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Namyra

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Everything posted by Namyra

  1. I can confirm this. Happened to me too, just didn't think to check the real card and thought that's just how it worked. You're correct, that power should still stay available, so this is definitely a bug.
  2. Yes, it's a known issue with Seelah that's been posted a few times before. Inspired Grace changes the check that you're trying to buff to the first printed acquire/defeat check of the top card of the location deck. In most cases, this is not an issue, since that's the check you're attempting anyways. But if you're attempting a different check of that card (a before you act check, or the second combat check of a villain for example) it'll change to the first check. And if you're attempting a check that isn't directly caused a card you're encountering at all, like recharging a spell, it will give you visions of the future as it assumes the check of the next card in the location deck (and shows you its name). If there's none left (and probably if the next card in the location deck is a Blessing of the Gods or the like), the check becomes "None" with a difficulty of 0, and only the bonus d6 from Inspired Grace as your entire dice pool (which is of course still auto-win).
  3. They've said universal account comes when multiplayer is out. That, however, is soon™.
  4. You ran into an easter egg there, see: http://forums.obsidian.net/topic/86543-aldern-foxglove-turns-into-stalker-mask/ As for it disappearing when you tried to reorganise your decks, that happens with all loot cards, they do not show under their respective type, but if you set the filter to "All", they're still there. See: http://forums.obsidian.net/topic/86534-reward-cards-disappearing/
  5. I did, but also how about: Thieves' Tools Amulet of Life Sihedron Medallion Ring of Protection All of those have saved my life countless times. Crown of Charisma is pretty good as well, certainly a lot better than the best potion (Glibness). Anyways, I very rarely keep banish on use items in my deck past the first few scenarios. They can come in handy at times, but I generally find them a bit too situational for my liking. I agree that Glibness and Ruggedness are the most use out of the potions, as like Borrissimo said, they can essentially be thought of as items that give you an extra exploration (if you happen to meet an ally you have trouble with/would have to bless). Thing is, I've yet to play with a party larger than 4. Which makes extra explorations less crucial. For 5+, I could see that becoming more and more important, plus you have more item slots to fill with garbage then. Caltrops are a decent starter item, but I can't really see myself keeping them for more than the first few scenarios. Agreed on the allies, the banish on use allies often have powerful effects, but not powerful enough to keep them over an ally that can explore (and provide an additional useful effect). I find them nice to acquire and then use during the same scenario, but not to keep, with the exception of dear Mr. A. F. indeed
  6. I can imagine. Particularly when it comes to how they interact with certain scenario powers or on Legendary, another wildcard. I can assure you that a Goblin Raider with the usual difficulty of 9, on Approach to Thistletop, with the +3 difficulty wildcard, at the Goblin Fortress, max rolled of course, certainly wasn't funny at its sudden difficulty of 22 (still beat it though, but took some resources). ;D But yes, I do hope those difficulty increases do not scale too much higher than they have already, +3 to banes/boons and +2 to all checks is quite a bit even in later adventures still.
  7. Don't think there's anything immune to the Magic trait in RotR (or, in fact, any of the other adventure paths). Golems are just immune to the Attack trait. If they were immune to the Magic trait, pretty much nobody could ever beat them unless you got **** loot luck and were still running around with nonmagical weapons when you met them. Or punched them with a lot of blessings. There's probably a rare few fire immune enemies in RotR later on, yeah (it's been a while so I don't remember exactly, and Season of the Runelords isn't far enough along that I've run into any there yet). They're much more common in WotR, with all its Outsiders, though. The only damage types that are VERY commonly resisted in RotR are Poison and Mental as there's a lot of undead (more than the other adventure paths I think). I agree that always on for the Magic trait is much much better, there's practically no reason to ever not use that. For the Fire trait, I'm not sure if there's more instances where it will be helpful (fighting at the Old Light I suppose? Being double-blessable by Zarongel? There's not too many occasions), than harmful, but it's probably a wash, and either way works fine, so always on might be better for sake of consistency.
  8. This one here for Rise of the Runelords: http://paizo.com/download/pathfinder/PZO6000-CardLists.zip
  9. I'm curious how wildcards will continue to scale. So far, the +difficulty ones start out as +1 to all checks or +2 to banes/boons in the B adventure, then become +1/+3 in the 1 adventure I believe, and +2/3 in the 2 adventure. Any ideas? If they keep going up quite regularly, they'll be absolutely brutal in the endgame, particularly Driving Rain.
