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mccrispy

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Everything posted by mccrispy

  1. Device: BlueStacks emulator OS: Android 5.1 PACG build: 1.1.5 Pass & Play: OFF Permadeath: OFF Mode: Story Party Members: Seelah, Kyra, Valeros, Merisiel, Sajan, Ezren Turn Order: per party Scenario: 4.5 Difficulty: Legendary Wildcards: Alert Guards, Mother Father Snakes, The Ancient Library Location: Temple Trigger: typical **** dice rolls As is usual with an early encounter of a Henchman or Villain, I rolled (ironically in this case) Snake-Eyes on my dice and so took 5 damage against a Nightbelly Boa (I know, right?). However, the Shield of Fire Resistance couldn't be used to reduce 3 points (2 for the Reveal + 1 for discarding). I couldn't see why this might be the case. The damage wasn't Acid, Cold, Electricity or Fire because the Potion of Energy Resistance didn't work either. It can't be poison 'cos (a) Boas are constrictors and (b) the card doesn't mention Poison. What's going on? (I had a similar issue with damage from a Ghoul not being reduced by Sihedron Medallion or Wand of Shielding) http://forums.obsidian.net/topic/90127-115-damage-from-ghoul-not-properly-reduced-by-items/
  2. I was dreading starting the Heroic/Legendary grind all over again (actually, it would have been for the third time through). Fortunately, my saves all survived the upgrade this time. I was going to recommend the "Shirosama Solution" https://forums.obsidian.net/topic/89711-game-frozen/?p=1853827
  3. Yes... and no. I'm sure this will draw out some of the rules ninjas, but revealing a card for its power counts as playing it, and thus you would not be able to additionally discard it unless the card text specifically allows. You may reveal a Longsword then opt to discard it, but you may not reveal an Evangelist then discard it because that would be using the card's powers twice. If another power allows you to discard the Evangelist for some additional effect, that would be fine, since you aren't reusing the card. Lini's situation is different because she is using a character power to reveal the card, then a card power to discard it. That should hopefully still work... Where does this put both Revealing and Discarding a Ring of Protection to reduce two points of damage? A bug, or correct? Methinks "correct", but I'm no rules ninja.
  4. @jolyonb: any chance that you could mark this thread as "Answered" by hitting the "Marked as Solved" button next to the appropriate Reply? I helps flag answers to other users looking for help and saves cycles for those looking to give help as they can skip the thread. thanks
  5. Definitely not limited only to Teleport as I don't have that spell in my parties. This "feature" seems to have got worse with 1.1.5! I used to see it occasionally, but now I see it every Scenario (on Legendary). Very annoying indeed. I haven't banked enough Gold to buy AP5 yet, I'm certainly not going to pay for the privilege of beta-testing the product, so I have yet to experience this joy. Colour me jealous, if only I had the opportunity to experience this issue! Again, no AP5 for me just yet. This has never worked properly and - I suspect - never will. It really annoys me that non-gameplay features get introduced, along with a bunch of related bugs, and that this removes dev cycles for actually fixing the gameplay elements that make it a PiTA to play. The #7853 was added in 1.1.4 and explained in the release notes for that patch. I suppose "CS" means Customer Service (probably the geekspeak they use internally at OBS, but can't be bothered to explain to the muggles)
  6. Interesting, 'cos you can still reveal an Armour/Ring of Protect to reduce damage and then discard it to reduce more damage. So the logic to Reveal-then-Use is still there in some form. This isn't new to AP5! I've been seeing this behaviour for some time (ever since Ezren obtained the WoE). I regularly get a D4+5 (though I've never been lucky enough to get more than that, more's the pity) I have lost a Longsword +2 in very similar circumstances. Not as bad as losing a WoE, for sure, but as I had picked up a Warhammer +1 on the same Scenario, I was unable to replace it at the end of the Scenario and have been stuck with it ever since (not many upgrade opportunities when grinding Story Mode on Legendary). There were some instances of "mystical card transference" from the hand of "off turn" characters to the current character's hand with 1.1.4.x. I don't think that it's the Animal Empathy that's the issue here, just the off-turn character (though there must be something extra, or my Scrying and Augury spells would be on permanent rotation through the party!; Yes! I've seen this too. Almost any time Character A has left the Location Deck with the Examine button active, if Character B uses Examine, the first Explore gets disabled and I have to VRT Vault Round-Trip) to reactivate the Explore.
