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keybounce

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  1. 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").
  2. 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.
  3. 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?
  4. 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.
  5. 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.
  6. (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.
  7. 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
  8. 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).
  9. (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?
  10. 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.
  11. (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"?
  12. Some of my characters have "repair" markers on every card. Some do not. What determines this?
  13. I just managed to (barely) complete B-1 with 6 people, and 2 blessings left. I'm now 22 cards over my character's limit, and I've already got 5 cards in stash. How do I get out of deck management? Game wants me to get everyone "happy".
  14. 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?
  15. I am trying to understand what, or if, I understand or not. Gold, as I understand, can be spent on treasure chests (unlocks cards), on a few specific treasure cards (instead of random chance, but very expensive), or on runes (time-sensitive bonuses) or charms (scrolls -- like one-time use of cards; others -- looks like ptw bonuses for a scenario that is too tough/characters too weak). Runes -- one set of runes claims it increases the likelyness of unlocking better treasure, but does not indicate how much it improves. Other than that? Increasing gold payout for a time period sounds good, but if you're learning the game / the scenario, you're going slow, especially if you need to read text and plan; you're not getting the full benefit. Which would mean you either need to rush (and make mistakes, and increase stress), or you're doing legendary runs. Neither of those sound fun to me -- the stress effect makes one a non-starter. For me. Is there anything I missed? === Treasure: So buying a chest unlocks cards, adds them to the active cards, and gives you some to work with. In the physical game, how were these represented? Were there "locked cards" that had to be unlocked to use, or is this entire mechanism new to the digital game? Also: Now that I understand how to use the card examination, I see that about half of the treasure cards are already unlocked; I did NOT buy any chests yet, and have a fresh install of the game from the steam sale last week. So what determines if a treasure card starts unlocked, and what makes a card treasure or not? Sample of what I mean:
  16. This was not clear in the tutorial. If you have open locations, the villain of the scenario is going to escape even if you defeat them. But if you do not defeat them, blessings are taken from the blessing deck. Even if you do, the size of each open location gets bigger.
  17. Ok, I found the answer. This is not obvious, but if you go to Options -> Glossary, you can find the actual game rules. Favored card type: You will have at least one card of that type in your starting hand.
  18. Location question: "apothecary" has an effect if you do not explore. How can you *not* explore? Equally, at "General store", when you close it, you add random items, and then get the top card -- so why add 1-6 items -- what does adding more than 1 item do? EDIT: So exploration is *Voluntary!*. You can actually skip it, especially useful if you know what's on top and want to leave it there for later. As for adding items to the closed place -- closing does not mean the place is empty. It just means that (unless you have something else as a location rule) you remove what was there. More things can be added, or only *some* of what is there can be removed (location rule). So closed locations can still have things to find by exploring.
  19. So I thought these character creation screens were supposed to have the character's background, and an explanation of why sometimes skills are attached to a different characteristic than normal
  20. Bump Was this ever fixed, or is it still an active bug/issue?
  21. What does the favored card type on the characters do?
  22. I have just started, and have a lot of questions. I notice I am confused, so what am I misunderstanding? First: How does perma-death work? I tried doing a solo run of just the rogue (Merisiel), figuring that the backstab-when-alone ability would help me kill things. Naturally, it failed badly -- ran out of cards, and died. I did not have perma death, so I can try again. But ... If there are only 11 characters (not sure if the others are DLC or game unlocks), and you only get one of each (character was locked after being selected), and you've lost a few to perma-death? I did not see a "start over" button anywhere. Second: How do you use the blessing deck? Each turn a blessing is revealed, but I can't see any way to use it, other than blessing of the gods letting me replace that text with the text of the blessing deck. Is that the only way, or is there something else I'll find later? Third: Do I have the basics of the resource mechanics right in this summary: 1, each character starts with 15 cards/hit points, and can expect to spend about 1 card per location card, 2, each location has 10 cards, 3, the number of locations is 2 + number of characters, 4, so the number of cards you might have to go through is 20 + 10*characters, 5, but you have a maximum of 30 turns, possibly less, before the blessing deck runs out Implying that while more characters gives you more firepower and hitpoints for defeating and closing, the increase in number of cards to go through makes bigger parties harder? (Which gets to the recommended size of 3-4 characters?) This also implies that free explorations becomes very important, yet so far each free exploration I've seen requires discarding (not recharging), so there's a limit if you can't heal. And finally for now, is Kyra the only person that can heal/recover cards? Given the timing of things, does that make her the only one capable of solo, or required in small parties (few party member cards)? Equally, is the paladin ("crusade") required on large parties as the only one capable of skipping less important explores?
  23. (bump) So from reading the forums, it seems that party size only matters for gold reward on the highest difficulty; the first two only pay out once and ignore party size.
  24. When Merisiel uses hide to evade an encounter, the monster is undefeated -- but is shuffled back in, instead of being banished.
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