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Posts posted by Volkren
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Well, as for my opinion, I would say I would like some randomness on the maps. Not fully random as to make it imposible to create a story or a narrative play, but random enough (at least the rooms, like Forgotten Souls) in order to avoid this...
If the dungeon tiles are not random, it becomes too easy to know that if you setup your heroes in such and such a position, it will be exactly X spaces to this critical area, etc.
[Emphasis made by me]
We know it is possible, as there are three game mechanics that use this type of random rooms style (the other official coops). It still has the story and narrative play, but it prevents heroes for learning strategies in order to play mechanichally; which in my opinion kills the replay value of the game, no matter the narrative story.
In addition, ...
Why bother only showing the next tile when you open a door, when the result is fixed anyway? Just show the whole map then like a normal game of descent.
At least in the co-ops you had some form of surprise.
[Emphasis made by me].
I also acknowledge it is the free version of Road to Legend, but what I criticize is that if FFG keeps doing this so call "unexplored" dungeons, well, I won't see (at least myself) buying more campaings.
In conclusion, I think this is what should be understood by random dungeons and that FFG should change this particular mechanich in order to consider it worth the cost.
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Well,
Now that we have heard from other sources about Nanok, this new news won't be so impressive; however, here it is, the third news of Sterwards of the Secret: H&M Pack:
Hungry for Battle: https://www.fantasyflightgames.com/en/news/2016/5/20/hungry-for-battle/
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I'm still wanting for Umar's report of the bugs Kindred Fire has...
Have you find any bug on the Steam version while playing Kindred Fire Umar?
Luijod and UmarSlobberknocker reacted to this -
Does anyone know if Agents always spawn with a fixed monster group? I have everything released so far, but I've noticed that Agents spawn with monsters from their expansions (Ardus Ix'Erebus with Reanimates, Tristayne Olliven with Ynfernal Hulk, very very cool). Serena (with Volucrix Reavers) invaded a game where I was using Serena as a Hero and the flavor text acknowledged this and she targeted Serena right away and for most of her activations she kept trying to kill her like an evil possessed doppelganger (reminded me of Dark/ Shadow Link from Legend of Zelda, very cool!).
This does make me wonder, what if you happen to have a Plot Deck but not the expansion that compliments it? Say I decided to buy Valyndra, because her mini is awesome, but I don't own Lair of the Wyrm, what monster group spawns? Does anyone know from firsthand experience?
Well, I think there are fixed open groups, as kraisto says. However, they also spawn with some themathically monsters too (even from outside their expansions) I remember Baron Zachareth appearing along with Dark Priests. Those are not even from an expansion. I saw an image too where Belthir spawned along with Hybrid Sentinels (let me look for it).
But yeah, you can see that agents spawn along with monsters that could fit thematically to them.
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I'm in the US, amazon says it will be in stock May 31.
Not even FFG Store has them in stock...It still says "Not yet released"
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Just remember that Army of Death does half damage on all targets but the first, only on the road to legend (pag 10):
When a hero performs an attack that targets or affects multiple monsters,the monsters gain an additional advantage during the “Deal Damage”step. Choose 1 monster to which you will deal damage first and resolvethe step as normal. Then halve the ≥ results (rounded up), and applythat value to each of the additional monsters, before applying ≤. This ruleapplies to attacks with Blast but also actions such as “Whirlwind,” “Armyof Death,” and Leoric of the Book’s Heroic Feat.Wut?
They just basically gimped the entire concept of AOE attacks...
Not all of them...just the one based on attacks. "Tempest" and "Radian Light" (to my opinion) aren't affected by this rule.
That's why I tried Serena the Spiritspeaker and well, she's pretty amazing. Due to monsters not attacking her, she really can damage a monster group with "Tempest".
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From what I've played there are three types of Perils:
-Minor: usually realated to events or monster's spawning.
-Major: usually realated to indirect damage, dealt through attacks or attribute test; and agents' spawning.
-Deadly: the one unique absourd peril that does direct damage increased to every hero each round (see image; carefull spoiler!).
I mean, that peril is stupid. IMO, if you want to punish the party, without them feeling powerless, keep spawning monsters or agents. No hero party will hold more than 4 monster groups at once...but its...people will feel they CAN win it. Feeling like "real" heroes. This is what I dislike about that peril.
And that's the stupid part of it, no matter how much you fight it, once it appears, you have like two rounds max to finish the quest or considering it lost.
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Nanok is still strange. A cloak warrior ? not sur his nerf worth the exchange. Seems like he is made to be a Champion to me, so.
What about Baron's Cloak?...Seems he could do great about been immune to pierce
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So even in the free mini-campaign, content from your unlocked expansions will randomly spawn? So far I thought this will only be unlocked in the payed campaign.
Also lol at "a wild Gargan suddenly appears".
Yeah...perhaps that's becuase I stayed for too long inside the dungeon

