-
Posts
282 -
Joined
-
Last visited
Everything posted by Brainwave
-
If those characters aren't ones you are using and they appear under the experienced tab then it's probably safe to delete them. Just make sure you don't accidentally delete a character you care about Maybe one possibility of how they got there - when I first tried to play quest mode, it would freeze on the loading screen and I couldn't get into games at all. But when that got resolved for me after the last patch, all the characters I'd picked for those games that just froze up suddenly appeared under experienced. Or it could just be another random bug. I wouldn't worry about it. If you're playing in quest mode and not story mode, it's supposed to be picking missions for you that are appropriate for your level so not being the appropriate level for the mission shouldn't be an issue and you should always get XP and gold on a win. If not, it's not you, just a bug. I haven't followed the known issue thread super closely and haven't encountered that myself but it wouldn't surprise me if that was an issue for some players.
-
The "experienced" versions of characters are all the times you picked those characters to start groups (the game keeps track of every version of every character you've used separately) so you could if you wanted pick the same one and use that one for a certain group, and maybe use another version (with different cards in deck, powers selected etc) for another group. The reason why there's so many is because even if you just played with a character once (or even picked a character to start a group with but quit out before actually playing a scenario), the game still keeps track of that character. If those aren't active characters you intend to play with, you might want to delete them as I believe there's something like a limit of 20 experienced characters saved at a time. You should always get XP if you win a quest. You are also supposed to get some XP for defeating monsters even if you lose, but I think that might be currently bugged. That is quest mode. Story mode doesn't have XP, instead you get specific rewards for completing specific missions. The two modes aren't compatible since characters "level up" in different ways, so a character you've been playing in story mode isn't transferable to quest mode and vice versa. You should always get gold for winning a quest mode scenario. Same as XP, you're supposed to get some during the quest as well for defeating banes but I'm not sure if it's awarded or not currently unless you win the mission. In story mode you only are supposed to get gold the first time you run each scenario on normal. After that you won't get any gold for normal (and I think heroic difficulty). You can run missions repeatedly in story mode on Legendary for gold rewards.
-
You don't merge parties like that in the card game. If you add a character you are adding a new version of that character that starts with base cards. There's no deck merging because the new guy isn't coming from a different game. I've never had a player even suggest to use her Merisiel from another game in my game. If someone wants to play Meri in a different game, they just start up a new Meri. Among other things allowing merging is what creates card distribution probs like having everyone farm their own deathbane crossbow and then sticking those characters together so that there's too many copies of the crossbow in decks. Which is fine if you want to have a quest mode multiplayer that allows this, but it would have been nice if story mode had remained the same as the card game to eliminate that craziness.
-
How will basic card thinning work?
Brainwave replied to delpheki's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
I don't think they lied. What I'm saying is clearly they are prioritizing party merging as a mechanic for multiplayer. it appears that this is a major reason why each group having its own "deck list" won't work and I agree that in your example it would be a problem. Personally I think it still could work as long as you pick a "main group" when you merge groups. But even if I were to agree that this is a problem, what I'm saying is because I don't think this is a necessary or important mechanic to even have in the game (the ability to merge any character to any game) - having to change a mechanic from the card game because of it is certainly not necessary. In other words, don't do it at all! Or just have it as a separate mode like quest mode. Coding wise I'm not trying to come across as a master programmer, but storing data is a pretty basic element of it. Now if they were to say that with treasure mode cards there might be too much to keep track of, then I might buy that, but I'd still like a mode where I could play the game with the normal base cards with the base rules. Look I'm sure you don't think having this feature is as important as I do. I get that. Probably most people dont. I'm just saying that personally, if it's either A) implement party merging or B) have the ability to play the game the way it's originally intended I would greatly have preferred B. And if you're trying to tell me that there was literally no way to code a game that would keep track of boons still in game for a couple saved parties, then yea, sorry, I'm not buying it. -
More precisely, you shouldn't be *able* to play that card that adds the forbidden trait, so you can't screw your own check, just because you weren't paying attention. In Rhygar's example - no, you won't be able to play Frost Ray at all in the first place, let alone augmenting it with fire. Youre right of course, not sure what I was thinking.
