I've been playing pathfinder since the rise of the runelords beta (the closed beta for the physical card games. my name is in the instruction manual as a playtester) and i am myself a software engineer who knows the difficulty of reproducing bugs! I've done my best to describe all the relevant information here and provide screenshots as proof:
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ISSUES THAT HAVE BEEN REPORTED ELSEWHERE
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between the main post and the other 6 pages I glanced through, some of the bugs i found have already been reported:
adding a specialized blessing that adds 2 dice to a particular type of check, you can then pick any type of check and still get two die (eg, play a callistria on a collapsed cieling, you still get two die if you choose the con check)
Acid arrow added wrong die (d10 instead of 2d4 or something)
gold reward animation doesn't actually show the increase in gold, though you do get the gold
can't use certain powers vs villains, because they don't count as monsters (eg can't bury lamashtus)
There ought to be a way to choose to skip the check to acquire a boon (i have a concern here: card wording has been changed from the base game that would make this awkward, eg original burglar vs obsidian burglar the wording was changed from "if you do not acquire this card" to "if you fail the check to acquire this card", so maybe it should technically be "choosing to fail the check" instead of "choosing to skip the check" but i worry about this causing other problems down the line. i don't know why the wording was changed in the first place).
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other bugs, may not have been reported elsewhere
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i checked the main post in the issues thread and skimmed the rest of the thread, but i haven't thoroughly searched the forums for them.
reproducible: if kyra starts her turn at an empty location and chooses to close it, she never gets a chance to use her healing power (if she chooses not to try to close it, she can heal after saying "no, don't close")
at post-scenario deckbuilding screen, moving cards is based on my finger location instead of the visual location of the card, eg here it fails to move theives tools to the bottom section because my finger is at the bottom of the card. there's no reason for there to be a "dead zone" at the bottom, if a move a card down that far, it's clear i want it off of that character.
similarly, dragging characters into turn order is pretty difficult. i was dragging merisiel over to the left, clearly i want merisiel first, but she would pop back to her original location. instead i had to drag her on top of kyra to move kyra over. similar to previous issue, there shouldn't be a dead zone to the left of kyra.
perception check vs sneak monster, it didn't show any dice. i've seen this happen several times, not just for this particular check, where no dice appear. usually doing something to add or change the die (like changing skill) will make the base die appear.
i couldn't find a way to see what wildcard powers are during a scenario, i only saw them at the start.
Token of remembrance, when you pick the spell to recharge, makes you actually drag it to your deck. Why not use a "recharge" button next to the card as most other actions do? (this applies to some other card actions too. the card dragging in this game isn't perfect, i don't see why not always have buttons next to the cards)
Merisiel at farmhouse on legendary, found scout, chose to fight, took d4-1 = 3 damage, then scout shuffled back in and we never fought. at no point did i try to evade.
Town Square description "this card may not be recharged" is redundant and likely to cause confusion. this is just a holdover from the original game development when they wanted to be extra clear on the rules, but probably shouldn't be there at all.
i know spells say "discard... but if no arcane/divine then banish", but spells should really just say "banish" for the action when appropriate.
luckstone action text confusing. i failed a check by one, luckstone lights up and just says "success" rather than "apply after roll bonus" or something.
buttons on the right hand side get disabled (eg if it's merisiel's turn, but i'm looking at kyra) without any visual indication. in fact the button still has blue glowing rings indicating i should click it. leads to mashing on the "end turn" button without knowing
dagger+1 wasn't allowing me to add it to my combat check with another weapon vs blackfang. also tried doing dagger first, no discard option. even without this bug, the "that you haven't already played" text is confusing. made it sound like i should be discarding the dagger first then revealing the bow...? maybe related to the "villains aren't monsters" known bug, but the dagger doesn't reference monsters so i don't know if that'd be the case.
i completed all 3 brigandoom on legendary but i have no indication what i need to do to get the samisen. i've checked the vault but don't see it anywhere.
when inspecting the "card reward" for an adventure, the blue arrow on the right looks like it might allow me to do something with the card, like acquire it or put it in my vault. instead it starts the selected scenario. this box should be modal.
this one was random, i couldn't reproduce and sadly didn't screenshot: when picking difficulty level on a scenario, some combination of minimizing/changing menus caused it to show a "lock" icon instead of the "medium difficulty" icon. only a cosmetic change, i was still able to pick the scenario and play it
when inspecting a card in the vault, all the other buttons respond visually to presses, but don't do anything
Question
oneplus999
15 answers to this question
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