RtL: Uninvited Fire Imps and other assorted bugs.

By PHRAETUS, in Descent: Journeys in the Dark

Seems there are a few gremlins crawling out of the wood work in the initial release of Road to Legend & I'm thinking a central place to record them might be the go rather than spread across several threads.

Several people, myself included, have experienced the app calling for Fire Imps when Fire Imps are not in our collection. Doesn't appear to be a set instance for this to occur.

I noticed that in the Merriod treasure quest tile 28 is called to be placed at one point, but the physical tile is the opposite shape to the tile shown on the map & cannot be connected correctly. App expects it to be Z shaped, but the tile is S...if that makes sense.
Only way to fix this was to use tile 27 & over lap the closed end.

(The above was actually a case of extreme male blindness & caused my partner much mirth.)

Possibly not a bug, but the Major Peril seems to escalate incredibly quickly & becomes an issue long before you have the end in sight. Probably not so much an issue for seasoned players, but for those playing with young kids whose character choices are purely aesthetic, it's a little disheartening to be doing ok & then get slapped with 11 damage points.

Edited by PHRAETUS

I noticed that the Goblin Witcher group had Activation rules calling for Elevation, for which there were no tiles used.

With regards to the tile shape, I struggled at first to notice how the tiles match up with what's shown on screen, because in the app the black borders meld into the black background. That's why at some points I thought I was missing an extension piece, or something like that, which turned out not to be the case.

Use artwork details and the tile number/side designator (also shown in the app) for orientation, and it should work out.

Possibly not a bug, but the Major Peril seems to escalate incredibly quickly & becomes an issue long before you have the end in sight. Probably not so much an issue for seasoned players, but for those playing with young kids whose character choices are purely aesthetic, it's a little disheartening to be doing ok & then get slapped with 11 damage points.

I totally agree with that.

I'm still quite new to Descent. Overall I like what they did with RtL, though I will have to evaluate the value of the paid content. (I'll likely get it anyway.) The rate at which perils escalate 'felt' a bit harsh. From among the co-op POD expansions I only played (and haven't beaten) Dark Elements so far, but at least I had a counter which told me when I was too slow, but in RtL my party just suddenly got slapped for high damage, after it was still negligible right before that.

I suppose I'll get used to it, but for me it certainly felt like the 'thoughest thing' among what the app threw at me. ;)

I suspect the Peril is to prevent players from endlessly Resting and using Healing abilities, and grabbing Search tokens without pressure.

It's a balance thing. And if you manage to do at least one "thing" each turn (i.e. defeat Monster Group or Unique Monster, Open Door, pick up Objective), Peril will not increase.

Currently, Demon Lords have some placeholder text something like DEMON_LORD_SURGE on their surge options. I know they only have one surge option but I find it funny that there is something that looks like a filename there.

Looks like a new version was released on the 15th of may (Version 1.0.1). Didn't appear on my updates though?

Issues Fixed:

Fixed issue where perils were not saving correctly. Fixed issue where some quest data was not saving correctly. Fixed typos.

Possibly not a bug, but the Major Peril seems to escalate incredibly quickly & becomes an issue long before you have the end in sight. Probably not so much an issue for seasoned players, but for those playing with young kids whose character choices are purely aesthetic, it's a little disheartening to be doing ok & then get slapped with 11 damage points.

I totally agree with that.

I'm still quite new to Descent. Overall I like what they did with RtL, though I will have to evaluate the value of the paid content. (I'll likely get it anyway.) The rate at which perils escalate 'felt' a bit harsh. From among the co-op POD expansions I only played (and haven't beaten) Dark Elements so far, but at least I had a counter which told me when I was too slow, but in RtL my party just suddenly got slapped for high damage, after it was still negligible right before that.

I suppose I'll get used to it, but for me it certainly felt like the 'thoughest thing' among what the app threw at me. ;)

Actually Peril is pretty tough but to get the major peril activated you have to take pictures of the landscape :) . Then i totally agree you really have to speed through the quest cause the major peril is synonymous of ...death

Is anyone else having trouble getting going? I can pick characters but then when the campaign map comes up I cannot do anything else. Thought I should be able to select the city or quests. I cannot select anything.

