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Everything posted by Kiirnodel

  1. I don't have the cards to compare, but maybe the Orb of Magic is a higher check to recharge because it isn't an element? In other words, it could be a conscious rules mechanic decision to make it slightly harder to recharge compared to the others of its kind.
  2. ...What was the bug? Your topic says it has to do with Kyra's Heal ability. But it happened when you encountered a Ghoul? What happened exactly?
  3. Fort in Peril is one of the scenarios in Story Mode (AD3 I think). You must edit your team so that Valeros is the only character. Then play Fort in Peril and win the scenario with just him.
  4. Are you including the hyphens? I think you're supposed to. I just redeemed it myself about a minute ago and it worked fine. Not sure if the code is the same on all of the cards. Remember that O's (the letter) are more round while 0's (the number) are thinner.
  5. Agree with this, I had a bit of a tough time selecting the items from the dropdown. Yeah, and what's more is that it used to crunch the numbers and automatically go to the most advantageous selection. For example, if you could use CHA, DIP, WIS, PER, it would set itself to the one that worked best. If you used a blessing, it automatically switched to the statistically superior one. Say you had CHA d6 with plus two and so had a slight advantage on a base 6 check but then used blessing of Shelyn which yielded 3 d12 total, then it would switch wisdom. The blessings are kind of messed up. Not worth getting all riled up over it, but I'm a lazy bastard, so I prefer it when I have a relatively high trust for the game. It didn't always switch to the statistically superior one. Usually it just switched to whichever check was getting +2 dice (if applicable). I had one case that I can remember where Seoni was being given an Intelligence or Arcane test (which doesn't use Intelligence for her). It just so happened that the top of the Blessings Discard was Irori (the +2 intelligence blessing). So I had someone recharge that blessing, and it switched to 3d6 rather than 2d12 + 4. That was not a statistically superior change... But recently, the changes have definitely been worse than they used to be. I've seen switching to Strength instead of Strength/Melee on characters that actually have the Melee skill. Switching from Wisdom to Perception on characters that don't have the Perception skill (causing a default to 1d4, instead of 1d6 or higher). And so forth...
  6. Sounds like that shouldn't have been considered Victory, since the character died before completing the second combat test. I've seen it a couple of times where some sort of glitch occurs and the game skips straight to victory even when there is supposed to be another check left... Wish I could help you out though, Limwik, sounds like the devs are going to have to help fix that directly...
  7. Not sure, it seems like it could be handled the way they handle cards in the character's decks. Like how if you take two character that have previously played separately they can't bring into a single game more copies of a card than there are in the Vault? Similarly, each character could also "carry" a list of the cards that have been culled for that character, and compare it with the list for all of the other characters. Cards they have in common would only take the highest number of culled cards between the two (so if both characters culled the Crow once, it is still only culled 1 copy; but if one character culled 2 of them, 2 are culled in the final). The compiled list of all the characters playing determines the full list of culled cards. Or if that is too complicated for Quest Mode, just do that in story mode. The list of culled cards could be tied to the party, which I know is already tracked at least somewhat differently from the individual characters. The divergence from the way the original game handled it actually removes some of the tactics that the game has. I know that when we played through it physically, there were some boons that we never completely removed. It was a conscious choice, and one that the game explicitly has the players make for boons. While through prolonged play, the weaker banes eventually all get removed (and you can't avoid that).
  8. Device: LG VK810 4G tablet System: Android 4.2.2 ID: Kiirnodel #5932 Quest Mode: Heroic Modifiers: Defeating an Undead deals all heroes at your location 1 poison damage; When you defeat a monster, roll 1d6, on a 1 take 1 Fire damage. Villain/Henchmen: Rogors Craesby; Zombie Minions First up, just want to say that those two modifiers are a seriously obnoxious combo. Seriously? automatic damage plus a chance to take more on top of that? I'm real glad this bugged out or else I would have been screwed over just by having a bad combination here. I had a strange situation with those damaging effects. I almost never took the Poison damage, the effect would animate (poison-y looking skull, with damage sound effect) but it would immediately start rolling for the check for fire damage and it would just pass by the fact that there was unresolved poison damage. However, and I couldn't isolate what was happening, there were two times where the game popped up another roll of a d6 (with a +1 being added) and it gave me another hit of damage. Worst part, it wasn't doing a check for damage, that d6+1 was the damage! The first time I had been looking away, and I thought I somehow rolled really low on my check, because I was taking 5 damage. The second time, I was watching, but the animations moved so fast that just all of a sudden it was rolling a d6 and displaying the "+1". Then it said I took 7 damage! And I'm pretty sure it was considered combat damage, because I was able to mitigate with armor cards (luckily). Just super weird things going on. I was able to win the scenario in the end (mostly because of the lucky bugged interaction where I didn't take any damage if the Fire damage didn't trigger). But also had some lucky cases where the damage ended up hitting only on my character that had a Ring of Protection. As far as the combo of Wildcards go, any chance we could get something that limits which ones pop up with each other? Because that combo if it was working correctly would be seriously harsh.
