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Posts posted by kraisto
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27 minutes ago, kris40k said:The scary part is I'm pretty sure that says "Act 1" in the lower right corner of the front cover.
...which means there is at least an "Act 2" in another box.

I guess they weren't kidding when they rumored back in November that the Descent related project was huuuuuggge.
" Most ambicious project from ffg". Starting to beleave ...
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14 hours ago, jonboyjon1990 said:Thor will be released in March. 4th Hero Pack in April. So first Story Box could be May or June. They have announced products around 3 months before release, so I'd expect to see first details of the story box in Feb/March time.
I think the 4th Hero Pack will be Ghost Rider Justice. It follows the pattern they've got going of switching between well known and more obscure villains/heroes.

And the Avengers Assemble card art has 6 characters on it - each have been included/announced for the game so far. It also has an artist credit, meaning it was specifically commissioned for the game.
I think the first Story Box will be based on Thanos/Guardians of the Galaxy. Star Lord, Gamora and Rocket are all on existing cards from the core set - no other 'teams' appear in the game yet.
Just a small correction, this art came from a comic cover (https://shop.hanahancomics.com/shop/avengers-10-david-marquez-125-variant-marvel-18-700/). But yes, since the game is apparently based on the recent group formation, maybe Ghost Rider is the 4th hero pack (room for Dr. Strange and Blade)
jonboyjon1990 reacted to this -
2 hours ago, SpiderMana said:Another question: I could have sworn there was a bit in the Rules Reference about how you can’t retaliate if you’re not actually attacked (another character defends). I was trying to check it for how it phrased some things, particularly in regards to Spider-Sense (which is an interrupt when the attack targets you initially, anyways, so I don’t think it’s affected).
Anyone Know what bit I’m talking about and where it is?
Get the new version of rules reference on FFG site. Theres a new FAQ section (cover spider sense too). Spider sense only triggers if Spider-man is the initial target of villain atack (even if another hero or ally attack). Spider sense dont trigger if Spider-man is the defender against a attack to another hero.
HirumaShigure reacted to this -
8 hours ago, Shirys said:So you would think that the extra damage is lost?
This is what i originally thought but it appeared overpowered =/
Nope, in multiplayer this is a valid strategy to deal with overkill. Some cards combinations with overkill can one a shot a hero, even with a ally defending.
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The game is apparently based on the current formation in the comics. Ghost Rider is Robbie Reyes in the new formation and theres room for Doctor Strange and Blade. Cosmic Ghost Rider is in the new Guardians of the Galaxy team.
Image from the comics (Avengers Assemble card art)

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On 6/26/2019 at 4:35 AM, Tubb said:Does anybody know when are going to be translated [ALL except ONE] DLC's to spanish??
It is a real shame that paying the same (in fact, MORE) than other players around the World we are not given the same service...
It's been a recurring and ceaseless theme in spanish forums for years... We only have ONE translated DLC...
Should be some problem as to the distribution / remuneration rights of the product. DLC translation to portuguese is required for years and nothing (even with the publisher being part of the Asmodee group, patetic ...) -
11 hours ago, DerDelphi said:Hello Kraisto, just in case you wonder what should be displayed in this activation:
Serena gains the Ranged icon. After this activation, each hero suffer damage equal to the number of conditions he has.
If it weren't so sad I'd say good joke. They don't.
Thanks DerDelphi.
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Out today

New classes (with level 1 and 2 skills for pure classes and up to lvl 3 skills on hybrids)
Warrior
Avenger - (warrior/healer) - skills: holy champion / vengeful smite / death from above
Raider - (warrior/scout) - skills: surprise assault / divide the spoils / close the gap
Healer
Soul Reaper - skills: spirit link / unholy bond / blight extration / cursed soul / ethereal armor / galvanize
Crusader - (healer/warrior) - zealous aura / righteous / divine light
Heretic (healer/mage) - skills: arcane healing / dark recovery / forbidden arts
Scout
Trickster (scout/mage) - skills: private collection / now you see me / arcane fusion
Ravager (scout/warrior) - skills: momentum / charging assault / vicious throw
Mage
Elementalist - skills: earth and sky / sun and sea / primal harmony /storm fury / volcanic might / spiritual balance
Thuthseer (mage/scout) - skills: true sight / translocation / precognition
Lorekeeper - (mage/healer) - skills: ancient remedy / careful balance / all-knowing
leewroy and Lightningclaw reacted to this -
See page 19 of the road to legend manual. The examples can help you better understand how to use the surges in the monsters' attacks. -
The problem is that when you select the language other than English, the narration will disappear. If you never locate the narration, that's fine, just release the option of having the original narration with the text in the language you want, because no voice in the narration sux. -
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Reported some bugs months ago (marrow priest surge info and serena lieutenant activation)and none of them have been fixed in the latest patch. Its not really hard fix some lines of text in the app

