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Grim6

Road to Legend Bug Report

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A major peril (if I remember correctly was "Shadow Binders") have showed up spawing some monsters which in the same turn were required by a tile we had just explored in the quest "Tombs of Kayladorn") . Due to the group limit rule we chose to remove the first group and replace them in the new room.

 

A bug appeared in the system since, because the new moster group were already in the monster list, the characteristics of the unique monster in the new monster group didn't appear. We had to resolve the problem quitting the campaign and killing the first group monster before re-exploring the new room but we would prefer this thing to not happen. :)

Edited by Gendalm

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In the same quest "Tombs of Kayladorn" monsters which were spawned after an hero search action (I am struggling to not write spoilers. :D ) were not activating after heroes' turn and we had to manually activate them each time although we were not 100% sure about it, ;)


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Just a few things I noticed so far in the kindred fire campaign.

 

We were traveling to a side quest and we had 4 choices, all were greyed out except for one. One of the greyed out choices was to give 10 gp to pay for companionship and even tho our party at the time had more than 10gp (about 14) it was still greyed out. We were forced to choose to turn her (the fool) away.

 

When the app shows more monsters than the group limit (often in a 2player game) to place on the map and it has the icons for where each figure is placed do you follow the rule of obeying group limits unless it explicitly states to ignore them and only place the monsters listed on the back of the card and not what is showing on the screen? Shouldn't the app know what the group limits are and adjust what its displaying to account for it. Or is this intentional and we should be breaking the group limits and placing all figures.

 

I got Fortuna's dice relic, Can I use the dice relic on dice that I roll for my wolf (beastmaster) or is that somehow not part of "dice you roll" as its the wolf rolling? I feel it would still work for dice I roll for my wolf. Also the defense die would normally be rolled by the OL so I could not use the relic to re roll a def dice right?

 

In a side quest from an expansion, the one that uses overgrowth. The app initially told us a overgrowth wall had 10hp but when we tapped on the green door it then said it had 12hp.

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not sure if map should state use an extender or not..

but the grave yard tomb robbing side quest .. with a statue at start,.. 

the last room does not line up with out an extender

normally i can see extenders or used or could in the 1st quest 

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I own 2e and Lair of the Wyrm. I joined a quest in Kindred Fire after doing the initial quest. I was prompted to place Harpies and tiles 40+ which I don't have in either of my base or expansion set. I searched the Harpies online and it seems they come with the Trollfens. I'd say this is most definitely a bug.

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At start of Campaign in Kindred Fire. I did get "Minor peril: Ashrian is Doomed and Terrified".

I dont even have Doomed or Terrified condition yet. I got only the Base game and Trollfens expansion.

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Installed this on Steam last night and played the Tutorial and the sorcerer side quest.

Loaded it back up this morning, went to town bought gear and picked one of the two remaining side quests.

It asked me to place tiles numbering in the 40s

I have only added the base game and Nerekhall so I only have tiles 1-29 & 50-69.

 

I had to surrender the quest so now I've wasted a week, lost the chance to play another side quest and must now start the main campaign.

Pretty pissed off now.

 

Same here - running a Steam copy and only having the base set - I went on a Swamp side quest and had tiles allocated that were in the 40s *sigh*

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I have another one.

SPOILERS.

in the first Kindred Fire quest, Merrick's info reads: ACT II Merick... and then continues explaining the rest.

I was under the impression we would only use ACT I monsters until told otherwise, so don't know why it showed me the ACT II info at the start of the campaign.

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Has anyone else have problems with some of the maps not connecting properly?  I've had one last night in the Mad Moriden's Tower side quest where the last two room placements didn't quite match up with the app.

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I have another one.

SPOILERS.

in the first Kindred Fire quest, Merrick's info reads: ACT II Merick... and then continues explaining the rest.

I was under the impression we would only use ACT I monsters until told otherwise, so don't know why it showed me the ACT II info at the start of the campaign.

It's only a specific instruction. Merick has only two surges options in act 2 card. Just ignore.

