Jump to content

maxam

Members
  • Content Count

    806
  • Joined

  • Last visited

Everything posted by maxam

  1. Pfft! I won't be happy until it comes to X-Wing Epic! (but I won't hold my breath!)
  2. See my post here: https://community.fantasyflightgames.com/topic/222730-road-to-legend-bug-report/?p=2516318 tl/dr: MoB gives you two "standard" stages and three ACT I "boss" stages, equalling the 5 advertised. CtR gives you two "standard" stages and (currently) no "boss" stages, less than the 5 advertised. I assume we are missing three ACT II "boss" stages from CtR (which matches the lieutenant cards in the expansion)
  3. This, this, this - sooooo much this! If it were possible to spam a post with likes I would do it.
  4. Delve missing Chains that Rust stages So it appears that although the collection part of the App reports that having Chains that Rust in your collection adds 5 stages to the delve, it is currently only adding two. The two that CtR is adding are two “standard” stages and no “boss” stages. It is my belief that what we are missing are three Act II Boss stages. This assumption is based on how the App handles Mists of Bilehall. MoB gives you two standard stages and three Act I Boss stages. N.B. in keeping with the cards supplied in the box set, RTL will only give you MoB boss battles in Act I. In other words, if you only have MoB you will never encounter the lieutenants included with it in Act II (which makes perfect sense). I have tested this reasonably thoroughly (and somewhat laboriously) and have not been able to generate any CtR boss stages in Act II (50 tries) or Act I (25 tries). This was with just the base set and CtR in the collection manager. Bear in mind with this setup there is a 37.5% chance to generated a CtR boss stage if they are available. Using a similar setup with just Mists and the base set I was able to get 11 MoB boss stages in 25 tries (Act I of course, not Act II) Of course this is assuming that there should be 3 boss stages, but I think given what other expansions add it's a logical assumption (also in 50 tries I could only generate two standard stages) Results and working below: Chains That Rust Act I stage sample -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 50 samples 39 standard stages 11 CtR stages Two separate CtR stages generated 8 x (78B, 91B, 93B, 96B) 3 x (88A, 93A) Chains That Rust Act I Boss stage sample -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 25 samples 25 standard boss stages 0 CtR boss stages Chains That Rust Act II Boss stage sample -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 50 samples 50 standard boss stages 0 CtR boss stages Mists Of Bilehall Act I Boss stage sample -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 25 samples 14 standard boss stages 11 MoB boss stages Three separate MoB boss stages generated 3 x Ardus 3 x Kyndrithul 5 x Zarihell Mists Of Bilehall Act II Boss stage sample -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 25 samples 25 standard boss stages 0 MoB boss stages Act I stages were tested by creating a two character party, starting the delve and quitting the App as soon as the stage map was presented. Re launching and loading the campaign would cause the App to generate another stage. Boss stages were tested by advancing a two character party to the stage just before the Boss. All monster groups were defeated, and character turns ended. This created the prompt to see if the heroes were all near the portal … “No” was selected which started a new round and saved the campaign state. At this point it became possible to quit the App and reload the save … then each characters turn would be ended and the App would be informed that all characters were adjacent to the portal this would generate a Boss stage. The App would be quit and the process repeated to generate another Boss stage, and so on.
  5. See the "Siege Golem" in the image below
  6. I came across the same thing (see above) It seems that if you quit the app after deselecting content then re-launch you will only get the content you should.
  7. I'd have to second this for the (current) campaigns you're much better off getting H&M packs, but for the Delve, boxed expansions definitely give you the most bang for your buck.
  8. IMHO the elevation line is the way to go. Amazing work BTW!
  9. The Raythen/Serena boss stage appears during Act I too ... but there are no Act I Raythen/Serena Lieutenants (also it would be nice if the game avoided giving you that boss stage if they're in your party)
  10. I agree too. I would love to have a chance to get to play with more Act II toys ... and a few extra XP from a longer Act II wouldn't be missed either...
  11. Only draw a search card if the App tells you. There is still a benefit to examining a search token even if you don't get a search card - the total cards you draw from the item deck at the end of the stage is increased by one for each search token you examined.
  12. The other day I had Serena in my party and ... was given her "Boss Stage" - not game breaking, I mean if you've got good Serena/Raythen and you're only going to be presented with the evil clone, but it'd be really nice if the Descent App would take your party composition into account and avoid that stage when appropriate. Spoilerific note on the stage below...
  13. New monsters are ALWAYS welcome - I could never have enough!
  14. I agree - the new heroes definitely fit the four hybrid classes. Hopefully we see them in a later expansion...
  15. As far as tiles go, I've had great success using a couple of expanding file folders. (these are something of a cross between a manilla folder and an accordion) I have the tiles separated into sections - base set tiles into sections of 5 (1-5, 6-10, 11-15, etc), expansions are in 1 or 2 sections each. The fact that the base tiles are used so frequently is why I divvy them up in small chunks - I don't want to be sorting through 30 odd tiles every time. For everything else, I have separate zip loc bags for each set of class cards, class archetypes, conditions, etc... As for the recommendation of Chaoticus - Atom4geVampires setup is amazing, and one day I fully intend to build something similar, but for now this is what I use.
