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Ethics Gradient

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Everything posted by Ethics Gradient

  1. The game uses standard Unity Random functions. After the first call to the RNG, it automatically seeds itself and instantiates a single stream of random numbers for later requests. You could make an argument that the game could shift to a multiple-stream RNG using System Random functions, or even cryptographically secure random numbers using another library, but both are likely to be tremendous overkill for tossing a virtual d20.
  2. Like Hannibal mentioned above, weekly challenges have been disabled for the time being. It is a server-side thing, not specifically related to app updates. Funny things can happen (like losing progress on weekly challenges) when we're in the middle of an upgrade spree between the App and the back-end server. Expect Weekly Challenges to make their grand return once the dust settles and everything stabilizes a bit.
  3. Okay. My notes may be a little derpty, but it should still be along the lines of: Scenario Difficulty Reward: Normal: 100 Gold (awarded once) Heroic: 150 Gold (awarded once) Legendary: 50 Gold + 50 Gold per character Scenario Rewards: Monster Defeated: 1 Gold + (Chance of extra 1 Gold if bane has Veteran or Elite traits) Henchman Defeated: 2 Gold Villain Defeated: 2 Gold Location Closing: 5 Gold Salvage: Rarity and traits used to factor into card values under the old system. Cards were valued from 8-36 Gold to remove them from your profile permanently. The current "Nouveau salvage" system probably has a similar formula that I haven't had a chance to nail down yet, and cards are valued from 0-11 Gold when you sell them back at the end of the game. Challenges: Daily Challenges: 100, 150, or 200 Gold based on difficulty tier for that challenge type (e.g. "Acquire 5/15/30 Boons") Weekly Challenges: 300, 350, 500 Gold or Dice or anything else. Usually 500 Gold, but the reward can be whatever.
  4. I'm reasonably sure it is just one of the collection glitches we're experiencing, and your card is attached to your account even if it is presently invisible. At this point we're all so preposterously stacked with treasure cards, it is probably unlikely to see it come up in normal play anytime soon. As much as it sometimes feels like it, the app didn't throw the card into the PlayFab volcano to appease the angry "cloud" gods.
  5. Yes. Very this. I bought-in for mostly the same reason. Though, whether or not you wait on the rest of the ambassador program to go online, a purchase right now will get the mobile player access to every single released treasure card. While the rest of the details get hammered out, I'm fine with having a world of cool new cards suddenly infused into my mobile game. If you ignore the PC platform entirely and just continue pretending mobile is the only thing that exists, that $18 the "everything under the sun" DLC pack that would have cost an extravagant amount of time/money to acquire on mobile.
  6. The Treasure Cull is a new system that lives behind the scenes, and is not connected to other in-game features like the Stash or Unclaimed tab. Every time you log in, a couple of your treasure cards are compared against the maximums, and the extras are automatically salvaged for gold. When @MrBishop mentioned that the cull would be a slow process, that's why. If you have a lots of cards, it might take a hundred logins for the game to slowly go around pruning off extras.
  7. Capping should be where the treasure system should move towards in general. If you were playing Pathfinder Adventures tabletop, and the host said: "Hey, I got twelve copies of Fire Sneeze on eBay and I'm just going to mix them into the box" you'd probably look at them like they were a little nutty. Rather than treating Treasure Cards like a random assortment of add-on cards, they should have something of their own "Deck List" that puts an allowable limit on how many of each card you can possess, and sells off the extras.
  8. You are somewhat correct. In previous versions of the app, you could go to the Gallery/Vault/Collection to Salvage unwanted treasure cards to permanently remove them from your account in exchange for some gold. Being able to chose cards to salvage is something that is not presently in v1.2.6.x. The other Salvage during the post-game screen doesn't permanently remove cards from your Collection or "game box." Instead of keeping those cards in your deck, you are essentially selling them back to the game. In the process, they do not get destroyed or removed from the game permanently. Think of it more like a post-game bonus if you scored a lot of boons during a scenario.
  9. All indications are no. You do not need to wait on the 10% coupon or your Pathfinder Ambassador code. I already went ahead and purchased the Base game on steam because: - An additional 10% isn't that much when the game is already 25% off - Per the first post in they thread, the ambassador code we're getting is just a special DLC pack that gets applied to the Base edition The only reason to wait for the ambassador portal is if you want to save an extra couple bucks.
  10. Here's a generalized sync troubleshooting guide. The goal is to try to force Device A to push an update to the server, then restart the app on the Device B to ensure it checks for new data. Failing that, reinstalling on Device B can often help too. Good luck!
  11. Purchases and gold, yes, you always needed a connection. But since at least in iOS, the app stays running in the background, your list of treasure cards are kept in memory for a while. After a good login you can switch to something else and still find/view treasure cards while offline. If you were quit the app and reopen it without a connection, then they'll all be gone again. Unless I'm missing something, I can still access my treasures offline as long as I don't close/reopen the app. Maybe the new app is a little more aggressive about checking connections, or the asmodee/account linking process has potentially changed things, but I haven't noticed a difference quite yet.
