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Rise of Goblins: Attack on Sandpoint bug (major)


Question

Posted

Playing on iOS

Extra gold charm active

Heroic difficultly

Darkest Night wild card active

 

So far as I can tell, succeeding any kind of check whatsoever will randomly eliminate other banes in the deck. For example, the rogue goblin explores, finds a potion, rolls to acquire it, succeeds...and also destroys a mercenary enemy card. Explore, find an armor...and destroy a trap.

 

I didn't see this in the previous scenario, and it did happen in at least two of the locations in this one, so I think it's either something with the wild card or something with the scenario on this difficulty (didn't notice this on normal).

 

Previously HyphenC #1505, now HyphenC #8905

7 answers to this question

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Posted

Addendum

 

Just moved to a new location (Rusty Dragon)

First exploration, Tome of Knowledge barrier (which I laughed way too hard at)

Didn't do anything other than click on the card

Defeated :(

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Posted

Encountered Goblin Dog (ally)

70% chance to succeed the check

Added Blessing of the Gods

90-something %

Roll

Succeed

Get the ally...and the Detect Evil spell

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Posted

Use Detect Evil on the deck

Next card is villain (Sheriff Hemlock)

Click out of location deck UI

Sheriff Hemlock defeated and location closed. He's being shuffled into another open location.

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Posted

Last open location

Cleric explores (only one at the location)

Finds a thing. Rolls some dice. Wins the thing.

Rogue joins

Explores

Finds an ally

Rolls the dice

Makes the check

...location closed! I won the scenario!!

 

You can run, but you can't hide, Sheriff!

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Posted

Ok, this is probably the last update.

 

Just started the next scenario

Distractions wild card

Same thing going on (so not the scenario and not the wild card). Sorry guys, I was really hoping I could help point you to something limited in scope.

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Posted

Last one, part 2

 

I went back and replayed part of this on Normal. Buggimess appears to be gone

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