They spawn and do effects to fit thematically with monsters and stuff, just as Kraisto said.
Crypt Dragons also spawn, and when the master used "Caused Fear" the Immobilize condition was sustitute by Terrified.
Dark Priests, when used "Dark Prayer", a hero additionally was Doomed (praying for you to be doomed).
The funny thing is how Gargan spawned...
"Peril effect:???
The earth crumbles, something big is coming..."
Next round his at the door with a full flavour text, but the best thing is..."Oh, I'm coming for you muahahaha".
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Well, I just played a quick time before going to work hehehe from what I played the app really guides the players to every aspect of the game, the only thing that might be dangerous is what Atom said, the skill purchase.
Even if you sell the starting items, you can rebuy them with no penality unless you leave the city, then you will never see them again.
Another thing is that travel events seem to fit with player classes (in one I have to help a girl to find her pet, if I had a Wildlander [i had TH] I could have avoided my party been deseased; in another event, trees were blocking my pass, if I had a Spiritspeaker [i had a Apothecary] I could have won a reward). However, I think ATM there are only few events (a storm kept happening everytime I traveled).
As for the saving, it is said in the rules:
Rulebook
Page 4:
Saving and Loading
When players start a new campaign of Road to Legend, they select a save slot to which the app will automatically save as they play. Road to Legend can have up to five campaigns saved at one time. Players do not manually save their campaigns as they play; the app automatically saves at several key points during play:
• At the start of each quest.
• At the start of each round of a quest.
• At the end of each quest.
• Each time you leave a city.
Players should keep in mind that Road to Legend does not save the state of their physical content: hero and monster position, damage suffered, and so on. If the players decide to stop playing in the middle of a quest, they need to record this information themselves.
So, I wanted to see if you accidentaly leave the app or if it crashes during a quest (inside dungeon). The app will load since the beginning of the last round played, so, good thing not too much progress could be lost.
Another thing is that as the app doesn't record turn activation or action spent, if you forget to end the turns of heroes and keep exploring the dungeon and so on, as the round isn't over, you could possibly lose the progress. Additionally, if you forget to end the rounds, effects like perils and stuff won't record how long has the party been in the dungeon and so on.
Aside from that, I played smothly and very well (until the app spawned Gargan "agent" along with Merriods
) hahahaha anyway, perhaps you could try to fake a campaign, in order to experience some of the app. -
First of all, sorry I'm bringing a posibly dead post, but from what I read from the rules of Road to Legend, we can see that having a Lt pack will only be useful so the app spawns Agents into the quests.
Page 3 of rulebook
4. Prepare Set Aside Components:
...lieutenant, and agent (if any) figures..-
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Everything is amazing and all, but I just keep wondering, and the new condition? What I'm going to do with 8 cards and 10 tokens from the terrified condition

