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Jenceslav

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Everything posted by Jenceslav

  1. Yes, it may be I was just using wrong characters / too little searching. Magic spyglass and Revelation Quill helped in some cases, but not much. I had Seoni with 100% offensive spells (Desintegration, Poison Blast, Sign of Wrath) and no searching. Ezren had mostly attack-, but also some support-spells including 1 Scrying & Augury among his full complement of spell cards. Kyra was rather useless for fight or scrying (Holy Light & Swipe & Cures - not enough against the henchmen) and Merisiel had good ranged weapons (and all her powers were virtually nullified - no chance evading Karzoug, everyone is in the same location). Overall, only Seoni and Merisiel (somewhat) were suitable for 6-5 - and I tried it in all combinations for countless times. When at last there was only Karzoug, then usually some bug ocurred. I had to level up a second party with Lini, Valeros, Amiri and Ezren the Second up to 6th adventure. And then, combination of Valeros & Seoni was (after several bug- or bad-luck-ridden tries) able to defeat that adventure on Heroic & Legendary. I do not "rush" with exploration, but the "no blessings deck" is not such a big advantage when you have to bury 1 card every turn. You cannot even use cure to last longer. Maybe I didn't have optimal decks as I did not grind at all - I've just done 1 adventure, then the previous adventure on Heroic, then on Legendary. Overall, I would still put the 6-5 as the most difficult scenario in the game (as expected from the epic fight against the supervillain).
  2. In my first play, I had not opened any treasure chests, so no Clockwork Owls in my Collection But yes, Mountaineer is one of the best allies in the game as it provides a very strong bonus to any Survival check - this ally is one of the most stalwart companions of my fully-evolved-Charisma Seoni. The only Allies that she cannot easily get through Diplomacy are animals for Wisdom/Survival check. It is one of the cards that I consider as "If you obtain it, do not throw it away - ever!". Wand of Enervation, Fire Shield (or Reflecting Shiled), Sihedron ring and Blessing of Lamashtu are similarly essential cards. I would rank the difficulty of the scenarios as 6-5 (insane) >> 6-4 (especially the crazy Leng Device location!) > 5-4 (three Villains, ever-increasing difficulty in Heroic & Legendary) ~ 6-3 (see above) >> any other 5 or 6 scenario that is merely "very hard" (>> = much greater than)
  3. Sadly, it seems that the second graphical glitch (two overlapping pictures with AD name + two double-sided arrows) is still present in Android even after the secong GoblinUpdate™ ) ... I hope it is correct at least in iOS.
  4. After the newest update, I noticed a new control for switching between Rise of the Runelords and Rise of Goblins, which is somewhat glitched graphically. I am playing on Android tablet with landscape orientation of the screen (if it is relevant) and the caption of the current adventure deck has two double-sided arrows (one below, one to the right). Both seem to react independently of each other (and positioning two different images at the same place), switching between RotR and RoG. That is, you can switch both the buttons in such way that there are pictures for RotR and RoG at the same time in the same place, overlapping. As I do not have RoG, I cannot confirm if the switching of the deck works with the bottom button, the right one, both or none. If somebody else sees the same glitch, could you check that, please? Thanks
  5. Limitting the DLC purchase to real-money-only is of course a option that is in the rights of the developer and I do not want to argue otherwise. The price is not too high for this content (I think) and Obsidian has to make money to further develop the game. But there are some people who are not able to pay real money in app (e.g. I play on tablet, don't have internet banking and really do not want to bother with bureaucratic forms and then hope that it will all work as intended). It would be good if the company considered providing the option to obtain the DLCs in a few months time for gold coins. They can have the cost scaled upwards however they like (maybe even 1.5-2× higher than the gold coins obtained by buying gold coins for the same amount of money for the DLC in question), but it would be very good policy. That would not decrease their profits by much (most people who can pay real money won't have the patience to wait several months for new content...). And please don't take this as a critical statement, but only as a suggestion. I would also like to add one thing related to the store - if someone buys all the alternate versions of characters with coins (such as my self), there is still the Ragged and Refined Bundle available to be bought. That is, you can pay almost insane amount of money to buy 5-6 alternate characters (which you already have, but the application does not check it) and their normal versions (which you also have due to buying particular characters' alts), which nets the user completely nothing. It would be best if the price scaled down with the amount of stuff you already have (e.g. I only miss the Promo deck from the offer "Rise of Runelords bundle" and have everything other, but the price listed is still the same), but that can be problematic / exploitable from the programming point of view. The least thing to do would be to designate this bundle as "bought" when you have all the things inside. Otherwise the company risks the need for support tickets and refunding money back or even (let's hope not) lawsuits.
  6. When I remember this scenario, I always shudder with disgust. There is no problem in the location card composition in the app - it was the same all the time and did not change at all. It is even precisely the same as in the card version. The problem is that the difficulty of the 6th adventure skyrockets from the hard, but doable 5th adventure. So there should be no difference between two plays (unless you played at Heroic for the second time) - if you won for the first time and horribly failed for the second time, you had probably been extremely lucky the first time If I remember correctly, I maybe successfully completed this adventure with a very well-equipped and skilled party of 4 (Merisiel, Kyra, Ezren, Seoni) at Normal difficulty. But on Heroic or Legendary difficulties that unlocked after that, I had to use only a pair of heroes, otherwise they will be dead long before all the locations could be possibly closed. I cannot imagine any group of 6 unless each has an item allowing to succeed in a closing skill check (of the Amulet of Fortitude or potion type). And adventures 6-5 and 6-6 were even worse, on Heroic and Legendary I needed not only two heroes max, but also the proper heroes and insane amount of luck, partly due to many bugs in the Most High Ceoptra and Karzoug Villains.
  7. The changes in the card composition are, at least in Merisiel's and Ezren's case, strangely similar to differences between alternate and normal versions ) All characters have (so far) one alternate version with different skills, subskills and slightly different primary ability, but they can have also modified starting card numbers. So the normal Ezren has 1 weapon and X items, but the Scholar Ezren has 0 weapons and X+1 items. Similarly with the Shadow Merisiel. So it seems that you did just change the versions (the buttons Equipment in the character selection menu) without noticing. If you do not have the alternate versions or you did not willingly change to alternate characters, then it might be a bug. Check if the characters have gold background - if so, they are the alternate ones.
  8. I observed the same, but never tried ranged weapons (I was using it with Kyra and Amiri). Strangely, the Cabochon can be used even with Holy Light, which is a complete nonsense (not even Melee check) and should be corrected.
  9. I think the rules on the max number of treasure cards have been temporarily relaxed. Your card collection will only catch the eye of Sauron if you have like 30+ of a specific card. I suspected as much. On second look, I have 5 Incanters and 5 Improved Aids (rare) at the moment, so this confirms your statement. And thank you for adding the promos, I forgot them, partly because I have only 1 card of that type (Rooster) and cannot remember how I obtained it at all. )
  10. You list the cards in increasing rarity when found in treasure chests. The copper border represents the Uncommon cards and these are generally ported-in cards from the Class Decks of the Pathfinder Guild. Some exceptions can be found (Fortified Leather Armor and two others, I think) The blue bordered cards are Rare cards. Generally very good boons The pink / violet (I am a guy, so no definite colour discernment ) are so-called Epic cards, which are much rarer, but sometimes very interesting. "Favor of <insert_god_name>" are my favourite ones. The fancy gold border signifies extremely rare Legendary cards. Hard to get and usually very strong. Apart from Elemental Body (which I opened 2× + one as a bonus), I have only very few of these. The fancy border without any significant colour (I think of it as gray) represents cards that you obtain as a reward for completing one whole adventure (3-5 scenarios) on Legendary difficulty. One exception (in the Android version, at least) is Guide to the Beyond, which incorrectly has the purple border (Epic). There was some talk about limits of numbers of specific cards that you can own. That is, e.g. no more than X Elemental Body cards in your Vault (for me, it shows 2 instead of the 3 I received / opened). It is higher for less rare cards, as I have 5-6 of one uncommon card (don't know which) and I think 5 rare Shortbows +1.
  11. For the daily challenge that counts blessings being played to help other players, my Kyra's Blessing of Sarenrae did not count at all. It seems that the problem is with the power allowing her to recharge these blessings. So when I play the blessing for another hero's check, the prompt "Recharge / Discard" springs up, but the blessing is not added to the challenge count. Whatever I press, the count is not increased. One more slight bug with Ripnugget - when I play Orb of Firestorm, Orb of Ice or even Swipe (all have recharge checks 10) against Ripnugget, the difficulty of the recharge check depends on his&its Stealth check. If I fail, even the difficulty of recharge checks is increased by +2 despite the text on the villain pertaining only to the second "check to defeat". (Android version)
  12. I have observed the same thing, in Normal difficulty (second attempt to level up Ezren after the first version disappeared / bugged away after the quest mode wipe). It was the same combination of characters (Valeros, Ezren), but the other way around with Valeros going first.
