Jump to content

Faranim

Members
  • Posts

    47
  • Joined

  • Last visited

Posts posted by Faranim

  1. 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.

  2. 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

    post-161605-0-31406800-1469812369_thumb.jpg

    post-161605-0-45126000-1469812376_thumb.jpg

  3. 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.

  4. 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.

    post-161605-0-27477800-1469602217_thumb.jpg

  5. 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.

  6. 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.

     

    post-161605-0-37795400-1467857633_thumb.jpg

    post-161605-0-79626000-1467857624_thumb.jpg

  7. 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.

  8. 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)

  9. 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.

    post-161605-0-53649000-1466038390_thumb.jpg

    post-161605-0-82507400-1466038953_thumb.jpg

  10. 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.

×
×
  • Create New...