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Longshot11

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Everything posted by Longshot11

  1. To be clear, in both this situations you were still unable to continue after the Holy Light recharge?
  2. https://forums.obsidian.net/topic/86820-game-frozen-end-of-scenario/ Valeros is not the problem, Local Heroes is. Known issue.
  3. Ah, yes, fighting at the Waterfront could be the cause: you get no penalty bare-handed, but revealing the chain for 1d10+2d4+4 appllies a -3 penalty (-1 for each die rolled), for a total bonus of +1. (Still, using the chain is statistically better, at 11.5 average, not to mention, again, the chance at a reroll, vs the 8.5 average of being bare-handed)
  4. Could be a bug with the weapon (I have outgrown the Chain +1 now so I never had the chance to try it in action), or could be a more general bug with bonus application. I had an instance where Kyra revealed Bastard Sword +1, and properly got a +3 bonus, but then I played a blessing on her and she lost her Melee, leaving her at +1. As for the fail - good thing that chain has a reroll, right?
  5. Pretty underwhelming. You can check it yourself. in the Gallery, Adventure 2 - Loot tab.
  6. Hey, Aarik. I shot you PM with my save file. Just let us all know when you guys find out the needed unlock conditions.
  7. Well, this is definitely more of a glitch than a reproducible issue, and it could be similar to the bug I reported on PIt of Malfesnekor shuffling back into location. The fact is, we have cards that work as intended 99% of the time, but then something weird happens. So maybe the issue isn't with any one individual card but rather some Shuffle/Banish logic? (I also got the Commando Gob/Scout auto-banishing after dealing their pre-combat damage)
  8. Hi, The way Obsidian chose to go about this is a little confusing. The fact is, they *both* describe the power ("The check to defeat increases...") AND they show you the new, 'upgraded' difficulty on the card itself. I suppose most people ( I know I did) would expect the card to have a check COMBAT 8, but in Adventure 2 - you see that you check difficulty is 10. The card difficulties seem to scale correctly, so no bug there. @ Obsidian Two approaches that would be way more intuitive: - Never change the value on the veteran card itself - just update it in the check indicator - Keep the scaling on the card, but just get rid of the 'veteran' text; this is a leftover from the card game, where by necessity players are adding the numbers themselves; here, your app is taking care of this so I just need to know what that Scout's check to defeat is, I don't really need to know how it is upgraded to Combat 10 now
  9. Check my working theory on the bottom of this post: https://forums.obsidian.net/topic/86593-no-oriks-shield-reward/?hl=unlock&do=findComment&comment=1807153 I got the Samisen, but Orik's shield failed to unlock, and the method above fixed. However, I now don't get the Skinsaw Mask unlock, even though I'm sure I've completed each adventure at least once on Legendary. The problem is, it might've been with different parties and somehow that's a problem. @ Obsidian: Guys, it'd be greatly appreciated if you can check your code and post here the ACTUAL requirements for Unlock. Once we know EXACTLY what you're tracking, at least we can stop reporting it as bug, and start working on getting the bonus cards. As is, the text of the Unlocks suggest that each scenario must be completed once, no matter by which party, while in fact other factors are obviously involved (which I'd call a bug, but I guess it could be design). Some of my working theories: - the game 'locks' on the party that first completes the final scenario on Legendary, and requires this exact party to have completed all scenarios on Legendary - if your party has completed scenarios 1 to 4 on Legendary, but then goes back and replays some of them on lower difficulty, before completing the 5th scenarion on legendary - the game resets its flag for those scenarios as being completed on lower difficulty - the game want you to have completed all scenarios on Legendary, with all Parties that existed at the time the final scenario was completed on Legendary - etc., etc.. I shouldn't be having to guess here, so a detailed instruction would be nice. Also (and I don't have the time/nerves for a complete write up on the matter) - the visual feedback on scenario completion is all messed up when you play with multiple parties. I'm talking about the whole triad of Padlock/Checkbox/Diamond - icons are being inconsistent, indicating as 'locked' replayable scenarios, and as completed - scenarios not yet played by the selected party. And in the Progression tab, in the Character menu - the adventures you have completed are ALSO marked with padlocks.. All in all, the player has no reliable way to know which scenarios he has completed with his different parties, and also - on which difficulties. If I may suggest, there seems tobe plenty of space, in the Progression tab, by the name of scenario, to display three small skull icons, color-coded. Right now, the only 'difficulty progression' indicator -unclear as hell as it is- appears on the Scenario Summary screen - and for some reason it's common for all parties. It wold be just AMAZING, if you could implement some status indicator as simple as: - "Locked" - scenario never completed on this difficulty, by any party - Unlocked - scenario completed on this difficulty by another party; available to play for this party - Completed - by THIS party, on THIS difficulty
  10. Man, you sure picked what scenario to replay for rewards :D There're like a dozen threads for the problem with this one already; but now that you say you 'replayed it for rewards', it also happened to me when I replayed it on Heroic. I'm wondering if the bug could be difficulty-specific... At any rate, just delete your party and start new one. Then, under the 'Experienced' tab, you'll find your heroes with all their cards.
  11. Yes, but the 'reveal' comes fro Lini's own power, it's not a power printed on the Ally and so doesn't count towards 'playing allies"
  12. Check this thread: https://forums.obsidian.net/topic/86441-salvaging-cards/
  13. If you're Lem (Str d4) and you can't play spells/weapons he can still pretty much hand-wipe you... or if you're anyone at all and your single Strength die rolls a 1. The one-roll thing would be impossible, given that all characters have different Wisdom die and modifiers.
  14. The OP reported he doesn't get the penalty with normal Longsword (which requires profficiency). Unless he just mentioned a weapon off the top of his head - this could be a bug.
  15. If you're talking about the point in time where, after defeating a Henchman, "Close Location" appeared, and you pressed 'Yes"- this is too late, you can't use the Merchant now, and you should've used it earlier (before your closing character explored). However, I think there's an issue with the 'Close location?" when you empty a location deck - the prompt will appear immediately, and you can either accept it (at which point it would be too late to play the Merchant), or forfeit the opportunity altogether. And I don't think you would be allowed to exchange cards before selecting an answer to the prompt. The correct behaviour would be that after you encounter the last card in a deck, you have opportunity to play cards and powers (including Merchant), before attempting a 'Close Location'. Basically, the empty location 'Close?' prompt should be an 'End of Turn Action", while currently it's an 'immediately' action after you encounter the last card (i.e. you can't play cards between the encounter and the prompt). Even more egregious is that if you fail to close, for you next turn a this location the prompt will become 'Start of Turn' action (so you can't do anything before you accept or forfeit the closing opportunity)
  16. Hmm, my experience was that it his increase is applied to the NEXT check (in my case - to recharge the spell with which I evaded his summon) , so his own after check afterwards was with its normal difficulty. Also, I think this was reported as a problem with all random pre-combat difficulty increases (Skinsaw Man, Goblins in Approach to Thisletop..)
  17. This happened with Crow ally, don't know if also works with Sabretooth Tiger and others. - I encounter Sage Journal. My plan is: reveal Crow for Animal Trick, then recharge it for its power for another 1d6 to acquire an item - hah, wouldn't you know it - Recharging the Crow removes my Animal Trick effect! I test several times with same result - then I notice when I recharge Crow,, my Animal Trick button lights up again. Interesting... - so I "recharge' the Crow for 1d6, and then activate Animal Trick for 1d4 + 2. I roll the dice... - Wow! Lini's even more awesome than I remember - I got both dice on my roll, and the Crow returned to my hand after the check! Now let's what other locations have plenty of weapons and items in them...
  18. Okay. I did this and recreated my party. However, it shows under Completion that they have not done Local Heroes so it looks like I did lost progress in that I had completed this scenario. Is this still broken? i.e. If I play Local Heroes will the same thing happen again? Maybe it flags a scenario as completed when you Confirm away from the Rewards screen, and if that's where you got stuck - it didn't mark it correctly? Just replay the scenario - I did it with my party after getting the Rewards screen freeze and this time it went without a hitch.
  19. Not that easy apparently. It was mentioned several times that this was how it was implemented initially but it made the game prone to crashing. I'll take the annoyance of multiple rolls over instability, but if fix is not possible at least a rewording on the power is in order, if only to prevent every other new player posting a bug for it - and I totally understand how they would think it a bug; if I wasn't coming from the PACG I'd probably be posting the same ticket. EDIT: Right now it's only the Warchanter, but further down the line there're Hags and other magic-resistant monsters that will also make all character roll to be able to cast spells so ... yeah, Obsidian, please try hard for a fix EDIT 2: About rewording - Obsdian doesn't even have to come up with it themselves. There's already a monster that has a similar effect and it states it perfectly clear. The AD4 Harpy's power: "Before the encounter, ALL CHARACTERS must attempt a Wisdom 8 check; characters that fail cannot play weapons and spells..." Of course, the Harpy must be worded that way as it has additional effect, so its check is not really conditional ( only for players that try to play weapons/spells), but since that's how Warchanter is currently implemented - it seems like a good fit.
  20. This. It should also apply for the weapons and armor shuffled back when the Garrison is closed.
  21. Hah, good catch! I noticed it with Father Z a couple of times but then it always slipped my mind to report it.
  22. The Clockwork Tower states "At the start of your turn, recharge your hand and draw up to your hand size" Deck menagment is one of the improtant points of strategy in the game, so when you're made to recharge your hand, the most important decision you should make is the order in which you're going to recharge your cards. (Also this is the proper way to do it by the rules) Instead, at Start of Turn, the Clockwork Tower automatically recharges your whole hand, assumingly in the order of the cards in your hand (but there's no indication is it left to right, or right to left; otherwise, at least the player could rearrange the cards in his hand at the end of his previous turn). I can only guess this was done to streamline this action, but if so, it strikes me as the most inconvenient place to mess with player strategy, (especially, when there already are plenty interface decisions that feel pretty slugish; spending several turns at Throne Room and having to cancel its starting power each time gets really old, really fast)
  23. I wrote to that address. I hope we resolve the issue soon, as now I'm afraid to Salvage my duplicates, and my Vault is getting flooded with crap. What happened: I bought the 10+1 Chest bundle, and after I was done with it, my Vault was full of crappy duplicates (yeah, either your drop tables suck really bad, or my luck does; for about 30 chests now, I haven't seen a single Legendary, and if I never see another Blacksmith or Chevalier it will be too soon). - so I started Salvaging, only vaguely aware of the blinking Gold Pieces number in the upper right of screen - maybe 20 cards in, I notice something's wrong: after the Bundle, I had 95 Gold left, and now I see the number is still in the two digits. - so of course I test it with one more Salvage (N-th Dilletante, I'll miss you dearly ... not!) , and I see 95 changing to 97 Gold. But, of course, I should've been long past this number, and I realize, the whole time the number's been changing from 95 to 97-98 (depending on Salvaged rarity) - I run to the Store hoping it's maybe just visual glitch (it has happened before - scenarios showing 0 Gold awarded, but my Gold in Store updating properly) - no such luck, I'm still stuck at 95 So, yeah, I've been kinds suckered into losing 40 Gold or thereabout. It wouldn't have been so bad (I'd probably notice it earlier) if that Gold Piece shower wasn't jingling so happily across my screen , and my Gold Piece counter wasn't showing misleading updates.
  24. I'm not sure, what exactly do you mean by that?
  25. Updated with: - only 4 Blessings of Lamashtu (AD1) exist in the Gallery/Vault, instead of 5 - the Henchman Pidget Terelson (AD2) is missing from the Gallery/Vault - using the Web or Paralyze spells to put an enemy on the bottom of the deck briefly reveals the upcoming top card
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