  13. I noticed the same thing when showing this wonderful game's mechanics in a bus to a friend as an introduction into the rules of card version. The Stash did not clear out after the game (as I was playing offline) and I did not find any way to clear it - screw the few gold coins that would be earned by their banishing on-line. Sadly it seems that you have pinpointed the issue with that - memory usage that prevents the game from being played. I honestly do not know if devs or support can help as these cards must be (from the absence of any internet connection) stored only locally, at your device. And if the program cannot run at all... One way to solve it could be erasing the cached memory of your application or in the worst case reinstalling the app. All your progress that was achieved in the past should be stored with your google play / other social network connection that you use. I never tried this - I stopped playing PA offline immediately due to the risk of insufficient memory, but these things might help.
  14. Some updates: 4. Very surprisingly, it seems you can also use the Scarlet and Green Cabochon for Holy Light. Steps to reproduce - in any fight with Combat (no Siren or Satyr) discard Holy Light and voila, you can reveal the Cabochon to add 1d10 despite the check being Divine and not Melee. 5. When the Wrathful Sinspawn-spawning wildcard is active, even the temporary closing sequence in the Swallowtail Festival behaves incorrectly when the top card of the deck is a monster. After encountering Ripnugget the game prompts for a Close this location? If the top card of the deck is a monster, Wrathful Sinspawn is summoned. If you defeat it, the location becomes temporarily closed and the original monster remains on top. In addition, it will be hanging out in the area near the deck until someone draws a card from this deck. 16. Another bug in the Attack on Sandpoint (1-1) - when closing the Town Square involving Wand of Minor Healing, you are forced to recharge a card and now have an option to draw/not draw a card. I hit (I think) draw a card with Seoni and then clicked on the red double arrow to end the turn. Seoni drew cards up to her hands, including the Wand and her turn did not end - I was able to use the wand and then end the turn again, drawing one card (up to Seoni's hand limit). Just a minor bug in the closing logic of this location.
  15. You can add missing cards up to the deck = (current deck - 2). When I first read the rules for card version, I got this wrong (I believed that you can first banish any cards you obtained you do not want and then add the missing cards from the decks {up to the current deck -2}). However, if you had full 10 cards in a Stash and after this your Stash was empty, then it is an incorrect behaviour and a bug.
  16. Hello, I believe this should be in the Technical Support subsection. Ad Mokmurian's club - for me it is working properly. When attacking, you may discard 1 card to add 1d10. Then, after the fight one random card is recharged from your discard pile. Check the number of cards in the discard pile. If it did not decrease, then you experienced a bug.
  17. 4. Yeah, I know. The item is useful for those Locked doors and other stuff you have to bash your way through using weapons. But the temptation to use it to survive some battles is soooo great (in Kyra's case almost any melee combat). But I will try to be better person and not to cheat. But I admit, once or twice I shamefully used the ability to use Sihedron Ring repeatedly to survive some AD6 villain's power (fixed in some previous update). 7. It can be understood that way, but I am not really sure of stacking triggers (like in Magic the Gathering) - Henchman says "if defeated, close location" and location says "if <monster> defeated, draw blessing". In which order should these be taken? This option may be restricted due to coding of the game and the fact that it is voluntary, but before the compulsory prompt "Close the location?". I am fine with both interpretations, but wanted to be comprehensive To be clear, if you choose not to close the location, you may draw a blessing.
  18. I believe this is not a bug if your Stash was empty before the scenario. The original card game works this way - if you have any card missing and could not replenish it by the cards obtained in the scenario, you can fill up the rest (and only the rest) by cards with the Basic trait - in this case, Blessing of the Gods. However, once you start adventure 3, you can select any card (basic or non-basic) as long as its number is 2 below your adventure number. That is, you first had the chance to distribute anything you obtained in the scenario. Then, you had one blessing missing, so the game allowed you to replenish only the affected hero by blessings up to ~1 (i.e. Lamashtu and all major gods). You may not gain more than the missing amount of cards in this way.
