Master List of Bugs, Quality of Life, and Rules for App

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Master List of Bugs, Quality of Life, and Rules for App

Postby turtler7 » Mon May 28, 2018 3:52 pm

Master Bug List:

berserker’s frenzy(DS) bonus doesn’t always work correctly. When using a “defeat without paying the cost” hero effect on a cultist the berserker’s frenzy bonus refuses to offer the option to double the reward honor value. It works correctly when killing monsters in the center row or killing a cultist with power.

Emri’s Trial (GOTE) and treasure hunter (ROV) don’t stack correctly The cost of monsters with treasure under them should be reduced by 2 with these differing effects. Link to screenshot of the effect not being stacked correctly.

GOTE Cards Not in DeckGift of the elements should be a 107 card deck but is only 104 cards missing all 3 copies of Keen-Eyed Aspirant. This is particularly devastating to the lifebound unite balance in the set currently significantly weaker than usual. A keen-eyed buy is essentially an apprentice upgrade into a lifebound card +1 honor.

Madness’ Embrace (GOTE) cannot trigger to banish a card from hand when the discard pile is empty. If you buy a card so you have a discard you will now be able to trigger the effect to banish from hand (assuming you were not forced to use the card you wanted to banish to afford the new card – sorry).

Sister of the Wind has the description “add a mystic and/or a heavy infantry to your hand” but it currently only allows the AND effect. There are times where you have a hyper thin deck and want to focus entirely on power or runes and would like to exercise the OR option. The app does not currently allow you to select them individually or a none after selecting the first.

Visual artifacts sometimes appear after a hero or monster is banished leaving it on the screen off centered from play area and hold there round to round. This can be fixed by either leaving to lobby and reloading the game or restarting the game entirely. But they are definitely distracting to the players and gets reported regularly.

The Great Eclipse with Dreamscape Heroes. When playing with Immortal Heroes and Dreamscape a player should have the option to banish a Fanatic to "Name a Hero. That Hero is also Lifebound this turn." to call out the name of a dreamscape hero and then use the event combo to put it on top of deck. The interface opens up the current deck and the cards in the center row and seems to even allow the void to be named lifebound but does not allow naming heroes in the dreamscape side bar.

Moment of Clarity draw and event change at same time When you set of moment of clarity to draw a card from buying an enlightened AND the replacement card is a new event. It DOES NOT update the event in the bar. It continues to show it as Moment of Clarity unless you leave that game and return.
Link to image of what I see when buying an enlightened failed to trigger and made me really sad
Link to image of what I see after I reloaded the game after messaging the other player in discord about the issue to confirm they saw the glitch and I am not crazy.

Unconfirmed Bugs mentioned by others:

Shardwing Beetle (WOS) paid the 3 runes for an extra 3 honor but the runes were not consumed.

Drawing more than one card with moment of clarity (IH) causes the app to crash.
I believe there’s an error with. Monk of the Lidless Eye’s Fate mechanic. I just had a game where he entered the center row on top of two Energy shards but I only drew one card. (Plenty were left in my deck.)

31 constructs with Cell Block E caused game to crash.

Some players report clipped art during banish from deck with deluge elemental and with the lifebound promo that lets you acquire any lifebound. this link to image of proof was provided

Master Quality of Life suggestions:

menus of extended options opening after each decision after being closed Cards that give the power to kill a monster in the void, for example, will open the void and display the monsters so you know you can now access and kill them. But if you collapse the void window to buy some things in the center first or kill a monster you prefer that is in the center row, after each board state update the void expands again over and over for as long as the power is active, and the board state has undergone an update. Just the first-time expansion is sufficient.

Second player indicator could be improved Even long-term players sometimes ask on discord or chat how they can tell who the second player is. It even took me a while to recognize what the white border meant when I first started playing. It just isn’t as obvious as it could be and a nice quality of life update could include some other more clear indication of the last player to go.

Emberwing Moth(WOS) during daytime Many players do not find it intuitive what to do once they kill the emberwing during the day and the game prompts them “you must discard a construct from play” but doesn’t automatically drop down their opponents construct bar and display the options. This could be tightened up and consistent with monsters that share this effect.

forfeited games reappear in the games list This one comes up constantly in player reports where they have x’ed out of forfeited games but then they just show up again the next time they sign in.

dreamscape acquire for free indicators The previous app had a big green flashing change with the dreamscape menu icon when a 10 cost acquire for free effect was triggered. Now it just lights up like normal when a card is purchasable and it was very nice having a big, hard to miss indicator for players to remember their cards before finishing out their turn actions.

cards disappear when acquired and game state freezes . This is a frequent issue reported by many players. Sometimes the entire app crashes other times you just have to return to lobby and when coming back to the game you find the acquired card in discard pile and have end turn button and such back that was missing during the game state freeze. This is particularly common for me during buying heavy infantry and mystics.

mangled visual glitch on dreamscape constructs that become mechana while in dreamscape menu If all constructs become mechana constructs and you open your dreamscape menu, all the factionless dream constructs get a mangled mechana symbol on them. Link to image of what it looks like this.

