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Some bugs in the new version


Irgy

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Seriously guys, do you want me to be a voluntary beta-tester or something? Every new patch it takes me literally 5 minutes of play time to find a new bug. So far after one play through of the new adventure deck:

 

* Every time I look at a card (double tap), then try to play it, the card just floats around the screen and I can't do anything. I have to go to the menu and back to continue. This is driving me nuts, since I often like to read a card before playing it.

 

* The new henchman who makes other characters fight a skeleton with difficulty increased by 6; I fought him solo, and discovered that every single check I made for the rest of the turn had the difficulty increased by 6 (and actually increased it wasn't just a display thing)! Including the check against him, recharging spells, closing location etc. That's not how that's meant to work. Interestingly I could see on the panel on the left that he was responsible for it, it had a picture of him and "difficulty increased by 6". Maybe because no-one fought a skeleton that effect didn't get taken down?

 

* Wand of enervation doesn't respect the arcane skill (yes everyone's posted this already). Also I hate the way this resets all the dice you've prepared, I rarely decide first that I want to use it.

 

* I often get players highlighted (with the little '!') as being able to help with a check even though they can't. Haven't worked out the pattern to it yet. Seems to be a new problem though haven't seen it happen before.

 

* At one point I used Lini's power to discard a card to make her strength/dex d10, did some other things, then cancelled it all to start again because I did something wrong. After cancelling everything, the card was still discarded for no benefit. Menu and back again fixed it up.
 

* At another point Ezren's entire arcane skill bonus disappeared (appeared to effectively be 0). Switching skills didn't help (even though the display in the skill selection menu showed it correctly, I *think*). Again, main menu and back again sorted it out.

 

My apologies for the lack of detail on some of these, I just wanted to keep playing the game not document everything in detail (if I was beta-testing for you obviously I'd prioritise taking notes!). Might as well let you know though because I expect at least a few are reliably reproduceable and fairly straightforward to fix.

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Seriously guys, do you want me to be a voluntary beta-tester or something? Every new patch it takes me literally 5 minutes of play time to find a new bug. So far after one play through of the new adventure deck:

 

* Every time I look at a card (double tap), then try to play it, the card just floats around the screen and I can't do anything. I have to go to the menu and back to continue. This is driving me nuts, since I often like to read a card before playing it.

Can you tell us what your device and OS version on the device are? Having to doubletap to display the zoomed card isn't something that I recognise from my Android use, if it happened as a bug it would happen to everyone and it hasn't been widely reported (or at all that I can remember), so it might be your config.

 

* The new henchman who makes other characters fight a skeleton with difficulty increased by 6; I fought him solo, and discovered that every single check I made for the rest of the turn had the difficulty increased by 6 (and actually increased it wasn't just a display thing)! Including the check against him, recharging spells, closing location etc. That's not how that's meant to work. Interestingly I could see on the panel on the left that he was responsible for it, it had a picture of him and "difficulty increased by 6". Maybe because no-one fought a skeleton that effect didn't get taken down?

Do you remember the name of the Henchman? It might help in narrowing things down

 

* Wand of enervation doesn't respect the arcane skill (yes everyone's posted this already). Also I hate the way this resets all the dice you've prepared, I rarely decide first that I want to use it.

Widely reported already. Devs know about it and it will get fixed "some time", it's a long outstanding bug

 

* I often get players highlighted (with the little '!') as being able to help with a check even though they can't. Haven't worked out the pattern to it yet. Seems to be a new problem though haven't seen it happen before.

Thanks for reporting this one! It's one that I have seen myself, but it flies under my radar for "minor bugs I can't be aresed to report in the great scheme of things". Glad somebody got around to doing so.

 

* At one point I used Lini's power to discard a card to make her strength/dex d10, did some other things, then cancelled it all to start again because I did something wrong. After cancelling everything, the card was still discarded for no benefit. Menu and back again fixed it up.

