Jump to content

Yewstance

Members
  • Posts

    76
  • Joined

  • Last visited

Everything posted by Yewstance

  1. 11. Goblin Lini's "Trick It!" ability does not work correctly, and does not add 1d4 to non-combat checks against allies. It does, however, still add 1d4 to non-combat checks against banes.
  2. Literally can't go a mission without finding new bugs... 10. Attack on Sandpoint (Heroic), or scenario B-3 of the Goblins campaign, states that the difficulty to defeat Human banes is increased by 2 (and are treated as undefeated if you roll a 1 on a 1d6), but the difficulty is actually increased by 4, as well as having the 'roll a 1d6 to check if defeated' difficulty spike. Screenshots can be provided on request.
  3. THAT part isn't a bug. That's how his power is worded, and that's how it is handled in both the physical and digital game. It's an inherent part of the power that says "when this happens, banish it". The only actual bug is it does explicitly say that animals have to be used FOR THEIR POWER for him to eat them, but it happens even when they're discarded/etc for other card and power effects, which is explicitly not as written.
  4. 9.5. Miraculously, Merisiel beats Stomp... and the scenario is over, game won. Uh... where was the required reroll to defeat banes with the animal trait? Lini never got to take precombat damage? It wasn't even Merisiel's turn to fight. I guess... it worked? It's horribly bugged, but I somehow made it through. Man, this game remains broken, and I'm annoyed that I keep coming back to it expecting something different, like not playing with new characters and assuming I'd stop running into so many issues.
  5. 9.4. I encounter Stomp again, and it may be the Wildcard (if you take more than 1 damage from combat, bury one of those cards) that's bugging this. Seoni encounters Stomp, takes pre-combat damage (1 damage), then Merisiel takes pre-combat damage (2 damage), has to bury one... then suddenly Merisiel is encountering and is in a check to defeat Stomp, though it's Seoni who explored. And I just discarded my weapons because, you know, Seoni was going to be the one fighting and finishing this off. And I have no idea what will happen when I beat Stomp here, IF I can beat Stomp here, if it even counts. This scenario seems entirely broken, at least with this wildcard.
  6. Yet more issues. 9. The villain "Stomp" seems pretty bugged, at least the Heroic variant thereof. I encountered it with 3 characters at the Horse Pen location, temp-closed the only remaining location, and noticed some oddities. 9.1. Despite the text claiming Stomp deals 1d4 damage to all characters at the location before you act, it only rolled to do damage to the encountering character (Lini) not the other characters at the location (Merisiel and Seoni). 9.2. After the damage almost entirely emptied Lini's hand, she used the Animalbane Dogslicer, discarding it for its effect, for combat. She had no remaining cards in hand. She beat Stomp with the help of the weapon and blessings. After beating Stomp, rather than immediately going to the 'reroll against banes with the animal trait' as per the scenario rules, instead it jumped to Seoni and had her roll a 1d4 for damage from Stomp(?). Despite rolling '2', she took 1 damage (was that just the damage from the Dogslicer mistakenly redirected to her?). All annoying, but not really 'gamebreaking'. Except that... 9.3. Suddenly it's back to Lini's turn (Merisiel took no damage) and she is attempting a new check to defeat Stomp (which only has 1 check to defeat), with none of her previous dice, and without a hand to fight with, so I'm forced to just roll the 1d4 and take the loss. Waste of blessings, cards, time and everything. This is a stark reminder for me to turn off permadeath mode (even though it's literally the intended way for the game to be played) because this would've been a case where I could have lost a character to completely unpredictable, buggy behaviour.
  7. Really!? Gah, I'm regretting picking this up on PC, and I'm regretting coming back. So many card interactions are plain broken. 8. Blessing of Zarongel does not give 2 dice in a check against "Dance with Squealy Nord", despite said barrier having the Animal trait (and Blessing of Zarongel stating it gives "2 dice to any check to acquire or defeat a card that has the Animal trait").
  8. Also... 7. Poog's "Shot in the Arm" power, in addition to the previously-stated bugs, is really finicky about ever triggering if used off-turn. If you evade a bane with Ranzak and encounter it with Poog, and someone uses a blessing on Poog's check, Shot in the Arm never gets a chance to trigger. This was largely mentioned in a previous bug reporting thread (well over 6 months ago).