  16. That would be fantastic. I know CMON does something similar with their games ... shipping character expansions for one game with cards to use it in another. For the cost of the cards (the cheapest part of any mini expansion - esp. at FFG levels of scale), you can increase sales well beyond those you would otherwise expect for the game it was made for. I'd still love to see box expansions, but I'll take whatever I can get.
  17. RTL version 1.21 Steam (MacOS) Items removed from collection are not removed correctly. I recently acquired Mists of Bilehall and Chains that Rust, the two remaining box expansions I did not have. Wanting to 'force' the App to show me their content, I removed all other box expansions from the collection and created a new Delve game. The all the content new game gave me was from expansions removed from the collection ... I persisted as I have the expansions anyway ... the first boss stage was a Labyrinth of Ruin stage ... I would have kept playing but the App tried to place what I can only assume was an expansion specific monster group that it (correctly) couldn't and prompted me to "place Monster (reference) here" Quitting the game and re-launching fixed the issue, but it appears that changes to the collection are not necessarily updated/recognised when they are made.
  18. What would be great is if the App randomised like "shuffle" play in a music App... By this I mean that it kept a global record of Delve stages that it has generated randomly irrespective of game/session, only randomly selecting from ones it hasn't generated until it has worked its way through all of them, then resetting. Of course this could be 'gamed,' and for players with little or no expansions, stages could become more predictable as it works its way to the end of the list. I think the potential predictability is worth it.
  19. Good to hear! I'm on a MB too and was going to get an SD card to do similar - i.e. moving my games to it. Good to know I shouldn't move RTL!
  20. Hey clivecrous - I run RTL on MacOS Sierra (previously on El Cap) also... I fairly frequently forget to mark groups as defeated (I'm not the young man I was!), but I've never had this issue... At what point in the round are you marking the group as defeated? Are you making the group as defeated when a dialog is on the screen? I've tried to get this to happen based on your post but I'm struggling to do so. Is this happening after the previously mentioned issue? Is it happening only on a saved game for a campaign or on all new campaigns? This is something I've never personally come across... What version of MacOS are you running? Have you tried a clean re-install?
  21. I don't own Seer Kel ... I can imagine how effective Plague Cloud would be with her ... but I really have to say without her (or some other way to mitigate LOS) ... it's not that effective (and believe me I've tried!)
  22. If they did that, they'd lose at least one customer. I've been buying every D2E expansion they've released, but another edition would compete for our playtime, and either not get played, or make the hundreds of dollars I've spent on D2E so far useless. A few more RtL campaigns, and I think I'd have enough D2E material to keep me busy indefinitely in any case. Yeah ... I don't know about a third edition ... if they hadn't released RTL, I would bet good money that there'd be another edition on the horizon, but with RTL tripling sales (per FFG CEO at the In-Flight report) I think it's effectively delayed any plans or need for an other edition.
  23. To be clear, when the App is placing Monsters specifically, the positions of those monsters have been manually put in there by the scenario designer. The designer has, for example decided that there will be 5 Goblin archers in a room and has selected exactly which squares they appear on in the given tile. The App is not being told to "place five goblins on this tile and fit them as best you can". Monster groups that are not manually programmed in are more often than not a random selection of core set Monsters or a randomly selected "Open" monster (i.e. selected from expansions that the player owns), which is a wide range of quantity (number of monsters based on type and party numbers) and size (different base sizes from 1x1 to 2x6 and others in between). This is an awful lot of overhead to be coded into the game to have it set up monsters and position them optimally based on the above as well as allowing for "overspill" in the situations when the Monsters so positioned may end up overlapping/setting up on another tile. Not to mention that this would have to be continually updated as new models are added. Is it possible? Absolutely. Are the developers resources best spent on this instead of cranking out content? Not in my opinion. As an option in settings that would be good for those who want it.
  24. I'd love to see the App present it's own random selection - and record our picks! This makes saving the game-state much easier if we want to stop and resume later as a Delve seems to take much longer than the 2 hours mentioned in the launch article. The only times the App places individual monsters on specific squares is when it reveals board tiles - at that point there are no other figures on the tiles, meaning that the App can safely place these figures without fear of positioning them where another figure is. Because the game does not track the locations of the heroes or monsters, when it introduces monsters in later turns it will only show the first location so that players can position the incoming monsters around other monsters, heroes, familiars, etc. As to 'ignoring' biases when placing monsters ... the decision is ultimately up to you, but the way I play it is that ALL monster positioning or decision making is optimised for the "overlord" as if a human opponent were making the placement decisions. This is addressed in the rules for RTL which specifically says to play it either way ... "easy" (favouring the players) or "hard" (favouring the monsters)
×
×
  • Create New...