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Ethics Gradient

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Everything posted by Ethics Gradient

  1. > So this power does not allow to get back a buried armor if we use the bury thing, but just allow us to recharge this card in the reset hand step? Yes, that power on the card allows you to recharge it back to your deck. The other benefit to armor proficiency, as you've mentioned, is that you can often bury cards to absorb damage instead of having to permanently banish it from your deck. Those two powers aren't related. > Maybe other use would be if you have two armor, and other useful cards, and too many cards in hand, to recharge an armor instead of discarding something? Yup! While it is occasionally a useful trick for some characters, with armor-heavy decks like Valeros or Seelah it is really helpful to "clean up" your hand if it has armors you know you won't need. It sounds like you got the hang of it. Good luck!
  2. Resetting your hand happens at the end of your turn and includes: - Discarding cards if you are over your characters hand size - Optionally discarding any number of cards from your hand - Drawing cards to return you to your character's hand size If you have a card that allows you to recharge it when you reset you hand, you may put it back into your characters deck instead of the discard pile at the end of your turn. The game will force you to discard cards when you have too many, but you can chose to reset your hand by pressing the "Trash Can" button in the top-right instead of the big green arrow to end your turn. Having Armor Proficiency grants the reset recharge power on many of the armor cards. One thing I personally like that option for is situations where you draw a few armor cards and you know you are only want to hold on to one in your hand. This way, you can cycle the "extra" armors back into your deck and hopefully draw some other cards that may be more useful.
  3. I think that may be on the low end of the curve, but not terribly abnormal. It's been a long while since I've run some stats, but previously there was about a ~2% probability of gaining a legendary card per chest redeemed. I'm not 100% sure how the runes work, but it at least looks like you beat the "base" rate.
  4. > Shot in the arm StormbringerGT already has a bug report in for Poog. [Poog: Shot in the Arm Power, Working as intended ?] The others... yeah. I've noticed some funny business in the new content too. Just haven't had a chance to write it up as well as you did.
  5. Ok, can confirm that the max seems back to 30. The underlying mechanism is still in place, but it shouldn't have an effect on most players.
  6. Indeed - it's certainly not functional in "Collection" (née Vault), where/how it used to be. We're talking about the auto-salvage that got implemented during the Steam release. Manual salvage is still gone, and the temporarialy-relaxed limits are back to their original values. Here is my best guess as to what's going on right now.
  7. EDIT: Update from the developers. We're back to the interim plan of only cutting down treasure cards when you have an excess of thirty or so. As best as I can tell, we're back to the original auto-salvage plan. This should be what is going on behind the scenes. ---- 1. The allowable maximums of treasure cards are: 30 for all rarities 4 - Uncommon 3 - Rare 2 - Epic 1 - Legendary 2. When you start the app, your collection is quickly scanned for "excess" cards. 3. Should cards be found with excess quantities, up to two cards will become candidates for auto-salvage. 4. Those two cards will have their number reduced to meet the above limits. 5. Excess cards are sold off at the "new salvage" rate seen below: Salvage = 0 (B) + 1 (Common) 1 (AD1) 2 (Uncommon) 2 (AD2) 3 (Rare) 3 (AD3) 4 (Epic) 4 (AD4) 5 (Legendary) 5 (AD5) 6 (AD6) 6. Gold is added to the account and off you go. 7. Process repeats each time you start the app until you are back in spec. ---- Personally, I'm not against the auto-salvage, but I understand how it totally runs in conflict with everything that the Treasure system was giving users over the last year. I think the game benefits from a curated quantity of cards. The base campaigns have standard deck lists and quantities, and the treasure cards really should have something similar. Though, it does stink a bit that the cards are being sold off at cheap salvage rates. When the game notices you have an "extra" couple copies of Slaying Bow, they are removed from your account at a mere 11 Gold each. Using the old salvage tables, deleting a card permanently would score you 3-5x the gold. For those just joining the conversation, before the Steam release, users could opt to sell off treasure cards from their collection. This gave people the ability to remove treasure cards they don't like, keep ones they do, etc.. Post-Steam, it changed to the automated system above. At some point, the numbers were relaxed, but with the recent patch it is back in place.
