loyal to its partner, and will always return to them at the end of a fight.
Slice your enemies to pieces with the help of a loyal and powerful blade!


[h2]Warpriest — Mantis Zealot[/h2]
Not every warpriest is a beacon of light and hope on the battlefield. The Mantis Zealot is a member of the Red Mantis, and worships the evil deity Achaekek, whom we are adding to the game. Shrouded in a purple veil, the Mantis Zealot moves swiftly across the battlefield and mesmerizes their victims with a dance of death. The serrated blades of their twin sawtooth sabres can tear an enemy to shreds when other weapons barely leave a scratch.
As the warpriest’s faith grows stronger, they will learn to invoke their deity to summon hordes of flying mantises. They can even hide in the swarm, becoming almost indistinguishable from the surrounding insects. When this archetype reaches the pinnacle of devotion, they can take on the aspect of Achaekek and become an unstoppable force of devastation.
If you hear the sound of snapping mandibles behind you, turn around — you might just find yourself face to face with a ravenous mantis!


[h2]Kineticist — Kinetic Sharpshooter[/h2]
This kineticist has the advantage of firing charges from a ranged weapon. Although the Kinetic Sharpshooter cannot build up force before attacking, they can stockpile charges in their quiver in advance. This means they do not have to waste their time building up force at the beginning of a fight. Instead, they can use their weapon to attack right away.
There are also a few new infusions that are unique to this archetype. These infusions are only applicable to ranged weapons, and can enable the Kinetic Sharpshooter’s charges to bypass resistances, break armor, or ricochet from one target to another.
Although the Kinetic Sharpshooter may seem like a simple archetype, it is very powerful on the battlefield.
Take advantage of your ranged weapon to target your opponents from afar!


[h2]Arcanist — Magic Deceiver[/h2]
Last but not least, we want to tell you about the Magic Deceiver, which is an archetype we’ve been working on for a long time.
Some learn magic to gain power, while others do so in pursuit of a higher purpose. A magic deceiver is someone who has learned how to fool magic itself, combining known spells to devise entirely new forms of manipulation.
At 1st level, a magic deceiver gains the ability to create fused spells, combining the effects of two regular spells from their spellbook. We have implemented a fused spells interface specifically for this archetype.
The Magic Deceiver doesn't receive bonus spells from ability scores and cannot add spells from other classes' spell lists to their spellbook. By combining the effects of different spells, the Magic Deceiver creates their own fused spells, names them, and writes them into their book. The magic deceiver can have up to 10 fused spells in their spellbook at a time.
A fused spell gains the effects of both initial spells.Those effects are applied in order, one after the other. A fused spell gains all the descriptors of the initial spells, has a spell level equal to the highest level of the initial spells, is always cast as a standard action, and cannot be modified using metamagic.
When creating a fused spell, the magic deceiver chooses between the corresponding properties of the initial spells. If the initial spells belong to different schools of magic, have different spell shapes, or require saves of different types to avoid their effects, the magic deceiver chooses which properties will apply to the fused spell.
The choice of the spell's shape also determines its range, targets, and whether or not it is affected by the target's spell resistance (if the initial spells have the same shape, the best options are chosen for these properties). If any effects of a fused spell require its target to make saving throws, the target always makes a single saving throw, excluding cases where it is required to make another save after a failed save (such as the phantasmal killer spell).
Keep your enemies guessing as you manipulate magic to create new spells and take control of the battlefield!



We’re so excited for you to try out these archetypes, and we hope that you’re excited too! See you in the Worldwound!

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New Archetypes in A Dance of Masks DLC: Part 1

Greetings, Pathfinders!

Although there were a lot of new archetypes in The Lord of Nothing DLC, some classes were left out. We're addressing that problem by adding new archetypes for the remaining classes in A Dance of Masks DLC!

This time, we really let our imaginations run wild, and developed many of these archetypes specifically for Pathfinder: Wrath of the Righteous. As is tradition, we have split this article into two parts because we have so much material to cover. We will be introducing more new content in part two, so make sure to watch for its release! We hope you are as inspired as we are to try these new archetypes on your next playthrough!
[h2]Monk — Drunken Master[/h2]
The first and most widely anticipated archetype on our list is, of course, the drunk monk, aka the magnificent Drunken Master.
In our RPG, monks are often used as “tanks” due to their powerful abilities at low levels. The Drunken Master archetype allows ki point abilities to be used more frequently, and also provides specific bonuses based on the monk’s level of intoxication. Incredibly, this monk regenerates ki points by drinking alcoholic beverages, and the higher the monk’s level, the more ki points they can accumulate. At higher levels, the Drunken Master gains the ability to produce alcohol, further enhancing the monk’s combat abilities.
We think that the Commander who chooses this archetype will be Seelah’s best friend and the life of the party! Have fun, but remember — drinking is bad for your wealth!


[h2]Slayer — Bloodseeker[/h2]
The Bloodseeker archetype was invented and developed by our lead game designer, Andrey Sverkunov. He noticed that the slayer archetypes in the game were all very similar, and wanted to design something different. This gave him the idea for an archetype inspired by the anime series Vampire Hunter D.
Although the Bloodseeker is not a true vampire, the cursed bloodline they have inherited endows them with near-vampiric powers. The Bloodseeker does not possess slayer talents. Instead, they gain access to a wide range of new abilities that can be expended using blood points. These points are accumulated by performing critical bite attacks, or by sucking the blood from nearby enemies while in raven form.
Create panic among the enemy ranks by changing shape and attacking from the air! Feast on your foes, and let their blood flow like a river for the glory of the Commander!


[h2]Bard — Chelaxian Diva[/h2]
This archetype offers new performance abilities which allow bards to take on a more aggressive role. The masterful voice of the Chelaxian Diva strengthens allies and bursts enemy eardrums — sometimes simultaneously! At the height of their career, this archetype can learn to replicate the famous banshee scream, turning the bodies of their enemies into withered husks of their former selves.
Amaze your allies and terrify your enemies with your incredible singing skills!


[h2]Skald — Inciter[/h2]
This skald archetype uses insults and taunts to provoke the enemy into abandoning their defenses and attacking recklessly... then finishes them off with a dagger from behind. The Inciter gains access to a sneak attack, which can be enhanced through a rogue’s advanced abilities. At higher levels, this archetype can also learn to channel these abilities using inspired rage!
Now you can be sure that the Commander and their companions will always have the last laugh!


[h2]Fighter — Titan Fighter[/h2]
The Titan Fighter can wield a two-handed weapon in one hand — need we say more? This archetype has no difficulty using two huge weapons at once to deliver powerful blows and pulverize foes.
Crush your enemies on your way to glory!


[h2]Inquisitor — Living Grimoire[/h2]
The Living Grimoire is a new interpretation of Paizo’s original archetype. The Inquisitor has always been something between a fighter and a spellcaster, and we wanted to incentivize players to focus on both of these aspects. This Inquisitor archetype possesses a unique weapon — a large sacred tome which can be used to instruct demons on the path to truth. The Living Grimoire can enchant this holy book like a battle priest, and can amplify the strength of their abilities by using both magical and non-magical attacks in battle. This archetype’s final ability is so powerful, it can kill almost any opponent instantly. In the right hands, this sacred tome can be a formidable weapon — so only give it to those you trust!


This concludes part one of our article on new archetypes, but don’t worry — there is still more to come! In part two, we will introduce five more exciting archetypes to be released in this DLC. In the meantime, please share in the comments which archetype interests you the most!