June 30, 20169 yr Locksmith Leather has the same problem as Superior leather armor of requiring heavy armor proficiency. Additionally, it's last effect: "If proficient with light armors, you may recharge this card when you reset your hand." I cannot find a way to use or activate if there is one.
July 1, 20169 yr : "If proficient with light armors, you may recharge this card when you reset your hand." I cannot find a way to use or activate if there is one.Press the discard button at top right instead of move turn on double arrow This will now have the recharge option on the armour as well as voluntary discards This one caught me for a while ------------------------------------------------------------ Playing with iPad mini 4th Gen iOS 10.3.3 Primary party MERISIAL, EZREN, LINI, SEELAH
July 1, 20169 yr Defeating the henchman Nightbelly Boa does not give an option of closing the location. This happens in both Story and Quest modes.
July 2, 20169 yr Another issue: Major Cure seems not to work properly when the caster uses on himself/herself. The cards are normally recharged, and that bonus card that the caster recharges is graphically showed, but does not count as a real recharge (the discard remains with the same cards as before). (Not an issue, but a question and a suggestion to the developers: why the arcane attack spells are so cool looking and the divine ones suck so much? It's kind of disappointing to see a spell like Holy Light having the graphics and the sound of a punch, when it should look and sound like a beam of searing light. Same thing to Inflict, that should look like a surge of negative energy and not like a random blow.)
July 2, 20169 yr Defeating the henchman Nightbelly Boa does not give an option of closing the location. This happens in both Story and Quest modes. It is working as it should be and not allow closing. Not all hensmans Are suposed to close locations! Edited July 2, 20169 yr by Hannibal_PJV
July 3, 20169 yr Defeating the henchman Nightbelly Boa does not give an option of closing the location. This happens in both Story and Quest modes. It is working as it should be and not allow closing. Not all hensmans Are suposed to close locations! Yeah, I noticed that in its card text, and makes sense in the "Here Comes the Flood" scenario, but in Quest Mode not closing a location after defeating a henchman is definitely very problematic.
July 3, 20169 yr I have found that when the non-active character plays an ally while the active character is at the Farmhouse, the played card is then buried (should this happen when the non-active character is playing it from another location?) and at the end of the scenario it is found in the deck of the then active character. As an example, Kyra is active character and Seoni (not at the same location) discards Sheriff Hemlock to add 1d6, the card is buried and appears in Kyra's deck at the end of the scenario. Is this working as intended?
July 5, 20169 yr I didn't see it in the OP, but when encountering the Hag (in Hook Mountain Massacre), I was not afforded the opportunity to test my wisdom prior to the attack. That happened multiple times with the Goblin Warchanter too (in adventures 1-3).
July 5, 20169 yr I have found that when the non-active character plays an ally while the active character is at the Farmhouse, the played card is then buried (should this happen when the non-active character is playing it from another location?) and at the end of the scenario it is found in the deck of the then active character. As an example, Kyra is active character and Seoni (not at the same location) discards Sheriff Hemlock to add 1d6, the card is buried and appears in Kyra's deck at the end of the scenario. Is this working as intended? I had this same problem. In my opinion, it's a bug, since the ally should be discarded to the non-active character discard pile. Edited July 5, 20169 yr by Saint Ajora
July 5, 20169 yr I have found that when the non-active character plays an ally while the active character is at the Farmhouse, the played card is then buried (should this happen when the non-active character is playing it from another location?) and at the end of the scenario it is found in the deck of the then active character. As an example, Kyra is active character and Seoni (not at the same location) discards Sheriff Hemlock to add 1d6, the card is buried and appears in Kyra's deck at the end of the scenario. Is this working as intended? I had this same problem. In my opinion, it's a bug, since the ally should be discarded to the non-active character discard pile. Definitely a bug.
July 5, 20169 yr I didn't see it in the OP, but when encountering the Hag (in Hook Mountain Massacre), I was not afforded the opportunity to test my wisdom prior to the attack. That happened multiple times with the Goblin Warchanter too (in adventures 1-3). My guess the problem really is the non-intuitive way Obsidian revised characters like the Hag and the Goblin Warchanter to work. When you encounter these monsters, certain cards will become covered with chains. This does not mean you cannot use these cards. Instead, it means that when you try to use one of these cards, you will then be prompted to make the necessary check to successfully use the card.
July 5, 20169 yr Black Magga stage is bugged. Its suppose a alied competition but all cards counts a point to Magga and for my group only the alied cards... The count for Magga does not show the count of allies eaten by Magga. Instead, it shows the count of all cards eaten by Magga. You don't have to collect more allies than Magga's total card count. While the scenario is still playing out, you can't be sure how many allies Magga has eaten.