Known issue, severally reported. Happens with other checks too - such as Merisiel's Sneak Attack. Devs know about it and it will be fixed in due course (but who knows when?)

 

* At another point Ezren's entire arcane skill bonus disappeared (appeared to effectively be 0). Switching skills didn't help (even though the display in the skill selection menu showed it correctly, I *think*). Again, main menu and back again sorted it out.

Ouch! Not seen this one (I'm glad to say). Though you have a keen eye to spot it, I'd have probably just missed it.

 

My apologies for the lack of detail on some of these, I just wanted to keep playing the game not document everything in detail (if I was beta-testing for you obviously I'd prioritise taking notes!). Might as well let you know though because I expect at least a few are reliably reproduceable and fairly straightforward to fix.

I'm afraid that getting bugs it a bit of a two-way street. If we don't provide the detail for the Devs to find and repro the bug, they likely won't get around to fixing it as other (easier to repro) bugs will jump the queue. Not documenting bugs that are intermittent or hard to trace is like saying "something went wrong, go fix it"... unhelpful in the main. The Devs have provided a template to help capture the circumstances of the issue, it does save time.
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Seriously guys, do you want me to be a voluntary beta-tester or something? 

If you're here posting in the forums, you should already consider yourself a voluntary beta tester.  ;)

 

We need some kind of flair for anyone who posts in the Tech Support forum.  Or maybe a t-shirt that says "I posted 200 bugs and all I got was this stupid Mattock."

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* The new henchman who makes other characters fight a skeleton with difficulty increased by 6; I fought him solo, and discovered that every single check I made for the rest of the turn had the difficulty increased by 6 (and actually increased it wasn't just a display thing)! Including the check against him, recharging spells, closing location etc. That's not how that's meant to work. Interestingly I could see on the panel on the left that he was responsible for it, it had a picture of him and "difficulty increased by 6". Maybe because no-one fought a skeleton that effect didn't get taken down?

Do you remember the name of the Henchman? It might help in narrowing things down

  

 

 

 

The Henchman probably is the Headless Lord:

 

"Before you act, each other character at your location summons and encounters the henchman Ancient Skeleton; the difficulty to defeat the Ancient Skeleton is increased by 6."

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Thanks Nirven, I have AP4, but I'm backfilling my Story characters that got screwed over during the Upgrade/Party Disbanding of my 1.1.4 update process, so I haven't got around to playing it yet. (FWIW, I lost 7 of my Story Mode experienced characters and lost my Legendary completion of APs 1-3 and am now going back over APs 1-3 with the 5 experienced characters to get my Legendary completion, then I'll get the other characters complete at Normal level on APs 1-3 and *then* I'll start AP4. It's not that I won't still be reporting bugs on APs 1-3 content on build 1.1.4!)

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Can you tell us what your device and OS version on the device are? Having to doubletap to display the zoomed card isn't something that I recognise from my Android use, if it happened as a bug it would happen to everyone and it hasn't been widely reported (or at all that I can remember), so it might be your config.

iPad air 2, iOs 9.3.2.

 

It's 100% reproduceable on my device as far as I can tell. I can add that it also happens if you look at a card and then try to discard it.

 

 

The Henchman probably is the Headless Lord

 

Yes that one.

 

 

Widely reported already.

 

Yes I know, I said that myself. I guess I just wanted to add to the unofficial petition to fix it. Plus make the point about it resetting the dice.

 

And more bugs, some new from 2 more scenarios played, some I just forgot last time:

 

* Seoni fights a Giant Hermit Crab. She uses Lightning Bolt and passes the check by millions. Instead of making her reroll as per the crab's ability, it tells me to activate her power that lets her bury a card to pass a check. At first I can't even choose not to activate it (there's no blue triangle). I activate it, then cancel it, then I get a blue triangle. I press the blue triangle, and get told I've failed the check and need to take a damage! I'm going to take a punt at what caused this. The reroll ability from the crab triggered Seoni's test for whether she was about to pass the check. The test for whether it was failing by 1 triggered essentially because -20 < 2 (i.e. I "failed" by about -20 which is 1 or less).  Once it was locked into the code for Seoni's ability it had irreversably decided I'd failed by 1 so that's what happened.

