Jump to content
  • 0

Multiple Bug Reports - including gamebreaking Muck Graul bug


Question

Posted (edited)

Largely cross posted (with some editing) from my post on the Pathfinder ACG subreddit where I was looking to see if any of the community was experiencing similar issues or whether my save file is somehow corrupted, because the sheer quantity of bugs as I move through adventure decks 4, 5 and 6 (many of which were not occurring early in the adventure) is staggering.

 

Note this is for the Pathfinder Digital ACG on Android. It is an up-to-date version.

 

PFID#: BFAD46EC71D603F

 

Issue #10 is, by far, the most gamebreaking one, and one that I have experienced 3 times, each of them have ultimately caused me to forfeit a scenario due to the intense damage and frustration caused, and has probably put me off from playing the digital version of the game any further for the time being.

 

-------------------------------------------------------------------------------------

Issues have included, but not limited to:

 

1. Characters having 'exclamation points' to indicate they could help in a check outside of their turn, but frequently being incorrect. Seelah in particular almost ALWAYS has one, which I think is because it thinks she can use Inspired Grace on other turns. This tends to get worse as a scenario runs on, with it rarely popping up early on.

 

2. Medusa Mask, when used by Amiri and then Amiri moves at end of turn, 'drags' the monster away to where she moves to, rather than staying at the proper location deck. Very upsetting when a leader pops out in a new location when I thought I'd locked it on a different location deck! (Note this has been identified on these forums previously)

 

3. When trying to use Amiri's Barbarian Rage with an empty hand, or hands where all of my cards are already revealed for use in the check - specifically with the Frothing Rage modification that allows me to bury from my deck instead - the extra bonus and dice are added immediately without any card actually being buried. That is to say, from an empty hand I get it for 'free', no need to bury a card at all. This could be construed as a small exploit, and given that there is a progression system in the game that takes the place of microtranscations, that renders it as a possibly significant concern, and I've found it perfectly replicable on my Adventure save.

 

4. Certain powers not functioning when not on a players turn, apparently for no reason. Specifically, the "Shaman" ally (that allows each character at your location to randomly 'heal' a card from discard) never lets me press the 'continue' button after selecting characters if its played on any turn but the owner of the ally. 

 

5. Sometimes heals just... don't work, at all. As in, Seelah has 6 cards in discard, I roll 4 to heal 5 (nobody else at the location to target), and... she still has 6 cards in discard. Mostly happens when I try to heal during a different character's turn and click through the die-roll animation quickly.

 

6. Seelah's Inspired Grace bonus being ignored if I 'roll' the dice before the animation is finished, even though the dice shows up - the value isn't counted.

 

7. Various oddities with buffs. For example, when I discard a dagger to improve my attack with, say, a sword, with Valeros, the bonus is applied normally... but I get a prompt to use the Close Quarters effect, though I'm not making a ranged attack. Clicking it usually gives me an extra flat +1 for... no given reason. I believe the 1d4+1 being given by what I'm discarding is having the flat +1 applied again for no apparent reason.

 

8. Various bugs with timing. For example, I move Amiri at end-of-turn to a temple, which causes her to discard, and then boots her to the exploration phase (allowing her to explore again if she uses a blessing/ally), and then when she ends her turn again ignoring the move herself or move-other capability. She never gets to move another, in fact. Also, weirdness has occurred where I've reset my hand, then triggered some end-of-turn effect, location-based usually, and then been forced/allowed to discard or recharge, and then it resets my hand again.

 

9. Questionable rules interpretation. When a location states "you may only play one card in a check, regardless of type"... the fact I have a blizzard or incendiary cloud out before the check begins prevents me from playing in anything at all? Is that intentional? That is, before my exploration phase, I play Blizzard on myself, then I explore and encounter a creature and suddenly cannot use anything in my hand whatsoever.

 

A lot of the above bugs have occurred when multiple effects try to resolve simultaneously. The final listed one here, though, is actively game-breaking and I've had multiple issues with, and is further making me consider whether my save file has an issue, since I find it impossible to think that it would have passed QA.

 

10. Muck Graul is broken beyond measure when two characters, neither with the capacity for fire damage, are on the same location as it when its encountered. In multiple different circumstances I've been in that position and the following occurs (using the character names of Valeros and Amiri for demonstration, as both have run into this exact bug).

 

-One character (Valeros) encounters and fights Muck Graul. Passes the combat check, but doesn't have the fire trait. As a part of Muck Graul's effect, the other character on location encounters it.

-The second character (Amiri) encounters and fights Muck Graul. Passes the combat check, but doesn't have the fire trait.

-The UI shows the Muck Graul icon below the location deck... and another Muck Graul is summoned, fighting Amiri again. Sometimes it seems to switch back to Valeros here. (Bug #10.1)

-Every time the Muck Graul is defeated, it appears to be resummoned over and over, usually against the same character. Furthermore, the location deck size is increasing as this occurs, presumably as more Muck Grauls are thrown in, as the indicator for the number of Monster cards is also increasing.

-By returning to main menu and pressing continue, or even by hard-resetting the app by closing and re-opening the game, I return to the last Muck Graul fight I was in. Defeating this Muck Graul does end the cycle... but I'm left on the character's turn whom was last fighting it, even if they didn't originally encounter it. In this scenario, I am now on Amiri's turn, not Valeros'. (Bug #10.2)

-Further explorations of that location deck will be Muck Graul. Specifically, I believe that each Muck Graul was being stacked on the top, not the bottom, of the location deck for some reason, since repeat explorations (with each bug being partially controlled by closing and re-opening the app) repeatedly will encounter Muck Graul over and over, with the location deck size only decreasing if I actually deal with a Muck Graul with fire, and only repeatedly doing that for every time the Muck Graul 'replicated' , exploration by exploration, to have a hope of clearing them from the deck. (Bug #10.3)

 

-------------------------------------------------------------------------------------

 

The infinite Muck Graul fights keep turning up, and adjusting my decks to prevent the largely gamebreaking state is infeasible unless I jump back to an earlier adventure and start downscaling/downpowering my deck through multiple largely pointless run throughs of earlier scenarios for weak fire-based weapons (of which very few exist outside of Treasure-chest only cards), or level up a new character. 

 

Once again, I recognize for the distinct possibility that the sheer quantity of bugs may be due to a save file issue rather than a game one, in which case I'd like guidance as to how to possibly 'fix' my save (preferably without losing over 5 adventures, most of which were completed through both Normal and Heroic, and some in Legendary, and multiple levelled characters, all in progress)... and understand how that could have happened in the first place. I've owned the digital game for about 20 days, and whilst I've played it heavily, I do not understand how it could be displaying such issues after such a short time.

Edited by Yewstance
  • Like 2

10 answers to this question

Recommended Posts

  • 0
Posted

I've recently discovered another bug, so to avoid spamming threads:

 

----------------------

 

11. When discarding Blessing of Nethys to re-organize the top two cards of the location deck and then explore, Ezren's ability Eldritch Exuberance does not trigger upon acquiring a spell. If the wording of the Blessing referred to "Encountering" the card left on top, I would understand this, but given it explicitly states that you re-organize the top of the deck and then explore, this suggests that - like any other blessing aided exploration - it should give the chance for Eldritch Exuberance to function.

 

When Blessing of Nethys resolves, the top card is immediately encountered in how the game handles it, rather than the requirement to click or drag on the location deck like other blessings allow, which suggests it is coded differently; presumably the cause of this bug.

 

---------------------

 

In addition, after re-reading the "Reporting Issues: Useful Information to Provide" thread, a few possibly helpful bits of information that apply in terms of under what conditions I have experienced all (or almost all) of the above bugs.

 

-My device is a Galaxy Note 10.1, running Android Version 4.1.2.

 

-Pass And Play is off

-Permadeath is off

-Story Mode

-Most bugs were found in a party of the following characters, generally in the following order:

             Seelah, Ezren, Amiri, Valeros

  • Like 1
  • 0
Posted (edited)

Yet another bug, this one a potentially gamebreaking one.

 

Also, to be - perhaps - slightly more blunt than is necessary, it is clear that the sheer quantity of bugs that I am experiencing is staggering for a game that has been out for this length of time, and the lack of much discussion on some of these (as far as I can tell) strongly implies that my save file - as I previously considered - may in some way be damaged. I have no idea how that could occur, but would, again, appreciate any guidance on the matter or suggestions as to how to improve my experience with the game as I approach the end of the Story Mode. Again, preferably without losing my progress.

 

----------------

 

12. In the scenario "The Road through Xin-Shalast", my wizard Ezren defeated a henchman at the Temple location, the second henchman to be defeated. This triggered the option to close that location (automatic for the Temple), which I selected "Yes" to. At that point, the villain Ghlorofaex's card appeared to use his ability to damage characters at a random open location. It selected the City Gate, with Valeros in it, and the dice roll appeared for the check to try to resist/avoid the worst of the attack.