  7. Of all these super-fancy things of which OBS is obviously so proud, the only thing that I care a fig about is "We were able to get a big revision to our leveling system. You'll no longer get Basic cards for gaining levels anymore and each class has a customized advancement track." And gaining Character-appropriate Boons for level rewards. Awesome! Congrats on getting that sorted OBS. Of course it should have been 2 AP-level patches ago... but I guess we should be grateful for small mercies. Though of course my Quest characters won't get the benefit of this, having already capped and wasted many, many Card "Rewards".
  8. By the time the Devs have finished spending their dev time adding unnecessary frippery and unneeded features instead of fixing the bugs in the game that make the game unreliable - adding "wrinkles" that defeat your best planning, planning that is based on the known rules rather than random screwage, the game will be playable - but I'll have already finished with it. Lovely! "thanks for beta-testing, mccrispy" Of course all these new - unwanted "features" will be as full of bugs as the other unwanted "features" that have been introduced (because OBS wouldn't know what QA was if it bit them in the ass). Features such as the "improved UI", that screwed up Z-order amongst other things, or "fancy dice", which caused a wide range of problems. For goodness sake OBS, focus on fixing the many bugs that have existed for multiple AP-level patches. Some of these bugs are totally egregious and make playing the game a right royal PiTA (e.g. Scry/Augury with Ezren requires a VRT - Vault Round-Trip almost every time)
  9. Device: BlueStacks emulator OS: Android 5.1 PACG build: 1.1.5 Pass & Play: OFF Permadeath: OFF Mode: Story Party Members: Seelah, Kyra, Valeros, Merisiel, Sajan, Ezren Turn Order: per party Scenario: 4.4 Difficulty: Legendary Wildcards: Banes +4, End turn on Blessing/Spell Location: Desecrated Vault Trigger: card name, screen Ezren encountered a Wand of Force Missiles, which he gained, then he encountered a Wand of Shield, which he gained then he encountered a Ghoul. As his only spells didn't work against the Ghoul he used the Wand of Force Missiles, knowing that with Banes at +4 there was no way he'd win, but having a Wand of Shield and a Sihedron Medallion that he wouldn't take much damage. Damage by the Ghoul was 3 so he played Sihedron Medallion, which was just treated as a discard - it didn't absorb 4 damage. So he played the Wand of Shield - again, it didn't absorb damage, so he discarded a Cat.
  10. Probably so that Lini doesn't use it. Several cards have "odd" sets of traits that are clearly chosen to avoid them being too powerful in the hands of some characters (for instance, Flasks)
  11. To add more to this: I was playing 4.4 at Legendary and for a number of cures played over a number of turns the game suddenly switched into a mode the prevented all forms of self-heal. Mass Heal failed to heal the caster, Healing Potion completely failed to work and even Valeros' Mokmurian's Club failed to heal. I think even Kyra's Exorcist Heal failed. However, at some point later in the game it all started working again. I have no idea what the trigger was
  12. I believe that this bug is most reliably triggered by Seelah at Mountain Peak as it happens to her almost every Scenario. I've been playing 4.4 on Legendary a lot (I just don't have the Fire damage for those trolls - or not when movement is restricted) and it's happened every time Seelah has had a Barrier that Summons Henchmen.
  13. It's a technical bug because it's a logic flaw. But it doesn't really matter about the semantics of what flavour bug it is: it's a bug (a flaw in the implementation that does not do what the design is supposed to do), so it needs fixing.
  14. Yup, I've seen this happen too. It somewhat surprised me as I don't think that it's the intended effect (there's no way to track it in the physical game, so I wouldn't expect the digital implementation to do so)
  15. I've run through again and you're right. It's much easier to see in the scenario setup map, which I believe is what your screenie is from.
  16. OK, thanks for that. I moved the map around to give me a better look at the way the locations were connected and it certainly seemed that it was connected to Academy. But double-checking my screenies, I think that I can see that the line continues underneath the Academy and goes on to Temple. Right, thanks, I'll give it a go and close this as Answered once I have done so.
  17. OK this is getting bloody ridiculous! I now have a strategy for dealing with the inaccessible Mountain Peak Location: I start Seelah and Kyra at the location so that they can rip through it as fast as possible without burying too many cards - they can heal so discarded Blessings aren't too much of a risk. The other Characters start together an work through the Locations as logically as they can. They stick together so that being moved around by the Harpy Monks doesn't cause too many issues. The idea is that once MP is closed, Seelah and Kyra will fail the Wisdom Check of the HMs encountered by the other Characters and be teleported away from MP. Of course, despite it being a Wisdom 8 Check and Seelah being D8+2 and Kyra D10+1 neither of them have failed a single check against the HM and so have been locked in at MP unable to do anything except waste turns and check top cards in the Location Decks. This is worse than bloody ridiculous and it's worse than Legendary difficulty. The AP5 and level cap patch had better (1) come out soon and (2) fix this darn bug or I for one will be deeply unhappy.