 

* Ezren encounters a vilain who deals 1d4-1 damage to everyone at the location. Sajan is also at the location. When it rolls damage for him, it says 1d4+1 damage. Happened both times with those two characters. Confirmed on another pass that this didn't happen to other characters. My Sajan has the ability that's supposed to reduce damage by 2, but instead it's increased the damage by 2!

 

* I played the staff that lets you recharge it and discard a spell to defeat a barrier, or recharge it and discard a spell to add 1d4 to a combat check (yes, sorry, the name, I know, but at least I've uniquely identified it). I faced a barrier (Arcane Lock, I remember that one!) which included combat as an option to defeat it, thus making both abilities valid. I got shown a pair of boxes to select which ability to use... except the text in both was completely blank! Maybe you weren't expecting to have a situation where you could choose between those powers? Also it turns out the options were the opposite way around to the order the two were written on the card (of course if there was text this wouldn't matter so much). Fortunately when I picked the wrong one it wasn't too late to cancel and select the other one instead.

 

* Kyra played a Blessing of Gorum on her strength based melee combat check, but only received one extra die. Even after switching the abilities around, cancelling, exiting to menu etc. Oddly enough another player in the same party also played a Blessing of Gorum on the same check, and it provided 2 dice.

 

* On my first play through, when I went back to the menu and pressed continue, I went straight back to where I was. The second play through, every time I went back to the menu, after pressing continue I had to select the party again. I don't even mind which way it's done, but it's inconsistent so clearly not working as intended one way or the other.

Edited by Irgy
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Oh and is anything ever going to get done about locked characters in quest mode? Multiple updates have passed since I reported it and they're still just sitting there haunting me.

 

The whole locked state is only for blocking you from putting e.g. two Ezrens in a party. It should be calculated on the fly depending on your current party. There should not even exist a means for storing the state of a character as locked which is persistent after restarting the app. You don't need to fix the complicated problem of how they get locked up in the first place, just fix the much simpler problem of making locking a non-persistent property in the first place. Then maybe characters will get locked sometimes still but they won't stay locked forever.

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Just remembered another, and this one is something of an exploit.

 

If you use Wand of Enervation, then go to the main menu and back before making the check, you are forced to reroll the Wand of Enervation dice. Presumably because it doesn't trigger an autosave, even though it's a dice roll, since it's not a check.

 

I actually found this one working around one of the other bugs, and actually got stuffed around by it since I rolled 3,4 the first time and 1,1 the second. Cycled to menu and back again and got a more middling roll and just put up with it.

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* Kyra played a Blessing of Gorum on her strength based melee combat check, but only received one extra die. Even after switching the abilities around, cancelling, exiting to menu etc. Oddly enough another player in the same party also played a Blessing of Gorum on the same check, and it provided 2 dice.

This is a known issue that the Devs have committed to fixing at some point. It's actually quite a far-reaching bug in that *any* skill-specific Blessing where the skill dice is a D4 or D6 will only give a single die bonus. So giving a Gorum to Amiri will give 2D12, but giving it to Kyra or Ezren will give 1D6. It's a massively annoying bug that seriously affects my ability to play my characters effectively and I hope it gets fixed in 1.1.4.1.
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Just remembered another, and this one is something of an exploit.

 

If you use Wand of Enervation, then go to the main menu and back before making the check, you are forced to reroll the Wand of Enervation dice. Presumably because it doesn't trigger an autosave, even though it's a dice roll, since it's not a check.

