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  1. #1
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    Crafting in Kingmaker

    Hi programmers and players,

    is there any weapon, armour or magic item crafting as a core function in Kingmaker? (as opposed to a one-off quest where you get to pick an item)

    If so, how will it be implemented?




    I came up with the question when I thought about the relative rarity of some weapons in campaigns. If it is unclear what I mean, here is an traditional example. In most D&D based CRPGs, there will be many good longswords, but few whips (if they are in the game at all).
    To compensate for that relative lack of choice when it comes to certain items, a crafting system would be nice, but I also know how easily such a system can break a game, hence why I wouldn't be surprised if it isn't in final game.

  2. #2
    Senior Member No One of Consequence's Avatar
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    Hello.

    Once you get established as a local lord at the beginning of chapter two, you will have a Royal Crafter or somesuch sent to you to craft your items. He might come later than chapter two, mind. As it wasn't in the beta, we don't know but about that function yet.

  3. #3
    Yeah, it's called royal artisan system, it was talked about in the Kickstarter,campaign it's supposed to replace player crafting by comissioning item, but like NOoC said, it's wasn't in the beta, and the devs have'tn commented on it . It's one of the few things that make me worried about the quality of the game after playing the beta, because if you can't obtain the specialized item that fit your built, the 3.5 combat system can become really tedious and not fun.

  4. #4
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    Sounds good to me, while is a lot of joy in being the craftsperson,
    A) it doesn't really make sense when the boss of a nation spends weeks at a time working on trinkets when he/she got a kingdom to rule
    and
    B) even if you are a skilled artisan, you are no the only one AND as a boss of a nation, you should really be able to hire specialists for specific jobs (like armourer for your army) and/or specific tasks (making you the ultimate super sword which cuts through rock, steel and monsters like a shark through water)

  5. #5
    I agree with SilverSera, insofar as the lack of detail around crafting is a tad concerning, even though Iím otherwise quite excited and enthusiastic.

    There is supposed to be a crafting system via the Royal Artisan, of course, but the impression Iíve gotten is that it *might* only be special unique items for which you have to gather the componen ingredients (at least that is all the beta players have been able to speak to).

    Iíve seen numerous questions posted in different places about whether we will be able to craft more Ďmundaneí items, and so far, the devs (who respond fairly actively, very much to their credit) have not responded to clarify.

    And in PF, the ability to get the specific weapon type you want can be quite critical. If we build a ... shortsword user, letís say... with weapon focus and other feats directed towards shortsword, Iíd really like to know if we can craft a flaming +2 shortsword for one hand and a frost +2 shortsword for the other (just as an example).

    Counting on being able to find exactly the sort of weapon weíve built the characters to use isnít exactly ideal, though itís also not the end of the world. I just might build my PCs a little differently if that is the case (ie I might pick things other than weapon focus, weapon specialization, etc).

  6. #6
    Quote Originally Posted by steve_scruton@hotmail.com View Post
    I agree with SilverSera, insofar as the lack of detail around crafting is a tad concerning, even though I’m otherwise quite excited and enthusiastic.

    There is supposed to be a crafting system via the Royal Artisan, of course, but the impression I’ve gotten is that it *might* only be special unique items for which you have to gather the componen ingredients (at least that is all the beta players have been able to speak to).

    I’ve seen numerous questions posted in different places about whether we will be able to craft more ‘mundane’ items, and so far, the devs (who respond fairly actively, very much to their credit) have not responded to clarify.

    And in PF, the ability to get the specific weapon type you want can be quite critical. If we build a ... shortsword user, let’s say... with weapon focus and other feats directed towards shortsword, I’d really like to know if we can craft a flaming +2 shortsword for one hand and a frost +2 shortsword for the other (just as an example).

    Counting on being able to find exactly the sort of weapon we’ve built the characters to use isn’t exactly ideal, though it’s also not the end of the world. I just might build my PCs a little differently if that is the case (ie I might pick things other than weapon focus, weapon specialization, etc).
    Nice to see someone who understand the issue, a rare sight on these forum, you can work around a lack of crafting non unique item, like say a mitrahl breastplate,for a dex fighter it's not fun and it would kill quite a few build, but it can be done. PROVIDED we knows there is no crafting system before we start the game.. I Don't want to spend 100 hour on a character only to find out her build his doomed from lack of certain item in game.


    As an example, lets take the amulet of mighty fist +1 to +5 neck item, Nothing really exotic about it, and yet they can make or break the game because if these can't be found as loot and you can't craft them, the entire Beast line of rage power for Amiri become a giant trap and slotting it will irresversibly gimp her as very soon your claw attack won't hit anything and you can't just chose another line of power, once you chose beast, the other path are locked.


    It's surprising how few people realize just how much of a nasty snawballing effect a lack of proper crafting system can have.

  7. #7
    That's problem with guides not the lack of communication. Newley released games lack them.

  8. #8
    Member Karpophorus's Avatar
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    Quote Originally Posted by SilverSera View Post
    [...]if you can't obtain the specialized item that fit your built, the 3.5 combat system can become really tedious and not fun.
    True, right from the very beginning, when you'd determine stats and feats to start with, you already have considered what kind of weapons and equipment you'll be using until late game.

    Feat Slots have to be understood as precious and super rare "resource" for your character progression.
    There are few classes with options for changing bonus feats, which are gained through class progression. But I don't even know if this is possible in the game. Feats gained through level progression cannot be changed. Therefor investing in feats, which cannot be used, would be a real set back.

    Hopefully the royal-artisan has been implemented as way to keep specialized characters viable or otherwise limit the choices while selecting Weapon Focus, etc.

  9. #9
    Senior Member Pathfinder's Avatar
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    Well.. ..there IS allways option to use ready PC and autolevel it. That way you get feats what game developers have made ready for your build. I guess it most likely mean you allso get items for that build.

    I personally will not do that but for many players it is one option, atleast in first play through.
    "Road to the man's heart go through the chest"

  10. #10
    Member Karpophorus's Avatar
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    Quote Originally Posted by Pathfinder View Post
    Well.. ..there IS allways option to use ready PC and autolevel it. That way you get feats what game developers have made ready for your build. I guess it most likely mean you allso get items for that build.
    That's not an option, that's mean! It's like hanging a [insert your favorite dish here] right in front of me, just barely out of my grasp and leading me to a pre-cooked microwaved meal!

    Re-heated!

    Twice!

    With Anchovis!

    And Cocktail Cherries!

    Edit: Not being serious here, btw.
    Last edited by Karpophorus; Yesterday at 08:00 AM.

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