 

However, instead of the check occurring, with the viewpoint now on Valeros the "emptying deck" animation from closing the previous location (Temple), and then automatically made my roll without giving me the option to use any cards on the check. Valeros took damage, and the frame returned to Ezren...where the 'emptying deck' animation played again, and the Temple closed.

 

However, Valeros' location of the City Gate now had 0 cards in it, when it previously had 9, though it was not closed. I later closed it, like any location with an empty deck, but this bug wiped the deck out of existence; and a henchman with it!

 

I took a screenshot a few turns afterwards, having closed the City Gate now. The screenshot clearly identifies closed location, but - as per the special rules text on the left - only 3 defeated henchmen. Screenshot as shown.

 

TtcaYoN.jpg

 

This is potentially gamebreaking because if this had occurred three times, then the scenario would presumably become unwinnable, unless closing all locations tricked the game into ending, because there would not be the option of defeating enough henchmen to trigger the villain appearance as per the special scenario rules.

 

--------------

 

In addition, I would be grateful to have a moderator, developer or community manager response of some kind; without a response I'm forced to believe that the game is no longer being developed for or supported, and that this forum section no longer has any function. 

 

The game, for me, has been on a steady decline from excellent, to occasionally touchy, to buggy, and is fast moving to unplayable with the quantity of bugs I'm coming across on a daily basis.

This is potentially gamebreaking because if this had occurred three times, then the scenario would presumably become unwinnable, unless closing all locations tricked the game into ending, because there would not be the option of defeating enough henchmen to trigger the villain appearance as per the special scenario rules.

 

EDIT: Whoa! Bug #13 now.

 

13. When Ghlorofaex's ability did damage to my Valeros later in that same scenario, I could Reveal Sihedron Ring to reduce the damage from the rolled 5 (1d4+1) to 3... then click on the sihedron ring and press 'reveal' again... and again... and again, until the damage went to 0. Its possible the Ring can do this at ANY point I'm taking damage, but I only recently got the card to check.

 

This is getting increasingly crazy. Either what is wrong with my save, or why can I find nothing on so many of these really serious bugs?

 

EDIT 2: Playing the scenario "Scaling Mhar Massif", approaching the end of the story mode, and I ran into the Muck Graul bug for a third time, as well as one time when I wasn't given the prompt to close a location after defeating a henchman Leng Spider (the game just ended my turn, in fact), as well as a small bug where I, without any card or effect, got a +1 to the d6 roll on encountering a Leng Spider (for some reason?). On top of that, I confirmed on no less than 2 occasions that, yes, I can just re-use Sihedron Ring to reduce any damage to 0 without even needing to discard it by repeatedly revealing it.

 

At this point, with how frequently I abandon games due to the Muck Graul bug, and the countless other considerations, I have to finally admit defeat and consider this game no longer enjoyable, despite how close I am to finishing. The plus side is it has encouraged me to look to purchasing a physical copy of the game, at least.

Edited by Yewstance
  • 0
Posted (edited)

Some or most of the bugs Are same that most people experienced several months ago and so They have remain in the lost files. It is good to push them up again. This game has two programmers at this moment so responce times Are not Great, but They Are still following these forums from time to time. So keep up posting your Finds. I see Many "lost" and fogotten "friends" among them, figuratively speaking.

 

Ps. You will like the physical copy! I allmost recommended that you start directly from Mummys mask. It is the latest iteration and the best so far! IMHO

Edited by Hannibal_PJV
  • Like 1
  • 0
Posted

Thanks for the response, Hannibal, I've ended up continuing. Finished the story mode and am digging through questing after expanding my vault via a code giveaway from Reddit recently. Will look into getting a physical copy, though a lack of opportunity to play it may mean I end up playing over tabletop simulator or the like instead. Anyone interested in running a game over TTS?

 

With that said, I'll continue to post notable bugs - specifically ones that generally aren't solved by a reset to main menu and back, and/or ones that consistently occur. Bug #14.

 

-------------------------

 

14. Burying "Cape of Escape" to move a character at another character's turn (giveaway card step/start of turn) will cause that character to move to the exploration phase *and* remove their ability to explore, except via discarding a blessing or other effect. Example sequence of events from my game (Quest mode).

 

Lem closes a location, ends turn. Valeros begins.

 

In case I topdeck the villain, and before Valeros does anything at all, I have Lem bury Cape of Escape to move him to an adjacent location (yes, should have done so before Lem's end of turn before his hand reset, but this isn't arguing misplays/strategy). Valeros no longer has the option to giveaway a card, nor move, nor explore anymore, and the indicator in the top-right states he's in the exploration phase/main phase.

