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Ethics Gradient

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Everything posted by Ethics Gradient

  1. Not weird at all! That's partly how I got so involved over on the Pathfinder Forums here. I really enjoyed the tabletop version of the game and I commend Obsidian's heroic efforts translating it to digital. But in an odd way, I also get a fair bit of enjoyment examining the hows and whys behind the app bugging out. Sometimes you can help find a workaround; sometimes dumb bugs have absolutely fascinating causes. It's okay to put up with occasional bugs and approach them with an open mind. Expecting perfection is an easy path to constant disappointment in mechanics-heavy games like PoE. If a player kept doing the same things in the Concelhaut fight, and kept getting smashed over and over, they'd probably consider changing their tactics. A player shouldn't have to metagame a game, but if they're doing the same things in PoE and hitting the same bugs, maybe it's also time to investigate a different path forward.
  2. @Zekiel79, if you're just looking for one more, here's a set of purple dice on the house! - Go to: http://pathfinder.obsidian.net/redeem - Enter your PFID (16 digits, found on the bottom of the Options --> Settings window) - Enter the code: 000-GET-DICE - Restart the app and enjoy! It's been well over a year since that little easter egg was fist found; it's probably okay to go public (if it even still works).
  3. The Goblins DLC includes six sets of the asymmetrical goblin dice. And as a general reminder, there are several dice sets that do not come in treasure chests, and may not be available to easily acquire. Red - Part of the RoTR bundle/Steam Edition Obsidian - Obsidian Employees; sometimes awarded to players for meritorious bug-hunting efforts Haunted - Halloween 2016/2017 dice Jingle - Christmas 2016 dice Nathan's Tribute - For players of Quest Mode before it was removed from the game Goblin Stones - Part of the Goblins DLC/Obsidian Edition Asmodee - Free if you link your Asmodee account
  4. Ally card; It was a Lunar New Year 2017 gift to players. Bury to recover a random blessing for the blessing deck, discard to explore and add 1d4 piercing damage. ****-a-doodle-doo! Here's hoping there's something cool cooked up for the Year of the Dog, 2018. Love to see something like a "Battle Corgi" that lowers the difficulty of any combat check by one, or adds 2d6 to any non-combat charisma check. Edit: Heh. Animal noises may be auto-censored. #Amusing.
  5. Additionally, a handful of non-standard promo cards are treated the same. These should also be toggled on/off with the Treasure Cards option if you happen to possess a copy: Goblin Golem of Obsidian Rooster Festive Wool Hide Dance with Squealy Nord* Ghost Goblin Charming Longsword Heavy Crossbow of Attraction Ornate Heavy Crossbow Ornate Longsword *Still part of the Goblins DLC regardless. Not sure if it's a bug that it is the only "physical" promo to be on this list. In short, the game considers anything that wasn't part of the RotR tabletop edition a "treasure card". Turning them off reverts the game to the core experience.
  6. Potentially, but it shouldn't matter all that much in the long-term. I just don't know for certain how a Rune of Wonder "Doubles the chance of finding Rare, Epic or Legendary items from chests". That's all back-end wizardry, and you can only guess at the math involved from the client-side. Last we knew, the base drop rate to get a set of dice (any rarity) was about one in four chests redeemed. If the RoW doubles the odds for every Rare/Epic/Legendary, then dice odds skew down to one in five because about half the dice are Uncommon rarity. If the RoW doubles the odds for only Rare/Epic/Legendary cards, then the dice drop gets closer to one in six because all dice would be at a disadvantage. Worst-case, the RoW could lower dice drop by 8-9%, but it is likely closer to 5%. Again, it's all best-guesses trying to sort out black-box stuff. The Treasure system is an arcane beast we may never truly know.
  7. They very well could be rarer now. The one in four figure was confirmed by the developers (and empirical data) way back during the mobile-only days before runes and charms and stuff. It's been long while since there's been any official comments about the state of the RNG pool. Incidentally, it could still be 1/4 if you factor in whatever black magic the "Rune of Wonder" is working. If it is only boosting the chances of cards, not dice, it is really easy to get closer to 1/6 odds if runes are active.
