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Eldicor

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Everything posted by Eldicor

  1. Quest mode, Legendary difficulty, scenario power adds 2 to defeat villain for every henchman defeated. villain is Black Fang, Henchmen are Poison Traps. Party of four characters has defeated 2 Poison Traps when Lini (going last in a 4 person party) starts her turn at the Mountain Peak and is called to do a Wisdom/Survival 11 roll (rather than 7). As it turns out, the top card of the locatio deck there was the villain, so it looks like it incorrectly applied the scenario power to the start of turn check with the villain on top of the location check. If more info is needed to track down this bug, please let me know.
  2. On the 'Welcome to Quest Mode!' pop-up when starting quest mode for the first time, the word 'scenarios' in the first line is missing its 'c'.
  3. And again -- I think the common thread here may be Lem -- this time, it was Story Mode, Legendary Difficulty, Approach to Thistletop, Darkest Night, Painful Memories. Lem at the Goblin Fortress encounters a Skeleton Horde, all 3 characters face and defeat their Ancient Skeletons (Merisiel at Treacherous Cave, Kyra at Nettlemaze). After all 3 encounters, Lem is given an opportunity to permanently close the Goblin Fortress. Again, if more info would be helpful, please let me know.
  4. Legendary difficulty, Story mode, Trouble in Sandpoint, Impending Doom, Blood in the Sand. I've got a 3 character party -- Kyra encounters the villain at the Village House, Merisiel is at a permanently closed Glassworks, and Lem is temporarily closing the Catacombs of Wrath. After killing the Wrathful Sinspawn and rolling the d6 for discarding the top card of the deck, Lem is asked again if he wants to close the location. Saying Yes and killing another Sinspawn permanently closes the Catacombs, then the screen returns to the 'temporarily closing' screen for Kyra's villain encounter to continue. If any other information would be helpful in tracking this bug down, please let me know. Thanks as always for the great game and the bug squashing!
  5. I have hit this twice now, both in quest mode, both normal difficulty, at two different locations (one was desecrated vault but I can't remember the other). In each case, the character who encountered the horde was not the last one to face his or her zombie.
  6. Since the patch, each time I have encountered a Zombie Horde barrier, if the character encountering the barrier defeats his or her summoned Zombie Minion, they are given an opportunity to close their location after all characrers have faced their Zombie Minion. If any other info would be helpful in tracking down this bug, please let me know. Thanks!
  7. I have a pattern of handling big checks with my partties, especially the final Alpha Strike on a villain. I use a weapon or spell, assign all blessings, then go back through looking for other bonuses to add. Twice now, I have used blessings from multiple characters and revealed a weapon or spell for combat checks, then Lem used the Wand of Enervation to reduce the difficulty. The screen sweeps away my accumulated dice and has me roll a d4 for the Wand, but when I come back to the combat check I only have a single die of the skill assigned to the combat check by the spell or weapon -- all other dice are gone, the spell or skill is still revealed, and characters who already played blessings may not play another. If more info can be helpful to track this bug down, please let me know. Thanks!
  8. I had this happen when I added another character and replayed B-3 and 1-1 in Story mode -- after finishing those I noticed that the characters that had already completed them had a +2 in Strength. Had you added characters and/or replayed B-3 or 1-1 with those characters?
  9. I saw a UI for this come up when facing a crab (that requires a 2nd roll of the same dice to succeed) -- there was a roll button and everything.
  10. Although it hasn't happened to me yet, count me in the group who would've reported the current Collapsed Ceiling behaviour as a bug. I tap to draw cards from the deck, as I tap on anything else that is highlighted on the screen to interact with it. Having said that, you may want to look at that Collapsed Ceiling before deciding to encounter it (to see the check required, for instance), so maybe an "Encounter" and a "Put Back" button on the zoom-in when we tap it would be best? Only when there is a forced first encounter like that, of course.
  11. After finishing 1-4, Seoni speaks last: "So there's more longshanks that Tsuto..." should be 'than Tsuto'.
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  12. I can only echo the sentiments here about my views on the appropriateness of this decision. And if there are specific things or situations that need a thorough running through, please let us know. I know nimoyfish and I aren't the only ones ready to jump through some hoops to help y'all make this a knockout finished product.
  13. I'm not sure what you mean by 'normal mode' Hannibal. There will be 2 modes -- Story and Quest. Story mode duplicates the physical PACG Rise of the Runelords game, then adds 2 additional difficulty levels and the option to get chesta for new and interesting cards to be used in the box. Quest mode is even more 'roguelike' -- locations, villains, and henchmen are randomly moxed, and character progression is done on an XP system to earn feats rather than them being awarded in particular scenarios in the story. And yes, there are bugs being reported in both modes on build 2, but as I said above practically everything brought up before the release of build 2 was addressed in build 2, so there is a good track record of bug squashing so far.
  14. Count me in the group eyeing things warily, but I feel much better about it than I did at the start of beta because of the quick progress seen from build 1 to build 2 of the beta. Almost everything brought up by testers before the release of build 2 was addressed, fixed, and improved in build 2. I am hopeful to see at least one more cycle of build release + testing before the official release, and I will be neither disappointed nor surprised if things need to be bumped back a week or two. The PACG fanatics will come to this whenever it's ready -- it's the reception from casual PACG players or those who haven't played before that is more variable. Progress resetting issues or show-stoppers will likely turn that group off and away real quick, possibly never to return.