 

-------------------------

  • 0
Posted (edited)

And another bug again. This time in Quest Mode. Moderately gamebreaking.

 

-----------------------------------------------------

 

15. Defeating the henchman Dr. Habe at the Junk Beach location, with Dr. Habe being the only card left in the location deck (he'd been encountered before and not defeated due to his effect shuffling him back) caused the When Closing effect to trigger (summon and defeat a Poison Trap Henchman). Dr Habe remained visible underneath the 0-card location deck.

 

Defeating the Poison Trap henchman did not close the location, but instead spawned another one. As a precaution, I exited to main menu and reloaded back in, but I had to continue to fight the second one. Defeating it ended my exploration phase (and DID NOT give me a chance to discard a blessing to explore again or anything), but did NOT close the location. Dr. Habe remained on my UI below the (empty) location deck, and even on other character's turns (at other locations) he appeared in that spot.

Dr. Habe never appeared to be banished or otherwise defeated, nor did his on-defeat effect (examine the top 3 cards of a location deck) ever trigger.

 

Result effects - Junk Beach remained open and not able to be permanently closed (any attempt to do so would spawn a trap, but defeating it would not close it) and Dr. Habe remained stuck indefinitely on my screen. Restarts did not help. As with the Muck Graul bugs and other messy loops, not worth my time to work around and I instead forfeited the scenario.

 

EDIT: Actually I hung around to test a bit more. Defeating another henchman, for some reason, cleared off Dr. Habe, and presumably would have let me close the Junk Beach without error, now. It also triggered Dr. Habe's 'examine' effect. Still forfeited - lost too many turns combined with the -5 starting blessings wildcard and my 5 person party.

 

-----------------------------------------------------

Edited by Yewstance
  • 0
Posted

Few more bugs. Keeping my descriptions a little shorter at this point. All experienced in Quest Mode.

 

-----------------------------------------------------

 

16. Issue with "+2d4 to checks against Giants" scenario rule causing odd glitches with certain henchmen, leading to them being auto-shuffled back into the deck or automatically defeated. Another bug report thread already exists on this topic.

 

17. Invalid stacking/application of bugs continue. An example - on a Divine check, Lem uses Bardic Performance (Solo Performance to use it on himself), recharging Father Zantus from his hand in order to give +1d4+3 to the check. However, instead the Divine check gets +2d4+3 to the check, as if I had also recharged Father Zantus for his effect (for an additional 1d4 for a Divine check), presumably. Invalid stacking, you can't recharge the same card for two different effects.

 

18. Giant Weasel vault card can be incorrectly applied to checks. For example, Lini uses Holy Light in combat, and so is now using her Divine stat (and 2d6) for her Combat check. The option to Discard Weasel for its effect is available, and doing so adds another 1d6.

However, Giant Weasel states that it adds 1d6 to a MELEE combat check, not any combat check, and is therefore an invalid play, and another bug.

 

-----------------------------------------------------
 

  • 0
Posted

Really, much like my experience with Story mode, I swear bugs start showing up *more* as I get further into Quest Mode, such that things that were not originally bugged now are.

 

-----------------------------------------------------

 

19. Bizarre handling of checks in corner cases. Alright, so this is hard to explain, so I'll just describe what has happened (and is happening) in sequence.

 

1. Lini encounters Icy Hooked Hammer. Gets a 1d4 to roll for it, as she has only a d4 for strength/melee. This is her second exploration for the turn, and the previous one (which led to combat) had my Lem use Incendiary Cloud, therefore giving her a +2d4 for the combat check at the time, though the effect is still in play for further combat.

 

2. I use Beast form to discard a Blessing of Pharasma from my hand. I end up with... 2d10? I've switched my strength die to 1d10, but there shouldn't be any other bonus. Furthermore, I can't play a blessing, so it seems to have discarded Pharasma for its effect *and* caused me to use wild form at the same time.

 

3. I cancel out (press the red X), and I return to... 2d4? Again, it seems to be acting as if I have played a blessing, even though none are missing from my hand. But sure enough, I can't play the Blessing of Pharasma on my hand anymore. I can switch back to 2d10 with Beast Form, but my *intended* play (discard Pharasma for d10, then discard Blessing of Torag for 3d10) is not available. Attempting to discard Blessing of Torag for my check doesn't change anything, just sets to 2d10. 

