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Longshot11

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Posts posted by Longshot11

  1. Oh wow, now that i know that blessings can be used by other players to perform checks, it makes it much much easier! previously i only used the characters to perform the check themselves.

     

    i also found out that players in the same location can play items to help other players. Using the wand of erivation to help others with their checks is awesome.

    Wow. Respect for finishing AD3 in hardcore mode (without knowing about Blessings) :D

     

    That said, all of Jenceslav's points are great so keep them in mind. Also, stock up on every Blessing of Shelyn you can get your hands on, you'll thank me later (around AD6, to be precise :)  )

     

    Some additional hints:

     

    Augury and Scrying are some of the best spells around  - in a monster-heavy location they are almost certain to be equal to auto-defeating 2-3 monsters! (search for monster, and choose to put any monsters found on the bottom of the location)

     

    Merisiel's power to leave evaded cards on top of the location is great for "locking" Villains - evade them, leave them on top, and return when you're ready to kick the Viallin's butt (with people spread to temp-close other locations as needed).

  2. I used a spell to move Kyra from the Academy to team up with Ezren1 in the final battle. For some reason the spell did not work and Ezren1 cannot attack the Villain.

     

     

    FYI: You probably attempted to use Stride to move Kyra *after* you encountered the Villain. Just so you know, during an encounter you may play a very limited and specific amount of spells/powers, that are only relevant to your situation. "Relevant" is currently roughly defined as  "the card/power should not require you or another character to perform another action in order for the card/power to impact the situation".

     

    Since moving Kyra doesn't impact the situation unless you do something *else* (i.e. Kyra takes on of the villain's checks) - playing Stride on her during the encounter is an illegal move. So, the spell not working is not a bug, but this specific case may be 'confusing' the app and causing the freeze.

     

    (To give an example where Stride should work: check the AD6 Monster 'Skulking Vampire' - his increase of difficulty is dependent of wheter you're alone or not; in this case, moving Kyra to yourself totally IS relevant - though I don't hold my breath that the app will take this cornercase into account...)

  3. This exists ever since AD6 has been launched. My working theory is - this is the card feat that you should get for completing the Adventure Path (the app has no Adventure Path UI in which to even announce you should get such a reward); and this is definitely a better time to get the feat then when you have already beaten Karzoung and it's all over.

     

    I would agree though, that it would be best if they just write in the Card feat as part of the Cabin in the Snow reward.

    • Increasing the cap for Legendary and Epic cards by one. I still want those to be rarer that other "lesser" rarity cards in terms of location deck construction,

    With the risk of sounding confrontational - how does what *you* want help players who prefer salvaging all their Commons so they only get the Rare/Legendary treasures? I mean, I don't have many R/L and I haven't personally paid for chest (well, one 1-month Gold sub, but I'll let it slide), so I don't particularly care if you go that road, but to me it sounds like a way to further annoy an already irritated core player base.You are basically punishing players who were opening chests with the idea that they have a control over their Treasure pool - and now you just pull the rug from under their feet. I won't even get into players who have paid for chests and hunted down 5 Swords of Slaying (for example), but I can only imagine in their shoes I'd be igniting torches and sharpening pitchforks right about now... To dictate your personal preferences on a paying player-base (let's say you don't owe anything to FTP-er's but that's still bad word of mouth..) doesn't strike me as the smartest decision, is all I'm saying.

     

    The second option, with "off-tagging" actually sounds OK - it still mostly doubles what manual salvaging of 'bad' cards was doing, but combined with auto-culling will probably save some time. You're still wrestling out control from players, so old users are probably not going to be particularly happy, but new ones probably won't bat an eye... as long as you actually explain WITHIN the game what's happening with all their cards.

     

    And, of course, if you're still charging Gold for Chests on mobile - I don't know how any one player would' feel it's anything but rip-off, considering you're sort of 'stealing' their cards, and they have an ever-diminishing chance (as they gradually fill their Collection caps) of actually getting *anything* from a Chest. God forbid that they're actually payng real money for it...

     

     

    I have currently pulled away from mobile, and I wait to see how you'll turn things around with the GOG version, so all of the above doesn't directly concern me, but I really think your approach with regards to  your existing player base hasn't been very... popular. The lack of proper and timely communication is a main culprit, but by this point this seems to become the rule rather than exception with the app, so color me surprised no lessons seems to have been learned through the development cycle about how to keep your players in the loop.

  4. I'm using the Pathfinder Adventures App and I'm on part 4 of the tutorial. I'm just closed the Farmhouse location but I cannot figure out how to move the rogue to the Deeper Dungeons location.

