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Longshot11

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Everything posted by Longshot11

  1. You might be on to something. An hour ago my Kyra fought 3 (!!!) goblin warchanters in a row. At on of the checks, she was barehanded, and I when I threw in a couple of blessings - she lost her Melee bonus!! I'm beginning to also wonder if it's possible that the issue is with the blessings...
  2. But that's my point - the progress save should be by character, not by party, because "party" doesn't really mean much besides "the guys I'm playing with right now". You saying the following situation would be intended: - Valeros and Kyra complete Scenario X, get Sihedron Loot - then, within the same "Party" save, I replace Valeros and Kyra, with Seoni and Sajan, who haven't played Scenario X before - Seoni and Sajan complete Scenario X, but don't get the Loot (even though they haven't previously had access to it) - in the same time, I start a new Party save with the experienced Valeros and replay Scenario X - Valeros completes the Scenario, but because he hasn't got the Sihedron Loot in his deck , he gets rewarded with Sihedron agan (even though he was already rewarded for this scenario once) This sounds totally counter-intuitive, and not at all in line with any sane approach, if you imagine this as a real card game, and not an app.
  3. Yes, but I'm talking about character who haven't completed the scenario before. This setup makes as much sense as "Valeros and Lem completed Scenario X and gained a skill feat. Now, Seoni and Kira complete the Scenario X, but they don't get skill feats, as this scenario's reward was already received". And to be clear, what I'm saying is, if there's a mixed party, this is what should happen: For example, Kyra completed Scenario X and gained Sihedron Loot. She then joins with Seoni (who hasn't played this scenario before) and together they beat it. There should be 2 options: - if Kyra has Sihedron Loot in her deck - the party is not granted another Sihedron, only Seoni gains a new card - if Kyra doesn't have the Sihedron in her deck - the party is granted the Sihedron Loot (regardless that Kyra has 'received' the scenario reward before). Kyra doesn't get a new card (she already received a reward once), but The Sihedron is granted to Seoni (who doesn't get another new card)
  4. I don't see the 'picture' you mention. Can you tell at what scenario this occurred? There's a history with this happening at scenario 1-2, 'Local Heroes'. As for solution - you may delete your party in the Story screen. Then create new party and select the tab 'Experienced' - you should find your characters there. Also, their adventure progress (scenarios/difficulty completed) should be saved, so you wouldn't need to replay the scenarios anew.
  5. When you're using only Seoni's Arcane skill for an Arcane check to defeat - this is a non-combat check (event though you're "fighting" the monster). A combat check to defeat is the one that uses the COMBAT value on the monster, and it default to your bare Strength/Melee skills. For the combat check, you usually use cards that say "For your combat check reveal/discard this card to use your XXX skill + dX..". So, for Seoni, a Charisma Combat check you be when she casts an Arcane combat spell, like Force Missile (as her Arcane skill is Charisma based; for Ezren, playing the same spell would be Combat Intelligence) Usually, combat check will be easier for you if you can play a combat spell on it; Erylium however, and most other monster-summoning villains, usually have an alterantive check to defeat, as their summoned monster may use up the only combat spell in a caster's hand (as opposed to warrior who can use his weapon both vs. the summoned monster and the villain)
  6. Freeze on Location CLose has happened to me occasionally. Try going in to the Shop (the Chest button in the bottom left) and then back. Keep in mind this will probably reset your Close lOcation procedure (this may matter if you had closed successfully before the freeze; any expended card on closing should be back in your hand, however)
  7. - when Lini encounters a monster with an alternative non-combat check to defeat (Arcane, Divine...) her dice and skill for that check default to the non-combat option - she plays a weapon by reveal (possibly also works with discard) - she uses Beast Form to change her Str/Dex die - the check type reverts to the non-combat option and die, and the revealed weapon is returned to her hand - when user manually changes check type to Combat, his die is properly transformed by the Beast For, but he must reveal the weapon again.
