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mccrispy

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Everything posted by mccrispy

  1. Not really a *fix* then, is it? That's what's called a *workaround*.
  2. Boy is there a need for a tool to fix this issue!
  3. Thanks! I'll reread the daily and see if it makes more sense.
  4. The App has the rules of the PACG game, but where are the instructions for the App? I can't figure out how to accept daily challenge and I just divided that you can trade cards for gold in the gallery (I don't know how - I just saw it mentioned in a bug post). Surely there is some documentation for the non-gameplay features of the game? Have I missed it somewhere?
  5. Subject says it all really I had hoped that the Devs would find a way to both to prevent the "Quest Lock" issue and unlock characters that have become locked. I don't know (and don't have the courage to test) whether they've prevented it, but I still have a level 26 character that is locked. I'm not starting again on that character, it's too much effort for very little additional reward. I also have two low level characters that are locked, characters that I had to restart after losing all my Quest characters in an upgrade, so this would be their second restart! How do I get these characters unlocked? Quest mode is completely dead to me until they are unlocked and as I only use Treasure in Quest mode, I have no further need for Treasure either. Add on the fact that I'm still waiting for AP4 as all my characters have completed Story so far, I now have a dead game. I'm done with it until I can see that it's a stable, reliable product. If the Devs want data or a target for testing fixes to my issues then I'll provide all the assistance they need, but other than that, I'm out. Very sad, very sorry.
  6. Ah, awesome! So the App calls home and gets told that it's out of date. But they threw the switch on that before ensuring that the update had replicated to all the Google Play distribution mirrors. Great. Presumably there is some back-end change that requires that the client is up to date so they had to make the switch simultaneously and globally. Unfortunately it doesn't appear that the Google system supports that approach.
  7. Sure, understood. I'd just rather have more devs focussed on producing a solid, stable platform and fewer on developing "frippery" that will inevitably introduce its own bugs.
  8. Hmmm... No mention of: 1) locked Quest characters (my biggest blocker to being able to play the game as I have three locked characters) 2) "Examine" button not available when viewing off-turn character (my biggest UI issue) 3) Broken Treasure item distribution that means that I have (for instance) 6 Kohl, but no other Item treasure at that level despite having bought around 30 chests 4) post-quest cards review highlights new card *types* for the character, not new card *instances* TBH I think the game needs more focus on fixing things and establishing a solid, stable baseline for moving on with Adventure Packs than it needs new non-gameplay features such as pretty dice.
  9. The system should cope with some of the characters gaining a reward and some missing out. My level 25 Seoni always gets her rewards the Quest after everyone else in the party of 6 (there's little experience to be had from raiding the archives in the Academy ). I'm not saying that you don't experience what you say you experience, just that it's not something that I recognise as a common issue. Is this Story mode by any chance?
  10. Except D4s always​ roll "1". Cure always nets 2 cards, Potion of Healing nets 1 card, Chests contain precisely 1 "thing". Seriously! (OK, some hyperbole, but I'm telling you it's waaaay more often than 1 in 4 - especially on Heroic or above). I'd take notes only the darn dice disappear too quick.
  11. Somebody​ is paranoid about failing checks! :D I usually like to go for 1 die more than I need on average - except of course for the final attempt at the Villain, when there's no point holding back. Recently though, I've been revising this approach as I've noticed a very high incidence of low number rolling - often several such rolls occur in "batches". I'm unwilling to roll any​ check that doesn't include a +N element (for instance the Wand of Scorching(?) 4D6 roll is seldom enough to defeat a 10 despite an average of 14)
  12. I'm hoping that this will be fixed (and hopefully characters unlocked) with 1.0.3.7. Certainly the Dev Blog promises a fix.
  13. A round-trip to the Vault is the standard workaround for "UI weirdness" issues It's always the first thing that I try.
  14. Thanks Aarik! I am *so* looking forward to this patch, it's going to fix some important stuff that should establish a good baseline for the new AP.