    Was the location empty at the start of your turn, and you got a "Close Location" prompt at the start of turn and you used it to close the Farmhouse?

     

    If yes - by Closing Location, you skip your Give Card and Move steps. It's an unfortunate departure from tabletop rules, but that's how it works in the app.

  5. Wow, don't mean to bring up a bug that was raised back in November 2016, but the Steam version (Pathfinder Adventures, Obsidian Edition) is still having this issue.

     

    Normal difficulty, my first play through, after the option to temporarily close other locations, it returns and BAM - 2 points of damage before I even get the chance to do battle.

     

    Now wait a second there...

     

    Not only should you raise the issue if it's still not fixed - but from your post (as well as OP's screenshot - notice Valeros is the active character), I get the impression the 2 Combat is dealt to the ACTIVE character (the one that encounters the villain). Is that correct?

     

    Because, if so,  the power of Jaagrath (as seen on the screen above) very clearly states "BYA, Jagraath deal 1 Combat damage to each OTHER character at your location...". Therefore, not only there is a bug for 2 Combat dmg instead of 1 - the more serious bug is, this damage is dealt to the active character, when it shouldn't be!

  6. Hmmm.. it Sounds like it work exactly as it should be. If you have not enough cards you have to fill them from the unclaimed pile first and after that from the box.

     This is bull****. Not only should I not be forcibly made to make use of Treasures - but what you describe completely f**ks up the strategy post AD3 where you would banish a card of particular type so you can "shop" a *specific card* with (AD#-2).

     

    If what you describe is indeed intended and not a bug - this would be a new low for the digital implementation of the game...

  7.  

     

     

    > cards i got from chests are not available to me unless i am online

     

    Dev decision, I guess.  Maybe they can explain what/why changes occurred.

    I'm not a dev, but I can tell you the most probable reason - it's anti-piracy measure. Save data is easier to edit and "crack" when stored on your local device; that's why - given that the game on mobile had micro-transaction purchases - you could ostensibly just edit yourself a save file with all the paid content unlocked (you would have access to the content data in the hypothesis where it's supposed to be available to you off-line). This is why they keep all paid content server-side, so anytime you start the app - it checks with the servers what paid content there is, and what part of it you're permitted to use.

     

    And, yeah, that gave me a heart attack the first time I opened my gallery and find all my treasure cards missing, without realizing my WiFi was off....

     

    Incidentally, now that the game is on PC where you pretty much buy all or nothing - this system seems redundant, but I don't expect them to change it. Also, this crap is probably the reason why they can't get the game running on GOG (who have a pretty adamant anti-DRM stance, which forced online connection for accessing the content you paid for represents). But hey - if you're not a big fan of owning the stuff you pay for - Steam is always there for you... /rant

     

    Ha, i didnt understand everything you said the first time through, i had to reread it.  So they had to make this update because steam requires all purchased stuff to only be available when online?  Sorry, maybe im still confused.  I am a fan of owning the stuff i pay for.  So should i not be operating on steam?  It is just such a big change, and wifi isnt available to people everywhere, even when in countries with good options.  Verizon works in some areas and some not for instance. So i can just lose my items in the middle of a scenario is a pretty big deal (whether ones in on my character or even the option of finding treasures).  There has to be a way to go back to how its been the past year.  This seems like something they should put in the BEFORE YOU PURCHASE info lol. (Just FYI you wont be able to get any of your items if you are not online)  lol  .......sad thing is ill probably still buy it........or, bring my box set down to honduras from the states.

     

    Sorry, my jab at Steam didn't have anything to do with the issue.

     

    My point was, on mobile they HAD to put premium items in online-only mode, to prevent piracy... Only, now I'm confused because you seem to imply that for the last year you have been having access to Treasures even without WiFi ?!? For me, ever since launch, No net = No treasures , so maybe I've been having a problem all along (in which case - please assume all my assumptions in the post above were wrong)

    • Like 1
  8.  

    > cards i got from chests are not available to me unless i am online

     

    Dev decision, I guess.  Maybe they can explain what/why changes occurred.

    I'm not a dev, but I can tell you the most probable reason - it's anti-piracy measure. Save data is easier to edit and "crack" when stored on your local device; that's why - given that the game on mobile had micro-transaction purchases - you could ostensibly just edit yourself a save file with all the paid content unlocked (you would have access to the content data in the hypothesis where it's supposed to be available to you off-line). This is why they keep all paid content server-side, so anytime you start the app - it checks with the servers what paid content there is, and what part of it you're permitted to use.

     

    And, yeah, that gave me a heart attack the first time I opened my gallery and find all my treasure cards missing, without realizing my WiFi was off....

