Jump to content

Longshot11

Members
  • Posts

    815
  • Joined

  • Last visited

Everything posted by Longshot11

  1. I agree. It's impossible to play this way, especially when I'm trying to beat the legendary scenarios. To answer your first question, I Ended a scenario with 1/4 blessings, so I replaced them all with blessings of erastil, leaving 2 blessings in the vault. Then I played again and one of the blessings got banished, so at the end of the game I went to replace it, but there were still 2 left in the vault. I sure hope the fix will restore whatever blessings might be missing from your Vault, but wait just a sec there: are you saying you're actually allowed to replenish with Erastil after a game?? Because several people reported they only got access to Blessings of the Gods when they were short (and only Basics for other card types too, like spells)
  2. Also reported here: https://forums.obsidian.net/topic/87237-meri-inspired-dexterity-resetting-encounters/?hl=%2Binspired+%2Bdexterity - what makes you think your card disappear from the Vault? - do you experience any of the 'encounter reset' effects in the other thread? - does it seem to matter if you're playing the blessing on yourself or on another character, and if the checks are Dexterity based or not? I hope this is one of the bugs that get top priority for the next patch, because it's ridiculous that role selection basically ruins your hero.
  3. Also reported here: https://forums.obsidian.net/topic/87178-malagus-kreeg-bug/ Solo Lini, Dam is closed. I encounter the villain at the Garrison. - I fail the second check to defeat. Malugus 'shuffles with a blessing between Garrison and Shimmerglens - I Spyglass in the Garrison: I find Malugus and put him on top - I go to Shimmerglens and Augury them... I ALSO find Malugus! - I defeat Malugus in Shimmerglens, he shuffles in Garrison - Garrison now has 3 '?' cards, which indicates Malugus' extra copies are in addition to the extra blessings, and are not replacing them - I encounter and defeat Malugus at the Garrison and I win the scenario In addition to the obvious multiplying bug, there's also something else here: when you defeat a villain, you should search the location deck, and only if you don't find other villains you close it permanently; if you find other villains - the location should be left open with only the rest of villains inside. In my particular instance, despite having a second villain in the deck, I got the desired effect (having to corner and defeat Malugus only once); however, if your game isn't checking "if Malugus Kreeg is cornered and defeated" but instead "if villain is cornered and defeated", without making a check for other villains in the deck - this could give you (and us) trouble down the road, when there're multiple-villain scenarios. Just wanted to give you an early heads-up on that.
  4. I have also experienced both issues: - Augury the same 3 cards 4-5 times in a row - Evade the same card in a full deck 3 times in a row Of course, it can be argued that this is what 'true random' looks like...
  5. This sounds the same like this issue: https://forums.obsidian.net/topic/86318-summons-multiple-fights-when-not-supposed-to/?hl=%2Brat+%2Bswarm This has been entered by the Devs in the "Know Issues" thread, but it seems to specify the Garrison as part of the bug. So, did you fight Ironbriar in the Garrison? (I can't remember but I don't think this was a location in that scenario). If not - it appears the bug is: Rat Swarm, when not defeated by at least 4, shuffles into the active player's location deck (no matter which one it is), regardless if it came from it, or if it was summoned. (and summoned creatures should never go in the location deck).
  6. Unless your in-game Trident is somehow different from the one in the Gallery - it says "For your combat check, reveal this card and DISCARD ANOTHER CARD".
  7. So, some guy encountered Goblin Warchanter and decided to play weapon/spell, so he gets to roll Wisdom. - Seelah's at the same location, and I notice she has the blue chains on her Heat Metal spell (which is ok, since it's an Attack spell); however, this spell shouldn't be playable during the active player's Wisdom roll - just for the kicks of it (and because I already sense *some* bug coming - I expected to add the HM bonus to the active player's Wisdom roll), I play Seelah's Heat Metal - sure enough, Seelah gets to roll Wisdom too - I beat Seelah's Wisdom roll (I used the bugged Inspired Grace, if it matters, so I actually didn't roll Wisdom but the Warchanter's Combat check) - then the game switched to the active character, who now had to do the Warchanter's Combat check, completely skipping his own Wisdom roll (which initiated the whole thing). This Combat had the Heat Metal bonus applied to it. My working theory: if you play a Combat-supporting spell with the Attack trait, while the active player has a pending Wisdom roll - the game assumes you're at the "roll for combat" stage and skips the active player's Wisdom roll. Other interesting test cases: - other player plays a non-attack combat support spell (Strength), while active character is in the 'roll for Wisdom' stage - other player plays a combat support spell (both Attack and non-attack - Fiery Weapon / Aid), and then the active player tries to play Weapon/Spell
  8. There's 2 threads on this, but I'd rather the issue is clarified (also easier to search for people): https://forums.obsidian.net/topic/87321-broken-game-state/ https://forums.obsidian.net/topic/87372-game-freeze-in-story-mode-battle-at-the-dam/ It would appear selecting "Acquire by Check" messes up the game in some way. Temporary solution will be to always acquire it by Burying a card (and if your hand is empty - you're kind of screwed because *you can't refuse to acquire* - just sayin', devs). Also, if someone has find a way to circumvent the lock up - please, post the info here.
  9. It sounds similar to this issue: https://forums.obsidian.net/topic/87321-broken-game-state/ So, I'd say the problem is rather with Norgorber, rather than with 'Battle at the Dam" (the screenshot appears to be from Into the Mountain)
