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Longshot11

Gameplay bug collection

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So, I've edited this post to collect a list of all bug that I was personally able to confirm, or that were reported by multiple forum users. Many of these have multiple threads, but I like thinks nice and tidy, so I thought I'd collect them all in one easy-to-reference place. As applicable, I'll update the list when bugs are squashed, or when new bugs are confirmed. Most of the descriptions are nearly verbatim to their threads, so it should make searching for the relevant topics easier.

 

- Sanatorium shuffles your deck on 0 card heal (and possibly freezes)

- Haunts trigger Retaliation Wild card

- displayed/revealed cards can get stuck on screen on Cancel and then the game can banish them

- Lini's Beast Form reverts the check type

- a cornered Skinsaw Man is not affected by Desecrated Vault

- Guard ally prevents damage only at its location

- Fox doesn't give its bonus to other characters and/or combat checks FIXED

- Habe's sanatorium typo doesn't specify that a random card is healed at start of turn

- Wrong timing for the 'Closing Location' prompt of empty locations

- visual bug on the Deeper Dungeons picture

- Superior Chainmail can be buried without proficiency

- Summoned Skeletons (possibly other monsters?) don't trigger Ezren's 'Extended Spellbook"

- character with 9 or more unique cards in their deck can't examine the right-most card

- Habe's examination doesn't show cards properly on location double-tap

- Habe's examination reveals card in reversed order

- Sandpoint Cathedral doesn't grant blessing from discard if a Wildcard (possibly also regular) summoned monster is defeated

- Dragging a card and changing the selected character, allows you to pass cards to the new character's hand

- Seoni's Arcane Blast lacks the Magic trait (FIXED)

- the Rusty Dragon's "When permanently closed" power can be triggered several times (after recharging a spell, or canceling a cast spell)

- Collapsed Ceiling UI bug blocks progress (unless you know the workaround)

- Foxglove Manor loses its 'reveal Foxglove" power when permanently closed

- succeding a check in Glassworks via burying Luckstone still deals damage

- sometimes summoned Scout and Goblin Commando auto-banish after dealing their pre-combat damage

- Henchmen and Villain cutscene don't replay in the same Party profile after encountered once (Location cutsenes such as Mill and Sanatorium appear unaffected)

-  Map button is missing during 'Start of Turn action" (it is present during the End of Turn actions)

- deleting Quest mode characters messes up the interface, and player has to quit and re-enter the menu to fix it

- on Legendary, when player moves to new location, the red paths between locations don't recenter accordingly with the screen movement

- in Quest Mode, the 'skeleton summon' wildcard removes Bruthasmus's second check and spawns new wave of Skeletons

- Loot is not displayed in the appropriate Card Type tab during the Deck Rebuild screen

- Tracker Harsk's Wild Empathy power is incorrectly named 'Animal Trick'

- Barriers that grant you to select and draw a card from the location deck interface, give access to all examined cards in the deck, not only the ones revealed by the effect (Secret Stash, Pit of Malfeshnekor, Treasure Map)

- when player has to drag a card to Bury pile (but possibly also Hand or Deck) and drops it halfway - it becomes invisible (it's still present in the interface and can be dragged again, becoming visible only while being dragged)

- when all of Goblin Warchanter's pre-combat Widom checks are over, his card becomes invisible (his encounter still proceeds normally) (FIXED)

- sometimes Pit of Malfeshnekor will return to the deck if no item is selected (it should get banished)

- Scenario 2-3 ending cutsence: Xanesha's letter text spills out of the text box

- Typo: Fortified Leather Armor reads "Recharge this card to add 1 to your Constitution of Fortitude check." Should be or.

- Typo: At start of 2-3 Trouble beneath Sandpoint, Father Zantus says: "This more dire than I expected" - an 'is' is direly missing in this sentence.

- Typo: The longbow+1 says it can discard for another location if you "are not" proficient with weapons.

