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Longshot11

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Everything posted by Longshot11

  1. There were some reports that Magic in the Touch doesn't work at all. Are you saying you recharge the other wands correctly (automatically)?
  2. There isn't. It is intended to lock other than the active character. The best Obsidian can do is to clarify its wording to 'if a character tries to play...." or somesuch.
  3. You have your Dexterity check selected. You should select Disable.That was an attempt to aid someone else . You don't need disable as a check if the wording on card is correct. Just a barrier , any barrier will do. Much like masterwork tool working on any barrier. Oh, my bad. Although, when aiding at another location, I do believe the card specified that it should be against a Trap barrier. (which the Poison Trap obviously is, so yeah - still a bug)
  4. Worse, currently it doesn't even matter as the power doesn't work and resets your hand either way.
  5. I wouldn't strictly call it a bug - it's just how they implemented it. Basically, the Cloud is now played at the stage where you play cards to 'Modify the Check' (which is *after* you play cards that determine you skill for the check - such as the combat spells). Yes, it does break the 'one card per type per check' limitation - but in the same time it offers you the closest you can get to the intended functionality of the original spell. In the card game, the Cloud is played before the check is initiated, so you could play it and then play a combat spell during 'Determine your Skill', or a Guidance during Modify Check. But it's clear such implementation would be problematic for the app.
  6. How did you examine the top card, and with who? Was the 'examine' button missing, or just non-responsive? I'm often experiencing a bug, where if another character scouted a deck, the active character is missing the Examine button. You need to to manually switch to another character (possibly the one who scouted) and then return to the active character - this should make the 'examine' button visible.
  7. You just get the same small 'character icon' window that you get if you move to another location. In this window there's an X that allows you to decline moving other people. If you do this at your location - I believe it should leave your Move power button active - you then just press the End Turn button to essentially skip the power (rather than 'canceling' it)
  8. Make sure your heroes get the last card in the game, not the Black Magga.
  9. Unless someone confirms they got less than 3 Commons in a chest, these percentages are not quite correct. In my experince, you *always* get 3 Commons and if we *assume* all Commons are available (which seems like a pretty big assumption), then some of the Commons seem to have a weighted drop chance (Spoiled Brat, Dillettante, Armorsmith, f***ing Chevalier...) Then, the LAST card has like: 1% chance for Legendary 15-20% (?) chance for Epic (F' me if I know, they should've made the Rare/ Epic distinction actually visible) and the rest is Rare
  10. I also prefer that they sold all the Treasure cards for a set price. As it is, I come to terms with the fact that my OCD tendencies will never be satisfied and I'll never get all the Rares, so this makes me care less about the whole system. Someone pointed out a good idea - that you get *guaranteed* new treasure cards fro an X amount of play time (let's say, completed scenarios). But I don't care about the bul**** *difficulties* and their arbitrary wildcard powers, which suck the pleasure out of playing the real game (for me), but are currently the only way to get Chests (short of spending real money; I know someone will chime in that the grind is optional and treasures are just *bonus* content, but currently I feel punished for playing for playing the game as intended (since I'm missing out on gold) and no matter what the devs intended - player perception goes a long way). And I won't even get into the non-existing treasures shenanigans and the bugged-to-Hell-and-back Daily Gold which seem to exclusively punish the paying user. For the record, I bought the whole game on launch and got the Daily Gold subscription (which I won't be renewing for the above-mentioned reasons).
  11. First, as a rule RotR roles are rather underwhelming. There's a bunch of powers that appear on both roles (which kinda defeats the purpose imho), and only maybe 1 or 2 “I can't live without this” power. Also, a lot of the upgrades are just more +1's to a pre-existing powers, and while these can be awesome in the long run, when stacked, they are boring as power choices go (I always prefer new tactical possibilities, rather then a small bonus to an old power). That being said: you're spot on on Meri. I don't know a person who hasn't taken the Acrobat role, and that hasn't taken Delay as their first role power As for Magic Expert – besides what you note about Meri's abysmal Charisma, I don't know what the game creators were thinking, maybe this is a remnant from an early beta-version of the game- but in the whole original game there's no Weapon or Armor that requires a check to recharge, and the Items that do can probably be counted on the fingers of your one hand (definitely on both hands). Kyra: you're correct about Outsider Lore – it makes you original ability also work v. Outsiders. Outsiders are some of the more powerful enemies in the late game, but their numbers are low enough, and you'll still be using the Lore mostly vs. Undead. In that regard, it could be better to upgrade “Heal 1 when you defeat Undead” before getting to the Outsiders Still, Kyra is a good example of those “I could care less” role choices. If you're big on healing (I'm not) – go Healer; if you'd rather get an extra die when meeting the ocacsional Outsider – get the Exorsist. By game's end, I guarantee you won't have felt the difference either way. Val: The 'armor discard' is in the same vein as Meri's Magic Expert – someone didn't get the memo, while changes were made during card design. There could be an armor with a discard power but I honestly cant think of one; if anything, late game armors tend to reveal for their powers. You 'think' you would miss Shield Another, but let's face it – you don't fight monsters and barriers so you can fail, and there's only Scout, Goblin Commando and maybe a Giant of sorts that deal pre-combat COMBAT damage (and a couple of villains in AD4). This power could have a much greater merit if was preventing non-Combat damage, but as-is is near useles (next time you play – try counting the number of times yo take Combat damage, and then see how often Val was around to make a difference) you're also quite correct about the rest and yes, weapons always trump armor in my book, so weapons master is a must for me. Incidentally, I've used his 'Close Quarters' powers so Val can carry surplus ranged weapons until I get the extra card feat for the characters that needed them. Also, this allows you to switch his role in the party to a somewhat inferior Harsk: when you're stuck with multiple weapons in hand, instead of discarding them against Goblins just to free your hand, you can discard them to add d4's to people at other locations (and of course, this being Val, by 'discard' I mean 'recharge')
  12. I believe the single purpose of this weapon is to be used by a solo Ezren against the AD5 boss.
  13. Yeah, we have a bunch of threads discussing this, but I just thought I'll give it a proper write-up for the devs' sake: If Black Magga eat the last card in HCtF and the players have won: the players will receive Gold and reward (the collected allies), and on the Scenario Selection screen, this scenario/difficulty will be noted as 'completed'. However, the next scenario or a higher difficulty will not be unlocked. Also, when the above bug occurs, the ending cutscene will display black background, instead of the red 'closed location' artwork.
  14. That's normal; the allies are the "scenario reward" in this case, and you only get those rewards once per character. Yeah, I always found that weird. All in all, your 'reward' is something you've already earned during the game. I would understand it if there was bonus to acquiring allies, but as it is, the scenario could as well say "When you acquire an ally, bury it. At the end, you get no reward."
  15. You have your Dexterity check selected. You should select Disable.
  16. Well, it's not so much 'challenging' as it's 'boring'. I just went for the two hardest-to-close locations and perma closed. I then had scouted the villain and I spread my people to the locations they're best suited at temp-closed and cycled their hands until I had the perfect setuf to go and kick his ass. If you haven't scouted the villain early - again, just spread your people and make sure you have evasion/armor with each one in case you stumble across henchman (but even if he hand wipes you, it's probably better then defeating him). The only thing that can major screw you up is horde barriers. But yeah, no looting locations and you just do the bare minimum necessary to corner the villain. Yawn. And yeah, I got that bug also.
  17. You, guys, whoever came up with the Heroic power of Here Comes the Flood - it's not even funny! When that overgrown Nessy chomp a whole location in two bites, that doesn't leave much hope for winning. I understand introducing Heroic/Legendary powers that require different player approach, and incentivize new tactics (it can be argued that even the horrendous Into the Mountains falls into this category), but to make an already pretty random scenario even more luck-based...Ughhh. I wished you'd considered making the power something like "Difficulty to acquire allies is increased by 1"" or some-such. It would still be thematically tied to the scenario, but it would at least put into players' hands a decision about resource allocation, instead of leaving them at the mercy of the dice. So, yeah, yo' Magga so fat, I hope she moulds out of her stupid skin! Peace out.
  18. Hmm.. do you remember by chance if you did the first check with the active character? I got an assist for it, so this may have something to do with the bug.
  19. Here Comes the Flood - specific bug: After another character plays Brodert Quink off-turn, the Black Magga gains an additional 'eating' turn, then the game grants the active character another turn. This seems 100% reproducible. Additionally, when this happened to my Amiri, on her bonus turn she encountered a Merchant in the Village House, and rechrged a card to get it automatically. The game then locked up (the Merchant frozen on the screen, instead of going into the 'Score' counter; there was an inactive Confirm button). I went to Vault and back to break the lock-up: Amiri's card was still recharged, but the Merchant was on top of the location deck (similar to a failed Boa).
  20. Updated with: Fiery weapon can be played on a non-weapon combat (tested with unarmed Sajan) scenario 3-1 power should specify that Mammy Graul's difficulty is increased by 1 “for each Henchman FROM A LOCATION DECK that has been defeated” -beating Barl Breakbones' first Fortitude check defeats him outright (tested with recharging Amulet of Fortitude) You may chose the card to discard after Barl's first check (it should be random) Skull Ripper is not immune to the Attack trait
  21. 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.
  22. Whodda known stone giant necromancers are such pushovers? Ezren stumbles upon Barl. Ezren usually laughs in the face of Constitution/Fortitude checks, and not in an amused way. Ezren is smart. Ergo, Ezren has his trusty Amulet of Fortitude handy. - Ezren flicks the amulet out and Joffrey-es Barl on the face - Barl turns around and runs like the little female Goblin Dog that he is, completely forgetting to try Ezren mano-a-mano with a second Combat check Just so we can narrow down the issue, has anyone else defeated Barl's first Fortitude check? With the Amulet or by rolling for it? Did you have the same result?
  23. Barl Breakbones' power is suposed to make you "discard a random card, then reset your hand". Instead, after the first check to defeat him, the player is prompted to chose "Discard 1". EDIT: the above is possibly a consequence from another character taking Barl's first check. The power seems to work correctly when the active character makes the first check.
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