Allowing an undo or waste the effect option for constructs that have “may” options. Currently constructs that have a “you may banish a card in your hand or discard” take care of the may part of the text by making activating the construct an optional thing. Many players find one time or another they start to activate it only to find their 6 cards in discard are all at least mystic/heavy or better or that they are forced to banish a good card they just bought or from their last good cards in hand when they didn’t want to. And they no longer have a none/undo action option.

Cell Block E (GOTE) with an infest monster. When you select to “Defeat into play” you then also get a choice for infest that triggers after that choice. If you choose yourself (since you were wanting it to go into your deck but straight to play area) you will override the defeat into play with the infest and put it in your own discard pile. You have to select “none” to get the desired effect. It does function as intended but the interface is not intuitive until you have encountered this issue already. A quality of life change to make defeat into play override the infest question or to add a check for cell block to the infest coding to offer “defeat into play” as an option right next to infesting yourself and your opponents in the same menu.

Constructs with Triggered “you may banish” effects (Madness’ Embrace GOTE and Voidfeeder RoV) do not offer a none option to cancel after being triggered potentially forcing a banish of a desirable card from discard if done unintentionally or before studying the options to see only good cards remain.

Hedron Rising (SOS) event can be unclear that when using a “destroy your own construct to gain a bonus effect” that they cannot then banish a fanatic to prevent the destruction and still get the effect they wanted.

When clicking the X to cancel a game or decline an invite it often freezes on the confirmation screen unable to do anything until the app gets force quit. It would also be nice to be able to open the game creation/invitation page and instead of accepting the invitation also being able to decline (with a confirmation pop up) right from that screen.

Battery life went from 15 hours of straight ascension play to only around 5 hours with the new version. This seems much better after the last update but still worse than the previous version.


Master Questionable Implementation of Rules List:
fate based banishes of elementals (GOTE) handled incorrectly Currently if a fate effect offers an opponent a banish when it is not their turn, it waits until it is their turn to offer the chance. This is a wonderful feature to keep turn based games from bogging down when a mid-turn interrupt like a fate hitting the center row comes out. The problem comes when someone mistakenly sees a banish and sees a “when this is banished from anywhere take this bonus” effect in their discard and agrees to use the banish on it. My suggestion is to add a “it is not your turn: confirm you wish to banish this card” popup to cards of this type. But the main complaint is that if the banish DOES go off the correct way the effect would resolve is to give the bonus to the active player as the card specifies if it is “banished from anywhere during your turn” and it was banished, and it was from somewhere and it was the active player’s (the opponent of the card owner) turn. This will never work well in the digital game because you don’t want to interrupt a turn based game with a single decision before allowing the active player to continue their turn. And who would willingly give their opponent a bonus effect to boost their turn anyway? That is why I suggest a warning box so people do not accidently get rid of a card not realizing they stand to gain no benefit. This is mostly a quality of life suggestion for players new to the set mixed with fates in play but also is technically a rules violation if the active player didn’t receive the benefit from the mistake.

Copying Sister of the Wind. Sister of the Wind(GOTE) specifically says to “Banish Sister of the Wind and a card in your hand” as opposed to the normal “banish this” that things like Ephemerals from dreamscape say. This calls into extreme question what happens with a copy. Currently a copy effect interprets it as banishing itself even though it is only copying the effect of Sister of the Wind, not the name of Sister of the wind. A copy cannot set off “aura of the askara” because it is only the effect not the hero of the same name. This can either mean that copying the Sister of the Wind in play area after it banishes itself would have no effect since no additional Sister of the Wind can be banished. Or it could mean the copy hero is safe from being banished in the process. In particular, Premonition Bell(DOC) copying the Sister of the Wind from the center would offer a super cool interpretation where it banishes the Sister of the Wind from the center row to the void and banishes a card from hand allowing a single banish from the player to become a Mystic/Heavy Infantry.

Cetra, Matron of Stars and other multi-unites trigger instantly upon play despite the rules explicitly stating that these effects that do not gain runes, power, and honor resources can be taken at any time during the turn. This one has always bugged me a little from the old app. It made it so each time you play a lifebound hero after taking that hero's effect you resolved the multi-unite from cetra immediately. Unlike most unite effects (gaining resources, banishes, or cards) the cetra unites could be more powerful and skillful if the player was able to use the correct number of uses for the ability but not the moment they play the additional lifebound hero. Most good players try to drop their lifebounds strategically as it is. For the purposes of the app, it probably complicates the programmers job and also makes the card far more broken than its current online game state. But the rulebook very specifically says in the realms unraveled FAQ that for each time you trigger the multi-unite you may acquire a hero at any time later during that turn rather than the moment it is dropped. It would need to make the hero be like Snake Shaman where it can be activated during the turn from the play area. It would just need to have an activates counter and be able to use them 1 at a time (after the first which must go off immediately upon playing). This precedent could also be applied to things like Dhartha, the eternal and Black Watch Exemplar allowing the multiple banishes to be saved for later in the round. There are many tactical reasons a player would want to stretch them out such as getting draws from a monster off the top then wanting to play something that was drawn that will give a benefit if the right faction is acquired or a monster is killed. Or especially with gift where the player may want to stack "banish from anywhere" bonuses in discard before using additional multi-unite banishes and combo the turn even better. Rules PDF File