  10. Well, with most enemies, it doesn't really matter if you get na initial "Evade?" prompt, you decide to battle, but then reconsider - in these cases, it's perfectly OK if you're still able to evade (for example, Merisiel doesn't get a prompt at all - she get's both her Evade and BAckstab powers lit up and active, and up until the time she actually rolls any dice, she can select one or the other) What WOULD be a bug, is if for example you encounter Wildwood Boar, you decline to evade, but then you fail his pre-combat Wisdom check and reconsider about fighting it. At this point, you're already in an encounter (initiated by your Wisdom roll), so the Mail of Escape shouldn't be working.
  11. If you seek help with a particular issue, you might wanna check the last few topics in the forum. It just might turn out your questions have been answered in another thread ... or a dozen.
  12. Yeah, I just got my locations mixed. Regardles, Turtleback Ferry's 'When Closed' power is 'draw a new item', so there you go.
  13. You probably defeated her in the General Store - the card you got is from the Store's "When Closed" power.
  14. Have you previously completed the scenario with Lini (such as you already chose a role for her once)?
  15. Well, not really. I can only guess that there's a lot of people involved in this project, and it's not always sure who had talked with whom. Sometimes things get lost along the chain of communication, it happens. So maybe Obsidian talked to Mike at Loneshark games (who, I guess is more involved with the game design), while maybe Vic (more responsible for the general design and consistency, far as I can tell) goes by Mike's last statement few months back. Or maybe it's something else entirely. We get text updates from Paizo and update our cards accordingly. I suppose the text was lost somewhere - we treat it as word of law unless something stands out as particularly odd, and given that the Impaler is a spear and other spears don't require proficiency, it seemed legit. In the process of double checking on this with Paizo, I saw Vic's ruling in the same thread: http://paizo.com/threads/rzs2syxi?Does-Impaler-of-Thorns-really-require#19 Vic: As good as it is to not require proficiency for casters, it turns out to be a bug after all. My apologies! We'll get this rectified. Darn it.
  16. Where are you reading this ?!? It says "All the allies that were acquired and put aside"
  17. Rescued allies in HCtF constitute "Scenario Reward", and as such - it is expected behaviour that you only receive them the first time you complete the scenario with any given party.
  18. Updated with: 'Into the Mountains' Heroic/Legendary power is triggered by the Full Packs/Painful Memories wildcards, and defeating henchmen triggers the wildcard 'bury 1' effect Kyra doesn't add Magic vs. Spectre (works fine vs. Ghost; Shadow – unknown) Valeros' “Close Quarters” only adds Strenth die + Melee bonus, no Strength feats HctF: playing Brodert Quink off-turn resets the active players turn (new Black Magga turn + new free exploration) HctF: wrong ally count in the 'scenario power' (Ex: shows 18 for 4 players, instead of 15) HctF: a top-decked Boa encountered as first exploration can be stuck (non-swipe-able) HctF doesn't unlock adventure progress if Magga eats the last card in the game Shimmerglens: “When Closed' power doesn't work - even if “end turn” is selected, it resets your hand and kills your hero if he has no sufficient cards; also, the power description, when location is closed, is not visible during the turn Wand of Scorching Ray is missing the Arcane trait (both in terms of description and usability)
  19. Our ordering will be a bit different than this, but the idea is the same. I'm not arguing, but I find your choice a little odd. Birdcruncher Crown and Fire Sneeze are awesome cards in the early game, but by AD4 they're already mostly obsolete...
  20. I just bought another chest to test the above, and helpfully enough it had two uncommons and two epics in it, so it's definitely not a case of always being three uncommons and something else. Wow... I never had this happen for 70+ chest. What that means is, getting the % values is probably a futile excercise, as they're likely using 4 separate tables for each card. For example: Drop Table 1: 100% Rare (or 80% Rare/20% Epic - even though the description in the Store 'guarantees' a Rare, while it obviously means "Rare or better". Also, there could be a 1% for Legendary here as well)) Drop Table 2 (if Rare is rolled for the first card) 1% Legendary 10% Rare (possibly second one) 5% Epic 84% Common Drop Table 3 (if Epic is rolled for the first card) 1% Legendary 10% Rare 89% Common Drop Table 4 (for Card #3) 1% Rare (possibly third in the chest) 99% Common Card #4 - 100% Common
  21. Do you mean when you use the 'Forfeit' button? Because that makes sense in conjunction with the original bug, as the Magga is eating all the cards, while you're spending empty turns.
  22. No, what SHOULD happen, is if you forfeit you lose, no matter what. Um, no. In this particular scenario, "forfeit" is the card game equivalent of players just spending 'empty' turns, because they know they already have enough allies to beat the Magga. So winning on forfeit is correct (if you have the needed allies) http://www.dictionary.com/browse/forfeit That is not what Forfeit means. If you want to run out the clock, just go through the pain of ending each turn individually. While they are similar concepts in every other scenario in this game so far, this one scenario highlights the difference between Forfeit and "Run out the clock". By calling it "Forfeit" it is synonymous with loss. If you just want to run out the clock, it should be called something else. Are you implying that for some tactical reason you might want to lose a scenario you've already won? Because if it is just lexical consistency you're after, we'll have to agree to disagree - I'd much rather not have to press End Turn a dozen times and watch the stupid Magga animation every time.
  23. You're correct on both accounts. Incidentally, the Arcane Armor spells could benefit from being reworded as "Display this card to prevent X damage...". Otherwise, when you get the prompt "Discard X" due to damage, and then you select the Armor spell - you should get 2 separate buttons "Discard for damage" and "discard for effect" which is obviously not a good idea.
  24. No, what SHOULD happen, is if you forfeit you lose, no matter what. Um, no. In this particular scenario, "forfeit" is the card game equivalent of players just spending 'empty' turns, because they know they already have enough allies to beat the Magga. So winning on forfeit is correct (if you have the needed allies)
×
×
  • Create New...