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Everything posted by Saint Ajora
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I'm forfeiting quests that combine Graul Ogrekins with the difficulty increase to Giants, but in a quest that had that scenario power, my Valeros defeated a Donkey Rat and it summoned a Graul. The Graul rolled the combat check, but even unarmed, Valeros defeated him. After that, he had to encounter the Donkey Rat again and the game crashed.
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I've been wondering if Flasks should be liquid... after all, how they are used by the characters? I was comparing Sajan's roles and, at first glance, Drunken Master looked better than the Zen Archer. I mean, turning an otherwise banishing item into a rechargeable one is a powerful thing, regardless of the necessity of a check. But then I began to ponder the possibilities and realized that the items with the Liquid trait are almost exclusively potions (here I'm saying "almost" because I may be forgetting something), and most of the potions don't help enough in combat. At best, they offer a very situational benefit (usually a automatic skill success) to a character who should be renewing his hand every turn. Flasks, in my opinion, could help more a Drunken Master and give some additional flavor to the item if they were liquid. What do you think?
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First of all, I noticed that you changed the rarity of the Portable Ram from Gold to Silver, and still you haven't solved the problems concerning this item. The last one that I found out was its inability to add extra dice to checks to defeat Barriers with the Obstacle trait. My Amiri had one Portable Ram and when she encountered a Collapsed Ceiling, she couldn't either reveal or discard the item, what is wrong, since the Portable Ram has practically the same description of the Crowbar. Ah, by the way, it keeps adding just one die, either you reveal or discard it.
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(Quest Mode) Another bug with Graul Ogrekin: Merisiel encountered one in the Warrens. After a monster was summoned to a random location, I was not allowed to choose a weapon or to roll the combat check. Instead, the game itself rolled the dice three times and used the last result. I took the full damage (and did not have an armor in that moment, thank you for that), and after I discarded all the cards of her hand, the Ogrekin strangely went back to the location deck, the d4 to define the Graul Ogrekin card text was rolled, and a new Ogrekin was summoned to fight Merisiel without any of her cards. Seriously, I'm losing my hope with this game.
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My Sajan has the power Dodge, but when he faced a Enchantress, the ability could ignore only the force damage that she does before a character acts. After he defeated her, he took the fire damage when he should have ignored it. I don't think the problem is the fire trait because I fought some Goblin Pyros before and Sajan was immune to their fire attack.
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The Scenario Power known as "Necromancer Damage" (at least as it says in the moment the damage is dealt) isn't working properly. The description says that it should deal 1d4 cold damage when a character defeats a henchman (what is quite vague, since the damage fortunately only occurs once, after the second damage was defeated), but as I could see, the animation was that of a force damage (similar to Nualia's initial attack), that I could confirm after a Hide Armor of Acid Resistance (that also resists cold) did not gave an option to recharge. And instead of 1d4 damage, the power deals 1d6 damage. In short, the power says "When a henchman is defeated, each character is dealt 1d4 cold damage", but probably works like "When the second henchman is defeated, each character is dealt 1d6 force damage".
