Pathfinder: Kingmaker

Pathfinder: Kingmaker

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Emporeo Feb 13, 2019 @ 11:57am
In-Game timers removed or still active?
In general as i start playing Pathfinder: Kingmaker i liked the game very much, even with the high amount of bugs........ until i did not reached the time limit :-( I was so immersed that i was unable to reach the goal caused by even the limitation. I don't want to start from scratch and i don't want to waste my valueable private time to restart. Also i don't want to reuse an older savegame, not knowing which one is the best to be in-time. This is why i stopped playing. Is there any chance to get that timers removed, or make it configurable to extend the time limit?
Last edited by Emporeo; Feb 13, 2019 @ 12:00pm
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Showing 1-15 of 51 comments
Marcos_DS Feb 13, 2019 @ 12:34pm 
No. There might be a mod for that on nexusmods (saw a topic about it, but i don't know specifics). However if you buy rations and only supplement them with hunting, you will have more than enough time to explore and do everything (as long as you tackle the main quest with priority).
Grifta Feb 13, 2019 @ 1:34pm 
They're a fundamental part of the game. They will never be removed.

Also, I'm just in the last chapter of a play-through, and I've maxed out all ranks, and claimed and upgraded all regions. I've just got to skip (with the Skip Day button) the next ~80 days until the last chapter becomes available.
Last edited by Grifta; Feb 13, 2019 @ 1:36pm
MrJane Feb 13, 2019 @ 4:20pm 
Yeah, all you have to do is pay attention to milestones and you'll see everything you could possibly want.
Autocthon Feb 13, 2019 @ 5:14pm 
You have to complete main series quests within their time limits. That's pretty much it and it's not going to change. Most of the time limits are stupidly generous so it shouldn't ever be an issue anyway.

If you absolutely want to remove the main mechanic that adds a sense of urgency to the game you can always use the Bag of Tricks mod. Of course beware of unintended consequences, and remember to disable auto update.
Emporeo Feb 14, 2019 @ 11:43am 
Originally posted by Autocthon:
You have to complete main series quests within their time limits. That's pretty much it and it's not going to change. Most of the time limits are stupidly generous so it shouldn't ever be an issue anyway.

If you absolutely want to remove the main mechanic that adds a sense of urgency to the game you can always use the Bag of Tricks mod. Of course beware of unintended consequences, and remember to disable auto update.
Thx for that hint with the mod. Hope that mod can remove the time limitation/or increase it. Game mechanics or not, i've played in the way i played an uncountable number of RPGs before. It's a shame telling me there is plenty of time and the reason is my playstyle. I played simply by visiting nearly each location and traveling long distances. I don't feel that i need to excuse myself cause i took my time to play and enjoy slowly the game. It's simply a bad game design und unnecessary mechanic. Acceptable style would be to make that time-limiter "configurable" and implement it in the game options.
Last edited by Emporeo; Feb 14, 2019 @ 11:44am
Autocthon Feb 14, 2019 @ 11:52am 
Originally posted by Emporeo:
Thx for that hint with the mod. Hope that mod can remove the time limitation/or increase it. Game mechanics or not, i've played in the way i played an uncountable number of RPGs before. It's a shame telling me there is plenty of time and the reason is my playstyle. I played simply by visiting nearly each location and traveling long distances. I don't feel that i need to excuse myself cause i took my time to play and enjoy slowly the game. It's simply a bad game design und unnecessary mechanic. Acceptable style would be to make that time-limiter "configurable" and implement it in the game options.
The main quests are urgent. That's why there are timers, you're not supposed to put them off. After you've done them you have plenty of time to explore, but you're expected to put your kingdom ahead of yourself. I certainly wouldn't expect a kingdom to stay together if the people in charge spend a year seeing to their own enjoyment instead of dealing with the aggressive incursion of monsters. From a narrative perspective it makes sense.

