Pathfinder Adventures - Rise of the Goblins Deck 2, Update 1.2.9 Available
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Obsidian Entertainment's tabletop-inspired digital card game Pathfinder Adventures has received a new piece of DLC entitled Rise of the Goblins Deck 2. You can grab it on Steam for $3.99 and get access to a new Goblin character, 5 new scenarios and over 20 new cards. A brief description:
The Goblin Cannibal
Your goblin tribe successfully launched an attack on Sandpoint! Now, return home to stop a traitor from filling your fellow goblins' heads with evil words, journey through the marshes to face off against the monster of the bog, and reclaim the treasures of the goblin horde from the legendary goblin witch!
This expansion includes:NOTE: Unlocks on purchase, but only accessible by characters who have completed Goblin Deck 1: "Burn Everythings!"
- 5 new scenarios
- New Goblin character: Tup the Terrible
- Over 20 new cards! Battle against former allies, including some not-so-friendly goblins!
And if you'd like to find out what's next for Pathfinder Adventures, you can check out this developer post on the official forums. An excerpt:
Hail and well met!
A few months ago we set up a few options for additional content for Pathfinder Adventures that would leverage more of the Rise of the Runelords campaign.
We had a few choices available. It could have been another "Tale" to follow up what we were doing with Valeros (I believe the unofficial poll had Ezren in the lead to be the next adventure), a side quest hub (really popular idea internally especially since I suggested it), and a follow up Goblin Deck to Burn Everythings!
The team actually put in the infrastructure for the side quests which would have supported 25-30 one-shot missions that would have been a great retention feature BUT that opened up a new can of worms. Some examples of things that needed to be properly fleshed out were about leveling up, randomly assigning rewards, skill ups, creating those rewards, etc. The list got long but it was filled with a bunch of cool ideas.
Having just released A Fighter's Tale: Valeros we were hyped about how many more of the backgrounds we could flesh out for the Iconics with more Tales and at the same time add additional characters to be used in Rise of the Runelords. Before we started production, we looked back and saw this entire other campaign from a few months before that we put a lot of work into making its own thing. Doing two newer things didn't make sense when we could add content to a framework that was due for more.
Goblin Deck 2 was decided upon and we figured that future production would be something like Gob Deck 2 > Hub > Tale 2 > Gob Deck 3 > More Hub > Tale 3... and so forth until the Goblin campaign got wrapped up and we ran out of Iconic characters.
And then, you can read the latest patch notes:
Progression BreaksUI/VFX
- 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
Vault/Gallery/Stash
- 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
Game Play
- Vault character nickname data is now written as unicode bytes
- 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)