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The last status for the reprint its "on the boat", so, maybe a month more or less to get back to retailers.
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5 hours ago, mulletcheese said:I bought 29 expansions for runebound 2nd edition, but after the line had been shut down for a long time I was happy to see a 3rd edition (until I played it).
Regardless of what ffg do with descent they need to start releasing more app supported games and not just adding apps to existing games.
Based on the long delay to the software team correct new reported bugs for the apps (RTL and MOM), in the delay to translate content (the MOM DLC) and publish regular new digital content, and the new jobs offers for the FFG digital branch, I conclude that the software team is pretty small in the moment for the demand.
My guess - they are fully committed in the development of one or more new products (like IA app) and dont have the ideal workforce to produce more content.
I dont buy the BGG post for a simple reason - In the IA case, FFG would never say that they would be developing an application (or confirmed) if they were not already authorized to produce it.
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15 minutes ago, Julia said:LCGs have all the same patterns, but they still have problems. For example, AH LCG was completely underproduced to match demand at the beginning, and people got crazy to get the core set and the first deluxe.
Apart from LCGs, there's no "clear strategy" that's shared with the public for any of their games (even games that usually go one small, one big exp are not 100% granted to be so, see the two consecutive big boxes for Imperial Assault), so, there's not much that could be said from our point of view, but I'm pretty sure the company has a clear strategy about what to do with each of their products.
MoM sold a lot, and it's still hot, so, there's no reason to doubt we won't be seeing further products. The reasons why they are late could be different, but with GenCon just around the corner, we'll probably get some announcements (before or at the Con)
The problem its not seeing further products (and waiting half year or more to see new content or whathever sux). The problem is, they have a good tool to release new content quickly, without any physical production cost and in a wide range on the digital plataforms and they not use effectively. The game has a low replay value, and the monsters and tiles collections are underused , problems that can be fixed with the release of more regular content.
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12 hours ago, BruceLGL said:Highly unlikely that they are editing in text, though it is possible with unit projects I doubt it. The editor provides a GUI to put things together, and you can script that to help with things, but it will still probably be adding components and connecting then as pretty much data entry.
I am sure they are still developing their work flow and understanding their problems. Most it houses take years to get the development workflow sorted for a new system and this is not a pure it house, a very new system and a type of development that will be very uncommon.
The thing that surprises me (and goes against what I have written here) is how quickly they got d2e content out. That said maybe at the time the coders were in on that and they are trying to move to a model where that isn't required?
Nah, I think they started working in RTL app and content years ago, same with the MOM second edition. The product planning its almost 4 years to every new product, and a little less to expansions.
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I think the software team is very small (based on the delay to solve even critical app problems in some cases) and my theory is the development team by now is only working on the IA app.
The second problem, FFG is heavily focusing on the new Rune Wars game and the new LCG / collectible games in this year. Besides the Star Wars games, the others miniatures games are lacking of new info in months ...
MOM still strong and sell lots of units. The last reprint sold out in a month or less from the most online stores (Its already the forth reprint, or more), but most of the early buyers are getting tired of the game because the low replayability and the lack of the new content.
Theres lots of room for improvements in the digital plataform, and its sad to see they are not taking the true potential of the game.
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Thanks Bruce.
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On 30/05/2017 at 6:39 PM, BruceLGL said:For scenarios you can use the 'Copy' function in the editor. Then in %AppData%/Valkrie there will be a EditorScenario directory with Localization files for each language. Just copy one and translate.First it would be great if you could add translations here:If you don't want to use github just save that file, edit, and send to me. This is for general Valkyrie text.
https://raw.githubusercontent.com/NPBruce/valkyrie/master/unity/Assets/Resources/Text/Localization.txt
I am happy to accept translations for "Exotic Materials" and "The Fall of House Lynch". "The Truth" isn't mine, please contact slycozzolino:
https://github.com/slycozzolino"The Truth" - iI missed that scenario or not just release yet?
Anyway, love The Fall of House Lynch scenario. Totally faithful to the original.
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Yes, the traitor mechanic it's not for every group/player. But can easily manage as you do, just throw away the problematic cards or come with some house rules. On difficulty, yes the game can be a pain in ***, but as Julia said, you need maximize yours actions and choose the right investigators for the job.
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http://descent-community.org/index.php/crrg/ keep near, this helps a lot.
The Cocky Rooster reacted to this -
9 hours ago, totgeboren said:During our Shattered Bonds game, none of us died (only two players).
We actually only faced 3 monsters in total. One at the start who we killed in one round (never even needed to test sanity against it!), the second was a crawling one who turned up as far away from everyone as was possible i think, it never even got into the same room as the players. And the third monster was the final boss, who we just managed to take down before I turned totally insane (was mute at the end though!).
Also tried Escape from Innsmouth 2 times, first we never even found the agent before being dead and/or insane. Second time we misunderstood the scenario, and were in a position where we could either escape just in time, or try and get the agent, but then we would be one turn late. So we said "screw him!" and threw ourself on the boat! Imagine our dismay when the skipper would rather see himself and his ship brunt to a crisp rather than leaving the agent behind. So we all died in the flames.
Sentinel Hill... we killed the monster, I think almost everyone was insane, and the wizard escaped, so a rather pyrrhic victory.
But I have to point out that I have modified some of the Insane conditions slightly, which might make the game slightly easier on some occasions. When we play there are no conditions that just suddenly cause the game to end for everyone. Like, pyromania. I changed it to be like kleptomania except that you need 6 rooms on fire instead, not just that 6 rooms on fire causes everyone else to lose just because your investigator is really stoked about the flames.

Those kinds of endings cause people to get that 'eh-this-game-is-dumb-lets-play-something-else-look', which I really don't want to see on peoples faces.
For my group, part of the fun is try to bluff the insane condition, specially the ones that end everything ( it's not a surprise information, everyone knows what every insane card do). This cause a sense of paranoia and tension that's really ads much more to the game and provokes many fun moments , like running like crazy to catch a insane investigator, and try to steal his light source because you think he has pyromania and in the end he has nothing so dangerous. Or you can simple stop talking to trick everyone, with that blade in yours hands, just waiting the right moment buahahaha


2 new descent novels and a new edition of the Board game
in Descent: Journeys in the Dark
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Probably its not a new edition. I think every expansion will be a new act for a big campaign system.