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  1. Is it worth uploading crashreports and dumps? I just got a null pointer dereference. Entire error log is 20k; crash dump is 260k. Unity Player [version: Unity 5.5.4p3_245d8623a674] PathfinderAdventures.exe caused an Access Violation (0xc0000005) in module PathfinderAdventures.exe at 0023:00561653. Error occurred at 2025-06-03_162726. Z:\home\user\.steam\debian-installation\steamapps\common\Pathfinder Adventures\PathfinderAdventures.exe, run by steamuser. 62% memory in use. 0 MB physical memory [0 MB free]. 0 MB paging file [2048 MB free]. 0 MB user address space [3063 MB free]. Read from location 00000000 caused an access violation. Context: EDI: 0x0871fdb0 ESI: 0x35d5f268 EAX: 0x35d5f228 EBX: 0x00000000 ECX: 0x0871fe64 EDX: 0x00000004 EIP: 0x00561653 EBP: 0x0871fdb0 SegCs: 0x00000023 EFlags: 0x00010202 ESP: 0x0871fd64 SegSs: 0x0000002b Bytes at CS:EIP: f3 0f 10 03 f3 0f 10 30 f3 0f 10 7b 04 0f 5a f6 Stack: 0x0871fd64: 0871fe10 00000014 00000000 3e75c290 ..q...........u> 0x0871fd74: 00000000 00000000 00000000 00000000 ................ 0x0871fd84: 3e75c290 00000000 00000000 00000000 ..u>............ 0x0871fd94: 00000000 40555555 00000000 3f7c9f88 ....UUU@......|? 0x0871fda4: c04a9c10 bf000000 3f800000 0871fe1c ..J........?..q. 0x0871fdb4: 0065e4b5 0871fe64 35d5f228 00000004 ..e.d.q.(..5.... 0x0871fdc4: 00000000 00000014 00000000 00000000 ................ 0x0871fdd4: 0871fe44 00000000 0000000c 00000014 D.q............. 0x0871fde4: 00000000 00000000 00000000 00000000 ................ 0x0871fdf4: 00000001 35d5ebe8 00000004 3f800000 .......5.......? 0x0871fe04: 00000000 00000000 bf800000 00000000 ................ 0x0871fe14: 00000000 bf800000 0871fe7c 0055e577 ........|.q.w.U. 0x0871fe24: 0871fe64 0871fe68 0000000d 35d5f228 d.q.h.q.....(..5 0x0871fe34: 00000000 00000004 00000000 00000006 ................ 0x0871fe44: ffffffff 00000004 0871fe60 35d5ecf8 ........`.q....5 0x0871fe54: 0051a5f0 2c3a8570 035d7eb0 ffffffff ..Q.p.:,.~]..... 0x0871fe64: d7c63638 d885ab8c 00000000 00000000 86.............. 0x0871fe74: 00000006 35d5f228 0871feac 0058a38d ....(..5..q...X. 0x0871fe84: 35d5ecf8 00000004 2c3a8570 02a8aa10 ...5....p.:,.... 0x0871fe94: 035d7eb0 02a8aa10 00000000 035d7eb0 .~]..........~]. 0x0871fea4: 35d5e1d0 02a8aa10 0871fed0 00589ac6 ...5......q...X. 0x0871feb4: 2c3a8570 001d98ca 80000001 2aeaf720 p.:,........ ..* 0x0871fec4: 035d7eb0 02a8aa10 00000001 0871fefc .~]...........q. 0x0871fed4: 00589b99 035d7eb0 003a8570 001d98c8 ..X..~].p.:..... 0x0871fee4: 80000001 00000001 02a8aa10 00000000 ................ 0x0871fef4: 02a8aa3c 001d98c8 0871ff18 0058a58a <.........q...X. 0x0871ff04: 00000000 030cb614 030cb614 0058a60d ..............X. 0x0871ff14: 00000000 0871ff30 00627b9f 02a8aa10 ....0.q..{b..... 0x0871ff24: 030cb614 00000000 00000000 0871ff48 ............H.q. 0x0871ff34: 7b62afd0 030cb614 7bc5f867 7bc5f867 ..b{....g..{g..{ 0x0871ff44: 030cb614 0871ff5c 7bc5f867 030cb614 ....\.q.g..{.... 0x0871ff54: 00000000 00000000 0871ffec 7bc60180 ..........q....{ 0x0871ff64: 7b62afc0 00627b70 030cb614 00000000 ..b{p{b......... 0x0871ff74: 00000000 00000000 00000000 00000000 ................ 0x0871ff84: 00000000 00000000 ffffffff 7bc6c2e0 ...............{ 0x0871ff94: 7bc24b30 00000000 0871ffec 030cb614 0K.{......q..... 0x0871ffa4: 00000000 00000000 0871ff60 7bc600f9 ........`.q....{ 0x0871ffb4: 00000000 00000000 00000000 00000000 ................ 0x0871ffc4: 00000000 00000000 00000000 00000000 ................ 0x0871ffd4: 00000000 00000000 00000000 002b002b ............+.+. 0x0871ffe4: 7bc5f840 002b0023 00000000 00000000 @..{#.+......... 0x0871fff4: 00627b70 030cb614 00000000 p{b......... Module 1
  2. OK, without any question, this is the *single most annoying aspect* of party prep. To make sure that each character is at their best, I want to make sure I give them cards that best fit their abilities and specials. And *I cannot!*. If this game ever gets any updates, please, this is probably the single most important improvement, more than any bug fix.
  3. So the end of turn order is odd. You first reset your hand. Then you have "end of turn" actions (I had the stride card). Then comes "after you reset your hand" actions. So yes, you *can* heal. But you cannot heal (after reset hand), *THEN STRIDE* ("end of turn").
  4. 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.
  5. 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?
  6. 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.
  7. When adjusting decks for characters in party building, is there a way to see the character sheet? I'm sure that I'll eventually have everyone's abilities memorized, but for now I still need to double check what they can do.
  8. (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.
  9. Ohh, turns out the designer of the card game (physical) even has guidelines for homebrew: https://paizo.com/threads/rzs2r6ax?Choose-Your-Own-Adventure-How-to-Make-PACG-Cards
  10. 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).
  11. (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?
  12. It occurs to me that this is a game that could really benefit from a modding community; is there one? From "fixing useless powers", to "community-made campaigns", this just has the feel of a really good RPG core.
  13. (Bump) So do you have a list of all the "useless" skills and features / powers and roles that wound up being near useless? And, do you have a list of "These are things that fit the character that could replace those and be useful"?
  14. Some of my characters have "repair" markers on every card. Some do not. What determines this?
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