  9. I've noticed a lot of similar situations, where the game seems to be trying to do several things at the same time. The game sort of rushes along and some of the checks/damage/extra effects just get sort of glossed over and disgarded. Sometimes it is beneficial to the player, but sometimes it skips things like abilities that can activate at the end of a character's turn. All in all, it seems to be a problem with the way the game handles phases and timing. If two things are considered to have the same timing, it's a toss-up which one happens and if the other will happen at all.
  10. The culling is random? That seems odd and not in-line with the rules of the original game. Do we have any developers that would like to comment on why the change?
  11. I haven't gotten far enough in the game for the mechanic of removing cards to take effect. Does the app game allow to choose not to completely remove boons? Because as far as I'm aware, it should...
  12. That definitely wasn't the problem. When I was trying to use Gorum, my only options were either Combat Strength or Combat Melee, both of which are Strength checks for Kyra. So it should have added two dice no matter what. Also, I ran into the same problem again later on in the same game, but with Lini using a Slingshot and a Blessing of Erastil. Very strange.
  13. Very strange bug. Quest Mode. Full party of 6, all at different locations. Kyra is active character at the Treacherous Caves. Combat comes up with a Bugbear, and she doesn't have any weapons in hand, but she does have a Blessing of Gorum. I discard the Blessing of Gorum, but it only added 1 die instead of 2. I tried going to another character and discarding a Blessing of Gorum, and it added 2 correctly. Went back and tried again with Kyra, no go. Not sure why it worked for one character but not another. I have screenshots if we need 'em, but apparently my tablet takes screenshots at a really high resolution, so I would need to edit them to pull down the file size.
  14. I've had this happen a couple of times. Usually it happens when I try to drag the card from the list that pops up to the bury pile. The best work-around I've found is using the tap-zoom and button press method. If you tap on the card you want to bury it should do the pop-up zoom as normal with the button next to the card to select Bury. It hasn't locked up on me in a while though, but that's what I would try to do.
  15. All of the characters seem to have a default starting deck. You don't really need to customize it from the start (I think overall the choices for starting deck were pretty good). I don't remember ever getting the option to fully customize the character decks when starting the game, and after playing numerous scenarios I was definitely able to get better stuff into the decks than just cards from the basic set (which is all you should have access to when first creating your deck anyway).
  16. Try out using Lini against an enemy that lists the check to defeat as Combat Divine or has an OR (so could be defeated with a different skill than just normal combat. That was where I was seeing the issue, and it wasn't even with the Amulet of Mighty Fists, but entirely with trying to use Beast Form.
  17. Yep, I ran into this again as well today. Wasn't even trying to use a weapon or anything. It seems like if the Combat check has the option to use anything else, it tries to load a different skill when you try to use Beast Form. I hadn't used anything at all, and Beast Form wouldn't activate to let me use d10 for my base combat test. All of the other abilities worked, and I was able to get around it via my Amulet and others using blessings (and the ever useful animal companion reveal), but it was somewhat aggravating not being able to use the ability to swap out some of those d4s for d10s
  18. Not sure what is meant here by "time limit" You have a 24 window to pick up your daily gold. It is just that the window starts and ends at 5pm instead of mindnight or whatever. Not sure how that's a big deal. EDIT: looked at that again, you're complaining about the 30-day time limit? Did you really think for 2 bucks they were going to give you free extra gold forever? Like you pointed out, You're paying less than any other gold bundle for potentially more gold. Heck, if you only log in for a third of the days (10 times total), you end up getting the gold at the same rate as if you bought any of the other bundles. 10 days nets you 2,000 gold for your $2 investment. That's 1,000 gold per $1 Even at the "best" return rate, the 20,000 gold for $20 is 1,000 gold for $1 9,000 gold pack is 900 gold for $1 4,000 gold pack is 800 gold for $1 That means you have to pick up less than half of your dailies to get more gold per dollar than any other bundle
  19. You actually have to read carefully. Sometimes the scenario power is whenever you encounter a henchman each other character...blah blah. But sometimes the word "other" isn't there, so even the character that was encountering it originally gets a new one also. Still, either way, a summoned Ancient Skeleton shouldn't summon its own extra. The game isn't meant to set up infinite loops, the scenario text should only trigger once and the Ancient Skeleton summoned by that text shouldn't also trigger it... Fun infinite(ish) loop though: Location, General Store only cards left are two monsters. Character, Merisiel. Infinite Evade loop because encountering a non-item, weapon, or armor triggers another exploration. I'm just sad that the General Store doesn't show up in Quest mode hardly at all anymore now that I'm not at difficulty Tier B...
