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keybounce started following What did I do wrong? Caltrops vs Sneak , Bug: Poison Pill: Apothecary: Wrong order of end of turn , Bug: Card duplication (!) *AND* deletion/loss and 4 others
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The text of the apothecary states for at location, if you did not explore, you can recycle cards from your discard to your deck. The actuality though is that if you *move to* the apothecary, you cannot. The actual location rule in game is, if you *start* here and do not explore; that's not the text. Is this how the card game works, and the text needs adjusting? Or is this a bug? EDIT: See next post. End of turn actions are out of order.
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In Scenario 2, Poison Pill, at location Guard Tower, the special effect is to summon and encounter a bandit henchman. The Bandit states that on defeating him, you can close the location. But no, no you cannot close it. I thought this would be an easy location for Valeros, but no. This feels like a bug. Is this actually how the card game plays?
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There is a card dup bug in the current game. When I first found this, I could not believe that this existed. But, it then failed to replicate. Sometimes it would, sometimes it would not. Then I found out what caused it, and how to *make* it trigger, and duplicate cards. And managed to lose cards from the same problem. === The bug: When you have an internet connection, and hit the red back arrow to cancel a deck change, both the decks *and* the stash are reset to the last save. **If you do not have an internet connection, and hit the red back arrow, then the character decks are reset but the stash is not. ** And the game will randomly drop it's network connection to the server even if the network connection does not actually die. To duplicate: 1, disable internet, intentionally (Or, the game's random drop of connection). 2, move cards to stash 3, hit back Repeat to get lots of cards in the stash. NB: there will still be a limit of 10 at scenario start, you will have to sell them. EDIT: NOPE! The stash size limit is not enforced if you leave card editing with no network connection, enable the network, and then move to the scenario. To lose cards: 1, move good cards from stash to characters. 2, have the game's network connection fail randomly (NB: Actual network connection is fine; the game randomly loses it from time to time) 3, hit the back arrow Good cards are lost as the stash is not reset, but characters are. Losing cards from a bug is more annoying than being able to duplicate cards for extra gold.
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Well, that was a shock.
keybounce replied to Bullwinkle's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
(Bump) So on the assumption that this is still the case -- that you want to continue making more for this if it is worth doing, even almost a decade later -- here is something to consider. On the assumption (that seems to be the case) that $25 is a "full game" of 6 adventure decks plus a base set, how about something like the following (taking advantage of Steam's bundle discount system): 1, the "base game" is a free demo. It is clearly marked in the ads / product page, not as "free to play/in-game purchases", but as "Free demo, purchasable full game". 2, the game clearly states that a campaign is 6 adventure decks/chapters, each having 5 scenarios. Each adventure deck is $6 (or just over $1 per scenario -- and even state that each scenario is about 1-3 hours of play, depending on replay with different parties and difficulty, success rate, etc). 3, The campaign is in a steam bundle at a 18% discount -- so instead of $30 for the whole campaign, you can spend $25. The benefit of the steam bundle is that your price drops as you have already purchased chapters -- so instead of having to buy everything, you get a discount for having bought the pieces ahead of time. I'm not sure that any other store has this -- being able to only buy a portion of a bundle if you already own parts of the bundle. 4, this in turn lets you have sales/specials (or bundle participation), by discounting the bundle or the individual pieces. 5, Oh look at what is new a decade later. Kickstarter. Kickstart pre-pledges for either 1 initial chapter, or the full campaign, can fund development. 6. **Absolutely** make sure that the game is playable without spending gold on bonuses (charms/runes) [should be automatic if you have the same challenge level as the physical game]. Real life money should only need to be spent on content (adventure locations), not on one-time improvements. For too many people, that "pay to win" balancing is a turn-off. (NB: *Having* it lets people who want to, spend more; *requiring it*, or even the *hint of needing to* destroys things.) Gameplay-earned gold for optional unlocks ... I know that runs both ways. Some like it, some hate it. The worst example in the industry was almost certainly the star wars "You have to unlock jedi to play them, or spend an additional $x". One issue with the game right now is just "what am I purchasing"? This was especially true with a recent steam sale, where the base game was cheap enough that I figured it was well worth getting -- but the DLC wasn't clear what it was/what it offered. So something to make "what the game is" more obvious will be a big gain. As for "pay for characters" -- I am really going to say that's a bad idea. Consider that I will have no idea if I like a character or not until after I've had a chance to try it, paying for something that is a good chance of "not being fun" just for the 100% completion of content is a turn-off, not a turn-on. Knowing that there's X characters, and I'm expected to like some, not others, and different people like different things, that feels like it's just how the game is. From what I understand, PACG went from having "this is the rules as of our first set/campaign", to "These are now the coreset rules, and here are changes to the early campaigns to fit the new common rules". So you could have (just an example) a kickstart for the new coreset and the start of one of the newer campaigns. If you really want to incentivize, the base/demo has 4 characters, deck 1 unlocks all the base characters, deck 2 unlocks the alt characters -- and keep that in all campaigns. It's not a case of "I already purchased the characters, I'm having to purchase them again" (a turn-off), but more "this is an effect of any campaign" to get you playing. -
New player with questions
keybounce replied to keybounce's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
Ok, Lem is also a healer. It took me a while to understand -- once per turn, he can trade a spell in hand for the discarded cure spell, and then cast it to get cards back. So as long as he does not lose all of his spells, he can heal his own spells. Beyond that, he seems to be all about having others do better at things; so he would be paired with teamwork guy (Valeros). -
Solo runs
keybounce replied to a topic in Pathfinder Adventures: Characters Builds & Strategies (Spoiler Warning!)
(Bump) Ok, I need help on solo running anyone without cures. Merisiel was the first I tried, and despite the free attack, I was running out of cards with no way to heal anything back. Also, only a few of them have cure in their deck -- and if you don't have two, or a way to cycle cards of your choice, how do you manage? -
I want to know what I did wrong / what I misunderstood. I encountered a sneak, with Mistriel. I had Caltrops. Caltrops says I can discard to defeat an opponent up to 9, and the sneak fits that. Game asked if I wanted to evade or encounter. The "evade" button was lit and flashing, as was the green arrow to the right. I hit the arrow. Instead of defeating the sneak, it was shuffled back into the location What did I do wrong?