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Everything posted by jtrowell

  1. Playing on Android phone, scenario 6-4 assault on the pinacle I encounter a zombie nest barrier with two characters in the region. 1) Fist character defeat the zombie, get to chose the bonus reward as per the scenario rules for defeating a bane (the summining zombie I suppose in this case) 2) The second character (the one whose turn it is) alsso defeat his own zombie, get to chose the reward 3) after chosing this second reward I see the last zombie card be banished, and then the game don't let me do anything else, I can switch the focus to any character, look at my cards and so on, but nothing is playable (I cannot cast spells, end turn or any other action) If I quit the game and restart, I am back to the end of step 2 above, with the zombie already defeated and my character having to chose the bonus reward again (after which I am blocked again) A few remarks : - is it normal to get the scenario bonus for defeating summoned monsters ? - even if yes should I get another reward for defeating the barrier (its texts says that defeating all the zombies defeat the barrier) ? Of course I could forfeit and play the scenario again, but I would rather not have to, I managed a fairly good game until then and it would be a pain to have to do it again. Thanks in advance.
  2. Android version. I tried to buy the bundle twice without success (each time it was stuck after the paiement confirmation, waiting for the bundle to be added) I gor the Google confirmation of the purchase each time, but I never got the bundle, and now that I have restarted the game the bundle does not appear in the shop (and I still didn't get the chests and other stuff) My account is PFID-406FA445AB4151A8 Thanks in advance for your assistance.
  3. I had many different bugs with ogrekin and the +1D4 difficulty scenario wildcard. First, there is a more general bug with increased difficulties that are resetted when there is a precombat effect like the ogrekin roll. Second, I'm not sure what trigger it but sometimes (not always) I do get the double ogrekin roll like shown in the original post. The game seems to add the result of the two d4 to get the effective effect, and if the total of the 2d4 happens to be more that 4, then instead of replacing the ogrekin original card with the one with the rolled effect, the ogrkin is removed and replaced by a random monster, and of course this means that I don't get to close the location after the fight and have to explore all the cards in the location deck to be able to close it Third, I got a slightly different bug that happened at least twice in different games (and both times there was the increased giant difficulty wildcard), where I got the random ogrkin effect roll displayed, but it was frozen and I wasn't able to continue the fight. In both case, leaving the game and continued allowed me to go back to the combat against the ogrekin, but the random effect was not applied and killing the ogrekin didn't trigger the location closing Bugs #2 and 3 are probably because the random ogrekin effet replace the original card with the version with the rolled effect For bug #2 the double roll can give a result avoce the expected values, resulting in somethine like an index overlflow, while bug #3 is probably because it skip the random effect roll so the fith was against the original ogrekin card without the "close location on defeat" trigger.
  4. So we have at least 2 different players that posted that the bug was indeed fixed in the 1.3.5 patch, rather a good new.
  5. Maybe the bug was the display of needing 18 allies to win the scenario ? The reward of 50 seems to imply a group of only one character, in which case there would be less allies needed to win the scenario.
  6. I can understand removing your existing parties in story and/or quest mode to start new ones fresh, but why would you want to also remove your gold or purchases ?
  7. About the level 30 reward bug in quest mode, when the previous 1.3.1 patch was released a dev mentionned that the fix was available, but later corrected that it was in fact fixed in their own internal version but seemed to have been fixed to late to be in the 1.3.1 patch. I suppose that due to this confusion, it's possible that the bug was added to some internal bug track system while it was in fact already fixed or something similar, explaining why some devs might have been thinking that it was still open. The fact that Nug mention above that the bug is indeed fixed for his party reassure me, as I have several parties stopped at level 29 waiting for this fix, I will now be able to play quest again. ^_^
  8. Version numbers seems to be related to the deck number, AD3 was released with patch 1.3.0 and I expect that AD4 will be version 1.4.0 1.3.5 is simply lots of bug fixes plus some nice new cards added to the treasure chests. Of course it would have been good to get the new AD, but if they are not ready and it's still too buggy I prefer that they delay it so we reduce the chances to get really bad bugs (especially those that can force your to delete a character or a party when the fix that came later is not retroactive). And as there are still too many important bugs in the current version it's normal that they release this 1.3.5 patch as a intermediary measure to fix most of the more important ones without having to way for the next deck.
  9. A dev already said a while ago that they had a fix that should be available in the next patch. However the fix will probably not be retroactive, so if you haven't selected your reward yet, qui the quest mode for now and wait for the patch (the next time that you go in quest mode it should contiune back at the start of the reward screen)
  10. i'm pretty sure the difficulty of quest mode depends on the level of your character so if your character are level 10, you use adventure deck 1, and if your character are level 20, you use adventure deck 2 and so on Yes, but the thing is that some cards have a different effective tier in quest mode that their original deck number, it has been said that some of the more powerful cards have been put in higher tier, and I suppose that the reverse is possible, explaining the case of the cold resistance armor that is supposed to be in Deck 4 but was found before Tier 4 In other words : - Story mode : cards available if their deck number is <= to the current Adventure number - Quest mode : cards available if their tier number is <= to the current tier of the party (depends on the highest level character, with a new tier unlocked each 10 levels) For most cards, their tier number is the same as their printed deck number, but there are a few exceptions. It would be nice to have a way to know what those exception are exactly, but currently it's a hidden information.