  19. Hello everyone, I love the Pathfinder Adventures game and your digital adaptation as well. I am playing on tablet (model TS-803D, Android 4.2.2) quite often. Despite everything working almost flawlessly, which is amazing for such complex interactions, there are sometimes small bugs that I want to report. Some of them were observed several updates before (just before the launch of the Steam version), but most of them are recent. There are quite a few of them so bear with me, please: In the Foxglove Manor scenario, the Haunt check to meet Iesha Foxglove starts at +2 instead of +1 In the scenario where you cannot temporarily close the Dam location, I was somehow able to close it upon encountering the Villain in Shimmerglens. I did not try to repeat that. In one scenario, the Galenmir villain was found by Valeros & Ezren - the "before you act" triggered, dealing Valeros 1d4-1 damage, but then for Ezren the damage roll was 1d4+1. I believe this happened to me also in some other barriers / ogres with similar power, but I am not sure. You can use Scarlet & Red Cabochon to boost your Combat check (despite it saying non-combat Melee) if you first play a weapon. If you correct this, my Amiri and especially Kyra will need another repeatable combat boost. In Swallowtail Festival location (scenario 1-1) playing on Legendary and with the wild card summoning Wrathful Sinspawn, I defeated the henchman at this location. The next card I had to defeat to close the location was a monster. Therefore, Wrathful Sinspawn was summoned, but after its defeat, I did not encounter the monster and thus was not able to close the location. Next turn, the monster was on top (unsurprisingly) and its defeat did not close the location (unsurprisingly). In scenario 1-1 with Seoni at Rusty Dragon, Merisiel at City Gate and Kyra without any weapons or attack spells at Sandpoint Cathedral, Kyra encountered the barrier that makes Ancient Skeletons. Seoni killed its own, then Merisiel, for Kyra I used a blessing to have better chance of defeating the skeleton. After the roll (I won), the skeleton remained "hanging in there", with no control available. OK, so I swapped to the Vault and back (often clears such issues), had to roll again (OK, no worry) and defeated the skeleton. However, the barrier was not removed from the deck (card count was the same) and next turn, guess what. It was still there and the process repeated (this time with Sabretooth tiger) with no change. The same happened then for the third time and forfeited the scenario. If you defeat the henchman at Sandpoint Cathedral, you cannot draw a blessing from your discard pile as with another monster, instead you go directly to the closing prompt (Yes/No). A bit of nitpicking . It can stay the same if it poses programming issues as I suspect. In scenario 1-1 at Legendary (again), if you defeat a villain and he&it escape to another location, you are not dealt 1 fire damage for defeating a goblin monster. Instead, the map appears and then the "damage" animation, but at this moment you do not have a hand visible. So nothing happens. In scenario 6-1, the reward includes not only a skill feat, but also a card feat. This is in addition to the card feat for completing the whole adventure 6. In scenario 6-1, when you encounter Silas Vekker, another copy is summoned even if the character is alone on the location. In paper version, there is a statement "each character at this location encounters ...". Your "before you act, each character at this location" should be rephrased and reprogrammed to "before you act, each other character ..." similarly to the Tangletooth. Otherwise, only Lini and Kyra can defeat this henchman twice with no help. In scenario 6-4, Valeros encountered the Khalib henchman and was dealt 2 force damage (Adamantite armor-reveal + Reveler-discard); then, he had to make a dexterity check (OK, succeeded) and now, out of a blue, 2 more force damage. Usually it is check > force damage (I had to replay this MANY times at Heroic before success), so he somehow dealt damage out-of-turn? My Ezren (Evoker) has the spell collector feat (both two), so his recharge check for arcane spells lists +13 instead of +9. That is, +4 Int +2 (arcane) + 3 (just 3 recharge feats). So the game seems to think you are acquiring the spells for the first time? The Most High Ceoptra villain is somewhat bugged when complex operations such as Wand of Enervation happen. Similarly, my Ezren played Lightning bolt and revealed Headband + Robe of runes (total +4 Int). Then, Valeros my surrogate divine caster played Swipe from his three Emerald Codex spells. And now Ezren could reveal the Int supporting items again. Ceoptra was handily defeated. Karzoug is even more bugged, which is very sad. My Amiri & Lini fought against the Karzoug (Normal, last card in the deck, Amiri encountered him). After the damage part, Amiri discarded Warhammer+3 as attack, with Blessing of Lamashtu (bury) to boot and succeeded the check. No cards remained in her hand. Then I switched to Lini for the second check. She tried to play Force of Wrath > Divine 15 check. No animal at her hand, Favour of Shelyn came to her rescue. The spell was revealed with the dice and I discarded Unity of Milani to add a dice. But the chance-to-defeat was very small as my Divine die was somehow reduced to 1d4 (as if Amiri was making the check). By clicking on Amiri's icon, the Force of Wrath was unequipped from the board and could not be played again. The Vault > back to game trick did return the dice to the pool and spell to the board, but still d4. Ergo: epic fail of A&L. In the same group and another attack, Lini went for the second check and played Holy Strike (terribly bad idea from her), suceeded in Divine 15 check, but the active player was now Amiri? Amiri with holy strike and d4 as divine die. She failed, obviously, and had to discard several cards for damage that was correctly Lini's. Maybe it is the same bug as 14. I hope that you will find this list useful for tracking these little bugs once you get to that.
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