  9. Incidentally, a bug where, in corner-cases when trying to activate abilities off-turn (particularly during "card hand-off" phase), characters take their turns out of order (and VERY odd behavior occurs regarding encountering cards from location decks) is still in effect. Difficult to reproduce, but I have mentioned the symptoms on my previous bug reports in older threads. Also, bug #6, and one that I can't quite believe even occurs... 6. Ranzak's favored card type is "choose one", but he never is actually prompted to choose. I believe the game treats him as having no Favored Card Type (or perhaps Item). He should use the same code as Lem for this, so I really don't see how there's a bug here.
  10. Fair, and I notice from the blog posts that the situation hasn't changed much since 12 months or so ago. Even so, I question even keeping this forum open if it's not being utilized. I also find some annoyance in (though not surprise in) the release of new content before the fixing of bugs, since various bugs have existed for a lot longer than recent content updates have.
  11. I should note that I can provide screenshots for all of these if requested. But I'm really not inclined to go through the effort to save and dig them out unless there's some kind of official request, because in all of my dozens and dozens of bug reports (approaching about 50 in total) for this game, I've never once had any official acknowledgement on any of those issues. As a result, my motivation to actually go out of my way to help more - as I did previously - has been shot to the ground, and I'm about 70% confident that Obsidian barely reads this forum. (Though I'd be happy to be proved wrong)
  12. I feel like I should've just made this a "general thread of bug reports #3". Another bug; 5. The bane "Tome of Knowledge" is displayed next to my Ezren, and whilst his normal Arcane checks are decreased in difficulty as appropriate (since his Intelligence checks, which includes his Arcane checks, are easier with it), his recharge checks for his spells are not modified in difficulty. Despite, of course, still being Arcane checks. In addition, I can confirm that, as far as I can tell, all banes that Ranzak evades to have another character encounter instead will nullify that bane's "Before You Act" entirely, which is incorrect.
  13. Also, is there a reason why buying Treasure Chests in packs of 6 is 2500 gold on the Tablet (Android) version of the game, but 3000 gold on Steam? That seems hugely suspect.
  14. Almost immediately came across another bug (screenshots can be attached if requested). In the second scenario of Goblins Burn Adventure Deck 1, I used an Animalbane Dogslicer against the henchmen "Vicious Dog", most appropriately. As a downside to using the Animalbane Dogslicer, the user is "dealt 1 combat damage that may not be reduced". The user (Goblin Amiri) was, however, deal 2 combat damage, most likely as a result of the Vicious Dog henchmen having the ability "Damage dealt by this is increased by 1". That's a bug, then, because the damage wasn't being dealt by the dog at all, but by my own card, and should not have been modified.
  15. -My device is a Galaxy Note 10.1, running Android Version 4.1.2. -Recently also playing on Steam, experiencing the same issues -PFID#: BFAD46EC71D603F -Pass And Play is off -Permadeath is on -Story Mode So I've returned to this game after a hiatus of about a year, though I previously briefly tried the Goblins Adventure Path near its Deck 1 release. I have - reluctantly - purchased the Steam edition of the game to test how differently it runs, to potentially solve some technical issues, and to more easily get access to a bit more content. I am extremely disappointed to learn that quite a lot of bugs I have previously reported, which in turn were re-reported by other people, are still in full effect. In particular, two bugs relating to the core powers of Poog are still in full effect, which were previously reported as per the link below as issues 1 and 3. https://forums.obsidian.net/topic/93434-multiple-bug-reports-again/?do=findComment&comment=1928229 (As an aside, issue 4 is also in full effect still for me, and I haven't tested 2, but 5 and 6 appear to be fixed. Some issues from the even older bug report thread that is linked to from my previous post are also still present) To re-summarize the bugs with Poog's powers. ----------------- 1. Poog's "Shot in the Arm" doesn't (often) allow multiple characters to be healed at once in a typical fashion, and the timing of when the ability activates is often wrong. Specifically, if multiple characters provide a blessing to a check made by Poog, his power will only allow one of them to shuffle a random card from their discard pile into their deck. However, if he makes another check during a different encounter on that same turn, he may then use his power again to allow a different character who had provided him a blessing on his earlier check to 'heal' as well. In short, if 3 characters supported check #1 by Poog with a blessing, in order to have his Shot in the Arm ability work correctly, Poog needs to make 2 additional encounters to have the chance to 'finish' the full use of his power. 2. Poog's ability "Greenhorn" is not working as written. It clearly states that it banishes a boon with the Animal trait when used "for its power", and yet burying an animal with the location power from Dare or Dare (as stated in bug #2) will also trigger the banishing, though the animal's power was not used. In fact, it appears using an animal for almost any other ability (besides its own power) allows Poog to use his ability, which is incorrect. 3. Poog's ability "Greenhorn" has odd timing. After recharging/burying/discarding/revealing an Animal ally, you may use it at any point during the full turn, which is very incorrect. As written, you should HAVE to banish it immediately and use the optional draw. ----------------- As a reminder, both of those bugs were mentioned during the release of this character over half a year ago. Bonus bug. 4. If Ranzak evades a bane (or certain banes, at least) with a "Before you act" power, the new character who encounters the bane does not trigger the "Before You Act" power, nor does Ranzak, and it appears to be nullified entirely. At least, the (something) Longshanks bane, when the dice roll gives them the power to do 1 electricity damage to characters before they act, is nullified if Ranzak throws another character at the check instead. I humbly request that Obsidian, if it has the developer time to spend maintaining this game, look through my previously filed bug report threads (accessible through the link above, and then in turn from another link in that post) to ensure that most of the stated bugs have actually been fixed.
