
Faranim
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Everything posted by Faranim
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Here's the bug: If the scenario ends because black magga ate the last card from the board, then your party doesn't get credit for completing the scenario, but the individual characters still get credit and you still get the rewards (keeping the allies you saved) The other kind of weird behavior is: If all the characters in your party already (individually) completed the scenario, you won't get to keep the allies you found at the end of the mission.
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Same issue as for me. 2 player team (Lem + Valeros). 10 allies total I rescued 7 Got 100 gold, victory message, got to keep all of the allies, character screens shows the scenario as completed. But could not do scenario 3-4 or redo 3-3 on medium difficulty. I replayed it again same team Rescued 7 allies again Screen said victory, but didn't get 100 gold, and also didn't get to keep any of the allies after the mission. But now it lets me do scenario 3-4 and 3-3 on medium. In the first game, I closed no locations, and the game ended by magga eating the last card from the board. In the second game, I encountered the last card myself to trigger the end. Not sure if this helps anyone or not
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When at a location like Nettlemaze (you may attempt a Wisdom check to evade a monster), and the monster being encountered is undead, Kyra's power seems to activate and add a bonus die even when attempting the location check (which isn't a check against an undead monster). The exact details: 1. Kyra was at Nettlemaze 2. Somebody encountered a barrier that required each character to summon and encounter an Ancient Skeleton 3. Kyra used the location ability to evade the summoned skeleton 4. Kyra got to roll 1d8 + 1d6 + Wisdom bonus to make the Wisdom check to evade at the Nettlemaze
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do you just have to log in (launch the app), or do you also have to go visit the store page and click on the daily gold button? I see a countdown timer there, and at least once it was lit up in yellow and when I clicked on it I got +200 gold. It seems kind of strange to have to actively click on it - most other games just give you the login rewards as soon as you launch the app.
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Two Bugs I found
Faranim replied to Skylinefranc's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
They could re-word the card to match how it's implemented at least. I'm not sure if they have an agreement with Paizo regarding changing the phrasing / templating on the card images. Before you act, each character must attempt a Wisdom 8 Check. Characters who fail cannot play Weapons or Spells with the Attack trait on this Check. (something like that). I forget if the GUI gives you the usual "Select the next character to perform this check" screen, or if it just automatically goes thru all your characters in order. I would think it's a bug if you don't get the option to choose the order in which to perform the checks. -
I believe that gold and the vault contents are stored on the server and tied to your GameCenter ID (e-mail address). You must be logged in to see your gold and Treasure Chest/Vault cards. I also believe that characters and their progress are local to the device (for now - this will change in the future when they implement online multiplayer). I'm not sure if your overall progression (e.g. have any of your characters beaten Scenario X on Difficulty Y) is stored on the server, or if that is also local to each device. I'm not familiar with how GameCenter works when used across multiple devices. It's possible that you have to completely close down the App on iPad A, and then launch the App on iPad B in order to "Log In" correctly with the same GameCenter ID.
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If I previously scouted a location (augry, harsk power, spyglass, etc), but no characters are currently at the location, how can I go back and review the cards there? I tried the little blue map/eyeball thing on the left side of the screen, but I can't find a way to zoom into a location or view the revealed cards there. Sometimes I leave the location (e.g the top card is a spell that I want Ezren to acquire), but later forget which location it was at.
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Same for me. I just deleted the group and tried again. One thing to note is, at least for me, I had already run thru the scenario with one group, and the 2nd group is doing a full play through on the medium difficulty, skipping normal difficulty for all adventures. I redid the local heroes quest on normal and it worked, haven't tried it again on av different jiffy cults level yet.
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Cape of Escape usage out of turn
Faranim replied to Shishire's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
Agree, this seems like a bug, or the card is worded wrongly. It seems the game only lets you actually use the card for it's Evade effect (Evade + Move). The ability to use the card to move at any time to move doesn't work. -
Inconsistent naming of scenario powers
Faranim replied to Namyra's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
Semi-related, I also noticed that there is inconsistent wording in Location abilities. Some locations have a "To Close: Banish a card" Other locations have a "To Close: Banish a card from your hand" -
Scenario B-3 Special rule: After encountering an undead monster, each character at the location summons and encounters Ancient Skeleton. I encountered (from the location I was at), Ancient Skeleton, and defeated it, which normally allows me to close the location. Because of the scenario rule, I had to first summon an Ancient Skeleton. When the summoned Ancient Skeleton appeared, I used the Cape of Escape to evade and move. Then, after moving, I got the dialog asking if I wanted to close my location. I said yes, and it closed the location I had just moved to (all 10 cards, nobody had been there yet). The original location remained open. In case it matters: Party: Lini, Valeros, Harsk, Ezren Lini and Valeros were at the original location Lini is the one who encountered the Ancient Skeleton and also had the Cape of Escape. Lini moved to the Temple, which also costed a card (Temple location ability) when I used Cape of Escape (so that's working correctly). There were actually 2 summoned Ancient Skeletons (because Valeros was also at the location). I resolved his first, and Lini's second/last.
