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RPGWatch Forums » Comments » News Comments » Kingmaker - Enhanced Edition & Beneath the Stolen Lands June 6th

Default Kingmaker - Enhanced Edition & Beneath the Stolen Lands June 6th

May 25th, 2019, 01:21
Pathfinder: Kingmaker is getting an Enhanced Edition and Beneath the Stolen Lands DLC on June 6th.

Pathfinder: Kingmaker Enhanced Edition and Beneath the Stolen Lands DLC arriving June 6

24 May @ 4:04am - Mortheim
Dear Pathfinders,

From day one, we've set it as our goal to tirelessly improve our game based on your feedback and insight. We've pored over comments, scoured the forums and scrutinized your survey answers - and then rushed back to start fixing, polishing and expanding. Today, we are happy to announce the fruits of our labors: an Enhanced Edition of "Pathfinder: Kingmaker", free to everyone who already owns a copy of the game! Not only is it a culmination of all the previous patches and fixes. Featuring all-new classes, items and abilities, numerous quality-of-life features and multiple balance adjustments, this is the ultimate way to play the game!

The Enhanced Edition will launch on June 6. In the meantime, to let you know of all the exciting new features, we've prepared a slew of content, including teasers, dev diaries and even dev streams - the first of which will go live today! Join us on https://www.twitch.tv/owlcatgames at 7:30 PM CEST/1:30 PM EDT (US) for an in-depth look at a new prestige class!

"Pathfinder: Kingmaker - Enhanced Edition" Key Features


  • Free Upgrade for all existing players
  • Numerous gameplay-enriching content additions and dozens of quality-of-life features
  • New abilities and ways to build your character
  • A Brand-new class: Slayer
  • New items and weaponry
  • Improved balance, especially in the beginning and last two chapters of the game
  • Enhanced kingdom management system, both in terms of balance as well as usability and player comfort
  • Increased variety of random encounters on the global map
  • Thousands of fixes and improvements made since the game's initial release
Beneath the Stolen Lands
Some of our shrewder fans have already figured out that we like to release things near the end of the month. Such was our plan for "Beneath The Stolen Lands", our 3rd DLC, as well. However, after postponing it for a month from late April to late May, we've realized we now had 2 releases lined up one after the other in the space of a week. For this reason, we've decided that it would make more sense to release both the DLC and Enhanced Edition on the same day, June 6.
Just to remind you what it's going to be like:

"Beneath The Stolen Lands" Key Features

  • Enter a massive dungeon with a party made from scratch. Begin your adventure to the Tenebrous Depths with a party of newly created characters. Start the game from the main menu and experience the descent into an endless rogue-like dungeon
  • Explore the near-infinite possibilities of building a Pathfinder character. Try out different builds to perfect your tactics at your leisure. Create a band of adventurers able to overcome any danger!
  • Defeat is but a new beginning! Dying in an encounter enables additional benefits for your next playthrough
  • Unlock new items to buy across multiple playthroughs. The number of item slots traders have depends on how far you have been able to descend during all of your previous forays combined
  • Enter the dungeon as your main character, alternatively you can wait for an invitation from a mysterious protector of Golarion as you play through the Main Story. The pre-set version of the dungeon is included into the main campaign, allowing you to use your character and companions to conquer the Tenebrous Depths
More information.
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May 25th, 2019, 01:59
Interesting, I keep meaning to play more then a few hours of this, here is my excuse
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May 25th, 2019, 08:12
Open beta for Enhanced Edition coming soon!

https://steamcommunity.com/games/Pat…53127993440057

So, You can now:
1. Hide Helmets, Hats, and Backpacks.
2. See EXACTLY where you picked up an item.
3. See a tooltip on the level up screen which will give you a hint on which team members already have this skill, spell, common or team feature.
4. New QoL features for Companion quests and seeing their mood.
5. New Reminder Timers for Main Quests.


AN OPEN BETA is coming soon.

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May 25th, 2019, 12:18
That's awkward, On chapter 1 at the moment, do I continue as is or wait for Enhanced Edition?
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May 25th, 2019, 12:24
I'm really looking forward to this new DLC dungeon. I'm going to play it like Wizardry or Bard's Tale. Finally, they are releasing a DLC that has me excited. Can I make all six party members? Now that's what I call old school.
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May 25th, 2019, 12:26
A slayer class. It would be neat if this was a medieval version of Buffy the Vampire Slayer. It would be neat but it won't be. For one thing I can't make any analogy towards medieval cheerleaders.
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May 25th, 2019, 12:40
Originally Posted by purpleblob View Post
5. New Reminder Timers for Main Quests.
This decision is unbelievable. Spamming a player in the game with - advertisments. Will reminders contain nigerian prince scam mail I wonder…

All they needed to add was disable timers option and I bet everyone would love it.
In other words, whoever still didn't start the game, once you find out how annoying timers are in this game, grab any mod that makes at least kingdom management ones irrelevant.
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May 25th, 2019, 13:09
Originally Posted by skally_wag View Post
That's awkward, On chapter 1 at the moment, do I continue as is or wait for Enhanced Edition?
From I heard, you can use your current save in Enhanced Edition.

Originally Posted by Hastar View Post
I'm really looking forward to this new DLC dungeon. I'm going to play it like Wizardry or Bard's Tale. Finally, they are releasing a DLC that has me excited. Can I make all six party members? Now that's what I call old school.
You can make full 6 party members, yes

Originally Posted by joxer View Post
This decision is unbelievable. Spamming a player in the game with - advertisments. Will reminders contain nigerian prince scam mail I wonder…

All they needed to add was disable timers option and I bet everyone would love it.
In other words, whoever still didn't start the game, once you find out how annoying timers are in this game, grab any mod that makes at least kingdom management ones irrelevant.
Not everyone hates timers like you do, joxer, especially if it serves a good purpose like c&c.

