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Patch 1.1.6.2! Bug fixes and Alts coming to Treasure Chests!

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Hey Everyone!

 

Great news! We got a patch coming in that will address some of the major issues you all have been reporting. If you receive a notification that the game is requiring an update and does not, please allow for a few hours while the game gets updated across all regions> Then you will be good to go!

 

Now on to the patch notes!

 

New

Alts drop from Treasure Chests

  • You now have a small chance of acquiring Alts from Treasure Chest drops
    • Acquiring an alt will award the base character as well, if you don't already own them
    • Alts and dice are not exclusive - it is possible (if rare) to get both in a single chest drop
    • If you happen to acquire an alt skin you already own, they will be auto-salvaged for half their gold cost in the store.

 

Top Community Issues

These are issues you have all helped to bring to our attention. We can't thank you enough for your feedback on the game! These issues have been the most discussed here on the forum and these, along with many more, will be fixed when 1.1.6.2 goes live!

 

  • Harpy/Harpy Monks
    • Resolved an issue where you could be unable to roll dice when encountering the Harpy or Harpy Monk
  • Quest Mode
    • You will no longer incorrectly be given extra card feats sometimes when completing scenarios in Quest Mode
    • People who ran into a progression break as a result of this issue will now be able to continue playing
  • Tutorial
    • Better clarified the tutorial when instructed to have Ameiko aid Orik's check
    • Fixed a possible progression break that could also occur here

 

Other Fixes

Here's the list of other fixes we've addressed in this patch, broken down by type!

 

Progression Break

  • Fixed a possible crash when multiple characters are required to discard damage

Card

  • Summon Monster: Can no longer play twice on the same check
  • Karzough's Burning Glave: Can now correctly be revealed after cancelling discard

Character

  • Scholar Ezren's Augmented Spellbook is now dimmed when not usable

Challenges

  • Weekly Challenges will now display the correct gold value for the reward
  • Weekly Challenge progression should now show properly in the popups

Location

  • Fixed an issue where closing The Shimmering Veils of Pride when a villain was present would incorrectly cause the villain to flee.

Wildcard

  • Close Quarters: Fixed a visual bug that would make it appear that characters lost a power feat for hand size.

 

As always we'll be checking the technical support forums on release of the patch for any and all feedback you all provide. Thank you all for making the launch of Pathfinder Adventures be an awesome one and we look forward to bringing you more content as soon as we can!

  • Like 7

Whats this at obsidian.net?

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Is the Ghlorofaex bug in 6.2 fixed? If not, I would still be unable to proceed with story mode. I haven't played for a month by the way.

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Quest mode not quite fixed. Facing Graul Ogrekin henchmen in a new quest. After rolling the d4 to determine the henchman modification, the first two defeated themselves without a combat check and I was allowed to close the location. The third henchman rolled the d4 and the quest froze. The screen instructed me to roll a die but no die is on the screen. I am unable to advance further in the quest. Exiting out of the quest and back in had no effect and neither did shutting the game off and restarting. Quest mode is still broken.

Edited by Termcl

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Is the Ghlorofaex bug in 6.2 fixed? If not, I would still be unable to proceed with story mode. I haven't played for a month by the way.

I have downloaded the update but the first card that I draw is still Ghlorofaex! This is getting frustrating. Please do something about this! Thx.

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Is the Ghlorofaex bug in 6.2 fixed? If not, I would still be unable to proceed with story mode. I haven't played for a month by the way.

I have downloaded the update but the first card that I draw is still Ghlorofaex! This is getting frustrating. Please do something about this! Thx.

 

 

Have you tried the workaround detailed in post #5 of this thread: forums.obsidian.net/topic/90665-villain-duplication-bug-6-2/?

 

I know it's not a fix, and it may happen again, but it may at least allow you to carry on playing.

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Quest mode not quite fixed. Facing Graul Ogrekin henchmen in a new quest. After rolling the d4 to determine the henchman modification, the first two defeated themselves without a combat check and I was allowed to close the location. The third henchman rolled the d4 and the quest froze. The screen instructed me to roll a die but no die is on the screen. I am unable to advance further in the quest. Exiting out of the quest and back in had no effect and neither did shutting the game off and restarting. Quest mode is still broken.

Have you tried forfeiting that quest?

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Devs, please fix the issue on older iOS devices (for me, on my iPad 4) in which music does not play.  This bug has existed for several months.  According to Handelabra Games (developers of Sentinels of the Multiverse), this bug is due to the Unity engine.  It affected SotM, as well.  They've since issued an update that corrected the issue.  So please, if need be, consult with them and fix this issue.

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Is the Ghlorofaex bug in 6.2 fixed? If not, I would still be unable to proceed with story mode. I haven't played for a month by the way.

I have downloaded the update but the first card that I draw is still Ghlorofaex! This is getting frustrating. Please do something about this! Thx.

 

 

Have you tried the workaround detailed in post #5 of this thread: forums.obsidian.net/topic/90665-villain-duplication-bug-6-2/?

 

I know it's not a fix, and it may happen again, but it may at least allow you to carry on playing.

 

Thanks man! It worked!

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The Graul Ogerkin in Quest mode are still bugged (they randomly either go back in the deck or self-destruct, which is actually amusing). You can't win a scenario if you come up with them (for the most part, because you can't close areas if they keep going back to the deck, when you get the roll that you SHOULD be able to fight them). Just better to forfeit if you come across them.

Edited by Jaesun

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