- Dilettante adds d4 to combat checks

- Seelah's Inspired Grace - it's buggyness is well documented

- Weapon  and Armor boons remaining in the Garrison after it's closed don't require confirmation before being shuffled backed into the deck, and they appear too quickly to be properly seen (as should be when cards are 'examined')

- summoned and undefeated Specter freezes the game on Map screen, then shortly crashes to desktop

 

- only 4 Blessings of Lamashtu (AD1) exist in the Gallery/Vault, instead of 5 (FIXED)

- the Henchman Pidget Terelson (AD2) is missing from the Gallery/Vault (FIXED)

- using the Web or Paralyze spells to put an enemy on the bottom of the deck briefly reveals the upcoming top card

 

Updated with:

 

  • Father Zantus and Shadow Clock powers don't allow you to select the order of recharged cards

  • Impaler of Thorns applies non-proficiency penalty (the opposite is intended)

  • Brodert Quink doesn't prompt you if you want to recharge it (FIXED)

  • non-target cards examined with Augury and weapons/armors examined on closing the Garrison should remain visible and examinable until the player 'Close'-es the location UI

  • the spell Heat Metal adds 2 points, not 2 dice vs Barriers (FIXED)

  • Typo: At the start of scenario 2-5, Seelah says “... but it is first step.” An 'a' seems to be missing

  • Typo: At start of 2-4, Seoni says “A city of filled with the new, the ancient, and the familiar”

  • Typo: start of 0-1, Seoni: “This place looks quieter than it did my dreams” - misses an 'in'

  • Typo: Lem is missing an apostrophe in “...as dangerous as living an adventurers life.”

  • using Cape of Escape to evade a monster summoned by location deck barrier shuffles the location deck (/ or bug could be with Goblin Raid set to “must defeat all summons)

  • if 'Close Location' is confirmed with another character selected other than the active player, the summoned Bandit (possibly other monsters with pre-combat powers?) applies his power to the selected character

  • Adventure 'Treasure Card' rewards may fail to unlock if you do Legendary across multiple Parties (FIXED)

  • Aldern Foxglove can absorb damage for characters not in your location

  • Amiri awarded with Hide of Fire Resistance (unique card), while the party already possesses one

  • monsters with die-roll difficulty increase actually increase the difficulty of the next check after the roll (pre-combat summons, Goblin Cutpurse's Wisdom roll, recharge on pre-cobat spells...)

 

v. 1.0.3. Updated with:

 

  • Adventure 3 scenarios are out of order in the Gallery

  • when characters have insufficient cards on Deck Rebuild, they're only offer Basics to replenish (in AD3 should show all cards AD1 or lower)

  • HctF: Turtleback Ferry power doesn't let you move

  • Black screen lock-up on closing General Store, Goblin Fortress (possibly other locations with similar card-generation 'On Close" powers?)

  • HCtF: most of the time, locations don't offer Close Location when player encounters the last card in the location (it is offered normally on subsequent turns)

  • Locksmith Leather, Gale Armor and Superior Leather Armor's text requires 'heavy armor proficiency' to be buried (not known if the actual power is also bugged)

  • Merchant discards for no effect with single character at location, when 'Give' power is selected

  • Characters with 'start of turn' powers can use them twice at locations with 'start of turn' power (possibly also relevant for 'end of turn' cases)

  • Ezren's Evoker role preview in the Store doesn't list the Hand Size 9 upgrade

  • Quest mode power “All monsters gain the Undead trait” doesn't give the Undead trait (tested for Deathbane Crossbow)

  • Glassworks power (possibly other powers that discard from the top of your deck) doesn't kill the character if he has 0 cards in his deck

  • Cape of Escape's first power (move only, during your turn) doesn't work

  • Flask of Ice states it gives 2d6 instead of 3d6

  • Flask of Force Missile states a recharge check Arcane 13 – should be Arcane 14
  • In Characer Select screen, 'Powers' tab, the original Hand Size of characters and the power feats spent on it doesn't show - it only shows the last checked Hand Size (and any upgrades beyond it)

  • If Lem choses Favorite type: Loot, he can then start without Loot card, even if he had one in his deck (tested with Medusa Mask and Sihedron Medallion)

  • Amiri's Move Another doesn't work (it worked correctly before patch 1.0.3)

  • Epic and Legendary card glows are switched

  • Quest Mode: wild card that shuffles back henchmen if location is not closed, instead shuffles them in another location before the close attempt is made