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Good, hero and classes that interact with the Overlord mechanichs got a different ruling (page 13) Monk and all stuff, except for this:
Danger Sense (Wildlander): This card has no effect.
Grim Fate (Prophet): This card has no effect.
Just Reward (Marshal): This card has no effect.
I really like how they put more effort in describing situations as monsters with conditions, or the terms (Spot, engage and retreat) and more other stuff.
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RtL rules are up. FYI.
Yeah, here you can find the rules people: https://images-cdn.fantasyflightgames.com/filer_public/3c/bb/3cbb5642-39da-41dc-821b-daf729b1f15e/road_to_legend_rules.pdf
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I think, FFG had it ready for April, but Apple kept us waiting for just a few weeks...
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Dude... it was funny the first time...
Exactly what I though, although it is true...Now were have an official release date.
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I think it can happen now that Shadow Rune Campaign isn't in the Core Box. I mean, as SkyRunner said, it is a potential income to the company.
Although, I might not like it because as an owner of the Shadow Rune I will not like to buy a campaign I already have...but as a fan, I might be doing it anyway...
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Ok, let me see if I get what you are saying. You suggest to mix quest into blocks and the players will have to play 1 quest from each block, until playing ONLY 9 quest (due to not adding rumors) are played OR you mean having 18 quest at all? This lasts will be something it may be difficult to implement, due to the play time required.
As we saw from Road to Legend post, mostly of the game groups aren't able to finish one normal campaign, and this is 15 quest long (rumors included). So, the size of this structure may frustate some groups, because they may feel they are not growing.
Now, in the other hand, I really like the idea of creating another campaign structure. Additionally, I like the theme about Zacharecth summoning Vylandra. Perhaps you can create a campaign featuring the theme of Valyndra asking for Zacharecth's help in order to bring her husband from the death

Or, leaving each quest as normal, but changing little aspects of it in order to merge it with LotW. Like instead of Gryvorn, Valyndra. Or Ritual of Shadows, Ritual of the Fire Imps. Death from the wing using Hybrid Sentinels for Belthir's personal scort.
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Yeah, I like the new ability, it allows you to repositionate heroes (mostly the weak ones; Andira for instance). However, now only the master can do it. I think it was strong to have them (I do not own old monsters) and immobilizing 3 of 4 heroes, or at least half of the party.
About the defense, I think they already had that defense pool. Just the master got +1 to its HP.

I like them but I'll probably won't prioritaize this box on my purchase list hehehe
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Well, meanwhile Road to Legend is on the way, another news about Stewards of the Secret: H&M Pack is out, here it is:
https://www.fantasyflightgames.com/en/news/2016/5/9/wild-fury/
New ability
Constrict: Chose 1 hero adjacent to this monster, that hero test might. If he fails, he is Immobilized, this monster may move 1 space then you may put that hero in an empty adjacent space.
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One more image, as we can see they read the forums, specially, this post.
Source: https://www.instagram.com/p/BFKtrV_kcFJ/
Coment: "fantasyflightgames More from Road to Legend. Any day now, really!"
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Yeah, I mean, I also though once about doing something like this but due to the despair the community is living due to the lack of comunication from FFG and the missleading "realising dates" I didn't do anything. But you sir, you truly have my respect hahahaha I did laugh too much indeed.
Also, everytime someone post something here the post kicks back to the top once again, and again a poor desperate soul falls into the trap hahahaah I really feel as you just played a nasty Overlord trap card
the true nature of an evil Overlord 
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Yes, as you said it, the hero will be immobilized since the beginning of his/her turn. Another example can be if the master zombie succesfully uses Grab on a hero, the hero is immobilized outside his/her turn, and will only remove the condition until the end of his/her turn...or if some other effects does it for him/her.
Webtraps are indeed within every Overlord favorite spells, at least for me, they are the second card I perchuse in every campaign, just after the Summoning of the Ravens.
So, in conclusion, yes, the hero will begin the trun immobilized.
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Hello,
I want to report an issue about Shadow of Nerekhall been incompletely uploaded (or not been uploading correctly for me).
The expansion comes with two tiles 61A/B, while the Quest Vault only shows 1.
I don’t know if it’s a technical issues but I wonder if this could be fix so I can keep going with the creation of a quest.
Thank you.
PS. still waiting for Mist of Bilehall.

Stewards of the Secrets
in Descent: Journeys in the Dark
Posted
Well, it is already aviable in the Official Store (you can add them to your shopping car); meaning it is In Stock.