The mods in question have a "suspend timer progression" option. You turn off the timer, do your exploring, turn it back on (because you have to run through the timer to trigger the next part).
Bob of Mage Feb 14, 2019 @ 1:38pm 
The only time I really found the timers limited me was when I did on of those 2 week long kingdom projects, and I hadn't noticed that the curse was about to fire off once again. I'd get all those messages saying my kingdom stats were trying a hit, but I'd just reload and do something else instead. Heck I didn't even get a chance to finish the curse plotline because I advanced to the endgame too fast. And FYI this was all during my first run where I had little clue what would be happening next and where I needed to go.
Grifta Feb 14, 2019 @ 2:46pm 
Timers will never be removed, they are required for the story, please stop asking.

Tweaking them, sure. I think that the devs are actively seeking feedback on adjusting them.
Emporeo Feb 15, 2019 @ 8:01am 
Originally posted by Grifta:
Timers will never be removed, they are required for the story, please stop asking.

Tweaking them, sure. I think that the devs are actively seeking feedback on adjusting them.
Tweaking options would satisfy me. Just make it configurable to avoid restarts of playing certain steps again cause time runs out.
Autocthon Feb 15, 2019 @ 8:26am 
Originally posted by Emporeo:
Tweaking options would satisfy me. Just make it configurable to avoid restarts of playing certain steps again cause time runs out.
If you deal with the emergency before haring off to explore you'll never run out of time.

If the game tells you "hey this is important, you should do it" and shows a timer why do you expect you can just ignore the timer and go off wandering? Do you expect your enemies in an RTS to just idle and not do anything while you build your stuff? It's actually pretty common to have timers (whether hidden or explicit) in cRPGs and RPGs in general.
FallingFoxGaming Feb 15, 2019 @ 8:38am 
All these people saying that timers are required for this game are WRONG. The actual KINGMAKER module that this is based off of literally tells the dungeon master NOT to put time limits on the game and to let the players play at their own pace.
Lightning Feb 15, 2019 @ 9:18am 
The timers just remind me to much of XCom I get they want to make it realistic but they could have increased the time limit a bit more on each
Autocthon Feb 15, 2019 @ 9:45am 
Originally posted by MonsterGodz:
All these people saying that timers are required for this game are WRONG. The actual KINGMAKER module that this is based off of literally tells the dungeon master NOT to put time limits on the game and to let the players play at their own pace.
The actual module for is generally played for a few hours by players what once a week? This is a video game, not a tabletop game.

The timers aren't required, but they aren't even that short either. The average time to finish off the "main story" quest each chapter is about 30 days of commitment, the shortest timer is what... 90 days? For the chapter that has no kingdom management at all. They exist to add some sense of urgency and make kingdom management actually meaningful to your success (it's the primary thing that actually runs down your timers, not quests or exploration).

You can complete all the quests and exploration within a chapter and it's associated area generally in 60-80 days. Shorter if you push hard, longer if you lollygag. But there's no reason other than being stupidly wasteful that you'd ever run out of time in most of the chapters.

If you really need to have the absolute maximum mount of time to explore then set Invincible Kingdom on, Auto Management on, and Kingdom difficulty to minimum. As long as you actually attempt to finish the chapter in the time limit you can waste as much time as you want at that point.
Lightning Feb 15, 2019 @ 9:52am 
I like how realistic it is with the number of days required to finish the tasks but for some reason I just find them way to short and should be increased by atleast 50% more tbh
Autocthon Feb 15, 2019 @ 10:06am 
I'm not saying they couldn't add a timer option set. I'm saying that with the current timers the only reason to ever run out of time in a chapter is a gross mismanagement of your time. An efficient run leaves something like 1/3 of the later chapters as complete dead time. I'm going to finish Varnhold Vanishing with something like 160 days on the clock, and will go into the next chapter with easily level 6 or 7 on every kingdom stat. I didn't even try that hard to save time.
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Date Posted: Feb 13, 2019 @ 11:57am
Posts: 51