  • Flask of Force prompts Recharge/Bury instead of Discard / Bury

  • Orb of Firestorm prompts Recharge / Discard instead of Recharge / Bury

  • Fiery weapon can be played on a non-weapon combat (tested with unarmed Sajan)
  • scenario 3-1 power should specify that Mammy Graul's difficulty is increased by 1 “for each Henchman FROM A LOCATION DECK that has been defeated”
  • beating Barl Breakbones' first Fortitude check defeats him outright (tested with recharging Amulet of Fortitude)
  • The active player may chose the card to discard after Barl's first check (it should be random) - possibly caused by another player taking the first check
  • Skull Ripper is not immune to the Attack trait
  • 'Into the Mountains' Heroic/Legendary power is triggered by the Full Packs/Painful Memories wildcards, and defeating henchmen triggers the wildcard 'bury 1' effect

  • Kyra doesn't add Magic vs. Spectre (works fine vs. Ghost; Shadow – unknown)

  • Valeros' “Close Quarters” only adds Strenth die + Melee bonus, no Strength feats

  • HctF: playing Brodert Quink off-turn resets the active players turn (new Black Magga turn + new free exploration)

  • HctF: wrong ally count in the 'scenario power' (Ex: shows 18 for 4 players, instead of 15)

  • HctF: a top-decked Boa encountered as first exploration can be stuck (non-swipe-able)

  • HctF doesn't unlock adventure progress if Magga eats the last card in the game

  • Shimmerglens: “When Closed' power doesn't work - even if “end turn” is selected, it resets your hand and kills your hero if he has no sufficient cards; also, the power description, when location is closed, is not visible during the turn

  • Wand of Scorching Ray is missing the Arcane trait (both in terms of description and usability)

 

I've taken to assigning 'severity' to the bugs - Minor, Major or Critical - by my admittedly subjective standards, which in no way should be taken to reflect Obsidian's view on the issues.

 

v.1.0.3.1 Updated with:

 

  • Critical: Merisiel's 'Inspired Dexterity' banishes the Blessings and resets the boosted encounter

  • Critical, Quest Mode: the “increase Goblin difficulty” power creates lock-ups (possibly the same for Ogres?)

  • Critical: Lockup of the game if player tries to acquire Blessing of Norgorber by check (acquisition by Bury works fine) – occasional occurrence

  • Critical: closing General Store / Goblin Fortress (other “roll to add boons” locations?) lock up the game when closed

  • Major: Undefeated Malugus Kreeg creates multiple copies of himself

  • Major: summoned Rat Swarm undefeated by at least 4 shuffles into deck

  • Major: Barl Breakbones' “discard random card” power can target displayed cards (general issue with displayed cards being treated as being in hand)

  • Major: two Swipes cast by different heroes don't stack (the second replaces the first one)

  • Major, Quest Mode: corner-and-defeating Black Magga doesn't end the scenario

  • Minor: Flask of Shock: offers Recharge/Bury instead of Discard / Bury (possibly other Flasks?)

  • Minor: two Flasks of Shock can be cast by one player on the same check (possibly other Flasks?)

  • Minor: the AD3 Sihedron Medallion displays wrong AD number (1 or 2 – may be dependent on Sihedron presence in current party)

  • Minor: Merisiel recharges Swipe instead of banishing it

  • Minor: Blessing of the Gods offers 'Recharge' when copying Blessing of Zarongel

  • Minor, Typo: on the 'Welcome to Quest Mode!' pop-up when starting quest mode for the first time, the word 'scenarios' in the first line is missing its 'c'.

  • Minor, Typo: Ilsoari Gandethus is called Ilsaori by Orik Vancaskerkin when you have the former in a deck and find the later at the Thistletop Delve scenario.

  • Minor, Giantbane Battleaxe doesn't add 1d10 vs. Ogres (all Giants?)