     

    Incidentally, now that the game is on PC where you pretty much buy all or nothing - this system seems redundant, but I don't expect them to change it. Also, this crap is probably the reason why they can't get the game running on GOG (who have a pretty adamant anti-DRM stance, which forced online connection for accessing the content you paid for represents). But hey - if you're not a big fan of owning the stuff you pay for - Steam is always there for you... /rant

    • Like 1
  9. This DLC will upgrade a base version of the Steam game to an Obsidian Edition - free of charge.

     

     

    This is crap.

     

    I wrote and deleted this post like half dozen times, and it's probably for the better because no one needs the stream of invectives  this froth-inducing 'news' made me wanna spout.

     

    So, instead, I'm gonna try to explain it as concise and civilized as I can:

     

    - I wouldn't have liked it, but I would've accepted it if PC version was only available on Steam. Many devs overlook GOG at all, and I can only deduce there are sound business reasons behind it.

     

    - I wouldn't have liked it, but would've understand it if no compensation for mobile users was available at all. In fact, I would've preferred it to what followed; at least, it all mobile users would've been treated the same.

     

    - Getting the game on both Steam and GOG, but offering reparation only to Steam users feel like someone I supported just spit in my face

     

    I've been with the game on mobile from day 1. My money have been on the game on mobile from day1. In the early days, I've been an active member of the community, and -I like to think- a constructive one at that. I'm probably in top 3 users by quantity of reported bugs. I helped new users get around the overwhelming ruleset and the sometimes unintuitive UI.  I never complained about the delays, or stability issues, or bugs - because I know what you have to deal with, and the ungrateful labor the devs had to go through to bring the complicated beast that is PACG to an interactive format.

     

    And for all that, I now get a slap in the face, and being told that -on top of my current investment in the game- I now have to pay "wrong choice of PC store" tax that other paying users don't have to deal with, just because I have the audacity to prefer GOG. I'm literally* being shown that my money spend on mobile is worth less than the dollars of Steam users. (And regardless how YOU see the situation, this very definitely MY perception of it)

     

    I can't believe it, but this 'compensation' actually made me want to buy the game on PC LESS, since shelling out 15$ more bucks than pretty much anyone else on my level of financial (let alone other) commitment to the game is just adding insult to injury - and that would be adding it *myself*, and I haven't really found to have any masochistic or self-humiliating tendencies.

     

     

    I realize I'm in a minority here (most people are not only OK with it, they *love* them some Steam), so I don't expect Obsidian to have an incentive to fix my particular situation, but I'll say this: GOG is currently running a round of their "GOG Connect" initiative, where a user can 'import' the games they own on Steam into their GOG profile, and where "eligible games are made possible by participating developers and publishers". So I'll kindly look into the possibility of making Pathfinder Adventures available on GOG Connect. Should that be the case, I'd swallow my pride and common sense, and I'd actually get the game on Steam, "just this once" , knowing that I can then peruse it on my platform of choice. Thanks in advance for any effort you might make in that direction.

     

     

     

     

     

    *not a literal usage of the word 'literally'

    • Like 7
  10. TBH, most of the location descriptions in RotR are awfully generic, and hardly give you any idea about how a location figures into the plot (so yeah, some flavor is lost, but no particular "lore" to speak of). In further tabletop sets it gets gradually better, but as far as ROtR goes - the app actually does better job of presenting the plot-centric locations in context than the original card game (especially in AD2).

     

    Most people I know haven't even read the descriptions in the card game, so omitting them probably was only sensible for Obsidian. I can see how that irks the completionists though.

    • Like 3
  11. Hey, guys. I am the designer behind the Stash. I figured I would drop in and let you know why we decided to include the Stash in the game.

     

    There are a handful of issues I was trying to address with this new feature:

    • As some of you have already noted, many folks were creating characters specifically as mules to hold cards. My thought is, if this is how people want to play the game, we should accommodate them to some extent. The Stash makes this process much easier and allows users to make characters that they actually want to use in the campaign, instead of just to hold cards.
    • One big problem that I identified when I first came onto the project was our treasure chest system. The previous implementation of treasure chest cards only added the treasure cards to the campaign's box. Users didn't get anything immediately from the chest. It doesn't feel good to purchase a chest, open it, and not get an immediate reward from it. I wanted to remedy that by giving users copies of the cards that they found from treasure chests. To do this I needed a place where users could get a copy of those cards and assign them to their parties. The Stash works well for that purpose. It also allows us to grant copies of promo cards, as well.
    • Anecdotally, I noticed many users (especially new users) are hesitant to banish cards because they are removed from your character deck permanently. This also means that users are less likely to keep cards in their decks that have banish costs. Having the Stash allows users to experiment with using banish cost cards without losing other items that they may want to keep.
    • There are many scenarios where specific cards would be much better choices than others. The stash allows users to swap out cards that wouldn't normally make the cut for a character deck, but may be really good for a specific scenario. For example, if you found the Birdcruncher Crown you may not keep it in your deck because you consider it too special case, but with the Stash you can swap it in and out for scenarios that make sense. Think of it as something similar to a MtG sideboard.

