-
Notifications
You must be signed in to change notification settings - Fork 81
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Missing Attack Modifier Decks in Scenario 35; Imp Heal Range #70
Comments
Thanks for the heads up. So... do they need an extra attack modifier deck for the City enemies? That's not going to be an easy change because of how we treat that special deck (having it duplicated might be hard). I'll try to give it a chance. The Imp fix is easy, I'll try to push it in a bit! |
It's not really an issue, because adding those decks manually worked A-OK for us. You just have to copy-paste the setup for scenario 36, only swapping out the Prime Demon for the Captain of the Guard. The only difference, really, is that players have to resolve actions differently depending on which scenario they chose: Battlements A (#35) - Demons are allied, Guards are hostile, Captain of the Guard is a hostile boss So the only thing you have to really do for 35 is incorporate the Captain of the Guard modifier deck, and set checkmarks for City Archers and Guards |
Ooh, my bad. The attack modifier deck is the monster deck, not the attack modifier deck (+1/-1 one). So... which change are you proposing? Shall we just change the decks preselected when we chose those scenarios? Right now, we have: Which change will make it easier for your group? Showing only the hostile groups? Having 2 apps running? |
Scenario 35 is missing the attack modifier decks for City Archers, City Guards and the Boss (Captain of the Guard).
Also, the same issue I recently reported for Shamans is also there for imps: they're missing the range value on their non-self heals.
Cheers
The text was updated successfully, but these errors were encountered: