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!
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
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5 New Scenarios
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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
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Lock layouts so that the player cannot open the discard/character decks on top of the examine tray
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Fixed Reporting of multiple game session ends when a user quits or forfeits
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Force a state change to the current state (start turn) after survivalist character power ends
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Fixed an event was declaring stateful then not advancing the state because it became invalid during the cycle
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Fixed an issue where the game sometimes crashed when evaluating a card filter (oddly not 100% reproducible)
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Post act events were sometimes stuck in the roll state because the state was not advanced
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Licktoad camp map intro was sometimes crashing due to a missing audio source reference
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Card filter serialization error was breaking some old save games
UI/VFX
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Moved power description mask to the left a little to keep edge from appearing faded.
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Moved copied vfx to work better in both 4:3 and 16:9, all lined up
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Added tooltip for locations (e.g. Temple)
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Shortened the difficulty vfx poof, pops in faster and fades out sooner
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Fixed Unicode characters from not saving correctly
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Fixed continue button in offline mode
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Fixed Unicode characters from not saving correctly
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Fixed some sorting errors in the enemies 'win', slash is on top with a new added bokeh effect
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Updated poison vfx to run more efficiently and look smoother
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More blunt vfx updates for hitting the enemy
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Updated blunt weapon effects for melee/ranged (player taking damage)
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Realigned 'Continue' button on Villain fanfare (moved up too high)
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Fitted the roles text in the box vertically as well as horizontally
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Added an informational popup when a scenario power fires at the start of a turn and shades the screen
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Enlarged scenario helper text for mobile Fixed some difficulty panel sorting issues on phone (sorted forward a little)
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Location power cure: no longer play any heal animations when there are no cards to heal
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Refreshed the roster panel on the party creation screen, when characters were in the party at startup
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Added pips to the scenario list items displayed on the adventure screen
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On the adventure screen, lock all adventure buttons on phones when the scenario panel is down
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Increased blessing icon art from 25% to 36% to see it better in that tiny circle on the card decoration
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Hooked up a long forgotten custom hilite for the scenario power button on phones
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Improved card layout examine tray animations
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Removed dice label fade during refresh because it caused blinking text
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Added tutorial commands to expand/collapse the location panel (used on phones during tutorial #3)
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Added a decoration to cards which copy blessings; moved the "copy blessings" button
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Fixed characters not showing up due to not removing deleted characters
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Properly display character nickname on character sheets
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Force the ios/android keyboard into secure mode during the asmodee password login
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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
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Zuvuzeg now grants an extra explore after the player has used one explore
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After closing the examine layout sometimes a card back was displayed in the explore position
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A card power which modified difficulty sometimes "lost" the card so it was never processed into a deck after play
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Added the magic trait when summoning a monster via Summon Monster boon
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Fixed recharge/discard character powers not being marked as active so it was never disabled
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Map move ignoring move restrictions only worked when multiple targets were involved
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Before act damage which skipped the player had dice applied twice (double damage)
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Fixed issues with damage reduction effects not being applied during global damage iterators
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Fixed an issue with card power effect boost not deactivating so the effect was never removed when canceling a card
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When boosting a combat check, sometimes the dice/check was not refreshed
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Summon monster card disposed itself without invoking the card's OnPlayed event
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Added combat state power condition to Merisiel's "Trinket Hunter" character powers
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Orb of Storms is now buried after failing recharge check
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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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