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  1. The Stone Giants are Coming! I have some exciting news! The Fortress of the Stone Giants is just weeks away. When we last left our heroes, having saved the sleepy coastal town of Sandpoint multiple times (from bandits, a dragon, goblins, zombies and ghouls), they briefly turned their attention to rescuing Turtleback Ferry and Fort Rannick from ogres and flooding. Now they've returned to the coast to find "Sandpoint Under Siege." The town is in the middle of an onslaught of Stone Giants along with the dragon, Longtooth, flying overhead (thanks to the animation prowess of Andre Nguyen). The card mechanics also simulate the destruction of Sandpoint. All of the locations in this scenario are unstable. Each turn a card is revealed from the top of a random open location. If it's a boon, it's destroyed by looting and burning. If it's a bane, it shuffles back into its deck to continue sowing chaos. For those of you that are Heroic and Legendary players, we've twisted some of the scenario powers to make them even harder. In the second scenario, "Jorgenfist," you may find that you will be fighting some of the same resilient giants again with this scenario power: "If you would defeat a monster that has the Giant trait, roll 1d6. On a 1, the monster is undefeated." In Heroic and Legendary difficulties, having a few giants in the mix wasn't enough! This is one of the largest collection of big bad guys Varisia has seen in eons! Therefore, everything in this scenario is a giant: "If you would defeat a monster that has the Giant trait, roll 1d6. On a 1, the monster is undefeated. All monsters gain the Giant trait. The difficulty to defeat banes with the Giant trait is increased by 4." From here on, you'll see more and more unique scenario setups in all levels of difficulty. Programmers George Wang and Kevin Smith are making them a reality and building them in such a way that I get to use them in Quest Mode for my own devilish plans in the future. As always, when you complete every scenario in an adventure on Legendary difficulty, you get a new card in your vault! In this case, you will find a boon straight out of the Thassilonian Library where you end Adventure Deck 4. The way forward is dangerous, bizarre, and mysterious. As such, you'll need a good book! Outsiders are starting to show up in Deck 4, but really start to come into their own in the later decks. Incidentally, this book is an original piece by Hannah Kennedy, who joined our team a few months ago. If you bought the Rise of the Runelords, you also will receive the Birdcruncher Crown promo card. This card is a great fashion statement AND is a fantastic way to get the most out of Burnt Offerings scenarios. One additional, but important note: We are always listening to your feedback. Since the phone release, we've received a fair amount of it! Our goal is to always make playing the game fun on any platform. To that end, we are fixing bugs and improving the phone interface. We are also adding the option to switch back to a tablet-style interface if you find that our phone UI is just not for you. Alright, back to work! Nathan Davis Game Director
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  2. Here are the update notes for Update 3.03. General Enemies no longer gain increased shield Deflection and Reflex bonuses when you and save and load in a creature's area. Improved the performance of snow footprint VFX. Biography now correctly updates after collecting springberries. Characters no longer slide across the ground when commanded to move when getting up from prone. Spells and Abilities Chanter buffs and heals now affect the chanter. Combusting Wounds now correctly adds damage. Shadowing Beyond and the Strike abilities now correctly gain a bonus from Backstab. Druids can now use Second Wind and Outlander’s Frenzy when spiritshifted. Unbending now gives the correct amount of health. Areas Fixed an issue where NPCs would not turn hostile after some conversations. Ogres no longer become hostile after transitioning out and back in the Russetwood cave. Sul no longer attacks her own pride. Nesta now despawns if the Tax Evasion quest is resolved by returning to the town immediately. NPCs no longer become hostile when saving and loading in Noonfrost. Items Mourning Gloves no longer give permanent buffs. Spell Striking Weapons no longer proc twice on crits. Combusting Wounds granted by Spellholding now correctly rolls to hit. Executioner’s Hood Accuracy bonus now applies correctly in all situations. The item Snef’s Folly will no longer disappear after transitioning. Rogue Riposte: In addition to triggering on 20% of Misses, it should also trigger on 30% of Grazes. Escape: Using Escape should give the rogue a temporary (base 10s) boost to Deflection and Reflexes (+25). Adept Evasion: It should be changed to convert 75% of Reflex Grazes to Misses and 50% of Reflex Hits to Grazes. Fearsome Strike: Affliction durations increased to base 15s. Smoke Cloud: Increase the AoE radius by 33% and the Distracted duration by 50%. Withering Strike damage increased to +50%. Shadow Step can now be canceled early, and grants a 20% damage boost. Barbarian Barbaric Yell and Barbaric Shout should be set to zero recovery. Thick-Skinned: Increase bonuses to +3 (from +2). Heart of Fury: Switch to 1/Encounter. Echoing Shout: Switch to Foe-only. One Stands Alone now triggers when enemies are nearby, instead of only being triggers when the barbarian is engaged. One-Handed Style One-Handed Style: Change to the Graze to Hit conversion (30%) to a Hit to Crit conversion (15%). One-Handed Style: No longer works while using a shield.
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