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  8. Due to my char builds I have only observed this with LIni, so I'm not positive if the issue's with her (Erastil knows she already has too many), or with the spells themselves. I have observed this both with Cure and Strength. - you play the spell by displaying it, it moves to the center of screen (above your hand) - you press Cancel - the dice/bonus from the spell disappear, but the card remains stuck in the center of screen - on a following action (move to another location, open a location deck card, play character card or powers...), the card plays a Banish sound and animation, and disappears permanently from a character's deck
  9. Also confirmed with henchman Greyst Sevilla and villain Rogor Craesby. Serously, guys, what the heck, I wanted to see the banter with different characters!
  10. Yeah, when I tried using Quarterstaff +1 vs. that b****rd Caizerlu Zeren (I watch him roll 1 on his 'Mirror Image' roll 5 times in a row!!!) , ant the Beast Form - somehow it knocks the staff back in my hand and switches the check to Arcane (if manually switched to Cobat though, the Strength die is transformed as intended). This didn't happen when I Beast Form-ed first, and then applied the Quarterstaff.
  11. At Farmhouse, I defeat the Henchman and try to close location (summon and defeat a random monster). - the Random Monster is Goblin Commando; - it deals pre-combat 1 Ranged Combat damage to me, - then the Retaliation roll appears (Wildcard, when defeating a monster, on a roll of 1 you're dealt 1 Fire damage) - then the Goblin is banished and the location closes, without combat ever occurring I seem to remember someone reporting a similar situation with a Scout, so this could be an issue with summoning monsters that deal pre-combat damage in particular. Both Scout and Goblin Commando work as intended when encountered regularly.
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  12. The bugs appear 100% reproducable: - defeat Habe, go to map to select location to examine, tap location to select it, double tap to confirm it (as you confirm movement) => the examined cards show/hide in fraction of a second -> currently, you must tap once to select a location, wait for a couple of second, then tap the location again ONCE - if you select to Close Location after defeating Habe, his examine will happen AFTER your closing attempt (despite the wording on the power). After the examine, you will be brought back to the location screen, with the blue Confirm arrow, which will be unresponsive, as well as the rest of the UI -> You must go to the Shop, then return: the game will be back to normal; however it will have reset to the state before you attempt to Close Location AND it wil have canceled Habe's examination (when you go to the examined location, you won't have an Examine button beneath the location deck) -> I'm pretty confident one time, upon returning to the location from the Map screen, the UI didn't freeze, but instead directly offered me SECOND attempt to close (i.e canceling my first one)
  13. Not quite; I admit, this bit can be a liitle confusing: So, the Syren specifically says she deals Mental damage. However, If she DIDN"T say that, she would be dealing Combat, despite having only non-combat Wisdom check to defeat. Failed checks to defeat a Monster *always* deal Combat damage, *unless* a power on relevant card says otherwise.
  14. You can check my last post here and see if the steps within will help you: https://forums.obsidian.net/topic/86593-no-oriks-shield-reward/
  15. You can see the answer here - https://forums.obsidian.net/topic/86653-seelah-inspired-grace/ It's a known issue and devs are aware of it. As for Lini - she messes up a lot in my games too, but it would be better if you can provide more details on the exact problems you have.
  16. I just got the same bug. I'm so not looking towards replaying those Legendary scenarios, but I'll attempt OP's solution. Still, it would be nice to get some feedback from a dev on this. So, I can confirm I got Orik's Shield. If this bug happens to you, here's what you can look for: - go on the Adventure screen (where all the Adventure Decks are depicted as locations on a map - select the Adventure for which your Legendary difficulty Treasure didn't unlock - start browsing the Adventure's scenarios in the list on the left - you will probably find that on one or more scenarios - despite the fact that they're check-marked as completed on Legendary difficulty- , when selected, their default difficulty icon (the one with the skull) will not be red (Legendary) but blue (Normal) or green (Heroic) - it is most likely these scenarios that are bugging your unlock - replay these scenarios on Legendary (despite their default difficulty being set to something else, the fact that they're check-marked on the list should mean Legendary difficulty is unlocked, so you won't have to replay the lower difficulties) In another topic, a player complained about his Samisen not unlocking, so maybe it's a similar issue, and the steps above will probably fix any missing Legendary unlocks, not only Orik's Shield.