  • Minor: Mail of Escape cannot be recharged at end of turn

 

Updated with:

  • Minor: Snakeskin Tunic and Blackcloth armors can negate damage after being revealed to add to the combat check

  • Minor: Pit of Malkefeshnekor doesn't activate 'Arrow Tarp” wildcard if defeated

  • Minor: Superior Leather Armor: text and effect require Heavy Armor proficiency ; also, recharges to prevent non-Combat damage (ex: Goblin Pyro BYA damage)

  • Minor: Lini can add Animal Trick to her roll for cards from defeated chest barriers

  • Minor, Quest Mode: “when you defeat a Henchman you're dealt 1d4 damage” doesn't show up and isn't activated

  • Minor: Brooch of Shielding can only recharge to reduce Combat damage (instead of any damage)

  • Minor: Lem's Performance powers can be used with displayed cards

  • Minor: Dzejet Skin adds 1 die + 2 to a Charisma/Diplomacy check, instead of only 2

  • Minor, Quest Mode: Summoned Henchmen allow a Close Location attempt

Edited by Longshot11
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-Valeros' skill close quarters does not add the melee skill as it should, I was using a frost longbow +1 it incorrectly made me roll 1d8 and 1d10 with a bonus of 1, the same as it would without the skill.

-Harsk's skill reload works...kinda. I was using a deathbane light crossbow +1, I revealed it for a combat check and afterwards it made me recharge or discard, I was not able to keep it.

Hmm? When selecting recharge doesn't it recharge the deathbane crossbow to your deck ? I'm pretty sure it works for other bow but hadn't actually had harsk use a deathbane.
Oh it recharges it, or it discards. It is suppose to be able to JUST reveal, I shouldn't have to do either
You are only given that option for deathbane crossbow if you possess the reload power, and opted to discard the crossbow to add to combat check elsewhere. So it's perfectly normal to either discard it or recharge it as a benefit of the reload power. In normal combat checks encountered by harsk, you can't discard the crossbow per it's description. The reload power seems to be working fine.

 

Edit: if you meant to say when you reveal the crossbow in a normal combat check and somehow gets the prompt to recharge or discard then it's bugged though.

Edited by Rhygar
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-Valeros' skill close quarters does not add the melee skill as it should, I was using a frost longbow +1 it incorrectly made me roll 1d8 and 1d10 with a bonus of 1, the same as it would without the skill.

-Harsk's skill reload works...kinda. I was using a deathbane light crossbow +1, I revealed it for a combat check and afterwards it made me recharge or discard, I was not able to keep it.

Thanks for the input, guys. I keep a separate list with all the bugs reported on the forum, but I try to include in The List only the ones that I have been able to confirm myself, or that are being reported by multiple users.

If that bug with Harsk is real though - that's some major suckage right there. Effectively, by getting your Role power, you just gimped your character...


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Updated with:

  • Fiery weapon can be played on a non-weapon combat (tested with unarmed Sajan)

  • scenario 3-1 power should specify that Mammy Graul's difficulty is increased by 1 “for each Henchman FROM A LOCATION DECK that has been defeated”

  • -beating Barl Breakbones' first Fortitude check defeats him outright (tested with recharging Amulet of Fortitude)

  • You may chose the card to discard after Barl's first check (it should be random)

  • Skull Ripper is not immune to the Attack trait

Edited by Longshot11

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-Valeros' skill close quarters does not add the melee skill as it should, I was using a frost longbow +1 it incorrectly made me roll 1d8 and 1d10 with a bonus of 1, the same as it would without the skill.

-Harsk's skill reload works...kinda. I was using a deathbane light crossbow +1, I revealed it for a combat check and afterwards it made me recharge or discard, I was not able to keep it.

Hmm? When selecting recharge doesn't it recharge the deathbane crossbow to your deck ? I'm pretty sure it works for other bow but hadn't actually had harsk use a deathbane.
Oh it recharges it, or it discards. It is suppose to be able to JUST reveal, I shouldn't have to do either
You are only given that option for deathbane crossbow if you possess the reload power, and opted to discard the crossbow to add to combat check elsewhere. So it's perfectly normal to either discard it or recharge it as a benefit of the reload power. In normal combat checks encountered by harsk, you can't discard the crossbow per it's description. The reload power seems to be working fine.

Edit: if you meant to say when you reveal the crossbow in a normal combat check and somehow gets the prompt to recharge or discard then it's bugged though.