  11. Myself I found about it thanks to someone who posted a message on the offer.
  12. They did just post something and it looks like the new patch does NOT contain AD4. The fact that its version is 1.3.5 and not 1.4 is also a rather telling sign. More seriously, I'm fine that they delay AD4 as long as we get a bug fix first for the more blocking bugs (like the wrong reward for quest level 30, this one has stopped me from playing quest mode until it is fixed), and the coming 1.3.5 patch should be that with a bonus of some new treasure cards, so yeah I suppose !
  13. Did i miss something about the bounty of norgober ? It's the only one that seems to be stricly *inferior* to the basic blessing, as the blessing of norgober gives 2 dice to acquire any boon. Or is it maybe that the bounties are supposed to be weaker on average that the corresponding blessing, and mainly used to increase the number of blessing of the corresponding god to allow for more recharge ?
  14. Cards that i don't really need or want, even as temporary bug during a game, I usually salave all except for one for the collection Cards that I want to get more off, I don't salage any until i've gotten all that I needed, then I salave the excess (beware of not salvaging under the number of cards that your character have in their decks), and sometimes I keep a few additionals. Cards that Are generally good, but I don't want to keep in my decks (maybe because I don't have a slot available for them or because they are consumable that you banish after use), I will usually keep a pair of them to slightly increase the chances that they drop.
  15. Yes, as already posted, it seems that they use 10 level per adventure, so I except that in the end we will get something like that : 1-9 : tier 0 (base deck only) 10-19 : tier 1 (AD1 added) 20-29 : tier 2 30-39 : tier 3 40-49 : tier 4 (AD4, probable next patch) 50-59 : tier 5 60-69 : tier 6 With maybe a level 70 to round up the levels, or maybe even a whole additionnal tier
  16. I doubt it will be implemented, the whole physical game is based upen a small group of players plus a limited vault/card pool, being able to exhange cards with other players would completly break the system.
  17. I finished the Rise of the Runelord full campaign (end of adventure 6) in the physical game with 2 friends, we played with Lini, Seoni and Harsk. Lem might have been a good alternative to Seoni, especially with the virtuoso role allowing him to buff himself later so he get to be almost as good as Lini for closing various locations and serve as a wildcard. The group was only lacking a true melee character (Lini was rather good in melee, but she only ever used one melee weapon), we had a friend that played valeros at the start of the campaign but he moved to another city so stopped playing. I think that Lini, Lem, Harsk and your choice of a hero with the melee skill should be very versatile.
  18. And for the others, it allow you to have more cards that you "keep" in your hand, while still gettting to draw and use your allies and blessing. With a hand too small, you will find yourself with "dead cards" that might be useful to keep but that you have no choise to discard, like some potion to close a location, or secondary weapon in case you need to discard one for a strong monster, of simply some boon that you just acquired and want to keep to give it to another character next turn. When you are in this situation, you will find that you often end discarding one of those card, else you won't get to draw any new card for a while and miss the occasion do draw and use blessing or allies. This is often a problem for warriors types, they tend to have a good and stable combat strength due to their weapon, but also to have their deck that don't turn enough. For the armor, almost all magic armors can be recharged at end of turn, so if you want to draw more, or if you have more than one in hand, you can simply recharge it to cycle your deck. But with most items and weapon, it can be hard keeping them in your hand until an occasion present itself. One technique that I use with valeros is giving him some bows or crossbows, so that he can discard (so recharge) them to help others from a different location, as well as cycle his deck more easily. Taking the close combat quarter to use melee for ranged attacks in case you only draw a bow in your starting hand can also be useful (but it's currently buggued), but even without it, at wort one blessing or two might be enough against most opponents with his very good base melee.
  19. I think that someone mentionned that the villains seemed to give slightly more XP in harder difficulty, but even if true it was not wort it, something like one or two hundred more XP with you need thousands to level up.
  20. Yeah, there is a thread about it. It will still means that playing in AD4+ should give improved chance of getting the bow, or at worst some AD4 weapon instead.
  21. Thanks for the list. However aren't "Venomous Bolt" and "Bewilder" cards already available in the physical version of Rise of the Runelord ? I finished the campaign last week with some friends, and I'm almost sure that I saw those two cards (the bolt was an attack spell doing arcande+2d12 poison damage) Is there simply a problem with the implementation of those cards (so we might still see them later when deck 5 and 6 are released) or am I confusing them with similar cards in the physical game ?
  22. It's more that a large party will make for a game with more locations, so more occasions to find weapons, or the weapon barriers (the best one here would be the AD3 ranger stash, where you get 1d4+1 *ranged* weapons)
  23. Evoker is right, it's a bug that make the scenario harder to win, but it's still possible. Of course it's frustrating when you get enought ally and just have to explore one last time to get the last card in the forest and the blak magga chose this time to go eat at this exact location, robbing your of the win. Happened twice in a row in legendary to me before I could finally win.
  24. It's supposed to be fixed in next patch, but lucky for you there is a walkaround that you can already use now : when you select the reward for the lower level character, don't click immediatly on the "continue" arrow to the right, first click on the higher level character (the one whose reward flies off the screen) to select him (it will be in red, but is still selectable). Only once you selected the new character should you click on the continue arrow, this time the card reward should appear normally and be clickable.
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