-
How will basic card thinning work?
Brainwave replied to delpheki's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
In response to Boris' post - I don't think it's necessary because I don't agree with their underlying logic in how they explain that it's necessary. This idea that two parties will "merge" in multiplayer seems like the problem instead of banishing cards. I'm not sure I see how that would be needed and it seems like it could create all kinds of other problems well beyond card lists. Why not, once again, treat it like the card game where you have a party going through the adventures (which has a certain list of cards removed from the game associated with that party). If you want to add characters to that party you can do so, keeping the same list of cards removed from the game as they are new characters being added to the existing group. And really in terms of merging, it doesn't seem that difficult to just determine what group is the "main group" and go to that groups deck list in terms of cards that have been removed, anyway. It seems like the idea is that all multiplayer characters will be transferable to any multiplayer game. Okay so first off you've got the issue of having 4 deathbane crossbows in one group. Then the different power levels. If I'm playing through the scenarios and I want to play with other people, I don't necessarily want to get people who've farmed every possible upgrade to completely trivialize my game. And then the bugs with this merging process, I can hardly imagine. But the real point is, if you want to implement some new multiplayer system that works different from the card game, kind of like quest mode, that's fine. But I'm pretty sure I'm not alone in that I care a lot more about playing the game as originally intended than being able to join any multiplayer game with an already existing character. Why not implement the actual base card game rules for single player or as a separate mode, so that people who are getting this game because they enjoyed the card game for what it is, can continue to play under those same rules? -
How will basic card thinning work?
Brainwave replied to delpheki's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
If I had to guess, since they already do this with quest mode, my suspicion is that they will remove cards based on their perceived quality of card. It also could just be a blanket random X% per scenario or adventure set as well, but either way this could easily lead to stuff getting removed that a particular player would prefer to leave in as you mention. Another example would be Detect Magic. A pretty cheap card but basically a free possible explore if encountered. I suspect a number of players in the card game left it in even though it's not an ultra powerful card. -
If the app works the same as the card game, once you give the check a trait that the monster is immune to, he becomes immune to the whole thing. Like with the cold immune guy, if you were to throw in some card from another character that adds +1d4 and the cold trait to the check, you'd be making him immune to all of it not just the one die that was added with the cold trait.
-
How will basic card thinning work?
Brainwave replied to delpheki's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
Now I don't know about the physical game but if that mechanic gets implemented when future packs get added in I hope there is an option for basic boons to be kept in game. As I can see what you mean by finding it useful to have certain lower basic boons still in game Actually in the physical game, while basic banes were always removed when banished after a certain point, you had the choice on boons as to whether to remove them or not. This created the exact situation you describe where a few good basics were generally left in by most players, like Cure. It's been hinted that the app won't work that way, which is disappointing because the main problem with that method was keeping track of what cards you'd pulled from the game for a particular group - which seems like it would be much easier to do with a video game. As far as I've seen they haven't been specific about what method will be used instead of this to remove basics, and I agree I'd like to know as well as this is a pretty major mechanic of the game once you get to the point where basics and then elites need to be removed. -
Lini questions
Brainwave replied to Narkon27's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
Amiris move ability will become more useful as we get farther into the adventures and run into more locations that do bad stuff to you at the beginning of turn. But that said, I never played her much either. Having to bury for a base ability seemed like a high cost to me - I mean what you get out of it is good, but if you're having to bury a card to do it, that means that you can't really afford to do it very often meaning most combats you cant give yourself any extra bonus beyond skill and weapon dice, which is tough for a clearly combat oriented character. I mean I'm sure you can make that work, Harsk manages his own combats without an inherent power to help himself, but the combat power he does have to help others seems vastly superior. -
Lini questions
