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Pathfinder Adventures - A Fighters TaleNewsUpdate 1.2.9 Rise of the Goblins Deck 2
Community

Update 1.2.9 Rise of the Goblins Deck 2

Pathfinder Adventures - A Fighters Tale · published 8 Mar 2018, 23:13 UTC

All newsPlayers around this dateRead on Steam

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!

The Goblin Cannibal

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.

Rise of the Goblins Deck 2 - The Goblin Cannibal contains:

New Goblin Character: Tup the Terrible

  • 5 New Scenarios
  • 20+ new cards

**Requires Goblin Deck 1 "Burn Everythings!" to be owned and completed on Normal Difficulty to be played**

Bug Fixes

So, here are the things that we took to fixing since 1.2.8.6:

Progression Breaks

  • 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


UI/VFX

  • 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

Vault/Gallery/Stash

  • Vault character nickname data is now written as unicode bytes

Game Play

  • 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 forums for questions or comments!

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