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Brainwave

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Posts posted by Brainwave

  1. When you say she's revived... Does she have any skill or power feat upgrades and does she still have cards acquired during her adventures or is she back to basic cards?

     

    Reason I'm asking is "permadeath" doesn't really mean permadeath. It apparently just means the original card game death rules where you can bring that character back as a starting character but you lose all upgrades.

  2. Before doing all that...

     

    Try hitting the gear icon and selecting quit game and see if it takes you back to the main menu. If so, then choose quest mode again and choose new characters at top left, drag down some brand new guys and try starting a new quest from scratch. Quest mode was very buggy before this patch (I couldn't even play it, it would freeze on the loading screen every time) so if this works you might be okay. Otherwise you could try reinstalling the app but hopefully that won't be necessary.

  3. The difference is that in story mode (the original card game mode) you gain additional character upgrades after completing certain adventures, they do it that way instead of giving you xp. Quest mode appears to be just randomized adventures out of whatever locations, villains and henchmen you have unlocked (possibly scaled to level somehow) so they use so instead to decide when to grant the same rewards you would have gotten in story mode after certain adventures. The two modes aren't really compatible since one uses xp and the other does not.

  4. The story mode gets harder and harder, but so will heroes.

    In quest mode there seems to be 10 levels / one normal level.

    So level 1-10 Are 0-level scenarios

    level 11-20 Are 1-level scenarios

    Level 21-30 Are level 2 scenarios and so on.

    If you look in the quest mode the completion part of the character view you can see that at level 10 and 20 and so on you get card slot upgrade and that other improvements in between have a pattern.

    Are you just guessing at those numbers?

     

    I was running into stuff (henchmen/villains) within the first few levels that was definitely not from the B adventures, but I was also running on Legendary.

  5. All I'm saying is it should be more about time invested than player skill or difficulty. If X amount of gold per day max is the goal, whether that's less or more than what currently is obtainable, then alter gold rewards to reflect that or put a cap on gold per day. Just because someone is running an easier mission doesn't mean that it doesn't take them time and effort to complete that mission, you still have to encounter the same amount of boons and banes to complete it. Make it worth less to reflect being able to finish it slightly faster but the idea that it has to be hard to get gold just rewards the wrong thing in my opinion as there's always some guy who's going to be amazing at the game and able to complete almost anything on Legendary. Should that guy really be making more in game gold than some other guy who's just not as good at the game? I personally don't think so.

  6. My understanding is it removed the ability to replay normal (and possibly heroic) level story mode scenarios for gold, which was unintended. Behind that I don't think it did much beyond fixing broken quest mode and a couple other major bugs.

     

    Regarding gold farming, I get the impression that they think Legendary is too "easy" currently and combine that with the concept that they seem to have intended Legendary as the difficulty to play if you want to get more than one time gold rewards, it may get significantly harder to get gold in the future (Not sure why they would want to put gold behind a difficulty curve as that just benefits the really good players and hurts the more casual players). So if you are looking to buy stuff with gold I'd get that gold now because in another patch or two it may be a problem. I'd love to be proven wrong on this but it's the impression I'm getting over the last few days worth of posts.

  7. Ok so started up story adventure 2-2, Meri and Kyra. Skip to the last paragraph if you just want the nuts and bolts of the problem.

     

    Meri at wooden bridge first turn encounters the dreaded giant gecko. Momentary panic sets in as I don't have a weapon in hand and I swap to Kyra (in the woods) and discard a blessing for an extra d8. Back on Meri I realize that doh, geckos, I'll just sneak attack and I discard my archer for 2d6+1. Realizing that this is massive overkill for the poor beast, I change my mind and go back to Kyra and drag her blessing back to my hand. This for some reason removes all the dice, puts all cards back in hand and leaves Meri with one d4 to roll instead of the base d8 she should be rolling.

     

    Thinking that it somehow got set to melee instead of strength I drag down the menu of skill options to be used in the check but there's no option to swap it back from (presumably) melee to strength. Adding a blessing back in puts the dice to 2d4, still with no option of swapping to d8s in the menu. Finally after re-discarding a blessing and then moving it back to hand twice, it somehow reset everything.

     

    And I found this to be easily reproducible without even going through half of that. If I start with Meri's base d8, use Kyra's blessing of ironi to give her 2d8, and then drag back to hand the blessing of irori(or hit the cancel X, no difference), it goes to a single d4 instead of back to a d8. No option in the drop down to switch back to strength/d8. Now if I then discard Meri's blessing of calista, I get 2d4 and undoing that goes back to a single d8.