Brainwave replied to Narkon27's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
The way I do it is to alternate strength and wisdom points. There's definitely an argument for wisdom but I prefer strength over dex because while your base dex die is slightly better, you're only ever going to have one weapon in your deck. So there's going to be some games in which you don't see it for several turns - at least then you can make use of your strength bonus with or without the weapon. Dex, on the other hand, is useless for combat until you get the weapon that allows you to use it. In addition I find there's the easy monsters (diff 8-9) in which her base d4+d4+d8+2 (once you have a couple feats) is probably good enough if you went strength. There might be a few middling guys in which having one of those d4s become a d6 makes a difference but for anything reasonably difficult, you're going to want to boost her stat to a d10 anyway, so whether the base was a d4 or d6 doesn't really matter. Also I really like the Icy Longspear +1 for her as it gives her a weapon that is good for someone who might be making somewhat iffy rolls. If she makes the roll, great, it stays in her hand for the next monster. But if she doesn't quite make it, she gets the reroll option. -
Yes, that's the strategy. It doesn't really change that it makes winning the scenario significantly more difficult / random compared to a "normal" henchman, depending on whether you can locate and corral the villain early. There's only so much spyglass/augury/etc to go around. Do I think boas make the game impossible to win, no. But I think they make it significantly harder. By the same logic that the staff of minor healing makes the game easier to win and thus those cards are bumped at least 2 "tiers" in quest mode, shouldn't the boas be bumped at least the same? But instead they appear to be bumped down, rather than up for some reason. (I'm not sure what deck they are from but pretty sure it's at least Deck 3 and I encountered them at tier 2).
-
Lini questions
Brainwave replied to Narkon27's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
Amulet of the mighty fists works well with her base stuff and additionally gives her the ability to do magic damage. Pairing with anyone that can give a combat bonus -Valeros at same location, or Harsk from another location - is always good. Lem can also give a bonus to any check at his same location. But the trick with her early on is to pair her at the same location as anyone who carries extra non proficiency type weapons (I actually prefer strength weapons like the mace) and have that person give her a weapon. Once she has a weapon in hand she's usually fine. With a mace for example she's rolling - d8+d10+d4 on all combat checks by just discarding a card to increase her strength die, which isn't completely terrible especially since she carries cures to get those discards back. (She could also discard the mace for an additional die in emergencies). Once she adds a couple points to her power, etc, she's pretty good. -
Sorry, just don't agree. You get more skill and power in quest mode... So you should have to wait longer to get the better cards? That seems counterintuitive to me, because on one hand you're saying in one way you get more power but on the other, less power? I find very little difference in the difficulty between Heroic and Legendary since there's only really one or two wildcards that matter very much. You get one of those, it's harder, you don't, it's not. And you can get those on either difficulty. Adjacent movement while a neat concept doesn't really matter that much in terms of actually increasing difficulty. An occasional lost turn here and there, but nothing compared to Night Approaches. Finally, they have to save boons because you play many more missions in quest mode? Sure, and they are already doing that. There's already a 10 level range in each tier (which is quite often 20+ missions) vs 5 missions in story mode. And bumping up boons one more level makes it 20 MORE missions before you might see that boon. The point is that they apparently bumped some boons even farther down than that which maybe in 1 or 2 cases makes sense but in most does not. The final thing I'll say about that is its not like they needed to bump boons to lvl 30+ otherwise there'd be no more boons. Presumably tier 3 will unlock some Deck 3 cards, tier 4 will unlock Deck 4, etc.. There's plenty of boons still to come so that's not really an argument for why they had to save boons to unlock later. The way things are right now, unless treasure chest cards change the entire dynamic of acquiring stuff in quest mode, I think most players are going to lose interest. (And even if they do, a lot of players may not get there since that involves either farming gold or additional cash investment). Too much work for too little reward. It's somewhat interesting to play through once but the concept of doing it again with another group just doesn't seem like fun. Disagree all you want but If I feel this way as a fairly serious card game player, then I think to the average player, especially those that would never post here or never played the card game, that's going to be a pretty common attitude.
