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Faranim

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Everything posted by Faranim

  1. Also, when defeating an actual hound card (that came from the location deck), I'm not prompted to close after finally breaking out of the summoned hound loop.
  2. Same issue for me. It seems to somehow require 2 separate wisdom rolls, but the 2nd roll has no dice. Also, I'm not sure if defeating a summoned hound should trigger yet another roll to summon a hound. If this is the case, the only way out of the loop is to pass the perception/stealth check or lose to the summoned hound.
  3. I'm currently stuck in a progression break. The avalanche barrier was on top of the deck. After defeating it, i was prompted to pick a reward type (scenario 6.4) but then the avalanche disappears and I can't progress. It shows a face down reward card in the top right part of the screen. I took screenshots on my iPad but I can't upload them because they're bigger than 1mb each apparently.
  4. Pretty sure that this is caused by Amiri damage reduction power. The next check or die roll after Amiri's damage is reduced to 0 gets messed up.
  5. Amiri's damage reduction skill messes up the next roll. For example, if a barrier causes 1 damage to all characters, the animation skips past Amiri and then the next dice roll always rolls a 0. You can workaround this by pretending to play a blessing or something on the next roll and cancelling to reset the dice check.
  6. I play quest mode almost exclusively, so I'm not happy to hear it migt go away. The particular bug with the cards feats should be fairly easy to fix (including retroactively fixing existing chars with too many card feats)
  7. Here's some more screens of this behavior. I was able to use paralyze to evade a monster, and put it on the "bottom" of the deck. But the deck only shows 7 cards, not all 10. I was then able to kill the henchman and close the location, but the villian was also there. You'll see that the location still claims to have 4 cards but only the villian is explorable
  8. Yes, now that you mention it, I have seen this before. At the temple, I recall the card counter saying 7 cards in the location, but when I used scrying or augry, when it revealed cards from the location, it only showed 4 cards in the location. And then when the location was down to 3 cards, I was prompted to close as if the location was empty.
  9. Here's a screen showing 2 deathbane crossbows with different AD numbers. I think this is kind of a special case, where the devs added the crossbow for quest mode only, even if you don't have the character add on deck.
  10. Yes, I think the location had a black background initially. The villian turned out to be somewhere else, but I failed to kill him because the difficulty for each check was 30+ due to the scenario powers (+12 from other killed henchmen, +5 more for the other wildcard powers, plus a lack of blessings.) The villain was roger Crosby (???) a goblin with a combat 13ish followed by s combat or divine 15. The henchmen were zombie minions. Earlier in the mission I did encounter a barrier that spawned zombie henchmen at all open locations, some of which I evaded or failed to defeat, and then I encountered that same barrier some time later as well. I'm not sure if it has any bearing or relation to the bug. My party consisted of a level 33 or 34 Harsk. All the other chars were level 17 or 18.
  11. Quest mode Tier 3 party 6 man team Scenario,power: villain difficulty +2 for each henchman defeated Wildcard 1: all checks difficulty +1 Wildcard 2: bane difficulty +4 When any character arrives at the rusty dragon, they get an immediate prompt to close it (with all 10 cards still in the deck). Regardless of whether I decline to close, or fail the close check, I can't actually explore the location. After passing the close check, no cards were removed and now I still can't explore the location, but it's considered closed. I'm not sure if the villain is here yet, but if so, I think I won't be able to win the mission.
  12. I also noticed that in quest mode, the AD number on some cards randomly changes. For example, when you encounter it during the game its AD2 but then in the post-game deck building screen it has some other AD number. I know I've seen this with at least: Death bane crossbow Yap the pixie Greater luck stone Probably several other cards.
  13. Happened to me too. In these screens, the increased difficulty roll was 7 I think. After activating sajans power I caused some additional artifacts as well. Fortunately, quitting back to the menu and clicking continue gets me back into a state where I can do the combat roll, but I didn't get to close after killing the ogre
  14. Quest mode 5 man party Characters who begin their turn at the old light are immediately prompted if they want to attempt to close. This was with all 10 cards still in the location deck. I declined th e prompt, because it would be cheating. However, the option to explore was greed out, I couldn't play blessings or allies to explore, so the location was basically stuck. Fortunately, I found the villain somewhere else and was able to temp close the old light. I didn't Record t he particular wildcard powers.
  15. I already forfeited this game. Although my current quest mode party is stuck in another progression break. There is a wildcard to add 2d4 against goblin difficulty. The villain Gogmurt also deals 1d4-1 damage before combat. When encountering him, the game rolls for the increased difficulty and then gets stuck, it never rolls for the 1d4-1 Fire damage. Screenshots attached with my pathfinder ID and the broken game state.