  10. All the characters and adventures should be available with gold as well as real money. The only thing I'm not sure about whether you get when you unlock things with gold is the promo cards that come with each adventure deck. Afaik, there's no refund when you've already spent gold on individual characters/adventures, the bundle is as is.
  11. Yeah, like I answered in that other thread as well, a looot of cards from 4, 5, and 6 are still missing from the Gallery.
  12. I was thinking about this, and while it can be a bit annoying rolling for checks you automatically win, there are times when you might in such a case still want to pick a different skill to have a chance to fail. Not for recharging spells (as you can't change the skill for those, and if you wanted to not recharge it, you could've just picked discard), but it's not quite so clear cut, I think. And pretty complicated to figure out when auto-win should apply and when it shouldn't.
  13. There seem to be a LOT of cards from adventure decks 4, 5, and 6 not in the gallery yet, including most of the villains, most of the loot, etc. I'm guessing they just put the cards in there that were already finished, but this is far from complete right now?
  14. Revealing the Deathbane Shield on a combat check will currently not only add the Magic trait (actually I'm not even sure it does, I've not managed to test it against a bane that requires the Magic trait to defeat yet, so can't say if that part works), it also adds +2 to the combat check, which it shouldn't. It's only meant to reduce combat damage taken by 2. Furthermore, those +2 even stick around when you cancel the reveal of the shield. Revealing the shield again will not, at least, add another +2. (I was kind of hoping it would and I could get a hilarious +infinity combat check, but alas. )
  15. Hurray! It is a very exclusive club only for refined and eloquent halfling gentlemen. *nods sagely, smoking pipe* And what can I say, since I already had him unlocked (bought the bundle right away, even though I have all of it in physical form already... I love this game), I just had to do it! And it was fun, so I was pretty eager to do it quickly, at that!
  16. Depending on party composition, 3 or 4 is the sweet spot I think. However, solo and duo runs with the right characters are definitely fun too, and play quite differently, you suddenly have tons of time, but need to be quite conservative with your cards, blessings especially. I've not played with more than 4 yet, since I play the physical card game with my best friend, and we usually play 2 characters each. 3 each would be a bit much. But with the app taking care of all the shuffling and record keeping and such, I might try it there. Personally I find permadeath frustrating, and I'm very glad that it is optional in the app. I don't play with it in the physical card game either, we just reset the scenario and start over when someone dies, without gaining rewards and/or any cards we acquired during that run (which is actually still a bit harsher than what the app does, where you do keep all acquired cards, even on the dead person). Early on it makes fairly little difference, but later on, playing a character with 0 feats vs. a character with like a dozen is very frustrating, and replaying everything just to get that one character up to speed again seems a bit silly to me as well.
  17. I agree that the majority of bug fixes are more urgent, but I don't think that means posting feature requests is a bad idea either. It surely helps the team to see what we want for the future and probably makes it easier for them to prioritise for future updates.
  18. It would be great if you could see on the world map, or at least in the Gallery/Vault, which locations are in each scenario, much like you can read it on the scenario cards in the physical card game. I know you can just start the scenario and look, but that's a bit of extra work, and it can be interesting to see what locations would be added if you played with more characters than you currently are as well and such.
  19. Yup, I really would like this, posted a feature request for it a few days ago. Being able to examine location decks from the map, and also being able to look at the map at all times (the button currently gets disabled in some situations, like during encounters, or when being asked whether you want to close a location, etc.)
  20. To paraphrase Lem: "And your pun was kind of low, don't you think. We shall both drink from the well of disappointment."
  21. Of course it does. Lem's absolutely going to have to continue his amazing story!
  22. Excellent explanation! I was at first confused about this as well, but it soon dawned on me what really happened, and I also think it's a pretty awesome easter egg!
  23. Yeah, I used it a lot to recharge Cure, since I played Seelah solo on my first (Normal) playthrough, and at first it just seemed a weird random bug, but it happened often enough that a pattern emerged and I figured out what's really happening. It's still pretty weird (and not the only bug with Inspired Grace, sometimes it draws the card you want to discard into your hand instead but doesn't give you the bonus die), but at least good to know what happens, I guess.
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