-
So you guys are probably right in that the distribution is just skewed that much... a lot more than just moving cards up one tier if they are good cards. I guess I just don't get it, I mean the deathbane crossbow was either B tier or tier 1 (I definitely had it by level 11 or 12 but not sure if I got it before 10), and yet the war hammer +1 and returning throwing axe +1 are at least two tiers higher? I just don't get that, I mean they are good cards for sure and the war hammer specifically nice to use against two cards, skeleton and ancient skeleton. But I'd overall say the deathbane is a better anti undead weapon or at least similar in level. Plus you have to consider that this isn't story mode where it's only 5 scenarios to get to the next level, it takes a lot more than that in quest mode so bumping things up levels is that much more significant. Anyway, all I'm saying is it may be working as intended but I'm not sure that's the same as it working "just fine."
-
Your comment about the masterwork tools is kinda why I think it's more than just card distribution, that there might be something buggy about cards available in quest mode. I'm not sure if it became available right away or at level 10, but even if it was at 10, I ran at least 40 missions between then and 30 and never saw a second copy. And you found more copies than should even be available. Same thing with the other cards I never saw. Other than staff of minor healing which maybe could be bumped up 2 "tiers" to the level 30 tier, I can't really see any of those other cards not being available at all somewhere up to level 30, and that was a lot of missions to still never see that many specific cards. It wouldn't surprise me at all for example if the war hammer +1 was just accidentally left off the card distribution for quest mode or something. Or there's something buggy about specific games that's locking out certain cards.
-
So I hit level 30 on quest mode last night - which first off, I wasn't sure was possible. Based on the completion tab on the characters sheets in quest mode, it only lists rewards to 29, so I was a bit surprised that it allowed me to level up to 30 before the XP stopped. In case anyone's curious, you get a card feat at 30 as the unlisted reward for that level. Today I took a look through the deck lists for B,C, and 1 cards. Assuming "good" cards of a deck are bumped 1 level higher, I would have expected to see all the normal B and C cards in the 1-10 range and all the good B and Cs in the 11-20, or maybe in 21-30 if bumped 2 levels - but I was surprised to find several cards from those decks that I never saw (or never saw more than 1 copy which I acquired early and didn't encounter others afterwards). For Deck 1 I still would expect to see most low end cards in the 11-20 range and good versions in 21-30, so I was still a bit surprised that I didn't encounter all the cards. Keep in mind that while there's always the random chance that you don't see a particular card, in quest mode you are running a lot more scenarios per "level" than in story mode. I don't know about everyone else but after about level 11 when the leveling slows down I'd say I'm averaging at least 2 scenarios per level. So at least 20 per rank vs the 5 in normal story mode - that's a lot of chances to see the various cards. So while I suspect that perhaps 1 or 2 of these cards I was just unlucky in not running into, it looks to me like the cards might be limited in terms of quantity compared to story mode and/or some might be bumped many levels higher than the normal cards from that tier. Cards I never encountered - B/C Cards Returning Throwing Axe +1 War hammer +1 Father Zantus Augury (only 1 should be 3 total copies) Masterwork Tools (only 1 should be 2 copies) Deck 1 Bastard Sword +1 Elven Breastplate Shield of Fire Resistance Staff of Minor Healing Ven Vinder It is vaguely possible that I encountered the shield of fire resistance or ven vinder because I don't generally keep either of those cards so could have forgotten, but I'm 100% sure I didn't encounter any of the others. Maybe I just had really bad luck but after that many adventures I would have expected to see most everything at least once, so I suspect that for reasons I don't understand (or possibly bugs) that some of these cards were really not available in that entire level range. Also I don't have any treasure chest cards unlocked so there weren't other cards diluting the card pool, just the base cards from the original game decks. Has anyone else encountered any of these cards in quest mode?