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Infint GP, (and XP?) glitch
Saint Ajora replied to Beckett's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
Hi, Beckett. I saw that you posted in my topic about your problem (thank you for that, btw), and I have a question about it: this issue only occurs when Seoni closes a location or it has happened with some other character? -
Seriously, the title is self-explanatory. In short, comment and report the bugs you found in this new patch and I will put them together in this post. Make sure to see if your bug isn't listed here. It would also help if you link the corresponding topic of this thread. If you have a new-found bug, I advise you to start a topic, because it usually shows the details of the bug besides more instances from other players. This topic is intended to make it easier for the forum users to find related bugs and to avoid topic duplication on the threads. CARDS - Portable Ram gives one extra die when revealed, and does the same when it is discarded (it should give a total of 3 extra dice when discarded); - Demonbane Longsword +2 is being discarded when it should be recharged for extra damage; - Silent Enforcer is being listed as an Item instead of an Ally. SKILL/POWER - Sajan's Dodge ignored the force damage from the Enchantress, but failed to ignore the fire damage that she deals after you act; QUEST - Quests are awarding XP even when the characters cannot complete the quest. If they happen to level up, they do not receive a reward from it; - The Scenario Power Necromancer Damage ("When a character defeats a henchman, each character is dealt 1d4 cold damage") is working in a totally different way; GRAPHICS - Sometimes the dice overlap each other when you have too many on the screen. STORE - Store gold is not being updated after salvage (By PRuano) TUTORIAL - People starting to play this game for the first time are unable to create a party after the tutorial. (By Aeriston)
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Quest Mode Card Feat Loss
Saint Ajora replied to kurtalb1's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
My Sajan lost his power feat Reload. It's a shame because I was told that the ability was fixed (it didn't work before) and now I simply don't have it. -
Sajan's Reload
Saint Ajora replied to Saint Ajora's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
Yes, Reload was the first power feat I got after i chose Zen Archer as his role. I don't know about the data backup, but I still play with him, if it is relevant to the question. -
Sajan's Reload
Saint Ajora posted a question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
I was so glad to know that the bug concerning Sajan's Reload was corrected that I could not wait until I tested it, so after updating the game, I started a quest with my Tier 4 party (all of them, including the monk, are Lvl 40) and when I discarded the weapon and had the same problem once again. I began to investigate about the issue in Sajan's character sheet and found out that he had lost the Reload ability after the patch update. There is a solution for that? -
Vicious Great axe
Saint Ajora replied to Fcknuckle67's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
I also had trouble to use a Vicious Trident. After playing the weapon, the game ceased and didn't allowed to discard another card. The solution I found was to access the store and then return to the game. Once I was back, the weapon wasn't revealed anymore and I could play another one. -
I like to give all the blessings of Gorum I find in the way for her to carry, so that when she fights unarmed, the attacks become more reliable (3d10 from Beast Form and one Blessing of Gorum + at least 1d4 from Wild Empathy + 1d4 from the Amulet, if available). I keep varying from this to attack spells and Cure spells to recover the blessings and card discarded because of Beast Form. As I said, I don't feel the need to give a weapon as her first Card Feat, I would rather give a Spell or Ally.
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I have noticed that sometimes when you are playing with Harsk, the background of a location becomes completely dark (instead of showing the image). In addition to that, when you use Harsk's Scout Ahead ability, this will reveal the given card in a deck of only three cards, which will certainly have the henchman/villain among them. This has happening to me several times. Most of them happen in the Apothecary, where usually my Harsk begins the quest (also, he is usually the first in the row), but it happened once in the Old Light in the middle of a quest. You can close the location if you defeat the henchman/villain, but after the location is closed, the location deck number will keep showing that it has 7 cards left.
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I would like to report an annoying bug, kinda similar to the Goblin Raid bug from the previous patch. In Quest Mode, when the Scenario Power is that one that increases the difficulty of Giant monsters by 1d4, and the generated henchman is the Graul Ogrekin, the difficulty increase is somehow bugging the other 1d4 roll that defines the Graul Ogrekin card text. The difficulty increase is rolled, but after that, your combat dices get a clearer shade and become impossible to roll, with the text generator in the background. You can solve that by going to the Store and then return to the game, but you also notice that even if you defeat the henchman, you won't be able to close the location.
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I usually treat Lini like a monk who can recover her blessings with magic and has some attack spells to back her up. With time, I realized that she needed natural attacks with the magic trait to face some of those monsters that could only be hurt by magic/magical weapons, so now I always replace that Sage's Journal that usually comes with her in her creation (before the first adventure, when managing the decks) with an Amulet of Mighty Fists, that inflicts essentially the same damage, but it is less situational, and gives the magic trait to her unarmed attacks. In the future, I usually replace this item with its superior versions (Amulet of Frozen Fists and Amulet of Shocking Fists). I believe that weapons are not something urgent in her build, at least in my playing style, but they could surely help her in combat. The problem is that I usually build her to fight using strength, and I know that it would be more useful to have some ranged weapon to not rely on her Beast Form all the time. Also, her hand size is too short for a spellcaster, especially one that needs to discard cards to improve her power in combat.