Jump to content

Saint Ajora

Members
  • Posts

    114
  • Joined

  • Last visited

Everything posted by Saint Ajora

  1. I noticed that the preview of Fortress of Stone Giants in the store is now saying that it is "coming soon", instead of the old "coming July".
  2. I changed the difficulty of the quests to Heroic (I was playing Normal until then) and apparently it worked, I'm not having the problem, even when I went back to the Normal difficulty.
  3. No, the game crashes when I finish a quest and try to start another one, it has nothing to do with the rewards, but it was curious how this problem appeared in almost the same level of my old party. I'm having to select my characters in the Quest Mode option to be able to play again, but I'm afraid that even this isn't working anymore.
  4. In the time of the transition from one update to another, I was in the same situation that you are now. The issue only occured when I created a new party and reached that level.
  5. I know that the most recent patch solved the problem of the Villain Black Magga appearing in Quest Mode, but I noticed that the Henchmen Nightbelly Boa still appears in this same mode, what I find more problematic, since the whole point of the game is to defeat some Henchmen to close locations to make it easier to corner the Villain. In the time that Black Magga was available in Quest Mode, I could still manage to close all locations by defeating the Henchmen, thus completing the quest, but the Nightbelly Boa makes it impossible to close a location unless you explore all the cards or defeat the Villain (in case the Villain is there to be found), so I have to forfeit the game when it appears. So my question to the developers is: is this intended? If not, do you plan to correct this?
  6. I starting a new quest with my Level 27 crews. Just two characters. I'm having this problem for the second time. I quoted this comment because I have a suspicion that it has to do with the level of the characters. My old party had reached level 26 when I had this problem, so I was forced to close the app and then, maybe because of my number of characters saved for Quest Mode, I lost the characters of that party. So I learned the lesson and deleted the excess of characters and started the Quest with a new group. Everything went well until today, when I finally reached level 26 again... only to face the same problem. At least, deleting the characters was a good call, because when the load screen freezes and I close the app, I can go back to Quest Mode and choose the same characters. As for the details of the trouble, I don't know if it works the same way for everyone: my case is that after I finish a quest, manage my decks and choose the difficulty for the next quest, the game simply freezes in the load screen, so that I have to close the app, open the Quest Mode and choose the characters to play again.
  7. It's definitely NOT useless. It's just that you face one of the only barriers that won't be beaten by a single use of the Masterwork Tools, but it would still help (a lot) some character with the Disable skill to defeat this barrier, and would help any other character to defeat most of the barriers like Trapped Passageway, Pit Trap, Collapsed Ceiling and Ambush, with the cost of an automatic recharge. Even Thieves' Tools are useful until Tier 2 or 3; MW Tools is simply amazing for the rest of the game.
  8. Bug (or some bad change) after the update 1.0.3.5: I was in the middle of a Goblin Raid, but I couldn't maximize the image of the card to read its description. That's strange because I was able to do this before the update, but I will test the other cards of this type and see if this happens again.
  9. I had this same problem. In my opinion, it's a bug, since the ally should be discarded to the non-active character discard pile.
  10. It is working as it should be and not allow closing. Not all hensmans Are suposed to close locations! Yeah, I noticed that in its card text, and makes sense in the "Here Comes the Flood" scenario, but in Quest Mode not closing a location after defeating a henchman is definitely very problematic.
  11. Another issue: Major Cure seems not to work properly when the caster uses on himself/herself. The cards are normally recharged, and that bonus card that the caster recharges is graphically showed, but does not count as a real recharge (the discard remains with the same cards as before). (Not an issue, but a question and a suggestion to the developers: why the arcane attack spells are so cool looking and the divine ones suck so much? It's kind of disappointing to see a spell like Holy Light having the graphics and the sound of a punch, when it should look and sound like a beam of searing light. Same thing to Inflict, that should look like a surge of negative energy and not like a random blow.)
  12. Defeating the henchman Nightbelly Boa does not give an option of closing the location. This happens in both Story and Quest modes.
  13. General (For all issues) What device type are you on? Android. What version of the OS are you running? Android 5.1.1. What model is the device? Samsung Galaxy E5. My cleric encountered a Spectre, and I chose to defeat it using the Divine skill, since her Enemy Lore power gives the Magic trait to the check against an undead. But even when I beat the check, the Spectre remained undefeated, returned to the deck and teleported my cleric to another location. This issue happened in both story and quest mode. I've seen this ability working against a Ghost once, but even so I can't trust use it against this kind of undead (I don't know if it works against a shadow). This apparently doesn't apply when the cleric attacks with a non-magical weapon. I could defeat all those undeads using such weapons.
  14. I'm having literally the same problem. The only difference is that I was playing a Quest. My druid cast Strength in the previous turn when in a middle of a Goblin Raid. The Scenario Power was increasing the difficulty of goblins in 2d4, so after my druid defeated a goblin and I passed to the next (and last) character, the Paladin, the game calculated the 2d4, and then didn't start the combat. It probably has something to do with the recharge of the spell, because the spell is still active in the druid (the card is still displayed), and the game didn't asked to recharge yet. It's certainly a bug, but I wouldn't say it's a crash. The game is still running and did not "froze". I'm able to restart and quit the game, but it keeps calculating the goblins' difficulty and then gives no option to start the fight. Someone knows how to solve this without forfeiting the game?
×
×
  • Create New...