That is exactly what I meant, sorry for the confusion.

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Updated with:

 

  • 'Into the Mountains' Heroic/Legendary power is triggered by the Full Packs/Painful Memories wildcards, and defeating henchmen triggers the wildcard 'bury 1' effect

  • Kyra doesn't add Magic vs. Spectre (works fine vs. Ghost; Shadow – unknown)

  • Valeros' “Close Quarters” only adds Strenth die + Melee bonus, no Strength feats

  • HctF: playing Brodert Quink off-turn resets the active players turn (new Black Magga turn + new free exploration)

  • HctF: wrong ally count in the 'scenario power' (Ex: shows 18 for 4 players, instead of 15)

  • HctF: a top-decked Boa encountered as first exploration can be stuck (non-swipe-able)

  • HctF doesn't unlock adventure progress if Magga eats the last card in the game

  • Shimmerglens: “When Closed' power doesn't work - even if “end turn” is selected, it resets your hand and kills your hero if he has no sufficient cards; also, the power description, when location is closed, is not visible during the turn

  • Wand of Scorching Ray is missing the Arcane trait (both in terms of description and usability)


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Also: In

HctF: Rescued allies are not available to put into players decks after the first play through in normal.

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Also: In

HctF: Rescued allies are not available to put into players decks after the first play through in normal.

Rescued allies in HCtF constitute "Scenario Reward", and as such - it is expected behaviour that you only receive them the first time you complete the scenario with any given party.


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Hmmm....the Scenario Reward clearly says a random ally, which you get in addition to all those. So you get double rewards the first time?

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Hmmm....the Scenario Reward clearly says a random ally, which you get in addition to all those. So you get double rewards the first time?

Where are you reading this ?!? It says "All the allies that were acquired and put aside"


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Ahh cool.. I just ran across defeating Barl by recharging the Amulet for Fortitude.. Glad I searched before I made a thread for that.

 

I'm pretty sure the 

Fort 12 

OR

Combat 17

THEN

Combat 21

 

is supposed to be

(Fort 12 OR Combat 17)

THEN

Combat 21

 

NOT what it appears to be which is:

Fort 12

OR

(Combat 17 THEN Combat 21)

 

That fight was way too easy, but I wasn't complaining, I got confused by the Hook Mountain Hag locking Arcane Attack spells bug for my Seoni in that run and Seoni got rocked because of it. Just desserts was Lini closing the Shirne to Lamashtu and Valeros amuleting Barl.. :)

 

In all fairness I think Valeros would have easily taken him on that Combat 21 anyway, he had a decent weapon + multiple blessings were ready.

Edited by hfm

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NOT what it appears to be which is:

Fort 12

OR

(Combat 17 THEN Combat 21)

I'm pretty sure someone reported they defeated the Fort check with a standard roll, and then they got the second combat as expected, so this is probably not the issue.

Rather. it seems to lie with auto-succeess cards (Amulet / Potion of Fortitude and Luckstones..)


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In the original post you mention a bug with Fox not giving bonus to other characters, this has already been fixed for a while (in 1.3.0 i think)

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In the original post you mention a bug with Fox not giving bonus to other characters, this has already been fixed for a while (in 1.3.0 i think)

I haven't had a chance to test it yet, but if you've checked it out - I'll mark it as fixed. Thanks!


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I've taken to assigning 'severity' to the bugs - Minor, Major or Critical - by my admittedly subjective standards, which in no way should be taken to reflect Obsidian's view on the issues.

 

Updated with:

 

  • Critical: Merisiel's 'Inspired Dexterity' banishes the Blessings and resets the boosted encounter

  • Critical, Quest Mode: the “increase Goblin difficulty” power creates lock-ups (possibly the same for Ogres?)