  20. I ran into this now. I was having no trouble doing it for a while, but then on my final check of the game it wouldn't let me. Not sure why it was then it wasnt, but on that last check it kept on trying to switch the check to a divine check when I discarded for Beast Form. It was against the villian Rogors Hoernsby (or however you spell it) which is a Combat/Divine check. So I think the issue might be that it is trying to change the skill during the step between activating the amulet and using Beast Shape, which resets the dice somewhat. Honestly, the auto-change is actually really annoying sometimes. No, I didn't want to switch 3d4 instead of 2d8+3 on that barrier that lets you use intelligence or Strength/Melee. I was using the blessing of Irori because I could recharge it instead of discard...
  21. Based on the picture, you can see that when you're advancing the characters, the advancement progression becomes unreadable for some reason. Not a huge problem, just annoying. I like to try and chack for how long I'll have to wait for my next significant bonus... Edit: or apparently my tablet takes screenshots in too big a resolution... In any case, the advancement is way off the screen to the left... Edit 2, cropped the screenshot and tried again posting.
  22. when resetting your deck at the end of the scenario, you only have access to cards that you have left at the end of the scenario. You don't get access to anything you want, just stuff you've found. Likely, you will have found a couple of cards on each character that you have to take out to have the full reset. You might choose to keep something or move it to a different character. The only time you get access to the full set of basic cards is if you end a scenario with too few of a certain type of card. For example, if you have to banish a card (for whatever reason), and you don't find any more of that kind of card. Then, at the end of the scenario when resetting your deck, you will have the option to select any basic card to fulfill the requirements for your base starting deck. This follows the same procedure for resetting decks as the physical game. After you start playing, you don't get to pick and choose just anything, you only get to select from the cards that you find. Which is why every once in a while the scenario reward is just extra cards. Now, if you are saying that cards you acquired during (or directly after) a scenario aren't among the cards you have when resetting. Then you have a bug, more than likely you should have them, and the game will force you to discard cards down to the correct amount. If you open treasure chests, those cards are made available when you play quest mode (and story mode if you select that option), but you still have to find them just like any other card, you don't automatically get them.
  23. Now, did you use another item maybe? I made that mistake once, I was thinking of the amulet as a weapon, but it isn't. So my Luckstone couldn't be used with the Amulet of Mighty Fists.
  24. I haven't noticed a problem with this, my Lini has an Amulet of Mighty Fists also. But I can't remember off hand if I've ever bothered to use Beast Form with the amulet before. What order are you using them? I usually display my weapon first (or the amulet), then use Beast Form to change the dice. What method are you using?
  25. Yep, while playing, you might notice the little icons in the top right which indicate the phases of your turn that you're in. Those phases are: 0. Advance Blessing Deck (no icon); this phase is automatic 1. Give a Card (Purple Hand/Card Icon); you can pass a card to another character at your location. 2. Move (Blue Cardinal Directions Icon); you can move locations 3. Explore (Green Compass Star Icon); Explore your current location 4. Close a Location (Red Double Arrow Icon); If your current location's deck is empty you can try to close it. 5. End Your Turn (Yellow Garbage Can Icon); Discard if necessary (and/or optionally discard extras) and reset your hand. If you aren't over your hand size, the game gives you an extra icon, the arrows on the middle right to skip to the next player's turn. This is effectively a shortcut and bypasses the option to discard (or recharge armors if you have magic armor). If you want to do so, you need to tap the End Turn icon to manually go to that step.
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