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 CannibalUpon 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 FixesSo, 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!