    For those of you that only want a 1:1 board game translation, I completely understand where you are coming from, but I do feel that the Stash will make the game better for a large majority of folks. I wouldn't have pushed to add it, if I didn't believe that. Also, since the Stash isn't a required system, you do have the option of just not using it. If you would like a purer experience you should just not use the Stash. The gameplay should be the same as what you currently have in the game.

     

    Because some people wonder "who asked for this?" - on these very forums, multiple newcomer players have repeatedly asked if there's some sort of Stash they're supposed to use to keep some of the cool cards they don't have a place for in their decks - which, at the very least, testifies to the intuitiveness of the idea for the uninitiated users. Also, there are literally dozens of accounts (especially from experienced players counseling the newcomers from the first sentence) that show that people do indeed use "mules".

     

    So, BAdler, I'd like to join the team of like-minded people in thanking you for the introduction of the Stash feature. You've nailed all the points on the head, and I just want the add in particular - without a  Stash, the "banish" cards are not only useless to keep in your deck - they're actively detrimental to it; the big problem being not that they will disappear on use, but rather that you then get saddled with whatever random crap you picked up during the scenario to replace them with. Needless to say, in the card game all Potions and alike have always felt like a waste of perfectly serviceable card real estate.

     

    Also, I *have not* asked about a Stash in the Paizo forums, for no other reason that it has been brought up multiple times ever since RotR, and they just seem reluctant to do it, for whatever considerations (Granted, there are plenty vocal people there that will be quick on the "game too easy now" bandwagon, so maybe Paizo/Lone Shark don't want to aggravate them, but I just don't see this as valid reasoning if Stash is introduced as "optional rule"). So count me among those that would be very pleased if this turns out to be one feature that cross-pollinates back into the card game.

     

    (Also, I know discussion on the Internet quickly devolves when the word "entitlement" is thrown around, but I don't know what else to call it when a group of players whine about a feature that is *OPTIONAL* and that is clearly requested/needed by a bunch of other players).

    • Like 3
  12.  

    7:

    Having a confirmation screen when clicking not to close a location, or when it happens while encountering a boss let us use that character to close that location again, as it was a clear mistake.

     

     

    The issue doesn't even necessarily involve canceling the "Close Location?" prompt. The matter is, when the Villain first appears - it's usually by surprise and gets you unaware. Then the game spits you out on the Temp Close screen, and then you have to chose who closes what without knowing who has what cards in their current hand. Which wouldn't be so bad, but when you select char/location combo, the game then *immediately* prompts you "Close Location?" (at which point you can only see the selected char's hand), and if you Cancel - this character is considered to have permanently forfeited his Temp Close opportunity.

     

    What I would suggest, if at all technically feasible, is:

     

    - during Villain Temp Close: only flag off a character who has *actually* attempted to close a location; if they didn't and Canceled instead (because it occurred to you that it may be advantageous to go with another char first, for example) - that character should still be selectable at the Villain Temp Close screen

     

    - Empty Location Deck: if you hit Cancel on the "Close Location?" prompt - it should "minimize" into a button, that the player can press at any time during their turn (unless an "End of Turn" power has already been performed!), to bring forth the prompt again. Most importantly, this will mirror the physical game in regards to chars that start their turn in an empty location. Currently, they get a prompt at the starts of their turn (running again into the issue of not being able to see who has what resources to assist the check): if they accept, this will end their turn after the attempt (which is correct, as the Close Location is the last turn step before End of Turn); if they decline, however, they do not get another opportunity to do so after previewing player hands, playing cards and power, and performing Give a Card - all of which are things characters are *supposed* to be able to do BEFORE attempting to Close Empty Location.

    Ideally, an empty location's "Close Location?" prompt would *not appear at all* at start of turn. It should instead be initiated as the first possible action prompt when a player selects End of Turn (before all End of Turn powers, like Amiri's move, or recharging Magic armor)  - this will also spare the necessity of additional UI element like a minimized "close location?" button.

  13. I'm curious, has anyone managed to do this and beat the great runelord Karzoug with Lem solo on Legendary?

    It would require a completely thought out deck to try and avoid Karzoug until the end, though I fear that the burying would be too fatal for Lem.

