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Rhygar

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Posts posted by Rhygar

  1. Pic of the scenario map post-163209-0-07830000-1463736983_thumb.jpg

     

    I distinctly remembered using a book of codex after which, as I always prefer to, I cancelled the recharge and left in my discard. Could the cancellation have caused this bug? Assuming that it's indeed a bug.

     

    Next, in an effort to draw some similarities with Lini also losing one of her 2 cures, my other conjecture is having 2 of the same card in discard maybe could trigger one of them being removed . Lini also had one of her lizard ally vanished without a trace but I had only one such card on her.

     

    Main point is , unless someone can come up with some combo of banes n location that banish card without any control by player, highly implausible as it is, I'm beginning to think this is a bug I'd stumbled into.

     

    Over to you Devs.

    Edit: all the above , including the earlier part where Lini lost her cards, were done on quest mode.

  2. Now, assuming there isn't any bane or mechanism in game that banish a card without your knowledge. The only 2 location which enforce a banishment of card for closure are farmhouse ( banish card ) and clock tower ( banish ally) both which allow you choose which card to banish. i do not think locations such as these cause my issue of missing cards.

     

     

    Next, ezren just lost one of his 2 book of codex earlier in a game. I manage to snap a pic of his item page after scenario win. The highlight potion is new as outlined in green tinge. So that proves I had something before scenario started as the fourth item on ezren. There is no way I can prove what it is , but I'm telling you it's a second codex book. Main point being, something is gone and in its place a new potion ezren looted in the game. Question is how ? post-163209-0-58223400-1463736629_thumb.jpg

     

    Before you jump to the thinking a location banish the item, take a look at snapshot of adventure map for that scenario. Ezren did Thessilonian(sp?) dungeon, and then moved on to academy. None of which require a banishment of card for closure. Refer to post below for pic I can't seem to upload 2 pic a post

  3. Which location is it or monster / bane does that? To my knowledge I haven't encountered any that explicitly banish your card due to a failed check from deck or hand or buried pile.

     

    To give some details on this curious observation , I have not deliberately banished an ally or card beforehand but would find some card in decks of characters missing at the deck customization page after scenario win. Eg, just had Lini missing one of her 2 cure, and before that an animal ally gone missing . These weren't the card that, even had I needed to banish a card at farmhouse or clock tower, I would have selected . I remember at one point before I noted , before discovering I'd lost the animal ally card, the buried pile had a light shimmering effect upwards like a buried card being banished .

     

    I'm throwing this out here to see if anyone know a curious combo that does it or had experienced it. Assuming no legit card has the power to involuntarily banish a card m could be a bug . A sneaky one at that because unless you pay attention to every resolution, it's tough to spot it.

     

    A conjecture at this point is an aberration like the charmed faceless stalker henchman that bury the top card of deck for check failure. Somehow it banish the card instead .

  4. Is there any combination of location power, scenario power , monster , bane power etc that could cause involuntary banishment of cards from deck with a check failure ?

     

    I ask because I'd notice from time to time certain cards that just vanished without my knowledge after a scenario ended.

     

    obviously there's deliberate banishment of card we choose for location closure but I'm talking about cards that, without my knowledge, just poofed.

     

    Edit: can the mods move this to bug section. I'd clearly like your technical team to look into if it's not too much trouble. A debug log of events would likely throw up the point where cards just disappear

  5. My 2 cents, between seoni or ezren its ezren for me hands down always, unless the criteria demands a skirt wearing spell caster ;)

     

    Whether you like to blow through a game blazing fast or like to deep hunt for treasure , there's always a place for a trailblazer like ezren who can more than hold his own vs ogre or villains. The larger the party the more you will appreciate ezren who's giving time for rest of party to dig that bit of treasure elsewhere. It says a lot when I think he's shading it ahead of seelah in terms of location clearance even before haste and sipe comes into play.

     

    The other bit of business he has an edge over seoni is that his attack spells nearly doesn't run out if you mix in a fair proportion of them in his repertoire. A fair size party might inadvertently have a member or 2 bumbling into a goblin or zombie horde in the same round and seoni might have expend her life energy to channel arcane blast more than you'd fancy without trips to a healer. Ezren never stops flinging his and I could count on my hand the number of times he's out of spells and it's usually after a sordid run of horde after horde.

     

    I'd notice even when there's only seoni in a party the locations throws up variants that require intelligence check for closure. It's just handy to have the brainiest guy out there manning that spot

    • Like 1
  6. Could be a case of corrupted save due to sudden exit of app. You could try to wait for new patch to install from AppStore and hope the code changes enable your current save file to be read so you can enter quest mode again.

     

    Or you can try to copy your existing save, reinstall the game which wipes your save file , and paste back the save file and see if you can enter quest mode . If it doesn't work, you wil have to start anew

  7. The minor staff of healing has only started dropping for me at tier 3 lv 30. It appears in quest mode as a deck 2 card, obviously modified as per what devs has mentioned for quest mode . As per my observation , deck 2 cards are accessible from tier 3 . It's not so much as added from base pool but rather a higher deck pool of cards , which in this case is deck 2 that the minor healing staff is a part of now, becomes available for loot once u hit tier 3

     

    As with all cards u see in gallery, the max copies you have there is the max no. Of card you get find in quest mode . For that matter I have 2 copies of augury , yet to find a second copy in my game. Reaching tier 3 and yonder ,when possible with future expansion, should have no bearing on getting further copies of augury

    • Like 1
  8.  

    The item frozen will extend its extra combat die to all combat roll so long as the character that place it next to deck doesn't take it off, regardless of locations. I think it's description imply only the character that use the card

    This becomes overpowering especially when in large party and facing a horde barrier of some sort.

     

    Pic shows wizard placed the item, post-163209-0-52584200-1463510904_thumb.jpg

    Character elsewhere benefits from extra diepost-163209-0-89356900-1463511025_thumb.jpg

     

     

    Ps: not meaning this to be rude , but this game is a bug galore . this technical support section plainly outstrip other forum segment. I wonder if you guys could really fill report for each and every bug user submit. Just saying

  9. I recalled its the power that summon a skeleton or something. If I remember right lots of skeleton fight after henchman. Again I'd tapped the box and read the text which didn't suggest anything to do with modifying the difficulty . I might have to put up ss of that scenario power next time this happened . Was unfortunate that I didn't take the screenie for the scenario power.

    It's fine guys. Next time it happen I'd post back again.

  10. I was in quest mode when I noticed that curious modifier to difficulty and it's been a while since I'd played the campaign. But I am sure the scenario power wasn't the effect producing this + 5. I think it was something about henchman undefeated going back to location deck or once henchman are defeated skeleton would spawn or something.

     

    Arrow trap is one of the common wild card and much less sinister than some of the others. It basically give a chance dice roll 1 in d4 or d6 after barrier defeat to give ranged damage of 2.

     

    So basically this particular scenario has 2 scenario power ?

     

    Edit : tapping that modify +5 produced that cascade of 5 undead henchman card which must be all the 5 henchman I did before taking down the villain. Nothing in the wildcard power scenario power described this extra wildcard which was why I'd thought it's some hidden rule governing this particular villain caizarlu.

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