  17. The check against Syren is non-combat and Shelyn works as intended. An example of combat Wisdom check is LIni casting 'Holy Light' and using her Divine: Wisdom +1 skill.
  18. - On the locations map, when player selects a location to examine with Habe's "If defeated" power, the 3 cards appear in order opposite of that in which they appear if the location is examined by Spyglass, Augury, or anything else (and regardless if they're displayed left to right, or right to left, the lack of context - as opposed to within the location deck cards bar within the location proper - seem to me will always be ambiguous, barring any specific indication of order) - double tapping a location to examine -the command players usually use to confirm a location selection- can open-close the examined cards for a fraction of a second, rendering the examine useless (unless a character enter in the location proper and examines the deck again from there)
  19. As per the text of its power, the Guard should be usable to prevent damage to any character, regardless of location. Currently, the guard can only be banished to prevent damage at its owner's location.
  20. Habe's Sanatorium power: "At the start of your turn, attempt Wisdom 6 check. If you succeed, draw a card from your discard pile..." - the card granted on successful check should be player's choice - instead, the game automatically draws a random card from the player's discard pile
  21. But that's the thing - for all other intents and purposes - there're limitless 'Vaults". The game only checks what's in you current party's decks, and will drop you all other cards, regardless if they're present in the decks of other characters within the same 'save' profile. And I simple don't see a reason why they would change that behaviour for the Loot.
  22. Well, at this point there's no way for me to be sure if this falls under 'requests' or 'bug reporting', so ... yeah.
  23. I completed the 1-5 scenario on Normal with 6 characters. That scenario rewards is the Loot 'Sihedron Medallion'. Then, in the same party profile, immediately afterwards, I replaced all party members and completed the scenario again, this time on Heroic difficulty. Upon completion none of these characters received the Loot (they all got other cards). This is a complete mistery to me, as for all other cards the game treats these characters as having separate and different 'boxes' of card (I have Deathbane Crossbow in both parties, for example, even though it's a single card in the Vault). It would be very annoying if all of my characters that I use to replay scenarios turn out to be denied access to Loot.) I later beat the scenario for the third time, on Legendary, with yet a different character who hasn't completed it before - again, he wasn't granted the Loot but another *bonus* card.
  24. I just got the same bug. I'm so not looking towards replaying those Legendary scenarios, but I'll attempt OP's solution. Still, it would be nice to get some feedback from a dev on this.
  25. This is one of these things that are either inappropriate design, or bugs, but needs to be singled out: - When a player starts their turn in a empty location, they immediately get the "Close Location?' prompt. I'm pretty sure it even appears before Start of Turn powers but I might be misremembering this detail. The 'Close Location' in not a start of turn action (at least by the card game rules) - If dismissed, the prompt doesn't appear again at End of Turn, as it should be (again, based no the card game rules) - there are plenty of reason why it's not only wrong, but also damaging to the player to have the prompt appear at Start of Turn; I'll just give two examples: -> I'm with Ezren and I want to bury a Frog and retrieve a combat spell from my Discard, so I can close a "summon and defeat henchman" locations -> on low-health character, I want to Heal myself before closing a "banish a card" location, so I can calculate if the banished card will kill me on hand reset -> etc, , etc.. The correct implementation would be: - new turn begins - Character and Location 'Start of Turn' powers are activated - player can Give Card and Move - If player doesn't Move away - he must initiate End of Turn as usual - either by the Trash Can button on top, or by the red End of Turn Button to the right of screen. Regardless of the method: - his Explore button is greyed out (the Explore phase is over) and 'Close Location' prompt appears - this is BEFORE End of Turn powers are activated, which in turn are before the Reset Hand opportunity; player can: -> forfeit the closing / accept the closing and fail; the End of Turn powers are NOT activated; player can still play cards freely or press End of Turn again (which shouldn't activate another closing prompt) -> accept the closing and succeed: If any cards are shuffled into the location deck, player cannot play powers that allow him to Explore. Again, he can play other cards freely or press End of Turn again
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