  12. It's hardly that dire. If you flip back through the version history, the dev team was pushing updates at least twice a month since launch. True, there was bit of a development freeze between March and June as they prepped for PC launch, but regular updates to fix game-breaking bugs is pretty common with this game. "Beneficial" bugs or gameplay annoyances that don't break the game may stick around for a while, but progression breaks and "game don't work" problems have a pretty decent turnaround time. 1.2.6.5 will likely be the the Goblins DLC release, so it wouldn't be too crazy if we hit 1.2.6.4.6 or something in the meantime.
  13. I doubt it. They have already stated that it is their goal to keep all versions in parity. And honestly, the mobile versions will still probably have more in common with the steam version that whatever is released on GoG. The only real difference I'm willing to bet might come to mobile is the gradual phase-out of F2P mechanisms. I'd be pretty surprised if the Rise of the Goblins DLC came with a price tag payable in gold.
  14. The card Collection is little more than a new name for the old Gallery/Vault. Cards are not permanently added or removed from the Collection through play, only by adding content (treasure chests, DLC) or removing through salvage (appears to be a bug that it is missing?). Post-game Stash "salvage" is a different process. It is non-destructive. The cards you sell aren't lost or removed from your collection. You are just trading them for some gold on their way back to the "box." For the longest time, the game used to do this automatically. Every card you chose not to keep after the scenario was quietly exchanged for a few gold as a reward for acquiring it. That automatic system got phased out around the introduction of Daily Challenges, and the Stash seems to have brought it back in a different form. The Unclaimed section is certainly something new. It is a buffer space for when the game wants to give your characters access to a card without having to find it in-game. So far as I can guess, it was created partly in response to the "what happened to those cards from my treasure chests??" complaint. When you open a treasure chest the contents are still added to your collection, but as an added bonus, a "courtesy copy" is immediately available for use in the Unclaimed tab. Opening a chest now has a tangible reward. You no longer have to wonder if you'll ever see those cards again. If a treasure chest reveals something you are interested in, you can simply grab a courtesy copy from the Unclaimed tab and add it to a deck. Though, there are still some management issues to work through. If you were to open 100 Treasure Chests, you add ~375 new cards to your Collection (presently unsalvageable) as well as 375 courtesy copies of those cards to your Unclaimed tab. You have twice as much work ahead of you to prune down unwanted cards.
  15. I don't think it should affect parties with treasures in-hand. With treasure cards there are two mechanism in the app, and one doesn't impact the other. First is "Treasure Cards In Story Mode." What is does is to toggle on/off the pre-scenario selection of which of your random treasure cards the game has available to deal into location decks. When it is On, ~15-25 random treasure cards from each Adventure Deck get mixed in with the campaign cards. When it is off, it is zero, and you play a nearly "stock" game. The other mechanism is the "Hard Limit". That is always on regardless of settings. When you are rearranging characters and swapping cards, the app checks to ensure the party does not possess more of a treasure card than you have found. Should you be found in excess of that number, cards will vanish and you will have to pick some basics to fill holes in decks. Toggling treasures off shouldn't have any effect on inventories. It will just stop them from further appearing in play.
  16. Options --> Settings --> Treasure Cards In Story Mode? OFF Will rule out all of the treasure cards. The only digital-only cards that may still slip through some promo cards that you may have, potentially including: Ghost Goblin, Valentine's Day Promo Weapons, Festive Wool Hide, Goblin Golem Of Obsidian, and Rooster edit: clarity
  17. Nobody is particularly happy that the PC version isn't free, but I guess I have two comments to add: 1. You are linking to a thread from a full month before the game was released. At that point in the release cycle, we were still even 6 months away from AD4. In a technical sense, yes, it is still accurate. Anything you acquired on mobile is available on PC. The only change is that the pathfinder application itself is not being released for free on steam, as may have been assumed. The steam game is bundled in with content that you may-or-may-not already possess. Disappointing, yes; intentionally misleading, I wouldn't say so. 2. Asking Obsidian to release the game for free on Steam is potentially asking them to double-down on an unsuccessful strategy. The F2P mechanic was a noble venture, but they ultimately made the decision that the financial stability of the game (and future expansions) required a new direction. Revenue fuels new content, not in-game gold.
  18. 1. The inability of treasure dupes to be salvaged is a known issue. Either it gets fixed shortly or the devs are cooking up some other changes to treasure management. I'm sure we'll find out more in the next couple patches. 2. I think the previous system of "Hard" and "Soft" limits still applies to cards. - Treasure cards have a per-party hard cap. If you end up with more than allowable, the game will remove the excess copies from a party. - Normal campaign cards have a soft cap. If you party ends up with more than usual, you just won't find any more in play. The game won't take any extras away. 3. Yes-ish. Only a certain quantity of treasure cards from each deck are selected for play each scenario. If you have only one Liberated Blue Dragon, and 200 other AD6 treasure cards, the odds of it making that cut are pretty low. The good news is that no matter how many treasure cards you have, it will never completely overwhelm the base game, but the flip-side to that is that it can be very difficult to encounter a specific treasure during play. So yes, until there is a system back in place to prune excess treasure cards, it may be pretty rough odds finding that one specific card.