-
Legendary 6 man difficulty
Brainwave replied to Brainwave's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
Exactly. -
Nightbelly Boa in Quest mode
Brainwave replied to Blave's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
Sometimes I think people just argue with me for the sake of arguing. In your own words the boa - lacks the most basic function of all other henchmen, destroys some basic principles of the game and a 6 player party has a ridiculous hard time completing a scenario with 7 boas, so much so that you forfeit out. And yet it's not a balance issue? It makes me wonder what would qualify as a balance issue.. a henchman that immediately uninstalls Pathfinder from your device when you encounter it? lol -
Are you sure? The soldier isn't discarded to add to a melee check, it's recharged. Sheriff Hemlock is discarded but adds to any combat check... It's certainly possible that this could be a bug, I mean there's a lot out there but I've been running with 3 soldier allies with my current group but I haven't seen this.
-
Nightbelly Boa in Quest mode
Brainwave replied to Blave's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
I've gotten a full set of boa henchmen on 6 man. It was indeed much more difficult that, say the Goblin Raiders that I've gotten since then at a higher level, not to mention other tougher henchmen that at least still allow you to close locations after defeating them. So while I agree with you, I don't really think they're too concerned with balance when it comes to things like this. I mean pretty much everyone seems to agree that the Night Approaches wildcard power is much more difficult than most of the other wildcards (even people who don't agree with me about other balance issues seem to go this far for the most part) and yet the dev response there is basically that it's okay because it's meant to be hard. Maybe that's different since the boa can be encountered on normal but I mean I'm seeing deck 2 villains for the most part and then at level 27 or 28 I just got... Black Fang on normal as well. So the idea doesn't really seem to be balancing things of the same level against each other. -
Anyone seen haste?
Brainwave replied to delpheki's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
This isn't true, btw I've seen the crossbow +1, chime of unlocking and cloak of elvenkind, all tier 2 boons, in the 20s. It's probably a tier 3 boon in quest mode but who knows. -
Right. This game doesn't bother with forcing specific classes to use certain types of weapons. You either have the "weapon" proficiency checked in the power section of your character sheet or you don't. Some weapons have text (usually increasing the difficulty by 4) if someone tries to use it without that power. Some weapons don't say anything about proficiency so it makes no difference. That's really it. In terms of the stats mentioned above (strength/melee and dexterity/ranged) it doesn't matter in terms of who can use a weapon. But if a particular weapon card says to roll your dex or ranged stat and the character you're considering giving it to only has a d4 dex and no ranged stat then that character obviously won't be rolling the best dice if he uses it, so it might be better on someone else, or not kept at all after the adventure. Specifically related to Kyra and Merisiel - Neither of them have the "weapon proficiency" power checked initially on their character sheet and both of the weapons you listed (Scimitar and Longbow) have text on them saying to increase the difficulty of the check by 4 if you do not have that proficiency. They can actually still use those weapons but it will make the target you are trying to hit with the dice increased by 4 when they do. (After completing certain scenarios you will be able to pick new "powers" to check so you will have the ability to give one or both of them the weapon proficiency later on if you choose). In addition I believe the Longbow has a second paragraph where you can use it to add dice to help a combat check in another location, but it specifies that you have to have weapon proficiency to do this. So once again, Merisiel doesn't have this proficiency to start. Weapons that are good for non-proficiency characters include the Mace and Longspear (and quarterstaff but the mace is really better) for characters with better strength or melee, like Kyra. And crossbows tend to be the best starting weapons for dexterity or ranged type characters like Merisiel. Hope that helps!
-
Deck 3 Legendary Sneak Peak and more!
Brainwave replied to Aarik D's topic in Pathfinder Adventures: Announcements & News
Nice card. -
Deck 3 Legendary Sneak Peak and more!
Brainwave replied to Aarik D's topic in Pathfinder Adventures: Announcements & News
I don't have permission to view that attachment.