  16. Great posts, but I feel you're being too optimistic about the bugs being en-route to being fixed soon. The bugginess of the game has gotten, for the most part, worse - not better - over a period of upwards of a year, and I still have gotten no response about the list of 30+ bugs I've reported on many months ago, the overwhelming majority (plus new ones) are still very much around.
  17. -My device is a Galaxy Note 10.1, running Android Version 4.1.2. -PFID#: BFAD46EC71D603F -Pass And Play is off -Permadeath is off -Story Mode So I'd previously established a topic of multiple of my posts detailing more than 20 bugs which made up some - though not all - of the bugs I had experienced prior to the PC release of Pathfinder Adventures. https://forums.obsidian.net/topic/92549-multiple-bug-reports-including-gamebreaking-muck-graul-bug/?do=findComment&comment=1911294 Its worth noting that only some of those reported bugs have been fixed. I think far less than half of them have been fixed, in fact. Otherwise, I have purchased and played the very first scenario (Dare or Dare) of the Goblins adventure path (Adventure Burn Everythings), and would like to immediately share the issues/bugs I've personally identified in the single scenario of play. Some have been reported in this forum before, some have - from what I can see - not been mentioned at all. ----------------------------- 1. Poog's "Shot in the Arm" doesn't allow multiple characters to be healed. Or rather, it does, at times, but in a very odd way. For example, I've cast a spell with Poog, had multiple people provide blessings for the combat check, then only been able to 'heal' one of them. That said, when I moved to make another check in the same turn, despite nobody having used a blessing on this new check, I was able to use my Shot in the Arm ability again, and then allowed to 'heal' one of the characters who'd previously supported me with a blessing that I didn't get to heal earlier. Very odd. 2. The sole location in the first scenario, Dare or Dare, lets you bury an ally to add a 1d6 to any roll against a bane. This is subject to the same bug that was present with Lini previously had (as well as other corner cases); and using the ability, then moving the ally back to your hand, does not remove the 1d6. You can then bury the same ally again, and repeat the process for infinite dice. Basically, auto-win against every bane as long as you have an ally in hand. This is basically a pre-existing bug. 3. Poog's ability Greenhorn is not working as written. It clearly states that it banishes a boon with the Animal trait when used "for its power", and yet burying an animal with the location power from Dare or Dare (as stated in bug #2) will also trigger the banishing, though the animal's power was not used. 4. When building my party for the new adventure, it did not let me use the name "Seelah" or "Valeros", instead giving my characters the names "Seelah 1" and "Valeros 1", despite having not made a party for this adventure before. If they're supposed to be account-wide name restrictions, then it's still bugged, because my other adventure also has a Seoni and a Harsk, and yet they were given the standard "Seoni" and "Harsk" names just fine. 5. Completing Dare or Dare gave my party both a Skill Feat and a Card Feat. The scenario rewards do not, in any way, suggest a Card Feat should have been awarded for the Scenario. 6. At one point Ranzak came across one of the "Horde" barriers. I believe Skeleton Horde, where everyone must defeat an Ancient Skeleton and then the barrier is banished. Though it shouldn't have changed the outcome, I used his ability to Evade and have another character at my location encounter it at random. Seelah appeared to be chosen, as it jumped to her, but the barrier then banished itself, with no monsters being summoned at all (though the scenario rules did still give Seelah a boon for 'defeating' the barrier). I've had heaps of problems with Horde-style barriers before, so this also feels like a bug that's been around a while. ----------------------------- I have pretty much no intention of continuing the adventure. Not given the exceptional rate of bugs realized in the first mission alone; even following multiple patches since my last, also buggy, experience with the game. As a result, there probably won't be further responses in this thread with additional bugs like I did last time.
  18. Given the length of time this bug (among many others, all repeatedly reported) has been around, I'm pretty much just thinking the answer is 'no'.