  18. I have the same effective result in a 6-player game. However, the locations are connected on the map - you just can't move to or from the Mountain Peak, despite what the map appears to tell you. I've logged it here http://forums.obsidian.net/topic/90080-1143-cant-leave-closed-mountain-peak-harpy-monks/ because I know that OBS are unlikely to revisit a thread that they have responded to.
  19. It appears that this is the same bug as http://forums.obsidian.net/topic/89949-black-tower-mountain-peak-cut-off/... though for a 6-player game the visual map bug isn't present. Posting separately to distinguish the issue for 6-P Device: BlueStacks emulator OS: Android 5.1 PACG build: 1.1.4.3 Pass & Play: OFF Permadeath: OFF Mode: Story Party Members: Sajan, Ezren, Seelah, Merisiel, Kyra, Valeros Turn Order: per party Scenario: 4.3 Difficulty: Legendary Wildcards: Blood in the Sand, Darkest Night (subsequent attempt: Darkest Night and Impending Doom) Location: Mountain Peak Trigger: ? On Seelah's turn she encounters a Harpy Monk at Mountain Peak. Most characters fail their Wisdom (including Seelah!) and join her at MP. Seelah defeats HM and succeeds in her Wisdom check to close MP. For her "on closing examine top card" option she chooses Academy, which is the only location connected to MP. The Villain (Black Monk?) is on top of the deck. Now it is Merisiel's turn so she moves to Academy... only she doesn't. I hit the blue cross, select Academy and move. But nothing happens. Merisiel can only end her turn, where she's offered the option to examine the top of a location deck! Now it is Kyra's turn at Temple. This executes in the normal manner Now it is Valeros' turn. Only he can't leave MP It doesn't matter what I do (short of Forfeit) there's no way to leave the closed MP. Note: I'm aware of the disconnected location bug, but the map clearly shows that MP and Academy are connected and the link even highlights as normal. game.sav file StrandedAtMountainPeak.zip EDIT Further to this, it's not related to the open/close state of Mountain Peak, I simply cannot move to or from Mountain Peak unless a Harpy Monk moves me. Here's a screenie of Seelah trying to move to an open MP. On this run through (after being forced to Forfeit the previous Scenario) the Wildcards were Darkest Night and Impending Doom So this behaves exactly the same as the isolated MP issue reported elsewhere, except it's connected on the map.
  20. Here's what the physical rulebook says So you guys are right! That situation has never come up before for me. Next time it happens (as I'm sure it will) I'll see whether the Location switches to its Closed state or not.
  21. OP, please mark this thread as answered so that people can find the solution and so that people trying to help don't waste cycles coming back to an answered thread
  22. It's been widely reported that Summoned Henchmen can trigger the Close Location logic. It's not every Summoned Henchman and it's not every location - there's definitely some squirly logic in there too. http://forums.obsidian.net/topic/89491-does-skeleton-horde-really-triggers-location-closing/?hl=%2Bhenchman&do=findComment&comment=1848395 http://forums.obsidian.net/topic/89042-skeleton-horde-barrier-triggers-close-location/?hl=%2Bhenchman&do=findComment&comment=1841592 http://forums.obsidian.net/topic/87522-summoned-henchmen-prompting-location-close-with-the-new-patch http://forums.obsidian.net/topic/87369-summoned-henchmen-trigger-effects-as-real-henchmen/ http://forums.obsidian.net/topic/89479-summoned-henchmen-allowing-close/ It appears that it's not a high priority bug for OBS as it's been around for some time. It's also not reproducible reliably as there are some additional triggers (otherwise it would be every Summoned Henchman, every time, which it isn't)
  23. Yeah, probably. I've almost never used a potion (other than Healing), they are just too situational to carry around or to waste Blessings trying to obtain. The Lizard is the only "auto pass Survival" that I have, but it's interesting that any auto-pass Survival still has a Bury requirement. It's weird that the logic for the test isn't IF(FailTest) THEN Bury(Card), it takes a different path depending on whether you auto-pass or not. It doesn't appear to be the pass/fail on the test itself that's at fault 'cos that triggers all the correct visual indicators.
  24. I think that it's related to the fix for the Blessing of Gorum that came out in 1.1.4.3(?). They fixed that, but seem to have introduced something else (as we see so often).
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