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!