 

I actually found this one working around one of the other bugs, and actually got stuffed around by it since I rolled 3,4 the first time and 1,1 the second. Cycled to menu and back again and got a more middling roll and just put up with it.

Interesting exploit. Useful compensating factor for the fact that it doesn't give the expected D4+4 to characters with Arcane (another long-standing bug).
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Oh and is anything ever going to get done about locked characters in quest mode? Multiple updates have passed since I reported it and they're still just sitting there haunting me.

 

The whole locked state is only for blocking you from putting e.g. two Ezrens in a party. It should be calculated on the fly depending on your current party. There should not even exist a means for storing the state of a character as locked which is persistent after restarting the app. You don't need to fix the complicated problem of how they get locked up in the first place, just fix the much simpler problem of making locking a non-persistent property in the first place. Then maybe characters will get locked sometimes still but they won't stay locked forever.

It appears that Characters become locked if they somehow become "corrupted". No idea what this really means but general consensus is that you are stuck with those forever. Weirdly however, I had several locked Quest Mode characters that became unlocked under circumstances that I cannot fully explain - though it involved clearing the Cache/Data from Google Play/Store and probably PACG (I'm on Android, obviously), I also deleted my PACG1_SAVE_GAMES. I was doing a lot of experimenting with trying to get sync to work properly so that I could safely play on two devices (though not simultaneously). That never worked, but somehow, at some point, my locked characters magically unlocked.
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Sometimes those Locked characters just disappears... No any clue when and how.

At this moment I have three of those Ghost characters. But They do not belong any of my Gaming parties, so no worry. When the Locked characters are part of one of your groups, the situation is not so good. I did have those, but not for a long, long time. So hopefully They belong to the past. Only some unesessary Ghost versions that only take space.

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Sometimes those Locked characters just disappears... No any clue when and how.

At this moment I have three of those Ghost characters. But They do not belong any of my Gaming parties, so no worry. When the Locked characters are part of one of your groups, the situation is not so good. I did have those, but not for a long, long time. So hopefully They belong to the past. Only some unesessary Ghost versions that only take space.

Do you mean that the Lock disappears, or that the character itself disappears (as though you had been able to delete it)?
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* Kyra played a Blessing of Gorum on her strength based melee combat check, but only received one extra die. Even after switching the abilities around, cancelling, exiting to menu etc. Oddly enough another player in the same party also played a Blessing of Gorum on the same check, and it provided 2 dice.

This is a known issue that the Devs have committed to fixing at some point. It's actually quite a far-reaching bug in that *any* skill-specific Blessing where the skill dice is a D4 or D6 will only give a single die bonus. So giving a Gorum to Amiri will give 2D12, but giving it to Kyra or Ezren will give 1D6. It's a massively annoying bug that seriously affects my ability to play my characters effectively and I hope it gets fixed in 1.1.4.1.

 

 

That doesn't explain why the same blessing worked when a different character used it. Or is that the bug, that they don't work on d6 nor d4 specifically when played by the character making the check?

 

I'm quite sure I've added 2d4 with one blessing to a check multiple times before, but maybe I only ever used a blessing from another character. Would make sense that I'd be disinclined to carry a blessing which boosted something the character used a d4 on in the first place.

 

What on earth kind of convoluted logic is going on in there that this sort of bug is even possible? I can't for the life of me think of a reason why the code determining the number of dice to give should be affected by the type of dice it's adding. I'm sure there's a thoroughly sensible explanation in there somewhere though...