  19. An insightful post, but with all due respect... If there's a need for a community led effort to demonstrate and teach newcomers "Here is how to avoid most of the gamebreaking bugs" and "Don't do this in case this happens" and "If you encounter this interface issue or bugged mechanic just do this", then I would argue the game is inherently hostile to newcomers. Bugs that are well-understood by existing community members are still just bugs to the eyes of a new player, and telling them "Oh that's been around for years; just do this little trick instead" isn't necessarily a convincing selling point when you're implying how long they've gone without a fix.
  20. I'd like to make the neutral statement that a great deal of these bugs existed prior to the PC release/patch, as can be seen in numerous threads from before that date (including my thread stating upwards of 30 bugs, some gamebreaking, posted within the last month before the PC release). Furthermore, the patch notes never suggested that many of these had been fixed, and from as little of a day of release there were new threads popping up of bugs. Some forum checking would have highlighted the faults/bugs in the game, I feel.
  21. This was really bothering me, because these are two very active and extremely helpful forum-goers here, which is instilling a degree of doubt in me that both would say so... ...but the Paizo FAQ, and multiple statements from the developers, have always said that replaying scenarios in the board game is fine. See the following FAQ entry for Rise of the Runelords: http://paizo.com/paizo/faq/v5748nruor1gk#v5748eaic9r4h
  22. A few notes that haven't been brought up yet. 1. Even ignoring treasure chests, there are some differences between cards in the digital version and the physical game, of which I believe were all initially greenlit by Paizo (original board game developers) designers to both improve the functionality in a digital interface as well as rebalance the game for the better. Some cards were rebalanced (Acid Arrow, Bandit Henchmen etc), some have been added (Blacksmith's Son, Stride), some have been removed (Levitate), all for a number of reasons. Changes were mostly to improve otherwise bad cards (Acid Arrow used to be identical in dice to force missile & lightning touch, but not basic), or to increase meaningful checks and decision making; such as making the Bandit Henchmen grow more difficult with the adventure deck number, so they don't remain as a difficulty 8 check even when fighting them as part of location effects towards the end of the game (when getting a +8 or more static bonus for any of your weapon checks should be the default). These are changes that are generally for the better, and do not seriously adjust the game compared to the board game, besides making a couple of cards more meaningful. 2. You ARE allowed to replay scenarios in the board game, from everything I've read on the official forums. It's not necessarily encouraged, but it's within the rules to do so (you just don't get the scenario rewards more than once). A few people in this thread have stated differently. Perma-death is most certainly in the board game, however. Running out of time for a scenario (or forfeiting) is fine; just restart the scenario, same as in the digital game. A small consideration is that the 'forfeit' command in the digital game is (at least in previous patches - I have not played the latest patch) has always been really shoddily implemented. "Forfeit" in the board game means "every player passes their turn until the blessing deck runs out". They still need to reset their hands (if they have more/less than their hand size), they still need to finish any checks in progress, etc. From all of my experience in the digital version, despite the warning message, you could frequently forfeit before or during certain checks and have the game end without worrying about potentially dying to a bad roll, which would be considered cheating in the board game to go "Oh, I might actually die in this check I'm already doing. FORFEIT". 3. You can also make the argument to not use alt-character equipment sets if you want to be closer to the board game balance/intent, but to be fair I would encourage using them if you're having more fun doing so. 4. Yes, bugs will always mean that the experience will not be as close as, perhaps, some people would like. Especially late in the adventure path, you will come across bugs; potentially extensively.
  23. Personally, with the current implementation of the stash (even without considering tertiary elements such as runes/charms, or treasure chest boons that surpass RotR ones), I feel the 'pure' experience is dead, more or less. Or rather, jumping through the hoops in order to play the game in a way that emulates the board game's balance is sufficiently headache-inducing that I would strongly recommend just playing it physically. If you own a physical copy of RotR or Wrath of the Righteous, I wouldn't have any ethical qualms with suggesting the use of Tabletop Simulator to play these card games, either. It's honestly gotten to the point where it's just better (easier, more manageable and cheaper - if you already own the appropriate board game and expansions for home play) to play via that rather than Pathfinder Adventures on Steam.
  24. Sounds like a bug. You can only use one type of card for a given check, but it's extremely clear that the "Before You Act" text is a different check to the check to defeat, so you should be able to use a weapon for both. It seems the game has treated them as the same check, therefore removing your ability to use a weapon 'twice'. Yes, the game was buggy before the recent patch, now, from what I hear, it's just as bad or worse, especially for longer adventures/later scenarios.
×
×
  • Create New...