    If anyone completed that, he/she/it should really deserve a "Lem champion" title.

    Actually, 6-5 on Legendary doesn't require any more specific deck composition than on Normal. The only difference is you get one additional henchman, and that's a breeze. There are many other scenarios that get a ridiculous push in difficulty on Legendary (*cough*5-4*cough*), but Karzough himself is not one of them.

     

    That said, I defeated Karzoug with solo Lem on Normal, (and as I said - one additional henchman doesn't change anything) so this is my advice:

     

    First, you need to have several bases covered (and this goes not only for the rather unchallenging 6-5, but even more so for the other more difficult scenarios):

     

    - Combat: Deathbane Crossbow +1. If you got Weapon profficiency, you can get a better weapon, but I opted for Light Armors. At any rate - 1 weapon feat is recommended, as you can always chose to start with your best (albeit single) weapon

    - Damage Prevention: Steel Ibis Lamellar. Not only you laugh in the face of KArzoug/Blue Dragon/Warden of Runes BYA damage, but you can also recharge it for an extra 1d6 to you Dexterity (combat) check. I also carried a Sihedron Medallion, but if you happen across any of the better Protection Rings - go for them.

    - Combat Boosters: Blizzard and Corrozive Storm spells - they add 2d6 to your combats for a whole turn, and you don't get any drawback when you're solo. Also, flasks of Storm/Firestorm, for 3d6 each.

    - Villain Setup: I cannot stress enough the importance of this in solo play. Basically, you want to know *exactly* where the villain is each time, so you can close the other locations, and then manipulate into your Perfect Hand for the final showdown. Any evade/scout capabilities are welcome, but  since Karzoug may not be evaded - I carried the Medusa Mask all the way from AD2 for the express purpose of setting Karzoug up; he then becomes  the top card of the deck, and it's only a matter of Augury/Scrying to put him on bottom. Brodert Quink and Magic Spyglass are also good for bottom-decking Karzoug, while the Revelation Quill pretty much solves your game right there.

     

    The Perfect Hand

    So, there is an erroneous view that you should somehow speed through 6-5, so as to minimize buried cards. This cannot be farther from the truth. In this scenario -as well as in most other- you couldn't care less how many cards you discard or bury - *as long as you have the cards you NEED*! In solo, where you have no buddies to help you out, it will all come down to one or two checks of YOU VS. VILLAIN. So once you've done your Villain Setup, you begin the sometimes slow, but ultimately crucial process of taking "empty" turns, discarding cards and resetting your hand, going down to 0 cards in you deck if need be, as long as you end up with what I've taken to calling "The Perfect Hand" - the sum total of the most useful cards your current deck allows for your encounter with the villain.

     

    So, assuming you've bottom-decked Karzoug, and you've cleaned out all the other trash, your final task is to setup your Perfect Hand, which for my solo Lem looked thusly:

    - Card 1: whatever. This is the card you'll bury at the start of your turn

    - Card 2: Deathbane Crossbow. Your combat card.

    - Card 3: Steel Ibis Lamellar (or any other single card that will soak up all of Karzoug's BYA Constitution check damage)

    - Card 4: Flask of Storm/Firestorm (displayed before the encounter for 3d6)

    - Card 5: Flask of Storm/Firestorm (displayed before the encounter for 3d6)

    - Card 6: Corrosive Storm/Blizzard spell (displayed before the encounter for 2d6; app players are at advantage here, as the do not need to suffer the boardgame's Arcane/Divine check to play Attack spells))

    - Card 7: Corrosive Storm/Blizzard spell (displayed before the encounter for 2d6; app players are at advantage here, as they can cast Blizzard/Corrosive Storm out of encounter, so they're not limited by the "one card per type per check" rule)

     

    So, for the first check, I have:

    d8 +3 (Dex) +d8+1 (Deathbane) + 10d6   which gives a minimum of 16 and an average of 48 against a target of 30

    for the second check, you have the same dice, but you also recharge the Deathbane for Lem's Solo Performance, for d4+3, and possibly also recharge the Steel Ibis for its power, for another d6 - so, a minimum of 21 and an average of 57 against a target of 40.

    From here on, you're only left to prey to the Gods for a good roll.

     

    Bottomline, Karzoug in the app feels a bit like a cheat mode compared to the boardgame, where you're not only not allowed to grind for cards, but you also don't have access to Steel Ibis and the Flasks. (ofc, I'm somewhat kidding about "cheat mode", as the app actually feels *more fair* towards solo casters than the board game).

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