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I was reporting what the Devs say in http://forums.obsidian.net/topic/89435-blessing-of-gorum-did-not-add-2-dice-on-melee-check/?do=findComment&comment=1847903

I haven't fully quantified it myself but there are a number of effects that affect specialised Blessings. Here are my observations:

 

  1. ​The automatic skill selector often (always on D4/D6 checks?) picks the wrong (single die) skill when you add a skill-related Blessing to a check. This can be fixed by using the skill selector to pick the skill that does give two dice
  2. ​Blessings that give two dice to specific checks still work even on D4/D6 skills (e.g. Abadar and Norberger)
  3. ​Gorum never gives 2D4 or 2D6 for Melee skill checks (I haven't confirmed this for other Blessings with D4/D6 checks but this may be masked by (1))

I think that the "convoluted logic" is an attempt to help by picking the better average value check, but they have inverted the logic test by accident. I haven't exhaustively tested it, but that's my suspicion (and anyway, it was reported internally by OBS so I'm assuming they have all the detail and I'm not going to waste my time)

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Found another one:

* Kyra encountered The Black Monk at the Courtyard location. She rolls for the Courtyard location power (pass a dex check or take some damage), and fails (didn't really even try since she had a good armour). What should have happened next was for the game to roll the d4 to determine damage, followed by the constitution/fortitude check from The Black Monk. What instead happened was it skipped the damage entirely, and displayed the constitution/fortitude check. It also rolled the dice for me, without giving me any opportunity to use powers. Presumably because it was expecting to roll the d4 damage for me, it remembered that it was rolling the dice but just rolled for the wrong thing. It showed a 7, I freaked out that I was about to take 7 damage, but instead took no damage and went straight on to the check to defeat The Black Monk. Unfortunately I forgot to check whether the penalty for failing The Black Monk's constitution/fortitude check was applied or not.

 

Honestly I see this sort of bug a lot, where it just gets completely confused and does bizarre things. Normally I think people just carry on and don't bother reporting it at all since it's the bugs that for forfeits or worse yet lock the game up irrecoverably that are the priority.

 

I don't know if anyone else said something but, belts of giant strength are -1 from the total.

Just something to check, sometimes when you use a belt or similar item, it "helpfully" switches the check from (for instance) melee to strength. So you go from having your +2 melee skill to having just +1 from the belt instead on a strength check, leaving a net -1 compared to where you were. The good news though is if you manually switch back to melee, you'll get the full +3 you're meant to.

 

I noticed this recently with the loot card, snake tunic or something, that you can reveal for +1 to a dexterity check, and switching from a ranged check to a straight dexterity check. It's arguably not a bug, but in reality there's no good reason for it to switch the check type, especially to something strictly worse. I really think the logic should be changed to this:

Can the card being used be used on the currently selected check type?

If yes: Leave it the same, regardless of whether the blessing gives 2 dice or the card refers to a base level skill or any other reason.

If no: Change the check as appropriate.

Edited by Irgy
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Hi all! Find the bug with Mokmurian's club trophy card. It  asks me to discard a card from my hand then I want to reveal it (and I get only 1d10+2). But card says: you may additionally discard a card from your hand to add another 1d10. If I press "discard" button on this card, it goes to discard pile and I get 2d10+2.

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iOS 10.0.2 iPad 4

Indestructible harpy monks at the temple. If they get defeated, they just go back to the top of the location pile. Makes legendary a bit more challenging.

 

Kyra fought an ancient skeleton from the skeleton horde card, and was unable to continue or heal: clicking either resulted in a screen freeze. I had to select another party, and start another mission before it started working again.

 

Those are the only two that have killed me deep inside so far.

 

Love the new update, really fun to play.

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Kyra fought an ancient skeleton from the skeleton horde card, and was unable to continue or heal: clicking either resulted in a screen freeze. I had to select another party, and start another mission before it started working again.

 

This has happened to me as well on the last 2 updates

 

iPhone 6 10.0.2

iPad 4 10.0.2

 

With both devices, bug occurred on v1.1.4.0 and v1.1.4.1

 

The party is now unplayable when either option (heal or continue) are selected.

 

Buttons appear clickable, but nothing happens when you select any of them.

 

Had to start a new party to play.

 

Is there a bug tracker you use for this kind of stuff like bugzilla or jira?