  • Critical: Lockup of the game if player tries to acquire Blessing of Norgorber by check (acquisition by Bury works fine) – occasional occurrence

  • Critical: closing General Store / Goblin Fortress (other “roll to add boons” locations?) lock up the game when closed

  • Major: Undefeated Malugus Kreeg creates multiple copies of himself

  • Major: summoned Rat Swarm undefeated by at least 4 shuffles into deck

  • Major: Barl Breakbones' “discard random card” power can target displayed cards (general issue with displayed cards being treated as being in hand)

  • Major: two Swipes cast by different heroes don't stack (the second replaces the first one)

  • Major, Quest Mode: corner-and-defeating Black Magga doesn't end the scenario

  • Minor: Flask of Shock: offers Recharge/Bury instead of Discard / Bury (possibly other Flasks?)

  • Minor: two Flasks of Shock can be cast by one player on the same check (possibly other Flasks?)

  • Minor: the AD3 Sihedron Medallion displays wrong AD number (1 or 2 – may be dependent on Sihedron presence in current party)

  • Minor: Merisiel recharges Swipe instead of banishing it

  • Minor: Blessing of the Gods offers 'Recharge' when copying Blessing of Zarongel

  • Minor, Typo: on the 'Welcome to Quest Mode!' pop-up when starting quest mode for the first time, the word 'scenarios' in the first line is missing its 'c'.

  • Minor, Typo: Ilsoari Gandethus is called Ilsaori by Orik Vancaskerkin when you have the former in a deck and find the later at the Thistletop Delve scenario.

  • Minor, Giantbane Battleaxe doesn't add 1d10 vs. Ogres (all Giants?)

  • Minor: Mail of Escape cannot be recharged at end of turn


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The Here Comes the Flood General Store black screen bug is very nasty, as it stops play, and there is no way around it. Please consider making this a top priority.

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Minor: Mail of Escape cannot be recharged at end of turn

 

Minor?? My Seelah disagrees.  Kidding.  Lots of hard work here, well done. Thank you for helping to hopefully get this stuff fixed, and make the game a better game.

 

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  • Minor: Snakeskin Tunic and Blackcloth armors can negate damage after being revealed to add to the combat check

  • Minor: Pit of Malkefeshnekor doesn't activate 'Arrow Tarp” wildcard if defeated

Minor: Superior Leather Armor: text and effect require Heavy Armor proficiency ; also, recharges to prevent non-Combat damage (ex: Goblin Pyro BYA damage)

Minor: Lini can add Animal Trick to her roll for cards from defeated chest barriers

Minor, Quest Mode: “when you defeat a Henchman you're dealt 1d4 damage” doesn't show up and isn't activated

Minor: Brooch of Shielding can only recharge to reduce Combat damage (instead of any damage)

Minor: Lem's Performance powers can be used with displayed cards

Minor: Dzejet Skin adds 1 die + 2 to a Charisma/Diplomacy check, instead of only 2

Minor, Quest Mode: Summoned Henchmen allow a Close Location attempt


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Amazing work as always Longshot! I'll get these looked at. I also Pinned this thread!


Whats this at obsidian.net?

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Have they fixed the bug where you can't improve your characters if they die during a scenario you complete, but when re-completing with the character alive they don't get any rewards?

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Have they fixed the bug where you can't improve your characters if they die during a scenario you complete, but when re-completing with the character alive they don't get any rewards?

Аccording to patch notes here, yes:

https://forums.obsidian.net/topic/86992-patch-103-notes/

 

I haven't tested it though.


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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...

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Hi,

 

I also got another issue with the Goblin Commando

Scenario: Quest (Hard)

Modifiers: The difficulty to defeat Goblins is increased by 2D4

Modifiers: Impending doom

Location: Shrine of Lamashtu

Hero: Kyra

 

When the encounter started it showed 2D4 superposed on screen for the increased difficulty and then nothing happens, I cannot fight the goblin or change to another character (Merisiel in my case)

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Superior Leather Armor's effects are swapped (at least in this situation):

I encountered a Skeleton Horde.

Valeros, who drew the horde, faced an Ancient Skeleton.  He failed the roll by 3, and had to discard 3 cards.
I selected Superior Leather Armor, and buried it (to negate all damage).

I was then told to select two more cards.

I pulled the SLA out of my bury pile and recharged it instead.  All damage negated.

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Has anyone encountered this issue?

Recently, Seoni's magic touch feat stop working. After getting it, all items with arcane trait would automatically recharge, but now, arcane check is required to recharge the item

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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.

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