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I had this happen to me as well when I first started playing. On at least 2 of the scenarios (level B, very first time thru, normal difficulty), the rewards screen showed 0 gold / 0 gold (instead of 100 gold / current amount of gold you own). I have never received any kind of disconnect error or pop-up. It might have been a display bug, I'm not sure. I managed to have 750-ish gold after completing all 3 'B' scenarios across all difficulties (3x normal, 3x medium, 3x hard) with just Meresil and Kyra. but I'm pretty sure I should have had more?
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I don't think this should be a hard bug to fix, but it depends on how they implemented the dice pool calculation and the way checks are performed. Cards like blessings and other skills that add or alter dice should be treated like a stack in Magic the Gathering. After the particular skill, weapon, or spell is chosen (what to use for the check), the stack of abilities is evaluated against the chosen skill to determine the final dice pool and difficulty of the check. In this way, the app can show the player (before actually choosing a skill) what dice would be rolled based on the current abilities on the stack. Ex: Add 1 additional die (most blessings) Add 1 additional die if check is a Combat Dexterity check (e.g. Erastil) Add 1 additional die if check is a non-combat Wisdom check Add additional 1d4 (Valeros' ability, or Lem's ability, for example) Add 1d8 if the check has the Cold trait Add the Magic Trait Immune to Acid If check has piercing trait, increase the difficulty by 4 If the monster has the goblin trait, increase the difficulty by 1d4 If the player doesn't have Weapon proficiency, increase the difficulty by 4 All of these are state-based changes to the dice pool based upon the skill and traits involved in the check. It seems like a pretty easy problem to solve, but maybe their back-end data structures and/or specific implementation make it more difficult to code correctly.
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I don't believe this particular issue has been mentioned before on here. Does it work properly if you activate Sajan's skill first, and then play the blessing? There is a similar issue, that if you play a blessing that affects a specific type of check (e.g. 2 dice to a wisdom check), and then change skills from wisdom to something else, it still adds 2 extra dice, even after you changed the skill being used. Can you trigger a similar behavior with Sajan's ability, play a blessing (like Erastil), and then switching the check back to STR?
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Poll: Dice roll preference
Faranim replied to Sylvanta's question in Pathfinder Adventures: Closed Beta
I would rather have a dedicated ROLL button that I can press to roll the dice. Swiping is OK with me also, but I think if the ROLL button existed, I would rarely swipe to roll the dice. I think tapping the dice is going to be problematic. I suspect I'd end up rolling accidentally by clicking in the wrong place (e.g. trying to play a blessing, and instead it rolls the dice) -
Updated Release Date: April 26
Faranim replied to Stuart Roch's question in Pathfinder Adventures: Closed Beta
Can we get a definitive list of which features are targeted for April 26, so we don't suffer from indefinite scope creep? It's frustrating to see a delay announced, and then developers mention that they fixed lots of bugs with Quest Mode, which is a totally new/optional feature from the physical game. -
How Character Persistence, Parties and the "Box" works.
Faranim replied to StormbringerGT's question in Pathfinder Adventures: Closed Beta
I'm not a participant in the beta, but I just wanted to chime in and say that I think an auto-cull feature like this should work fine for the digital version of the game. The main intention of the culling system (in the physical game) is to make sure that you don't run into a bunch of useless boons, or stupidly easy enemies when you play higher level adventures. When we played RotR, we actually auto-culled 100% of everything (banes and boons) as soon as we began the appropriate AP, and it worked out just fine. The only exception is that we kept the basic Cure cards available in the spell deck, because we felt they were always useful even though they are basic. And maybe there were a handful of allies that we kept around as well (I can't remember exactly). So one minor suggestion would be to have some kind of "don't cull these" checkbox or option inside the Vault for each player, device, and/or account (however the app is managing this). Is there even a way in the app to "Browse your Vault" or equivalent? I'm also not sure how I feel about cards magically turning into something else during online play, because too many players have a copy of them in their character's deck. I realize this is a difficult problem to solve, especially with Loot items (which are supposed to be unique). In an initial release, it should be fine to just randomly replace the duplicate cards, but in the future it would be nice if there was some kind of "party/deck reconciliation" phase that happens before you begin an online adventure with characters from different devices/accounts.