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Two more (relatively minor) issues:

* When you open your discard pile, the 'x' in the top right corner doesn't work. In fact the whole box isn't capturing the input, instead you find yourself selecting different characters underneath where the 'x' is as you tap around trying to hit it. You have to know to tap the discard pile itself to close it at all. I think the same is true for a number of other things you can view, such as the buried cards pile.

* If you're using different coloured dice, when you use a blessing, it mucks up the colours of the dice. What it seems to do is replace the most recently added die with the colour of the dice being added. So for example, if I have one red die, and use a blessing which adds another two dice from a green dice player, I'll finish up with all three dice green.

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Kyra fought an ancient skeleton from the skeleton horde card, and was unable to continue or heal: clicking either resulted in a screen freeze. I had to select another party, and start another mission before it started working again.

 

This has happened to me as well on the last 2 updates

 

iPhone 6 10.0.2

iPad 4 10.0.2

 

With both devices, bug occurred on v1.1.4.0 and v1.1.4.1

 

The party is now unplayable when either option (heal or continue) are selected.

 

Buttons appear clickable, but nothing happens when you select any of them.

 

Had to start a new party to play.

 

Is there a bug tracker you use for this kind of stuff like bugzilla or jira?

 

I fear that you are looking at it. Or at least the public-facing one.
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Here's one I noticed: in the Scenario "Foul Misgivings", when you encounter a Haunt henchman, you're supposed to roll a D6 + the number of encountered Haunts to determine whether to encounter the villain Iesha Foxglove. But when you encounter the first(!) Haunt, you're already rolling with a +2 (instead of the +1 it should be for that one Haunt). I suspect that this is because of the other scenario power that applies a stacking penalty to checks for every Haunt encountered - the game gets confused and somehow adds this penalty to the roll for Iesha (even though according to the rules it is not really a 'check', just a 'roll').

 

This doesn't really break the game, but throws off the balance of this scenario a bit, because you are likely to encounter Iesha (who can be a very hard encounter for some of the characters) much earlier (or more often) than originally intended. Take as an example one character doing this scenario solo: on the first Haunt encounter, you roll D6+2 vs 5 (+1 for the Haunt itself, +1 from the penalty) instead of the correct D6+1 vs 5, which means you now have a 66.7% chance to encounter her instead of 50%; and on the second Haunt, you already roll D6+4 (+2 for 2 Haunts, +2 penalty) against 5, meaning you're now guaranteed to run into her, when under the actual rules of the game you should still have 1-out-of-3 odds of avoiding her altogether.

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Found another one:

* Kyra encountered The Black Monk at the Courtyard location. She rolls for the Courtyard location power (pass a dex check or take some damage), and fails (didn't really even try since she had a good armour). What should have happened next was for the game to roll the d4 to determine damage, followed by the constitution/fortitude check from The Black Monk. What instead happened was it skipped the damage entirely, and displayed the constitution/fortitude check. It also rolled the dice for me, without giving me any opportunity to use powers. Presumably because it was expecting to roll the d4 damage for me, it remembered that it was rolling the dice but just rolled for the wrong thing. It showed a 7, I freaked out that I was about to take 7 damage, but instead took no damage and went straight on to the check to defeat The Black Monk. Unfortunately I forgot to check whether the penalty for failing The Black Monk's constitution/fortitude check was applied or not.

 

 

I've ran into this same problem in the courtyard, but it doesn't just happen against the Black Monk.  It seems to happen against monsters that have a non-combat check before the actual combat check.  I've also had this bug happen against a sneak and a harpy monk.  Here is a break down of what I think is happening.

 

1.  You're in the courtyard, and you reveal a monster with a non-combat check before combat. 

2.  the player fails the dexterity check required by the courtyard.

3.  instead of rolling a d4 for damage, the game rolls the die for the non-combat check on the monster.

4.  there are various results that happen at this point in my experiences.  Against the Black Monk, for example, I had the same problem Irgy did. 

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