    • Like 1
  8. Just encountered an (almost) game breaking one.

     

    Playing Undead Uprising (adventure 2-1) with Kyra and Meri, closed everything but the general store and the village house. Found the villain in the general store with a detect magic and left him there (with one additional card underneath). Moved both characters to the village house, cleared down to the henchmen - Dr Habe. Auto defeated him since he was the last bane and was given the choice of what location to examine from his card. Chose the general store from the map since it was the only option. At this point I heard the card shuffling sound like it was going to show me the cards from the general store deck but nothing happened. (Keep in mind I believe dr Habe is supposed to reveal the top 3 cards and only 2 were left at the location, in case that's a factor).

     

    So at this point I think ok no big deal, I already know the villain is the top card over there anyway and go to continue my turn. The blue "move to next step" arrow is lit on the right side of the screen but nothing happens when I press it. Basically it won't let me progress at all, can't click the end turn button at top or anything. Even checked Kyra's screen to make sure I wasn't forgetting something there.

     

    As a last resort I try opening the shop and going back into the game to see if that will reset anything and lo and behind it actually worked. Now, all of my cards in hand are lit, the closing part of the village house is lit up and it says "banish a card". None of this was happening before. So something got hung up between the Dr Habe examine a deck step and the closing of the village house step. I've got before and after screenshots of this but they are too big to upload.

    • Like 1
  9. This is all after downloading the new patch. Some minor bugs, some UI improvement suggestions, some misc stuff

     

    Playing on an iPad Air

     

    1) The game seems to glitch when deleting quest mode characters. I went in to delete all of my old characters from when I was trying to get quest mode to work previously and each time I'd delete one, I'd have to exit out and back in before I could delete the next. Each time the game would glitch showing overlapping graphics of two characters or show Mersiel with Kyra's picture or vice versa. Thinking that this might have been related to those created during the previous patch, I created a couple new characters and went back in to delet them. Same problem, after deleting the first, the game seemed to glitch and I had to exit and go back in to delete the second. I have a screenshot of this but it's saying too big to upload.

     

    2) UI suggestion. When assigning skill points or power feats after leveling up in quest mode, you can look back and forth between different characeters stats until you start assigning points. Once you assign a point to a particular character, clicking back on that character then just shows a blank screen. It would be nice to be able to have more freedom of editing decisions on all characters until you click the arrow to move on.

     

    3) While playing a quest mission, I wanted to see the stats on Wrathful Sinspawn, which I think is reasonable as a reference. However, going into the vault during the quest, I got a message saying something about that deck list being unavailable. I'm assuming this was a conscious design decision but not sure why that would be.

     

    4) When playing on legendary, in both story and quest mode, there's a graphical glitch regarding the red adjacent movement paths. When just looking at the map normally, the paths are in the correct locations but when you move to a new location, there's a moment when the game re-centers the screen over the new location before zooming into it. In that moment, the location markers all move to the correct spots on the screen, but the red pathways stay in old positions, so are no longer lined up correctly.

     

    5) Minor suggestion - it would be nice for quest mode to default to the last played difficulty when it bumps you back to the map screen in between quests rather than defaulting back to normal.

     

    6) And a strange one. Twice when playing earlier after defeating a henchman and closing a location, the game was making me discard a card (both times I was well below max hand size). There might have been an ingame power in effect causing this and I was watching a baseball game at the same time so was a bit distracted so it's possible this was legit. But I couldn't figure out what was causing it so not sure, I'll keep an eye out for this in the future.

  10. Still being able to auto acquire and get an explore on top of that is pretty powerful, at least with Ezren you have a chance at failing to acquire the card. Another thing about Ezren is I'm fairly sure that's why they didn't give him any blessings - to somewhat balance out his auto explores. In addition, what's that location where you can explore by discarding a card? Encounter any non upgrade weapon or item, acquire it, get free explore and then discard/banish that card for another free explore since you're otherwise losing it at the end of the turn anyway. Plus all the free d4s you're going to have on checks.

     

    Cute idea for a character power but very abusable in certain situations.

  11. I don't mind the existence of such items. Like the quarterstaff vs the mace. The mace is basically "better" but the existence of the quarterstaff is still fine because not all cards have to be balanced with each other in a game like this. In fact, some cards being better than others is sort of the point. However, that doesn't mean that I don't feel sad when I see that one of the few boons being added in a later pack is a banish on use card that I will probably never use, since I think of those cards as supposed upgrades.