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Has anyone else have problems with some of the maps not connecting properly?  I've had one last night in the Mad Moriden's Tower side quest where the last two room placements didn't quite match up with the app.

No. The setup is pretty clear.

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Has anyone else have problems with some of the maps not connecting properly?  I've had one last night in the Mad Moriden's Tower side quest where the last two room placements didn't quite match up with the app.

 

It happened to me, but, if, as I did, you put wrong the Set Up, you didn't put a connector tile in tile 85A. 

 

As for the bugs, for the Quest of LoR, the app told me to spawn 5 Volucrix Reavers [do not click if you don't want spoilers] (in a 4 hero game) and there are only 4 minis. 

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Got some more issues/bugs to report:

 

Some text in a mission "a party of goblins hunters" should read "goblin hunters"

 

There was a time in the first main quest for kindred fire (non side quest) where merrick is with 2 other groups: fire imps and elementals. When I click on the portraits for each monster and go to info it shows the correct info and name for the elementals and imps but merrick's info would oddly copy the info for the last monster group's info I clicked on. IE it would read fire imps for merrick if I just looked at the imps info last.

 

Also later on when Merrick activated and i used the skull icon to see the info. It shows Act II merrick spends surges on +hp +wither. Even tho it should know hes the act I version.

 

*In town, Wait 1 week needs a "are you sure" message since you cant go back and I accidentally hit it thinking I was doing the spend gold and time for xp one.

 

A few questions:

Can you summon a wolf as a beastmaster on a space that is beyond a elevation dotted line. Friend says yes because of adjacency, I think it breaks immersion.

 

Can you use reach to hit a monster that is 2 spaces away and behind elevation line. Friend says yes since reach ignores elevation. I'm not so sure.

 

If you summon a wolf on a lava space or a sludge space does it "count as entering the space" and trigger the 1hp damage or reduce his move to 1?

 

Sludge if all it does is reduce your speed to 1 my friend says he can still fatigue move out of it to safety greatly reducing the danger of sludge spaces and the monsters (new ones in bilehall) that have a arua of sludge and lava around them. Basically, when would you ever end your turn next to them and die when you can still fatigue move away.

 

Also understanding how the AI would move the monsters with all the terrain types gets complex. We try and make them take a path that avoids hazard even when its a longer path. etc.

 

Excellent job with the app. My only wish is for enough maps to increase the replay ability. either that or have a couple of different possible layouts and then the app chooses one at random for each quest that way you can replay and not know where everything is etc. Or make the app use procedural generation. I know that's hard but would be amazing. Think of all the great pc games of old like Diablo 1 / X-COM 1 and how many times you could play it over and over and not get bored since each time was completely different.

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1) Can you summon a wolf as a beastmaster on a space that is beyond a[n] elevation dotted line? 

Yes, you can. Even though it thematically doesn't fit, according to Descent rules it is a valid movement. Elevation line does not interrupt counting spaces, neither does adjacency. Therefore, your friend is correct.

 

2) Can you use reach to hit a monster that is 2 spaces away and behind elevation line?

Yes, you can attack a target behind an elevation line. Following the same logic, if you can count spaces and have LoS, then you have a valid target. Additionally, it is in the rules of elevation as an example of a melee attack not adjacent to a target behind an elevation.

 

3) If you summon a wolf on a lava space or a sludge space does it "count as entering the space" and trigger the 1hp damage or reduce his move to 1?

No, entering a space will mean that the figure (or token) was previously in another space on the map. Summoning something (placing it on the map) does not count as entering spaces. 

 

4) Sludge if all it does is reduce your speed to 1 my friend says he can still fatigue move out of it to safety greatly reducing the danger of sludge spaces and the monsters (new ones in bilehall) that have a arua of sludge and lava around them. Basically, when would you ever end your turn next to them and die when you can still fatigue move away.