  16. This happens with all barriers that work this way. I would hope Its already reported/fixed in the next patch.
  17. iPad Air 2 Pathfinder 1.0.3.1 Quest mode Hardest difficulty Party tier 1 Scenario power: difficulty of banes +3 Wildcard 1: after defeat (or is it encounter?) a monster, roll 1d6. If you roll a 1 take 1 fire damage Wildcard 2: after defeat (or is it encounter?) a barrier, roll 1d4. If you roll a 1 take 2 ranged combat damage. 6 man team Seoni was alone at Prison (or Jail?) location. Encountered monster in the closet barrier (wisdom check, then summon goblin raider) I played some blessings from characters at other locations to pass the wisdom check. Then, the 1d4 rolled due to the barrier wildcard trait I rolled something that's not a 1 I'm not sure if I ever got the option to confirm summoning the goblin raider henchman The goblin raided henchman appeared The game immediately rolled another 1d4 for some reason. i think the text at the bottom said the usual 'if you roll a 1 take 2 ranged combat damage' thing. Then, it showed a combat check for seoni with the goblin raider henchman, the game auto-rolled the dice (for seoni, a 1d4 strength check), and I had to take 7 damage, wiping my hand. Then, it basically restarted the combat check, now that my hand was wiped. From here, I played even more blessings and bows (from chars at other locations) to beat the goblin raider anyway. Then it rolled 1d6 to check for fire damage Then the game got stuck - no option to proceed with the scenario other than forfeit. I am not sure if the wildcard powers are messed up, or if this is a specific interaction with monster in the closet barrier, or maybe a more generic problem with summoned monsters and these wildcard powers.
  18. I actually found 2 copies of the death bane xbow. One was from deck C but the other was from deck 2. I'm thinking its a quest mode only thing. You might need Harsk in your party to find it though?
  19. I've unlocked some of those. Squire Potion of perseverance Song of hawk moon Black arrow longbow (this is actually a reward for completing adventure deck 3 on all difficulties in story mode) I believe the devs are aware about border inconsistencies, which are being fixed in a future patch. Some cards are unlocked via gameplay or special conditions, but the gallery doesn't indicate this anywhere (samisen, stalker mask, orliks shield, black arrow longbow, etc)
  20. Quest mode iPad Air 2 Party tier 2 (all chars level 21) Scenario power: if you discard 1 or more cards as damage, bury 1 of those cards. Note in the screenshot it refers to this as "crow bait" which is probably the scenario the power comes from. Wildcard 1: blood in the sand - if you di scared 1 or more cards as damage, bury 1 of those cards. (Identical or similar to crow bait?) Wildcard 2: impending doom - 5 less blessings. Encountered a barrier that causes all characters to summon and encounter ancient skeleton henchmen. Ezren failed his check, revealed ring of protection, discarded enough cards for damage(including the ring of protection) Scenario power forces one of the discarded cards to be buried. After dragging a card to the bury zone, it shows the summoned ancient skeleton shuffling into the location deck (this is a separate bug), and then I m totally frozen. Unable to click on any cards or progress t he game (but I can quit or forfeit). Normally at this point the game should let me pick the next character to summon and encounter an ancient skeleton. After quitting and reloading the game, I'm stuck in a state where it's asking me to bury 1 of the cards I discarded for damage, but I can't actually click or drag any of the highlighted cards. In this reloaded state, if I switch between characters, I can get a red X to cancel the last move. If I click it, the ring of protection returns to my hand from the discard pile "queue" but I still can't click or move any other cards, and still stuck. So it's possible this bug hinges on the ring of protection as well. I'll probably just forfeit, but here's a screenshot.
  21. Did anyone look on the paizo site? I would think this exact question is answered there somewhere. Personally, I think it should be legal to reveal an armor during the check, and then recharge or bury that armor to absorb damage. The harder question - if you have 2 armors, can you reveal 1 to help the combat roll, but then bury or recharge the other one for damage? When playing the physical version, I would think yes, but I'm not sure what the technical rule is. I always in my head consider the part where you roll for combat, a separate phase from the part where you take damage. Do the spells like arcane armor, mirror image, etc have verbiage that explicitly allows you to play additional spells on the check? I think that should tie in to the way this is coded somehow.
  22. When seoni plays swipe for her own combat check, I have the option to recharge father zantus to add 1d4. Seini has the arcane skill, but not the divine skill. If you recharge father zantus, the check should change to divine, which for seoni would be 1d4. Instead, it looks like seoni gets to roll her arcane skill + 1d4 for father zantus.
  23. I've also seen the close dialog at locations that have you summon and encounter.a henchmen (Bandit, etc) at the start of your turn.
  24. Because The blessings deck running out does not cause a defeat in this scenario, the forfeit button doesn't always cause a loss, if you already rescued enough allies. Edit: details redacted.
  25. You should wait. Currently, the timer counts down to zero, but then instead of letting you pick up the gold, it just starts counting down from 24 hours again. AFAIK it's not possible to collect the daily gold in the current 1.0.3 version. At least for me, it looks like the timer reaches 0 at 3am EDT (0700 or 0800 UTC - I forget how daylight savings affects this)
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