  8. It shouldn't have changed too much from the original 1 in 4 odds. Redeem 100 chests and you should get, on average, 25 dice sets of varying rarities.
  9. I don't know if things should get modernized, but seafaring mercantilism has a tendency to encourage technological convergences. Previously, you could explain away proliferation as the specialized skills to build large firearms didn't necessarily propagate as freely as small flintlock pistols could be carried and traded from their source. But in this picture, Maia is rocking her Sengoku-period matchlock Tanegashima, while her furry friend on the other end of the boat has a pair of flintlock pistols that may as well be from a hundred years in the future. This isn't a case of a more "elegant weapon for a more civilized age"; I feel a little bad to see that she has an already clumsy and unreliable matchlock in a damp, windy environment. Maybe with a little bit of luck, she'll find a flintlock musket in the hold of some captured vessel.
  10. Conversely, if they have the freedom to do whatever they want, why shouldn't they be able to release a game that follows the values of their creative staff? After all, the game is being produced in 2018 California, not the 1950s.
  11. I am amused that Valeros is always portrayed as a lovable oaf, despite the fact that Ezren and Lem are the only iconics with a higher intelligence stat in the RPG. He might be a goof "on camera", but in his free time Valeros is probably playing Cello concertos or reviewing scientific articles for The Varisian Journal of Metallurgical Arts.
  12. Also, double-check that you're signed into iOS Game Center. iPad Settings --> Game Center (probably about a third of the way down) Occasionally you may get logged out during major updates or for other reasons. Once you're logged in, restart the Pathfinder app, and that should help reconnect you.
  13. Per a post on the Steam forums, this appears to have been an issue with Google Play and was resolved.
  14. It also depends which mobile UI you are using. The tablet UI on mobile devices behaves about the same as the Steam version. But since phones generally have a smaller screen, the phone UI gets creative about where it displays text. For example, a lot of scenario information or active power text gets hidden behind that green "Three Arrow Button" on the left edge of the gameplay screen. If your phone display is relatively big, or you have decent eyesight, you can enable the tablet UI on phones through: Options --> Settings --> Interface.
  15. Completing all the scenarios in on higher difficulties also unlocks Steam/iOS/Google Play Achievements. With each increased difficulty level, wildcard powers and other effects makes easier scenarios a little more challenging for advanced parties.
  16. That is correct. Per the tabletop rules, you may be free to play a scenario as many times as you wish, but: It's tracked on a per-character basis in the digital version, so you also can't try and trick the game by swapping people between parties to score an extra feat or something.
  17. It sadly cannot. It is limited to the Monster type of bane. It should not pull any Henchman or Villain cards when cast (including the Sandpoint Devil). It's a straight "highest number wins" sort of check. Since you can't play any other cards on the check, the only thing that should help out are passive/global powers that adjust check difficulties. But as 269Hawkmoon posted above, those powers aren't being processed evenly. Discovered monsters get their check adjusted as appropriate, but monsters summoned with the loot card only count as the highest number printed in the top right of the card.
  18. For the sake of clarification, here's what players can expect the composition of Valeros scenarios to look like depending on the highest Adventure Deck completion of any character in your party. N/A: Valeros, C, Promos, B B: Valeros, C, Promos, B 1: Valeros, C, Promos, B, 1 2: Valeros, C, Promos, B, 1, 2 3: Valeros, C, Promos, B, 1, 2, 3, Minus (Some Basics) 4: Valeros, C, Promos, B, 1, 2, 3, 4, Minus (Most Basics) 5: Valeros, C, Promos, B, 1, 2, 3, 4, 5, Minus (Nearly All Basics, Some Elites) 6: Valeros, C, Promos, B, 1, 2, 3, 4, 5, 6, Minus (Nearly All Basics, Most Elites) Since some of the Valeros DLC cards carry the Basic and Elite traits, odds of acquisition are pretty rough if you are using an end-game party. To play the Valeros DLC with the strongest party, but smallest card pool (improving your chances of finding Valeros boons), turn off Treasure Cards and play the DLC with a group that hasn't completed AD1. Playing up through AD1-3 would give everyone a few feats without triggering the addition of AD1 cards into the DLC scenarios.