  15. did this get fixed in (or before) 1.0.3.6.3? I ask because I realise that I've just posted a similar bug report today http://forums.obsidian.net/topic/88589-quest-mode-view-party-cards-list-gives-bonus-not-card-count/
  16. Device: Hudl 2 OS: Android 5.1 PACG build: 1.0.3.6.3 Pass & Play: OFF Permadeath: OFF Mode: Quest Party Members: Merisiel, Lem, Harsk, Seoni, Lini, Amiri Turn Order: as party Scenario: any Difficulty: Heroic (any?) Wildcards: any Trigger: in Quest, hit "View Party", select a Character then hit "Cards List" The Cards List should show the number of each type of card that the character is allowed in their deck. However, it actually shows only the bonus cards that you have due to gaining Card Powers. So for instance, my Merisiel shows up in party selection as Weapon 3, Spell 0, Armor 2, Item 6, Ally 2, Blessing 4. However in "view party" it shows up as something different which I can't check at the moment due to the party load bug that I've also hit (GRRRR) Although I don't have the numbers I remember it as something like Weapon 1, Armor 1, Item 1 (memory is not my strong point) I'm assuming that Cards List when in a Quest is supposed to show what your deck is can contain, so you can work out whether you'll be able to keep a boon after the Quest. I assume that it ​isn't the number of cards that you've gained with that character during the current quest as that seems pretty useless to me.
  17. Device: Hudl 2 OS: Android 5.1 PACG build: 1.0.3.6.3 Pass & Play: OFF Permadeath: OFF Mode: Quest Party Members: Merisiel, Lem, Harsk, Seoni, Lini, Amiri Turn Order: as party Scenario: any Difficulty: Heroic Wildcards: any Trigger: transition from "select turn order" to first turn in game I have a party of 6 that consists of 4 level 26 and 2 level 25 characters. I'm having a problem if I finish a Quest, then go straight back to play the next Quest. When I do that, once I've selected turn order (which I always leave the same as the party order as I build my party in the desired turn order), I hit the transition arrow and the splash screen (the Seoni vs. the Goblin one) loads and the music plays, but the first turn doesn't load. Not even after an hour!! There appears to be no reliable way out of the problem because killing the App and reloading doesn't automatically fix it. Neither does a device reboot. However, *sometimes* I can get past this, but when I do I can never hit Quest and continue where I left off, I go back to party selection again. The last time that I managed to get back into the game, I had a locked character. This takes the number of locked characters to 3 out of 11. It's an even more vicious play mode than Permadeath!
  18. Or a Ghost (I hate Ghosts!). I don't know that Shadow and Ghost are the only "requires magic", but they are probably the only two that you meet early on.
  19. I'm afraid that you've had it on that one. I had the same when the only way to fix a problem with installing 1.0.3.x was to uninstall. You need to backup your Quests because they aren't saved in the Cloud, they are only saved locally, which means that they are deleted when you uninstall. Bummer! I feel your pain.
  20. True and still so on 1.0.3.6.3. Very frustrating especially when one has been obliged to start over on Questing once already.
  21. I have the first printing of PACG, all Adventure Packs, so I guess that I could be regarded as someone "familiar with the Tabletop version". Nevertheless, in this context I'm playing the digital implementation - where I have expectations about consistency of UI and implementation.
  22. LOL! It doesn't matter an iota *which* copy is flagged as the additional copy, all that matters is that a number of cards equal to the number of gained cards get flagged. If the code knows what cards and card counts I started with it shouldn't be hard to flag a card as a gained card.
  23. Normally when I review the cards gained during a scenario, the cards gained are flagged. However, if I already have one of those cards *on that character*, the new card isn't flagged. Is this a bug, out do I just not understand the flagging system? The issue was present for Allies and Blessings.
  24. I've had the same problem with poison damage from the scenario effect in Quest mode. The D6 rolled and came up 1 but the brooch only offered discard or bury. Here's a screenie for reference https://www.dropbox.com/sh/z6w5rq6g9fk0alz/AAA9HO0nkd_MimMZB7xgf_dPa?dl=0
  25. Much less irritating than "lose a blessing from the deck for every Henchman" - and getting multiple goblin raids and the like!
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