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Pathfinder Online will be ending operations on November 28, 2021. For more details please visit our FAQ.

All posts created by Bob

I'd also like to thank everyone for being so welcoming to all the new players checking the game out after the recent round of emails went out to make sure account-holders were aware of the changes Open Enrollment brought to their account. It's been great seeing so many players in Thornkeep and so much great advice flowing through the chat window. It's also nice to have my new Combat Alchemist's loot selling so much more quickly at Thornkeep's Auction House. smile

This blog post is obviously an extension of that email outreach, and we're planning to do more such outreach now that we're officially in Open Enrollment. The email itself required a fair amount of updates to our email system, but going forward we should be able to make better use of email (when appropriate) with that work behind us. We're also trying to do a better job of coordinating our outreach to multiple outlets, and we'll be posting about this blog to Discord, Kickstarter, Facebook and Twitter shortly as an example of that effort.
We soft-launched Open Enrollment back in December, then took some time to work out the kinks. Now we're ready to tell the world about the big changes Open Enrollment brought to Pathfinder Online, the additional improvements our surprisingly small two-person development team continues to make, and more specifically our new pricing of just $5 per character per month.

First, though, let's take a moment to look back at the tremendous strides made during Early Enrollment, all with the help and support of our amazing community:

  • Settlement leaders can now build up their settlements as they wish, placing and upgrading individual structures to support their favorite activities.
  • Spellcrafters can enchant gear with hundreds of bonuses, using rare raw materials (available only for gathering in specific monster hexes) and salvage items (available only as loot from specific escalations).
  • Adventurers can face off against over 20 escalations that offer a challenge for everyone from level 1 to level 20.
  • Gatherers can find resource "gushers" that attract attacking creatures while being harvested.
  • Companies can attack each other's vulnerable holdings to steal bulk resources, and can even use siege equipment to attack and take over enemy settlements.
  • Players can track other characters they'd like to interact with regularly in-game through Friends Lists.
  • Even inactive characters can play the game as much as they'd like in Free Trial Mode, though with some gameplay limitations (e.g., support restricted to level 6, no influence earned, no XP granted over time, can't participate in territorial PvP games).
Open Enrollment capped off all those additions (and countless other quality-of-life and performance improvements made along the way) by introducing our new Character-Based Subscription Model and lowering the price for a month of game time to $5. Now all three characters on your account can be fully active and training at the same time for only $5 each per month, with further discounts for purchasing six or twelve months at a time, and you can log into the game with all three characters at once. You activate and manage individual characters on the in-game Character Selection Screen, using a credit for a month of game time to activate or renew each character. Any characters you prefer to leave inactive will be in Free Trial Mode.

As part of this change, we also tripled any unused game months on accounts that already existed when Open Enrollment soft-launched, along with adding two more months to any accounts that were active at the time. You can see how many months of game time your account has on your Rewards page.

Launching Open Enrollment doesn't mean the end of development for Pathfinder Online. Since then, we added a new role to the game, the Combat Alchemist. With their Alchemist's Tools and Formula Books, and Bandoliers loaded with Reagents, Combat Alchemists specialize in healing and protecting allies with elixirs, buffing (while simultaneously debuffing) themselves with mutagens, or damaging enemies with bombs and other alchemical items. They have a full complement of feats to train at the Visiting Combat Alchemist Trainers, and will soon have their own structures and a new tutorial. We've also started work on transferring our servers to the cloud, upgrading to the latest version of Unity, and adding even more content to the game.

As we're welcoming many new players to Open Enrollment, we're also in the middle of our Home Sweet Home Event, making this a particularly good time to visit the Echo Woods. Until Daily Maintenance on Monday, July 6, 2020 (or later if widespread school and workplace closures continue), rare event raw materials and salvage items are available for gathering and looting, and sets of these items can be exchanged for a choice of recipes/expendables and raw ingredients.

If you have any questions at all about Open Enrollment, please contact us at Also, and we really can't repeat this enough, thanks again for everyone's support over the years, from the Kickstarter, to the Alpha, to Early Enrollment, and now during Open Enrollment. Thank you for joining us on this adventure, and on the many adventures ahead.
We've talked about some possibilities along those lines. We also considered making it easier to transfer Azoth back up to the account so it could more easily be distributed between all the characters on the account, though that's less of a big deal now that all three characters can be logged in at the same time.