July 6, 20169 yr Here comes the flood progression lock: I've completed here comes the flood on all 3 difficulties and have not gained access to the next story mission. Additionally, it shows that I can gain the rewards for legendary difficulty again but not the other 2 difficulties as they have been completed. Any future attempts at completing do not yield the ally rewards as my characters show that they've all completed it
July 7, 20169 yr Here comes the flood progression lock: I've completed here comes the flood on all 3 difficulties and have not gained access to the next story mission. Additionally, it shows that I can gain the rewards for legendary difficulty again but not the other 2 difficulties as they have been completed. Any future attempts at completing do not yield the ally rewards as my characters show that they've all completed it Are you searching the forum? You know that because of a bug you have to encounter the last card in the game (do not let the timer run out, do not let Magga eat the last card) and win in order to advance, right? This has been reported on several threads.
July 8, 20169 yr Glad to see several of the issues I've been having mentioned here. Also, nice to see a solution for the Goblin Warchanter/Hag problem; but the way it works now is really counter-intuitive. A problem I've been having repeatedly that isn't mentioned there (but is discussed here) is that Enemy Lore: Undead doesn't work properly. It does add the D8 properly, but the Magic trait isn't added to Wisdom/Divine rolls to banish undead monster that can only be defeated with Magic (and allow such a roll instead of combat). After trying 5 times, it always failed (over 3 different scenarios). Each time I've used a non-magic weapon to kill such an undead (3 times this week, IIRC), they've been defeated properly.
July 9, 20169 yr Galaxy s7 Sejan with dodge is being dealt 1 fire damage by a defeated goblin pyro upon rolling a 1. Dodge prevented the 1 damage dealt by the Pyro itself but is not preventing the damage from the scenario ability
July 10, 20169 yr Several bugs encountered in the past few hours, all during quest mode. I'm assuming this is a bug, but I got the "tutorial" scenario in a party level 3 quest. All the scenario said was Tutorial. During the same scenario one of the wildcard powers was "Snake pits" which is supposed to add 2 Night Boas to each deck. They were not added. During the Scenario where 2d4 are added to giant checks, encountering Barl Breakbones caused a progression break after the dice were rolled. The combat check, nor dice, appeared and no heroes could aid. During the closing of Mountain Peak I examined the top card of a deck, then came back and used the Toad ally to bring back Holy Light on Lini. This caused the game to reset the closing scenario, which I skipped to the discard phase since I was clicking rapidly. Holy Light was then covered by another card in my hand (ie behind it) and when I rest my hand I drew an extra card. Then on the next turn with Seoni Holy Light was in her hand and was immediately banished upon first exploration. (this one really makes me angry since I have yet to see the second holy light appear out of 33 quest levels, so getting it back will be a pain)
July 11, 20169 yr Galaxy s7 story mode Using a wand of enervation on Seelah's combat check after she has activated inspired grace removes the bonuses (both die and plusses) from her check. Pressing the red x on Seelah's check, then further removes any plusses again (in my case a total of -4 because -2 from the initial removal of inspired then -2 from it trying to undo inspired but not being able to remove a dice as well). You can then reactivate inspired grace which will remove an additional card from the top of your deck and add in the d6 and the associated plus (still at a total of -2 + 1d6 in my case) Lini: combat glitch When using Lini you can apply animal trick, revealing a weasel or tiger and then discard or recharge them (respective to their abilities) to add a die, which is fine and expected. However if you proceed to press the red 'x' to cancel your bonuses and do this once again (specifically revealing the animal you plan to discard or recharge and then attempting to discard or recharge them) it will cancel your animal trick, prompting you to do it again. From here if you reapply animal trick, the discarded or recharged animal will be returned to your hand while still giving you their bonus d6
July 11, 20169 yr Here comes the flood progression lock: I've completed here comes the flood on all 3 difficulties and have not gained access to the next story mission. Additionally, it shows that I can gain the rewards for legendary difficulty again but not the other 2 difficulties as they have been completed. Any future attempts at completing do not yield the ally rewards as my characters show that they've all completed it Are you searching the forum? You know that because of a bug you have to encounter the last card in the game (do not let the timer run out, do not let Magga eat the last card) and win in order to advance, right? This has been reported on several threads. That wasn't the problem I was having. In the end I was able to complete this by redoing the mission on the easiest difficulty after a fourth attempt. Even though the game said I had completed it on a different story mode team it hadn't properly saved my progress and wanted me to complete it on easy again (for no gold reward but card rewards).
July 11, 20169 yr Major cure not working as intended. Visually the extra card goes from discard to deck, however it is not actually removed from discard
July 12, 20169 yr New user here - just completed the first stage of the freebie adventure on the second difficulty level. After doing so it appears I'm stuck. The cleric has a second ally and the rogue has a second piece of armor and the game won't let me move them out of the deck. On the first run through I could move out the extras but can't now. Anybody else seen this / know how to fix it?
July 12, 20169 yr You Are using a tablet and not a phone? This game is not compatible with the phones and ui can cause problems From time to time. Edited July 12, 20169 yr by Hannibal_PJV
July 12, 20169 yr Using a tablet - got it to work. Just needed to be patient with it - eventually the items "stuck" after holding them in place for a couple seconds. Whew!
July 12, 20169 yr Bug (or some bad change) after the update 1.0.3.5: I was in the middle of a Goblin Raid, but I couldn't maximize the image of the card to read its description. That's strange because I was able to do this before the update, but I will test the other cards of this type and see if this happens again.
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