Yes, even though you start your turn in a Sludge terrain (or adjacent to a Broodwalker), you can still fatigue out to escape from it. In my personal opinion, I would have liked that fatigue-movement was also restricted, but well, I’m not the game designer, so…

 

5) Also understanding how the AI would move the monsters with all the terrain types gets complex. We try and make them take a path that avoids hazard even when its a longer path. Etc.

Yes, monsters should try to avoid, let’s say dangerous terrain, while moving, even if that means a longer path (but by reaching their target too; otherwise, they will have to enter this terrain in order to fulfill their instructions).

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5) Also understanding how the AI would move the monsters with all the terrain types gets complex. We try and make them take a path that avoids hazard even when its a longer path. Etc.
Yes, monsters should try to avoid, let’s say dangerous terrain, while moving, even if that means a longer path (but by reaching their target too; otherwise, they will have to enter this terrain in order to fulfill their instructions).

 

 

Appendix V

Monsters and Terrain

Some terrain requires additional instruction when a monster is on or near

that terrain.

Pit: Monsters always avoid moving into pit spaces. A large monster will

move into and through a pit space if it does not end its movement so

that all of the spaces it occupies are pit spaces, and so it not affected by

the pit spaces. If the heroes manage to force a monster into a pit space, it

will spend its next action to move 1 space, placing its figure on the closest

empty space that is not a pit space.

Elevation: Melee monsters attack heroes across elevation lines, even

though they have a disadvantage. If a monster is adjacent to its target and

the target is across an elevation, the monster does not move around or

away from that hero in order to move into a space that is not across an

elevation line—it stops its movement as normal, having moved into an

adjacent space.

Hazard and Lava: A monster always avoids hazard (and lava) spaces,

unless that monster will not suffer ≥ for entering that space; if a monster

has movement points remaining, but cannot move any further toward the

target space without moving through hazard terrain, the monster does

not move.

Water and Sludge: Monsters only move through water and sludge spaces

if doing so requires fewer movement points than any other path. A

monster avoids sludge whenever possible, but will end its movement in a

sludge space when necessary.

 

Feel free to play it whichever way you prefer, our group usually makes it harder on ourselves by adjusting bad AI direction for actions, but the RAW state monsters never enter Hazard/Lava unless they take no damage from it.

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3) If you summon a wolf on a lava space or a sludge space does it "count as entering the space" and trigger the 1hp damage or reduce his move to 1?
No, entering a space will mean that the figure (or token) was previously in another space on the map. Summoning something (placing it on the map) does not count as entering spaces. 

 

I agree, though: If you summon the wolf in Sludge space, and you activate it afterwards, it has started its activation in sludge and has a movement of 1.

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3) If you summon a wolf on a lava space or a sludge space does it "count as entering the space" and trigger the 1hp damage or reduce his move to 1?
No, entering a space will mean that the figure (or token) was previously in another space on the map. Summoning something (placing it on the map) does not count as entering spaces. 

 

I agree, though: If you summon the wolf in Sludge space, and you activate it afterwards, it has started its activation in sludge and has a movement of 1.

 

 

Ah, you are right, I forgot about that hahahaha 

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There is a side quest wherein you collect elemental weapons and distribute them to shades in a kind of riddle game. When giving the weapons to the shades, there are four buttons, each labeled with a weapon name. The weapon you give does not appear to accurately correspond to the label on the button. despite having clicked the button to give the water shield, the end of turn event for it still triggered. The button handling event is all screwe up.

Also, I've never had sound. I only knew it was supposed to have sound because people here have mentioned it.

This is on IoS

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Just updated the app and now it just shuts down when I try to load the kindred fire campaign.

The update is fixing the trollfens quest issue and that was the last sidequest on the map before I updated, could that maybe be the reason? I'm on iOS

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Big bug.

Goblin campain

prologue, mandatory city visit, merriod side quest, city visit on friday.

And this morning each time i reload my save game the app crash (back to the ipad screen), no error msg.

RtL up to date, Ipad Air 2.

My other save load without problem.

 

Do you know how to access the file to try to send it to them?

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