 

There's a small possibility the Incendiary Cloud ongoing effect is relevant, but it just seems to be a mishandling of recharging/discarding as part of a cost with a card that already has an on recharge/discard effect, and therefore may be linked to bug #17 above. That said, it doesn't happen all of the time, and I swear it seems to occur more in older saves, implying possible memory-related issues.

 

-----------------------------------------------------

  • 0
Posted (edited)

Oh goodness things are just getting worse.

 

-----------------------------------------------------

 

20. On Sajan's turn, he uses a healing potion on Lem at the same location as him. With his "Bring me another!" ability, he chooses to try to recharge the potion rather than banish it. I switch to Lem to use Bardic Performance to help the Fortitude Check, recharging Heat Metal to do so.

 

Uh...

 

...Without even rolling the dice, as I use Bardic Performance, the appearance/animation of the Potion being banished plays, and the dice/check disappears. But there's the ability to cancel out? So I cancel out, and suddenly the check returns. Still a Fortitude 6 check, now with Lem's bonus die, but it says its a fortitude roll for Zombie Horde (!?) instead of Healing potion. Switching back to Sajan still has the (bizarre) check up, but also has the option of exploring (The location deck glows).

 

I quit to main menu and reload. The check has disappeared again, though Heat Metal is still overlaid under Lem's deck as if ready to be recharged. I cancel out/drag it out, and all seems fine, and Sajan can continue to explore. But no check occurs, and the Healing Potion has been banished.

 

I explore, and the top card of the Location deck is Zombie Horde. So... some variables got mixed up, clearly, and it somehow made the potion banish itself half-way through me adding modifiers to the check, and the check defaulted to trying to make the same DC but applied to the top location deck card (Zombie Horde) for no effect.

 

Absolutely bizarre.

 

I'm probably going to leave my bug reports at this flat 20. I'm certain I'll be coming across more at this rate, but I simply don't have the energy to continue to report on this avalanche of bugs when I'm getting no official response whatsoever on any of it.

 

EDIT: Just confirming that "Lem's Bardic Performance auto-banishes liquids that are attempting to be recharged, then causes more odd occurrences to trigger, especially on a reset" is repeatable, at least on my system. So much for my strategy of combining Drunken Master with Bardic Performance for easy repeat healing potions and the like...

 

-----------------------------------------------------

Edited by Yewstance
  • 0
Posted (edited)

Oh for goodness sakes. Last one for real. This is just me venting now.

 

Gamebreaking bug ahoy.

 

-----------------------------------------------------

 

21. (also known as Bug #20.5) Fighting through this Zombie Horde goes fine... until my entire party have fought them all off. And it still has the "Next" menu showing, but I don't have any more party members to throw at it. Clicking the blue arrow (to auto-select the next party member to fight it) just spawns a Zombie Minion card visual on the right, but doesn't exit the menu or start a check, and pressing the arrow again causes another Zombie Minion card visual on top of the existing one on the right side of the screen, the small animation causing the text to appear to double-up and blur.

 

Even after reloading the app, there is NO way to leave this "Next" menu to finish the horde... and in fact the zombies are appearing in the deck infinitely. Here's a picture to prove it (see the location deck number!).

 

2mwMn0Q.jpg

 

What an absolute farce. Yet another forced forfeit, as if I haven't been pushed into enough of those.

 

And yes, pressing "X" does nothing. Removes the Zombie Minion image, but not the menu, so I have no choice but to keep spawning more.

 

-----------------------------------------------------

 

Side note, yes, as a recent thread on the subreddit points out, Lini has a hugely exploitable bug that gives her infinite d4s against any check where she has an animal in hand and can use Beast Form.

Edited by Yewstance
  • 0
Posted (edited)

Just confirming the bugs continue. No longer listing them in depth, but off the cuff, a couple more examples:

 

-Oddities with Corrosive Storm when it tries to deal damage to other characters with no hands (or perhaps triggers regarding closing a location/henchman defeat was the problem), discovered in Story Mode. Basically it stays on the screen, doesn't leave, and then when my next character does an exploration he encounters Corrosive Storm as if it was in the location deck (which it most certainly wasn't).

 

-Plays Sihedron Ring to prevent 'before you act' damage from Goblin Commando, then can't play Amulet of Mighty Fists into the check. Even though the Ring clearly has the text "You may play another item on this check". Between that and the aforementioned 'infinite damage reduction', it's clear the Sihedron Ring is simply mis-coded, presumably allowing *itself* to be played again, rather than *any other* item to still be played. Flagged the wrong variable, I imagine.

Edited by Yewstance

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...