  12. Well they could run a check of all cards in decks before a scenario starts or when a character is added to a group to make sure the total number of different cards don't go over the amount of those cards available in the vault. Then either not allow that character to join or have a window popping up allowing deck reorganization until the decks are correct, or even just a warning window saying something like "you have more copies of cards in at least one character deck than are available in the vault" with proceed anyway, or replace with basic cards options. That's just off the top of my head, I'm sure something better than that could be designed.

     

    But all of that said... This seems like a real edge case type situation. I would imagine most people are going to create a group and play that group as is, adding characters to groups later seems more like a card game thing when a new player might join on a particular get together than with this game where you're pretty much playing solo, mostly. When characters are added, I would also think they would mostly be brand new versions that would only have basic cards anyway. Like if you started a group with Lem and Lini and then later unlocked Ezren, you'd probably be adding a fresh Ezren to the group, not one with all kinds of unique cards in his deck.

     

    And even when it does come up, as pointed out in another thread, you only keep those extra copies as long as you permanently keep them in decks. As soon as you toss one of those extra copies of Father Z into the vault, it's gone forever, as the game will only allow you to add back cards when that card should exist based on vault limitations. And I also agree with Longshot in that this is not a competitive game, so it's not hurting anyone else if a particular player is taking advantage of a situation. If I wanted to fix a game so that I had 6 characters with Father Z in their decks, I could do so and it would not matter one bit to anyone else. For the same reason I'd like to see an undo option at some point that could redo your last action, including rolls, since I've accidentally rolled early a couple times. Yes, someone else could use that to reroll a million times to basically cheat out a win, but why do I care if they do that. I know I wouldn't do it and what they choose to do doesn't really matter (and you could put in options to disable something like that in multiplayer if it was a problem).

     

    So in the end while this is a possibility and I wouldn't mind a check being put in place to watch for this, it seems like a really unimportant thing. I mean someone could also farm the same mission 50 times until they get every single possible card upgrade and I also consider that to be close to cheating, since I don't think that level of mission farming was really intended, but I don't care about that either because I can make the decision myself to just not play that way.

  13. I'm not really sure that changes anything. Yes, I've been running mostly Poison Pill but I could probably come up with 3 or 4 other missions that are about as easily completable if it mattered. In fact I think I'm fairly unique in preferring that mission over others because when I've mentioned it in other threads, nobody has ever jumped in to agree it's an easier mission or said they've also been playing it a bunch. But overall, Pathfinder isn't a terribly difficult game, so if running missions for gold is a possibility - which seemed like it was the intent - there's going to be a guy who runs a whole bunch and buys a bunch of stuff with gold. I'm not even really even that hardcore, I've only been running maybe 5-7 missions a day, I'm sure others have been playing a lot more.

     

    But the real point I'm making with all of this is I thought being able to get gold via missions was an intended part of the design of the game and prioritizing limiting that right off the bat seems strange. In a game like this, getting in game currency is a time sink, pure and simple. I'm not sure why it matters whether someone is playing just one mission for that time, or a bunch of different ones, or what difficulty they play on (Barring some unusual mission that was completable faster than normal or something). Unless the overall concept that someone would play missions repeatedly for gold wasn't considered? Anyway I don't really expect a response, it's just as a player this seems like a strange thing to prioritize and refer to as an exploit when this seemed like an intended part of the game - gaining gold by replaying missions.

  14. Right, in quest mode. Quest mode doesn't work for me so I have to play story mode scenarios to get gold. If they want to remove that and make it a quest mode only thing once I can actually play in quest mode, that's up to them.

     

    Hopefully the idea isn't that Obsidian has a problem with running missions for gold in general, but just for some reason they didn't intent that to be doable on a lower difficulty. I would humbly suggest that you probably don't want to make difficulty level a barrier for acquiring gold though, as some players are going to be better at a given game than others and while I don't find Legendary too difficult, some people may have more trouble. Make it a time sink of course, but that can be accomplished on any difficulty.

  15. Right but Sajan is a whole different ballgame. I'm talking normal characters taking those kind of cards. Also, while I agree the card game version of holy candle was overpowered, I wish they'd changed it in some other way. Some other cost could have been put on the card to balance it without making it a banish card. And the overall response I've gotten in this thread pretty much backs up the concept that the vast majority of banish cards are hardly ever played, beyond picking them up and using them right away in the current adventure.

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