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May 25th, 2019, 15:21
Originally Posted by skally_wag View Post
That's awkward, On chapter 1 at the moment, do I continue as is or wait for Enhanced Edition?
I do know i am gonna wait
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May 25th, 2019, 15:32
"Improved balance, especially in the beginning and last two chapters of the game" - I hope they won't change the difficulty so much. I loved how hard and "unbalanced" the game was because the adventure path is supposed to be like that! You don't venture into an open world and expect that every foe has the same level as you! But I must admit that the Wild Hunt in the House at the Edge of Time were unfairly hard.

And I also like the timers in this game. It gives you a sense of emergency and realism. People seem to forget, but BG had hidden timers too for a side quest and you had no warnings at all.
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May 25th, 2019, 16:41
Originally Posted by skally_wag View Post
That's awkward, On chapter 1 at the moment, do I continue as is or wait for Enhanced Edition?
It's all about choices! Do you use what you've learned to make a better start in the EE, or do you soldier on without distraction? Welcome to the Kingmaker meta RPG!

Really, though, have they said if people currently playing will be able to convert a save to the enhanced game? Will this just be a big update to the existing game or will it show up as a new game? (The current Steam 'spring cleaning' is telling me that the two Divinity:Original Sin games are in my backlog because I haven't touched the enhanced editions.)
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May 25th, 2019, 17:45
At least it isn't a rouge-like dungeon.
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May 25th, 2019, 18:56
Some people just need to have it all with their choices not mattering, right Joxer?

It's the give me what I want when I want it Generation…timers didn't bug me, took me by surprise when I failed the first area though.
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May 25th, 2019, 19:38
Originally Posted by gabrielarantest View Post
"Improved balance, especially in the beginning and last two chapters of the game" - I hope they won't change the difficulty so much. I loved how hard and "unbalanced" the game was because the adventure path is supposed to be like that! You don't venture into an open world and expect that every foe has the same level as you! But I must admit that the Wild Hunt in the House at the Edge of Time were unfairly hard.
Difficult≠Challenging/good design.
Most of issues with Pathfinder "hardcore difficulty" is silly stat overbloat that absolutely makes no sense with setting/mechanics and turns the game into "cheese fest" instead.
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May 25th, 2019, 22:08
So…when will the turn-based version be released?
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May 26th, 2019, 02:50
Originally Posted by BoboTheMighty View Post
Difficult≠Challenging/good design.
Most of issues with Pathfinder "hardcore difficulty" is silly stat overbloat that absolutely makes no sense with setting/mechanics and turns the game into "cheese fest" instead.
Disagree on that Bobo - I've only ever played Kingmaker on normal which I still found quite challenging and it had nothing to do with stat overbloat but more to do with changing tactics (like spells/ability and position).

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May 26th, 2019, 07:51
Originally Posted by BoboTheMighty View Post
Difficult≠Challenging/good design.
Most of issues with Pathfinder "hardcore difficulty" is silly stat overbloat that absolutely makes no sense with setting/mechanics and turns the game into "cheese fest" instead.
I'm not quite sure if I follow you correctly, but you are saying that the game was difficult, poorly designed and the difficulty settings were just silly stats increase, correct?

Personally, I enjoyed the design of the encounters in the game. For instance, I saw people complaining about the spider swarm in the first chapter of the game. But when I went to that cave (and obviously got killed by the spiders) I had a lot of fun. My thoughts were "oh that makes sense, I can't kill a spider swarm with a sword". Situations like this made the game really fun for me, but some people attributed it to bad design.

And there were a lot of options to tweak in the difficulty settings, not just enemies' status. It may lack some options of course, but it offers a really deep level of customization. Besides, if you want to increase the challenge rating of an encounter in the PF tabletop game, what else is there for the DM to do besides change enemy status or the number of enemies?
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May 26th, 2019, 09:53
Originally Posted by gabrielarantest View Post
I'm not quite sure if I follow you correctly, but you are saying that the game was difficult, poorly designed and the difficulty settings were just silly stats increase, correct?

Personally, I enjoyed the design of the encounters in the game. For instance, I saw people complaining about the spider swarm in the first chapter of the game. But when I went to that cave (and obviously got killed by the spiders) I had a lot of fun. My thoughts were "oh that makes sense, I can't kill a spider swarm with a sword". Situations like this made the game really fun for me, but some people attributed it to bad design.
Totally agree, I thought the same, must have wasted 30 -40 fire bombs and most of those missed, but for me that's what good RPG'S is about, you shouldn't be able to walk into every location and expect to beat it.
Last edited by skally_wag; May 26th, 2019 at 10:08.
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May 26th, 2019, 16:09
Originally Posted by BoboTheMighty View Post
Difficult≠Challenging/good design.
Most of issues with Pathfinder "hardcore difficulty" is silly stat overbloat that absolutely makes no sense with setting/mechanics and turns the game into "cheese fest" instead.
You could lower the difficulty if the numbers on the current difficulty were not to your liking. You complaint has no merit. You can only complain about stuff like that if the easiest difficulty has such problems.

Personally I didn't see any problems with enemies have good attack, defense and saves. It forced players to buff up and approach encounters using their brain instead of just rolling through all enemies like in Pillars games. Kind of how BG games were played. I wonder if you complained in BG that enemy casters had "bloated stats" because when they cast Horror at your party, most of your characters only had like 40% chance to save successful and if they failed they would spent rest of the combat running around like headless chickens.
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May 26th, 2019, 17:21
Really like how Owlcat still gives attention and additional polish to already great game. I will replay it after this DLC for sure. No backlog can stop that happening. I hope their next game is again isometric and party based, set in Pathfinder universe.
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