  8. No classic guitar. But rumor has it that one of the unrevealed companions is an absolute wizard on banjo.
  9. It's the Edér promo card from Pathfinder Adventures. His PoE portrait looks too far off to one side to be useful for giffin' Anyway, have I mentioned Pathfinder Adventures yet? You should totally check it out!
  10. Here you go. (BRB. Gotta clean up desktop littered with "Untitled Project" and "Untitled Image" files. I guess I'll just throw it all in an Untitled Folder and call it a day. )
  11. I can confirm that Epic,Legendary is 2,1. I saw a couple of those card rarities get clipped post-update.
  12. The cull is back on. Is there any info how the culling works now? I can't be certain, but I think we're back to the initial 4,3,2,1 (Uncommon,Rare,Epic,Leg.) limits. The game only goes through and culls a couple cards at a time. If you have a ton of over-limit cards, it may take a while to bring your deck back to spec.
  13. The developers posted this in another thread concerning the issues purchasing the DLC on iOS.
  14. I was thinking the same. "Shot in the Arm" is one of the 'passive' powers and shouldn't be limited to a single use. Instead of the "character picker" prompt after the check, every character that contributed a blessing should get a "Shuffle Card/Continue" popup. edit: Clarity. Also, because just about every rules debate in Pathfinder has happened at least once before on some other site, here's a relevant thread about Poog.
  15. I saw the same on iOS. I posted some pictures in another thread, and it sounds like you're seeing the same weirdness as others. [Collection Display Glitches (Rise of the Goblins)]
  16. Noticed a few weird display glitches while navigating the collection window in the 1.2.7 release on iOS. Anyone else seeing similar issues? Visiting Collection -> Adventures, then switching over to the Rise of the Goblins DLC - Decks one and five are highlighted. Clicking on other deck numbers doesn't seem to do anything. Visiting Collection -> Cards, then switching over to the Rise of the Goblins DLC - Only Deck P is available, cannot click on other decks to see the new Goblins cards. - There are two "arrow buttons" to switch between campaigns sets, and two layers of graphics they toggle. - Only one of the those arrows does something. The other just toggles a graphic. I started a Goblins campaign to see if there was any difference while in a scenario, and the collection window was still behaving odd. The Steam edition was exhibiting similar issues, which initially led me to check out iOS to see if was platform related.
  17. I got the Obsidian Edition via the Ambassador program. I'm unable to confirm if Goblins AD1 is visible on mobile if you check there first, however, I logged into Steam first, and then everything was behaving normally when I checked my iPad a little later. It wouldn't be too crazy if the steam version were managing licensing such that you would need to log in there first to transfer content to the pathfinder "cloud".
  18. Steam has it for $8.99 (US). It is presently on sale for about $6 for the next week.
  19. It just started with this adventure deck. With the introduction of Pathfinder Adventures on steam, there have been hints that the super-free-to-play model is phasing out. Gold can still buy stuff like treasure chests, dice, or consumables, but not DLC.
  20. > Rise of the Gobelins is not a full campaign but the first adventures pack of the next campaign like "Burnt Offerings" (1st Adventures Pack) is in the "Rise of the Runelords" ? Rise of the Goblins is currently just been announced as a single adventure deck with five scenarios. They have strongly implied that there may be further adventures, but nothing is really confirmed. The twitter announcement said: "The first Rise of the Goblins deck will be arriving for #PathfinderAdventures next week!" so there is likely more or something coming up. There have also been hints about wanting to do character-driven content, like some scenarios specific to Valeros' story. [link] > Have you got the release date for that DLC ? This DLC will be available for all my devices ? (IoS / PC on Steam) The DLC was originally planned for last week. Something may have come up late in testing that needed to be addressed before release. No new release dates announced, but I'm guessing that it should be on all platforms in the next week or so. They often do major patches right before a weekend. It can't be too far off at this point. Hopefully we will all be enjoying it soon!
  21. Very likely. The game will also require an update to make the new content work, so it probably will appear in your steam DLC at the same time 1.2.6.5 (?) goes live. The Obsidian Edition DLC pack that arrived on steam last week is just there for people who got the base edition to upgrade.
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