The fact that it's not part of the "resources need to be vulnerable while moving around the map" aspect of the game does indeed turn it into something that could probably be done without negatively impacting the existing design, and we may look into it again when we have some time. It was essential to have at least one thing acting as a "virtual currency," so we prioritized adding that capability to coin/credit. This doesn't get quite as much priority since it's more of a nicety, but at least we might be able to leverage some of the existing coin/credit code to make it happen.
Aside from that - the only minor issue is that the expert training doubles up with the Guild house. I think this is the first time that a double up within large has occurred.

I believe you're correct that this would be the first time we've doubled up, but the Training Field we planned to introduce when we get to Barbarians was going to do so as well. Having that flexibility isn't 100% essential, but it does make it easier to introduce new large structures without having them only cover 1 new role until some other compatible ones get introduced.
Update 4 to original post: Dun Baile cleared its requested escalation.
Update 3 to original post: Staalgard cleared its requested escalation.
But this does make the large a bit lack luster compared to the other Large class buildings,
as all do cover 3-4 Medium buildings, with The Guild holding two half-classes to make it viable.

It's difficult to make these comparisons since there are so many different lenses to look through. The Combat Alchemist Large can be thought of as covering 1.5-2 roles (Combat Alchemist and Expert) or 3 trainers/mediums initially, with room to add more later.

Looking at the Cathedral for comparison, you're theoretically correct that it ultimately covers 4 mediums, though as you say there's lots of overlap between the 3 Temples. In fact, there's currently nothing but overlap between those 3 Temples, since they're all mechanically the same right now. Eventually we plan to separate out the deities to a greater degree, but we haven't 100% sorted how much separation that will involve, so it's not exactly clear how much overlap there will ultimately be. Depending on how much overlap there is, each additional Temple trainer covered by a Cathedral might not count as a full trainer, maybe just a half trainer, bringing the total closer to 3 again. If you just do a flat "number of trainers" comparison right now, Guild House has 4, Garrison/University have 3, and Cathedral has 2, putting the new large right in the middle.

And from another perspective, the Cathedral currently only covers 1 role, Clerics, though it should eventually be at least partial cover for some other divine roles like Paladin. Likewise, Garrisons only cover Fighters and Universities only cover Wizards, though again both should eventually add some cover for similar future roles. That puts the new large right in the middle for now, and it could add more roles as the others add some.
FYI, the Large structure is just being given three trainers for now to keep it in line with the majority of Larges that currently only cover for 2-3 Mediums (Guild House is the outlier at 4 Mediums), and to leave room for including any future roles that match it well (just as several other Larges are slated to take on additional roles when they become available). We explored adding in some non-role capabilities, but ultimately decided to keep Role trainers/capabilities on M/L structures and the more professiony trainers/capabilities on S/M structures, mostly for consistency.
Combat Alchemists will be getting their settlement structures in the next big update, likely to coming in early-mid July. After that I'll put together an Adventurer's Cottage for them and look into the possibility of a holding as well.

For settlement structures, there will be two new Medium and one new Large structure available (with the structures and trainers just having placeholder names for now):

  • Medium Combat Alchemist Attack Structure: Combat Alchemist Attack Trainer (similar to a Skirmisher or Dreadnaught Trainer)
  • Medium Combat Alchemist General Structure: Combat Alchemist General Trainer (similar to a Fighter College or Rogue Trainer)
  • Large Combat Alchemist+ Structure: Combat Alchemist General and Attack Trainers, Expert Trainer

The Visiting Combat Alchemist Trainers will remain in place for a little while to give interested settlements a chance to build these new structures, but they'll eventually be removed. The NPC settlements will be updated with the new structures later, or may just have the new trainers located at existing structures if there aren't good spots for additional structures.

I'll update this post as additional decisions are made, and in response to everyone's feedback, so comment away.
Updated the original post: Fort Ouroboros cleared its requested escalation.