Page 7 of 10 FirstFirst ... 56789 ... LastLast
Results 61 to 70 of 94

Thread: Patch notes

  1. #61
    Quote Originally Posted by Planeshaper View Post
    King Edmund's (sp?) Spirit uses Ghost Sentinels, I believe. And he can stack them up a bit early on if you're unlucky.
    yeah, that's the one. Couldn't remember his name.

  2. #62
    Quote Originally Posted by RDarkfire View Post
    Still no fix for the 'Gnomes Come Home' quest? I would like to actually complete all the quests in the campaign! :-(

    EDIT: I don't suck, it's just bugged for me and won't deliver gnomes to the drop point. Already made a post in bugs about it.
    It's not in the patch notes, but the patch did fix the bug for me.

  3. #63
    Quote Originally Posted by cooperflood View Post
    Voracious Vultures
    Cost: 5
    Threshold: 1 Blood
    Troop
    Bird

    Flight
    When a Zombie enters play, this gets cost -[(1)] in all zones.
    When a troop dies, this gets cost -[(1)] in all zones.

    ATK: 3 - Health: 2
    Oh yeah! Forgot about that encounter. Thanks, and it'll be fun getting to use them.
    Member of The Unnamed Council: A Relaxed, Yet Organized PvE Guild - apply here!

  4. #64
    Unmentioned patch notes:
    Flamethrower no longer makes Fuel for the Fire into a Basic Action.

    Anyone know if Raver's Cleaver still gives Raving Ghoul +1/+0?

  5. #65
    Wow, huge patch, great changes.

    Good work CZE

    I didn't see if there were 'multiple saved pve decks' on there or not, but I saw a lot of good campaign changes!

  6. #66
    Quote Originally Posted by Planeshaper View Post
    Unmentioned patch notes:
    Flamethrower no longer makes Fuel for the Fire into a Basic Action.

    Anyone know if Raver's Cleaver still gives Raving Ghoul +1/+0?
    I checked today, the cleaver no longer turns ghouls from 2 cost, , 2/2s into 3 cost, , 3/2s.

    Which is great, because lower costs means you can play them easier once you get them cycling.
    Last edited by Kyradren; 02-18-2016 at 02:34 PM. Reason: miswrote

  7. #67
    Quote Originally Posted by Kyradren View Post
    I checked today, the cleaver no longer turns ghouls from 2 cost, , 2/2s into 3 cost, , 3/2s.

    Which is great, because lower costs means you can play them easier once you get them cycling.
    I didn't even realize it was messing with their costs, as well; I had only recently been using them in a deck. Thanks for checking!

  8. #68
    Gigantisaur
    Join Date
    Aug 2013
    Location
    Melbourne, Australia
    Posts
    1,311
    Quote Originally Posted by Vorpal View Post
    Wow, huge patch, great changes.

    Good work CZE

    I didn't see if there were 'multiple saved pve decks' on there or not...
    Unfortunately not, unless I somehow missed it when playing earlier.

    But still, superb patch. Props to the UI and FX teams for the tweaks during encounters. I think they're really nice additions.

    Hooray at being able to permanently dismiss the campaign deckbuilder notification finally

  9. #69
    Quote Originally Posted by knightofeffect View Post
    Thanks for this. Can we also get some clarification as to how crush dmg currently works / is supposed to work with double dmg and damage prevention abilities (IE flock). Those are a couple other points that used to be contentious but I believe have been resolved since.
    This document was released with Set 2. It clears up some of the keyword abilities.
    Shattered Destiny FAQ

  10. #70
    Quote Originally Posted by Mejis View Post
    But still, superb patch. Props to the UI and FX teams for the tweaks during encounters. I think they're really nice additions.
    Indeed! It's amazing how small additions here and there can really improve the look and feel quite a bit.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •