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Longshot11

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Everything posted by Longshot11

  1. Thanks, Feywood. I'll add it to the list, but you might want to also post it as a separate topic. My list is OK as a common depository, but Aarik expressed preference that each issue get it's separate topic, for easier tracking on their part.
  2. On thw whole, I think it's really bad approach that if you cancel the "Close Location" prompt, this forfeits you whole temp-closing opportunity. After all, there is whole separate button on the Temp-close Map ("Finished Closing") that should altogether forfeit any pending temp-close opportunities. And it's not unreasonable that a player would change their mind about who/when they want to attempt a temp-close, *especially* since, for some unfathomable reason, players can't see their character hands on the Temp Close Map.
  3. This happened when facing Justice Ironbriar. He summoned a Specter and Seoni fought him with her Arcane Blast (off-turn, someone else originally encountered the Justice). Due to her own bug, where the Blast lacks the Magic trait, the Specter was undefeated. - the game switched to the Map screen (where presumably it would show where Seony is moved) and froze - in a couple of seconds, the game crashed to desktop (Samsung Galaxy Tab A) When the app was relaunched and I pressed Continue, the game started at the encounter's location, with Seoni selected: - a mini-card of the Specter was visible on top of the location deck; the card that Seoni discarded for Arcane Blast was in her hand - the red Cancel button was visible on the left, and the blue Confirm arrow on the right (it is not clear what I was supposed to Cancel or Confirm?!?) - I pressed Confirm - the game again switched to Map, froze, crashed to desktop I repeated the procedure: the game started at the encounter's location, with Seoni selected: - a mini-card of the Specter was visible on top of the location deck; the card that Seoni discarded for Arcane Blast was in her hand - the red Cancel button was visible on the left, and the blue Confirm arrow on the right (it is not clear what I was supposed to Cancel or Confirm?!?) - I pressed CANCEL - the game suddenly continued with the Justice Ironbriar fight - Seoni remained at the location (though, supposedly, the Specter effect could've randomly selected the same location - I don't know if the game switches to Map screen when that happens)
  4. So, I've edited this post to collect a list of all bug that I was personally able to confirm, or that were reported by multiple forum users. Many of these have multiple threads, but I like thinks nice and tidy, so I thought I'd collect them all in one easy-to-reference place. As applicable, I'll update the list when bugs are squashed, or when new bugs are confirmed. Most of the descriptions are nearly verbatim to their threads, so it should make searching for the relevant topics easier. - Sanatorium shuffles your deck on 0 card heal (and possibly freezes) - Haunts trigger Retaliation Wild card - displayed/revealed cards can get stuck on screen on Cancel and then the game can banish them - Lini's Beast Form reverts the check type - a cornered Skinsaw Man is not affected by Desecrated Vault - Guard ally prevents damage only at its location - Fox doesn't give its bonus to other characters and/or combat checks - Habe's sanatorium typo doesn't specify that a random card is healed at start of turn - Wrong timing for the 'Closing Location' prompt of empty locations - visual bug on the Deeper Dungeons picture - Superior Chainmail can be buried without proficiency - Summoned Skeletons (possibly other monsters?) don't trigger Ezren's 'Extended Spellbook" - character with 9 or more unique cards in their deck can't examine the right-most card - Habe's examination doesn't show cards properly on location double-tap - Habe's examination reveals card in reversed order - Sandpoint Cathedral doesn't grant blessing from discard if a Wildcard (possibly also regular) summoned monster is defeated - Dragging a card and changing the selected character, allows you to pass cards to the new character's hand - Seoni's Arcane Blast lacks the Magic trait - the Rusty Dragon's "When permanently closed" power can be triggered several times (after recharging a spell, or canceling a cast spell) - Collapsed Ceiling UI bug blocks progress (unless you know the workaround) - Foxglove Manor loses its 'reveal Foxglove" power when permanently closed - succeding a check in Glassworks via burying Luckstone still deals damage - sometimes summoned Scout and Goblin Commando auto-banish after dealing their pre-combat damage - Henchmen and Villain cutscene don't replay in the same Party profile after encountered once (Location cutsenes such as Mill and Sanatorium appear unaffected) - Map button is missing during 'Start of Turn action" (it is present during the End of Turn actions) - deleting Quest mode characters messes up the interface, and player has to quit and re-enter the menu to fix it - on Legendary, when player moves to new location, the red paths between locations don't recenter accordingly with the screen movement - in Quest Mode, the 'skeleton summon' wildcard removes Bruthasmus's second check and spawns new wave of Skeletons - Loot is not displayed in the appropriate Card Type tab during the Deck Rebuild screen - Tracker Harsk's Wild Empathy power is incorrectly named 'Animal Trick' - Barriers that grant you to select and draw a card from the location deck interface, give access to all examined cards in the deck, not only the ones revealed by the effect (Secret Stash, Pit of Malfeshnekor, Treasure Map) - when player has to drag a card to Bury pile (but possibly also Hand or Deck) and drops it halfway - it becomes invisible (it's still present in the interface and can be dragged again, becoming visible only while being dragged) - when all of Goblin Warchanter's pre-combat Widom checks are over, his card becomes invisible (his encounter still proceeds normally) - sometimes Pit of Malfeshnekor will return to the deck if no item is selected (it should get banished) - Scenario 2-3 ending cutsence: Xanesha's letter text spills out of the text box - Typo: Fortified Leather Armor reads "Recharge this card to add 1 to your Constitution of Fortitude check." Should be or. - Typo: At start of 2-3 Trouble beneath Sandpoint, Father Zantus says: "This more dire than I expected" - an 'is' is direly missing in this sentence. - Typo: The longbow+1 says it can discard for another location if you "are not" proficient with weapons. - Dilettante adds d4 to combat checks - Seelah's Inspired Grace - it's buggyness is well documented - Weapon and Armor boons remaining in the Garrison after it's closed don't require confirmation before being shuffled backed into the deck, and they appear too quickly to be properly seen (as should be when cards are 'examined') - not defeating a Skinsaw Cultist summoned by Skinsaw Ritual seems to shuffle the location deck
  5. Check the screenshot: https://www.sendspace.com/file/puwzqu Seelah encountered and defeated the barrier Secret Stash ("If defeated, examine the top 3 cards of your location deck. If you find a weapon, an item, or a blessing, shuffle one of those into your deck"). The cards on the right are the top 3 examined cards. On the left, the Werewolf was Augury-ed to the bottom, and the Seelah's Crusade power sent the Bastard Sword beneath it. As evident from the screenshot, I was allowed to chose the examined Bastard Sword, even though it wasn't among the cards examined by the Secret Stash. Similar behaviour is observed with Treasure Map (I think; my memory is foggy on this one) and Pit of Malfeshnekor (which, though not examining cards from a location deck, uses the location deck interface to show the random cards from the Vault)
  6. You might wanna check this thread: https://forums.obsidian.net/topic/86351-goblin-warchanter-being-overzealous/?hl=%2Bgoblin+%2Bwarchanter So, not a bug. (In short: "you" on a card means everyone that would try the specified action) EDIT: Darnit, Hawkmoon, when did you take levels in Ninja!!
  7. First, I want to say I really appreciate how you guys went the distance, and gave each character its own distinctive icons, even if their powers are essentially the same. However, from user experience standpoint, unless you want to have both a power name meaning two different things (Lini's Animal Trick and Harsk's current one), AND one effect to have two different names (Lini's Wild Empathy and Tracker Harsk's "Animal Trick") , then this is a bug and Harsk's power has the wrong name.
  8. I have encountered this barrier before and it worked as intended, so this must be a glitch of some sort. The last time, I encountered this barrier and with showed me a list of items from which I can chose. I chose none and pressed the 'Done" button beneath the items list. The barrier then shuffled back into the location deck, instead of being banished. Later, I encountered it again, and this time it worked as intended.
  9. Hey, throwing magic items into a volcano is a proud and long-standing halfling tradition, so who are we to judge.
  10. I always imagined it more like "head back to town and sell all that junk we won't be hauling around". So when you come back later, that Warhammer +2 you sold is likely to be long sold (why it's never YOU who get to buy artifacts in a shop is a question we'll leave unanswered), but, yeah, any Store worth it's name should have Quarterstaffs, or Caltrops, or Invisibilty spells for that matter... you know, the BASIC stuff.
  11. It is not lost, but you need to tap the 'ALL' filter to see it. The devs are aware of the issue.
  12. Evasion is one of the most powerful abilities in the game, so yeah, it's not readily handed out. However, if you have Arcane casters, here's a tip: as I wrote in your other thread - Invisibility spell is great and is Basic. If you don't have it, what you can do is this: - replay one of the earlier scenarios with locations that reacquire you to banish a card to close them (Village House, General Store). - cycle your caster's hand until you get the spell you want to switch out for Invisibilty - when you get it, start exploring the location, taking care not to acquire any spells - when you encounter the henchman (hopefully, the villain is not in this location) - defeat him, and banish the spell - Forfeit the game, and voila: you're at the deck-rebuilding screen, one spell short and with Invisibility at your fingertips Yes, it's a bit of a chore, and, yes, I agree that not having constant access to *Basic* cards is to the game's detriment.
  13. Seoni, Lem, Lini - can come close to making the check with 1 blessing, thus shouldn't take much damage That's 9 of the 11 characters. So Sajan and Ezren are likely to have hand-wipes, yes ... unless you *cough* have another character give them armor! Divine casters should be able to beat Ieasha's divine check with a blessing or two. When it comes to Arcane casters however - 'Invisibility' is your best friend ,and this is a BASIC spell! And I'm not talking just Iesha here, I'm talking throughout the whole Adventure Path: this is an evasion spell without any limitations, it's not Mental so it works on Undead (such as Ieasha), and there's a single Monster in the entire game that can resist it - the Adventure Path boss himself (ok, if you have the promo cards, there's also that Grindilow...). The fact that you can also use to auto-succeed a Stealth check (some Traps/Monsters, closing the Rope Bridge...) is just icing on the cake.
  14. Pff, it totally slipped my mind - if you have them, you can also test this with Kyra, Seelah and LIni who use Wisdom: Divine with combat spells.
  15. It shouldn't be; this is a perfectly valid play and the order in which you do things is important part of the strategy of the game. (Try soloing Caizerlu Zeren with Lini without this little trick... This has saved my skin more times than I care to remember)
  16. Neither of these should have denied you a reroll. Incidentally, you're the first person I know that would prefer to use a Dart's d4 for its reroll chance, rather than the Light Crossbow's d8. I like that I still find people using playstyles different than the ones I know, and I think that this flexibility and variety is one of the biggest strengths of this game
  17. Yeah, you know what's ridiculous about this? That when your heroes are not encountering, pretty much all of their powers and all are blocked (they're unactive or unresponsive) while you're on the Map Screen. However, either me or you is having a bug, because for me the Map button disappears entirely when I encounter a Monster, so I wonder how you managed to do that. (Of course, it makes a lot more sense to be able to use the map screen, but it should hide your check and dice)
  18. There was also a report that it doesn't work on Combat Intelligence checks, while I had a similar issue with the Guard who turns to be working only on characters at your location. Did you had a chance to confirm the following scenarios: - Does the Fox work on other players at your location, both on combat and non-combat checks (if your tried using it on them while they were at different location)? - Does the Fox work on other player's non-combat checks, both at your and another locations (if you tried using it on their combat check)? - Does the Fox work on your combat checks (if you happen to be playing Ezren) More info on your experience can go a long way towards helping the devs to track down the exact issue with Fox.
  19. Hey, at least this one is in your favor - definitely better than the game banishing your hard-won Warhammer +1. But yeah, there was a similar thread on this - It appears some effects (the other player reported it when casting/cancelling a spell) cause the Location power to reactivate.
  20. Yup, definitely a bug there. How are you sure it moved to the 'next player' turn? Did the next player (that originally encountered the villain) had the Give Card and Move options? If no - this could be a bug where Permanently Closing a location during the Temp Close phase somehow 'cancels' the ongoing encounter for your character, but it still remains his turn . If yes - I think somehow the permanent "Close Location?" could be triggering an "Explore Phase" state for your active character (the one who fought the half-elf henchman off-turn), and the game again cancels the conflicting turn/encounter states for your original character. I must say, though, I'm quite pleased that encountering Tsuto Kaijitsu as part of the temp-closing condition still gives you the perma-close opportinity. This is such an outlier of a corner case, that when I read your topic title I was quite sure they forgot to code it in.
  21. The ua-armed Lini uses her Strength skill to figth, and so, sorrectly, your Beast form makes your dice pool d10 (Str) + d4 (Animal Trick) However, the stupid snake (yeah, I also realized that too late) adds to a Melee check - but you bare-handed check DOESN"T have the Melee trait. So when you play the snake's discard power, you "tell" the game that you want to use your *untrained* Melee skill (d4) + Snake bonus (d4). You first reveal the Snake for Animal Trick you get the total of 3d4. The issue where you revealed the snake (+d4), and then discarded it (+4), but you ended up with only 2d4 seems to be a bug. I believe it happened to me when trying to use Sabretooth Tiger in similar manner - sometimes (and only sometimes, oddly) discarding/recharging your Animal for an extra die seems to cancel the Animal Trick power.
  22. In Foul Misgiving, when a player encounters a Haunt henchman, that henchman is immediately "set aside", being neither defeated or undefeated. However, if there is a Retaliation Wild card active ("When you defeat a monster roll 1d6; on you're dealt 1 Fire damage") it triggers after the Haunt is set aside and before Iesha Foxglove is summoned.
  23. In Foul Misgiving, when a player encounters a Haunt henchman, that henchman is immediately "set aside", being neither defeated or undefeated. However, if there is a Retaliation Wild card active ("When you defeat a monster roll 1d6; on you're dealt 1 Fire damage") it triggers after the Haunt is set aside and before Iesha Foxglove is summoned.
  24. I also often get that, and usually with off-turn Horde summons. The moment Ezren kills his summon, the game switches to the next character, and doesn't allow him to use his power. I understand the switch between character's is needed, but at the very least I'd expect that if I switch back to Ezren, his power button will be active, at least until he tries to cast another spell off-turn, or until his next turn begins.
  25. I have scouted the villain Skinsaw Man in the Desecrated Vault (because, of course, he would be there), which states that "If you defeat a monster with the Undead trait, roll 1d6. On a roll of 1, the monster is undefeated." This made me very wary, as I was cutting it close on the timer. - I had closed 5 of 8 locations. When I encountered the Skinsaw Man, I successfully temp-closed the other 2 locations. - I summarily kicked the maggots out of the Skinsaw Man's two combat checks. With all the other locations closed, if he was defeated, this would be a scenario victory - I crossed my fingers and anxiously waited for the Location power roll; then, suddenly I got the loading screen that would become the victory cutscene, but as the screen darkened I ALSO heard the distinctive roll of a die! So, I won the scenario, but this wasn't supposed to happen before the Location roll, as it would give a chance that the Villain is undefeated. Apparently a roll WAS made after all (judging by the sound cue) but it didn't show, and it didn't affect the situation. Theory 1: The app makes the 'roll' behind the scenes (with the auto-rolling-die on the screen being just a fancy visualization) and the roll came up in my favor - so the game started the cutscene because it knew I won, even though I didnt know it Theory 2: On the trigger "check result >/= Villain check", the app checks for some "is villain cornered?" condition, and if the condition is met - the game assigns the Scenario Won. The check for the "villain cornered" condition should actually trigger after all the relevant powers have resolved that can change the "defeated' status of the villain, and IF this status remains unchanged. EDIT: I can only only assume that if Skinsaw Man wasn't cornered when his checks were beaten - the Desecrated Vault's roll would happen normally
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