  19. Ok... let me take a stab at this: > how is the 10% discount that will be offered with the ambassador program more valuable than the currently marked 25% discount? It isn't. The 25% is a limited time launch discount. Maybe the ambassador coupon will stack (or not), but the 10% coupon shouldn't expire anytime soon. > why was the ambassador program not put into play before the steam date The Steam release was an expected development, but the community only found out about the pricing and bundle details a couple weeks before release. The community reaction was swift and somewhat unanimous, and Obsidian decided that they should create some special discounts for early supporters. It was off-handedly mentioned in a pre-release twitch stream, and the actual details of the Ambassador plan didn't come around until a few days before launch. > But now i am trying to understand how to link my accounts for this purchase i am to make on steam. 1. Go to Options --> Settings --> Link Device on both devices. 2. On the device that you care about the most (the one with your saves, old treasure, whatever), press the appropriate link button to generate a secret key 3. On the other device press "Enter a Link Code" and enter the details from your first device 4. Wait a minute or so as the accounts merge together > cards i got from chests are not available to me unless i am online Dev decision, I guess. Maybe they can explain what/why changes occurred. > what the heck is the stash tab that has been added It's a small 10-card side deck. Players used to save cards by creating characters specifically to hold onto them. Stash just makes that a little easier to manage. A little more here.
  20. Ok. To the best of my knowledge, here's how it works: Collection: - Known as "Gallery" or "Vault" in previous app versions. - Pressing the "Collection" button on the main menu will show you: - All Cards you are licensed to use - All treasure cards you have found - Pressing the "Collection" button from inside a game/active party: - All Cards you are licensed to use, up to the Adventure Deck number of the last played/current scenario - All treasure you are licensed to use, up to the Adventure Deck number of the last played/current scenario - Player cannot edit or change the collection other than buying content or opening treasure chests - It was previously possible to salvage treasure cards from the Gallery/Collection/Vault, but that feature does not appear to be present currently Stash: - The "card mule" - Excess cards at the end of a scenario can be put in the stash (a 10-card side deck) or banished - Between scenarios, cards can be drawn or deposited in the stash to facilitate inter-party trades or simply to save cards Unclaimed Cards: - Functionally linked to the stash, but not limited in size - Player cannot add cards to the Unclaimed Cards section - Player can draw cards from the Unclaimed Cards section into the stash to use them in their parties - Opening a treasure chest will add copies of those cards to the Unclaimed Cards section, as well as adding them to your overall Collection
  21. I'm of a split mind on this debate. I agree with much of what Yewstance said above. The original tabletop game had a decent balance to it, and permadeath and feat progression made you think very carefully about your next move. But that being said, the digital game (while nominally the same), is simply played differently by users. Daily challenges, multiple difficulties, gold and treasure encourage that the game be replayed in ways that weren't around in the physical edition. Rather than finishing each scenario once, you can now go back, skip around, farm cards, and do whatever you want to further explore the game. I view potential respecs somewhat similarly to the implementation of the stash. Previous app mechanisms allowed for users to trade between parties to hold onto cards. It was cumbersome but doable; and the stash simplified existing user behavior. Respeccing a character is also in that "cumbersome but doable" category. Transfer as many cards as you can to a fresh character, and then blast through only the scenarios that reward feats with your experienced party. I'm not saying every player whim should be added to the game (or free), but even implementing something like character respecs at 500 Gold per point would just streamline the present process of replaying scenarios to respec. The app already provides a frustrating workaround for players. Yes, true respeccing would make things easier, but it would also make things less annoying. In the end it is non-competitive adventure solitaire; if a player wants to step outside the bounds of the tabletop rules, it isn't going to ruin my personal enjoyment.
  22. I'd say don't worry too much about it. The merge process may not have completed on your account correctly and it tried really hard to finish the job. Open up your card collection, press the treasure button, and scan through the various decks/types to see if there are any cards still remaining.
  23. That card counter in the top-right has never been particularly accurate. The way it counts cards, it may also be including content that it internally knows about, but isn't formally part of the game yet. I had a post about that forever ago, and that number you see is something along the lines of: 1318 = (Campaign Cards so far, incl. dupes) + (Active Treasure Cards, 1 ea.) + (:cough: Inactive Cards :cough: )
  24. It's a known problem on mobile right now; patch coming soon.
  25. Much of what used to be in Options-->Rules is now found in Options-->Glossary. There are a few sections that used to be in Rules that didn't make it to the new Glossary, but there should still be enough information in there to help you out.
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