Samea

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  1. yet... But yes, this new mechanism will come up now and then, not absolutely dominate play. Still, with thousands of people playing the game, I imagine we will hear about some games where this feature really changed everything.
  2. I see this as more of an extended "Peril" keyword - the investigator has to deal with this thing alone, without any help or advice from her buddies. But instead of one-off effects, "Hidden" cards linger, like the weaknesses that sit in your threat area and do bad stuff until you can remove them. And I don't think that there will be cards that force you to more or less do your damnedest to fail the scenario like in Mansions of Madness 2. But seeing that your colleague is handicapped in some way without exactly knowing in what way means that you cannot rely on him entirely to support you as usual. You have to take that into consideration and it will certainly lead to some situations that could have gone entirely different if you hadn't misjudged the effect of a Hidden card. And if every investigator had two Hidden cards in their hand, that should definitely change the way you play.
  3. It was mentioned in the presentation.
  4. I think there is room for some interesting choices. Paying XP to get rid of trauma would be lame. But getting XP for taking trauma or having to take some nasty weakness or throwing a bad token into the chaos bag to heal it... I can definitely imagine something like that.
  5. Interestingly, this *is* the same boat. FFG have their games printed in a decrepit coastal town in China, inhabited by monstrous human/seamonster hybrids to cut costs. Every time a product comes off the printer, a desperate team of 'gators have to risk their lives to get the merchandise on a boat an skip town. Which accounts for any delay before the product status changes to "shipping".
  6. Lucky you, 🇩🇪 Is still waiting for anything other than the core set and the figures & tiles collections...
  7. I guess that the App Store review process got in the way and FFG felt dumb going without any announcement while everyone and their grandma are already playing the new content.
  8. Kudos to you for clearing that up. 👍🏼 And thank you for your dedication to and enthusiasm for the project, even in face of adversity (or annoyance). 👏🏼
  9. Just because there are changes during the development of the app that does not mean that these are specifically aimed at Valkyrie or other software. In fact, it would surprise me if FFG's developers would take compatibility with a 3rd party software outside their control into consideration when making changes to the app or if no updates ever broke a software that completely relies on data from the app to work. But there are more than enough innocent reasons to change the way text is stored by an app, especially when developing for different environments and when internationalization is a major concern. On the other hand, going through the trouble of refactoring the app at times when apperently IT resources are stretched thin, just to get at someone who in all likelyhood is not even costing you business, seems excessive. FFG putting time and resources into making life harder for the Valkyrie developers "just because" sounds like a conspiracy theory to me. It is far more likely that they simply never gave any thought to it when making the changes.
  10. Apple's policy on DLC is pretty clear: https://developer.apple.com/app-store/review/guidelines/2016-06-13/#purchasing-currencies
  11. Also never underestimate how bad IT usually works together with everything else - software people live in a world different from our own...
  12. I don't think that internationalization of the app is quite the same as translating booklets, cards and other printed game components. The text inside the app is not really text, but a huge collection of building blocks the app uses to generate its texts. So foreign publishers probably get a test version of the app with the English scenario and a big fat table or database filled with all the monster names, descriptions of attacks, clues from all scenarios, mythos effects and so on. These will be translated piece by piece. As soon as the translation is done, the file can be sent to FFG and they have to integrate that into a new testing version of the software, so the foreign publisher can check, whether his translation works when the app is putting the pieces together. Problems can be grammar, text length and typos (especially when not with the visible text, but with placeholders). This goes back and forth, with FFG waiting for new translations and translators waiting for a new test version, until both sides are content. This is happening between FFG and every single foreign publisher. At the same time, translators should have lots of stuff to translate and are not waiting idly, just to jump to work the moment a new test version of the app is available. And the software developers also have other stuff to do and will not prioritize a new test release for their partners over all the bug fixing, maintenance and upgrading for this and other apps. This, in my opinion, is the reason why we hear stuff like "we've been working on stuff and just sent everything to our partners, now we'll have to wait for them to finish stuff" from both sides. I have the impression that the workflow for app content internationalization is a bit improvised at the moment and that FFG's software department is understaffed for all the work they are currently doing. I guess in time this will work a lot faster and more efficient, but now everyone is still figuring out how to do it right.
  13. And let's not forget that with today's software environments you have to update and test your product constantly to stay on top of new devices , software and OS versions, while making sure it still works with everything it ran on before. This is actually a lot of work, from reading up on changes to implementing and testing necessary adaptions, even if absolutely nothing changes for the user.
  14. I suspect that FFG just do not have the programmers to do everything they want with their digital products, are working to remedy that situation and will need some more time to get this going. Upstaffing in software is a bit paradoxical. If you have 20 programmers and hire another 10, you do not get 30 programmers - for the next couple of months you have 10 programmers, with the other 10 teaching the project to the new hires. You have no choice but to hire either slow and steady or put a few things on ice for the near future...
  15. Ah, well... if Carcosa was broadly available by then... this would give everyone enough different Investigators for a 12 player game...