Sordid Asp and Snapdragon Witch inconsistency between sets. There are cards like the sordid asp (ROTF) and Snapdragon Witch (RU) that have bonus effects based on a check of current honor totals. The general rules for ascension resolves card effects from top to bottom in order. For example, if Snapdragon witch is played while the active player has 4 honor and the single opponent has 5 honor the honor check occurs after the 1 honor gain and 5 vs 5 is not enough to "have more honor than all other players" but if you have 5 vs 5 honor at the start of that snapdragon play you gain 1 and 6v5 does set off having more honor and draws an extra card. This is the correct rules interpretation. But the sordid asp, which is very similar in the conditional, does not. Currently if you have 4 honor and your opponent has 5 and you gain the 1 honor from the asp it should then check to see if the player with the most honor has more than you which is no longer true and should do nothing. Instead it steals 2 additional honor from them. It is ruling that honor is checked at the start of the monster death/reward begins phase rather than after the honor reward has been given and the bonus reward is checked. But Snapdragon Witch does not check honor at the start of the hero being played only after the first part of the card is resolved. Monster rewards and hero effects should be consistent. But there was a specific ruling made by Stoneblade when ROTF was released saying that the Asp works as the digital game is currently running it. I believe they should reconsider and make the Asp consistent with every other ascension card/rules ever made since it really isn’t much of a difference and it sets a precedent that is not consistent with other cards such as the Snapdragon Witch (exactly the same situation).


EDITS: There are more for me to add but need to step away now. I will continue to add to this list and will take suggestions from others to add to my master copy. This is a good place to learn about ways around non-intuitive implementations that are not quite bugs too.
Last edited by turtler7 on Mon Jun 18, 2018 4:38 am, edited 1 time in total.
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Re: Master List of Bugs, Quality of Life, and Rules for App

Postby trappiste » Tue May 29, 2018 8:47 am

Many thanks turtler for this list. Did you report this directly to asmoddee digital ?

As you said, many players adapt the way they play when they know how cards trigger in the app. It took me a while with sordid asp I have to admit :)
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Re: Master List of Bugs, Quality of Life, and Rules for App

Postby Hemka » Fri Jun 01, 2018 2:39 pm

Quality of Life: When I had a transformed Pathwarden I did not see any indication that I could spend runes as power. I believe there used to be a red halo around the rune tracker? There was nothing. It did work as intended, though, which was nice. Next time I get Luro from WoS I'll have to see if that has an indicator.
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Re: Master List of Bugs, Quality of Life, and Rules for App

Postby turtler7 » Mon Jun 18, 2018 4:42 am

List updated with 2 new bugs, 2 new unconfirmed not-replicated bugs reported by others, 8 new quality of life suggestions/feedbacks, and one new rules implementation inconsistency/error have been added to the list today. I hope the feedback is helpful. And I especially hope to see the missing lifebound cards come into the digital deck shuffle correctly as that is a pretty devastating error to the deck balance for lifebound unites.
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Re: Master List of Bugs, Quality of Life, and Rules for App

Postby LaughingKettle » Tue Jun 19, 2018 3:37 pm

  • Cacklecast Wretch’s cost doesn’t reduce to 0 when it is in void.
  • Premonition Bell can’t copy Miles correctly. It let you draw one card immediately but playing cards in other faction after the copy doesn’t trigger his talent. Note this discription is insufficient. I think I remember that copied Miles gave me 2 or more cards depending on the situation. I dimly remember Xeron was same about him, I think.
  • Surya cannot kill monsters in void even if she was Stalking the Shadow although can kill Nethersnared monster. Because both cards has the same text that reads “as though they were in the center row”, at least either one is wrong.
  • Betrayed Templar forces me to kill nethersnared monster when no monster in the center row. I don’t know about if monsters are there but all ones were high costed.
  • Cetra, Guide of Ogo never give me any reputation. Sure, champions say “whenever you acquire or defeat A card from the center row” and say nothing about when you aquire multiple cards, but does it matter? In addition, she doesn’t give me reputation even if her ability result to acquire single card.
  • And in strict saying, The Great Eclipse is incomplete even if you get to be able to name dreamscape heroes. All cards can appear from portals and it should accept all names and open the door to bet the named card comes from there. Also, you might wish to name Dartha, the Eternal in the main deck to take a chance to rally him if you are Lifebound ... though in rare cases.
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Re: Master List of Bugs, Quality of Life, and Rules for App

Postby LaughingKettle » Tue Jun 19, 2018 4:02 pm

Sorry, Surya one is my misunderstanding.

And I add one thing.
Order of the Gear makes Mechana heroes in the center row into constructs in your turn.
But it says not “Mechana heroes are constructs in you turn” but “your Mechana heroes are constructs”, so heroes in the center row are not mine yet and should not be mechanized.
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