  19. Adventure rewards still operate in the old, "pre-stash" way. Once the game verifies that you have completed all scenarios of an Adventure Deck on Legendary, a copy is added into your collection to find later. Presently, a copy isn't deposited into your stash for immediate use. Perhaps a future update will being Adventure reward cards in-line with the expectation that they function like Treasure Cards.
  20. I don't believe so. The Valeros DLC essentially has it's own decklist (made up of various rarities/AD levels/etc), and it gets loaded on top of whatever the party's max level dictates. I can double-check in the morning, but I'm reasonably sure that's the case. And as a minor correction from before; a party that has completed B scenarios, but hasn't yet completed AD1, still has a "B" rating. Attempting the Valeros DLC with a party that hasn't finished AD1 is no different from a party that hasn't finished ADB. Completing a bit of AD1, but not finishing it out, should give the party a handful of powers/feats to tackle the DLC without triggering the addition of the AD1 wave of cards.
  21. Oh man, it wasn't particularly obvious at all. Since the Valeros cards aren't visible in the collection, it took a little digging to narrow down an answer. And yes, the best bet to find those cards is playing a party with lower level characters. Party Level is defined as the highest completed Adventure Deck of any of the current party members. In order not to trigger the first round of Basic culls, you'd need to attempt the Valeros DLC with a group that hasn't quite completed AD3. If you're brave (and lucky), you can attempt the Valeros DLC before you finish the B scenarios, and after you disable Treasure Cards, the only things that should turn up are B-Deck, C-Deck, Promos, and Valeros DLC cards.
  22. Update: I think I may have figured out your mystery, and it is a little more interesting than I guessed. The Valeros DLC scales with the party that is attempting it. Start it with a party fresh out of the B scenarios, and the Valeros DLC will be comprised of limited set of cards. Give it a go with your warband that conquered the game, and cards up through AD6 should be in the mix. Simple enough. Where that gets interesting is that the game uses that same party-level scaling to manage the internal cull. If you attempt the Valeros DLC with an advanced party, not only will it be adding higher-level cards, it will be holding back a greatly-increased percentage of Basic and Elite cards. All those cards you asked about (and Call Weapon) have that Basic or Elite trait. If you're going back to attempt the Valeros DLC after completing the game, those cards get culled as if you were attempting an AD6 scenario, and you have a reasonably low chance that they're even available when it is time to deal out the location decks. You can see what "virtual" AD-level the game is playing the DLC at by clicking the options button then "Collection" when you are in the middle of a Valeros scenario. The highest number lit will show you the max AD of cards added to the game, as well as what level the Basic/Elite cull is operating at.
  23. Here's a paraphrased description of each: Quartermaster Recharge for 1d4 to acquire boons; 1d8 if weapon, armor, item. Discard to explore, etc... Master-At-Arms Recharge for 1d4 melee. Discard to explore, etc... Commander's Decree Make another character move on your turn Clairvoyant Aegis Recharge to reduce 3 combat damage and draw up to three cards There should be two each of those cards in the Valeros scenarios. QM and MAA are both drawn from the Skull & Shackes Adventure Path, and have some additional swashbuckling/finesse powers that don't really come into play in RotR. Since they are "campaign" cards, turning Treasure Cards off in the settings menu should greatly improve their odds of discovery while playing the Valeros DLC. Edit: Check out the post below. Your odds of encountering these cards probably depends more on your party's level than whether or not Treasure Cards are active.
  24. Not at all related to the Obsidian or Asmodee; nor is it related to the tabletop Pathfinder ACG. Paizo apparently decided it was time to start their own CCG in the Pathfinder universe. Duels is much closer to the Magic/Hearthstone genre of game where two decks fight it out, instead of a story-driven card-based RPG like Pathfinder Adventures. Use {RESOURCE} to summon {CARD} to battle {ENEMY} deck master... Yeah, that sort of thing.
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