  15. I am not planning on buying the season pass but am planning on playing a lot; I currently intend to spend small amounts of money on this gamr from time to time. I don't know how feasible it is to code such a thing in the existing structure, but I would be very excited to pay a small sum ($5 or less) for a lifetime unlock of bonus gold for each XXX (bane defeated, location permanently closed, etc.) in addition to the small sum for a daily gold dump that I will most likely be purchasing on release.
  16. Borissimo, I don't think of the original culling mechanic as "If I don't pick up this Mace, I'm never going to pick up a Mace again." Rather, I think of it as additional text added to the Basic cards starting in Adventure 3: "If you are willing to forego this boon right now, you will improve the average power level of all boons of this type that you will encounter in future scenarios." While I enjoy the sense of progression that gives me (Hey, that card was crap, but encountering it and banishing it means I am more likely to see the good stuff later), I appreciate the choice of simplicity for this app version as long there is a progression of boon power (and bane power) going on as we move through the scenarios and adventures.
  17. Beta build 2, PnP off, Permadeath off I had previously completed adventures 0 and 1 in story mode on normal with Merisiel and Kyra, and I completed 0-1 and 0-2 on heroic with them as well. After these scenarios, I earned enough gold to purchase Seoni. I went back to the save file, added Seoni to the party, and continued with 0-3 on heroic with the 3 of them. After completing 0-3, it offered Seoni both the card reward and the adventure reward of a skill feat even though she had not done 0-1 and 0-2. Then, after finishing 1-1 with these three characters on heroic, only Seoni was offered the skill feat as expected, but in 1-2 on heroic, some of my rolls for Kyra and Merisiel seemed easier than expected. Looking at the character sheets, I see that Kyra and Merisiel now have 4 skill feats filled in. For Kyra, I had originally picked 1 Str and 1 Wis feats, but she now has 3 Str and 1 Wis. For Merisiel, I had originally picked 2 Dex feats, but she now has 2 Str and 2 Dex. It looks like it just gave an extra Str feat to the other characters each time Seoni was offered a skill feat.
  18. Separate graphical note: Just got enough gold to buy my first character, and I noticed that the icon for your gold total in the 'gear' menu on the story scenario selection screen is still a gear rather than the shiny new pile of gold icon used elsewhere.
  19. Just had an encounter with a Warlord where there was not a -1 taken for any dice rolled. Build 2; Story mode B-2; Heroic difficulty with 'Night Approaches' wildcard; Encounter by Merisiel in General Store, used Party: Merisiel, Kyra; Used Light Cross Bow and Merisiel Backstab ability (no power feat) for the combat.
  20. And now it's upset on me for tattling repeatedly. I've won each of the first 2 plays mentioned above. I tried to start again on heroic (still with bury 1 card from combat damage but the wildcard of discard a card from blessings if you fail to acquire an item). At this point, the game had me choose starting locations (Woods for Kyra and Wooden Bridge for Merisiel). Then the game went to a screen with a pure black background and the gameplay UI overlay with Merisiel and her hand showing, 0 blessings showing in the blessings deck, and the 'OK' button on the right highlighted. Clicking the ok button did nothing, so I quit back to the main menu using the 'gear' menu Re-entering Quest mode prompted me to make a new party,with no experienced characters available. I seem to have lost my Level 2 Kyra and Merisiel with some upgraded cards, and the only way for me to proceed is to start over with fresh characters. I apologize for the stream-of-consciousness form of my bug posting, but I know if I don't post things as I see 'em, I won't always remember the details later. Thank you Sylvanta and all the rest for your work in making the game awesomer and awesomer!
  21. Continuation on my last post: On the next turn, Kyra fought a Hell Hound and failed, and she WAS prompted to bury a card of the combat damage. Also, there was no 'Bury' button when aelexting the card to bury, I had to drag it down to the soil pile in the bottom left.
  22. Thanks! I have more quest mode trouble to report. Same party and settings except it's Heroic quest mode with the rule of 'when you discard for combat damage, bury 1 of them' and the wildcard is Impending Doom (-5 blessings). I once again closed 3 locations and everyone ended up this time at the farmhouse. Merisiel encountered the villain (Pillbug Podiker) and used her darts for the combat. Without any other blessings or help, it's not surprising that the check failed. What was surprising was that she was not given an option to discard the dart to reroll the dice -- the game jumped straight to my discarding for damage. I was also never prompted to bury any of those 3 cards -- all went to Merisiel's discard pile. I'ma keep playing in quest mode and I'll keep reporting any weirdness I find that I haven't seen reported yet!
  23. I feel like I've seen this reported before, but I couldn't find it so I'm posting it just in case. Beta build 2, Galaxy S6 Active, Quest mode normal (add 2 to ally checks was the only condition), PnP off, Permadeath off, Party: Merisiel, Kyra. I left the Temple as my last location so after all 3 other locations were closed, each character moved to the Temple on her next turn but neither was called upon to discard a card after moving there as the location requires. It may be worth noting that the game was giving me most of the gameplay help pop-ups although I had already played through 1-5 in story mode on this account -- it was my first time playing quest mode on the account.
  24. I just finished the first scenario of AD1 on normal with Merisiel and Kyra, and during play Kyra picked up a dagger +1. When I wanted to uae it for its second power (adding to combat check after another weapon was played) it was not highlighted and I had no option to do so. Kyra tried using it to go with her Spiked Chain on two different combats, and then she gave it to Merisiel and she tried using it with her Heavy Crossbowon two different combats, and it never let me do so. I have been able to use the regular Dagger in this way successfully in the past. Thanks again for all of your work on the app!
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