Update 1.2.9 Rise of the Goblins Deck 2

Hail and well met Adventurers! In case you missed it, Update 1.2.9 Rise of the Goblins Deck 2 is now live! Here are the patch notes! [b]The Goblin Cannibal[/b] Upon returning to the tribe after successfully launching an attack on Sandpoint the Anti-heroes find that the tribe is being subverted by a traitor. The source of these evil words will lead the group to new locations, treasures, and eventually to a legendary Goblin witch. [b]Rise of the Goblins Deck 2 - The Goblin Cannibal contains:[/b] New Goblin Character: Tup the Terrible [list] [*]5 New Scenarios [*]20+ new cards [/list] [b]**Requires Goblin Deck 1 "Burn Everythings!" to be owned and completed on Normal Difficulty to be played**[/b] [b]Bug Fixes[/b] So, here are the things that we took to fixing since 1.2.8.6: [b]Progression Breaks[/b] [list] [*]Lock layouts so that the player cannot open the discard/character decks on top of the examine tray [*]Fixed Reporting of multiple game session ends when a user quits or forfeits [*]Force a state change to the current state (start turn) after survivalist character power ends [*]Fixed an event was declaring stateful then not advancing the state because it became invalid during the cycle [*]Fixed an issue where the game sometimes crashed when evaluating a card filter (oddly not 100% reproducible) [*]Post act events were sometimes stuck in the roll state because the state was not advanced [*]Licktoad camp map intro was sometimes crashing due to a missing audio source reference [*]Card filter serialization error was breaking some old save games [/list] [b]UI/VFX[/b] [list] [*]Moved power description mask to the left a little to keep edge from appearing faded. [*]Moved copied vfx to work better in both 4:3 and 16:9, all lined up [*]Added tooltip for locations (e.g. Temple) [*]Shortened the difficulty vfx poof, pops in faster and fades out sooner [*]Fixed Unicode characters from not saving correctly [*]Fixed continue button in offline mode [*]Fixed Unicode characters from not saving correctly [*]Fixed some sorting errors in the enemies 'win', slash is on top with a new added bokeh effect [*]Updated poison vfx to run more efficiently and look smoother [*]More blunt vfx updates for hitting the enemy [*]Updated blunt weapon effects for melee/ranged (player taking damage) [*]Realigned 'Continue' button on Villain fanfare (moved up too high) [*]Fitted the roles text in the box vertically as well as horizontally [*]Added an informational popup when a scenario power fires at the start of a turn and shades the screen [*]Enlarged scenario helper text for mobile Fixed some difficulty panel sorting issues on phone (sorted forward a little) [*]Location power cure: no longer play any heal animations when there are no cards to heal [*]Refreshed the roster panel on the party creation screen, when characters were in the party at startup [*]Added pips to the scenario list items displayed on the adventure screen [*]On the adventure screen, lock all adventure buttons on phones when the scenario panel is down [*]Increased blessing icon art from 25% to 36% to see it better in that tiny circle on the card decoration [*]Hooked up a long forgotten custom hilite for the scenario power button on phones [*]Improved card layout examine tray animations [*]Removed dice label fade during refresh because it caused blinking text [*]Added tutorial commands to expand/collapse the location panel (used on phones during tutorial #3) [*]Added a decoration to cards which copy blessings; moved the "copy blessings" button [*]Fixed characters not showing up due to not removing deleted characters [*]Properly display character nickname on character sheets [*]Force the ios/android keyboard into secure mode during the asmodee password login [*]We now account for unicode characters when auto-generating nicknames during conflicts [/list] [b]Vault/Gallery/Stash[/b] [list] [*]Vault character nickname data is now written as unicode bytes [/list] [b]Game Play[/b] [list] [*]Zuvuzeg now grants an extra explore after the player has used one explore [*]After closing the examine layout sometimes a card back was displayed in the explore position [*]A card power which modified difficulty sometimes "lost" the card so it was never processed into a deck after play [*]Added the magic trait when summoning a monster via Summon Monster boon [*]Fixed recharge/discard character powers not being marked as active so it was never disabled [*]Map move ignoring move restrictions only worked when multiple targets were involved [*]Before act damage which skipped the player had dice applied twice (double damage) [*]Fixed issues with damage reduction effects not being applied during global damage iterators [*]Fixed an issue with card power effect boost not deactivating so the effect was never removed when canceling a card [*]When boosting a combat check, sometimes the dice/check was not refreshed [*]Summon monster card disposed itself without invoking the card's OnPlayed event [*]Added combat state power condition to Merisiel's "Trinket Hunter" character powers [*]Orb of Storms is now buried after failing recharge check [*]Damage state now accounts for cards already discarded (by other characters) Feel free to visit us on the [url=https://forums.obsidian.net/topic/96305-pathfinder-update-129-rise-of-the-goblins-deck-2/#entry1983618]forums[/url] for questions or comments!