Is anyone else having trouble getting going? I can pick characters but then when the campaign map comes up I cannot do anything else. Thought I should be able to select the city or quests. I cannot select anything.

If nothing helps try to update your device and reinstalling the app. (If that doesn't help, try to write at the support with your android/apple version and the name of your device)

I suspect the Peril is to prevent players from endlessly Resting and using Healing abilities, and grabbing Search tokens without pressure.

It's a balance thing. And if you manage to do at least one "thing" each turn (i.e. defeat Monster Group or Unique Monster, Open Door, pick up Objective), Peril will not increase.

And if you just get bad luck and can't hit anything, peril will do the group in. At least give us a chance to block! I rather just take on extra spawns, it was bad enough. So we did not hit anything for two turns and then suddenly got a spawn, some creature from the dark attacks, AND everyone suddenly loses health. Next turn the same but lose more health. Oh, but everyone is busy trying to stand up or revive someone else since KO is the norm at this point. Game over. Just give us more monsters to deal with so we have a fighting chance.

Is anyone else having trouble getting going? I can pick characters but then when the campaign map comes up I cannot do anything else. Thought I should be able to select the city or quests. I cannot select anything.

sometimes at the first showing of the map I would click on the town icon and nothing would happen. I was running it in a emulator andyroid and I fixed it by alt tabbing to desktop then back in. Also I could click on the three icons at the bottom right and it would function but not the town icon.

Could you guys give me a Rundown on how Peril effects work? Is it just straight on damage?

Not necessarily, and mostly not the first time a Peril effect triggers, which is called Minor.

I've listed some effects I've seen in spoiler tags:


I've seen Peril effects that spawn either Cave Spiders or Zombies next to Heroes.
I've seen Peril effects that were a follow-up to a Travel Encounter, which was awesome narratively speaking. :)

I've seen Peril (Major now) whereby Monsters heal and Heroes suffer the amount Healed.
And after that, it does become pure damage, even massive damage. Most I've seen is 5 damage to each Hero.

Is anyone else having trouble getting going? I can pick characters but then when the campaign map comes up I cannot do anything else. Thought I should be able to select the city or quests. I cannot select anything.

Did you already try to make a new hero group? Maybe something went wrong there. (Corrupted data or something...)

If nothing helps try to update your device and reinstalling the app. (If that doesn't help, try to write at the support with your android/apple version and the name of your device)

Ya tried that. It happens every time. But it does not happen if no go through the tutorial.

"Most I've seen is 5 damage to each Hero."

Most I've suffered was 14 per Hero. That was goodnight Irene!
It just feels like a lazy mechanic to supposedly keep you moving, but it has the reverse effect. You also have no control over it, you can't fight against it, it isn't a tangible menace.

As well as having a few bad rolls/missing, having a few too many good rolls can cause the same effect. If you clear the map too fast it still comes on if you spend a turn or two moving forward without interacting with anything the app controls.

From what I've played there are three types of Perils:


-Minor: usually realated to events or monster's spawning.


-Major: usually realated to indirect damage, dealt through attacks or attribute test; and agents' spawning.


-Deadly: the one unique absourd peril that does direct damage increased to every hero each round (see image; carefull spoiler!).





I mean, that peril is stupid. IMO, if you want to punish the party, without them feeling powerless, keep spawning monsters or agents. No hero party will hold more than 4 monster groups at once...but its...people will feel they CAN win it. Feeling like "real" heroes. This is what I dislike about that peril.



And that's the stupid part of it, no matter how much you fight it, once it appears, you have like two rounds max to finish the quest or considering it lost.


Edited by Volkren

Awesome! :D

I don't mind the Peril. Getting hammered by Monsters would make me feel helpless too, with a false sense of possible redemption.

It's possible each campaign/quest will have it's own set of perils so maybe we won't see instant death perils anymore. That said I wish there was some indicator of incoming peril, like in co-op expansions. It would also be nice if we knew exactly how the peril works, so we could try to adjust our speed to keep up with peril.

Currently, Demon Lords have some placeholder text something like DEMON_LORD_SURGE on their surge options. I know they only have one surge option but I find it funny that there is something that looks like a filename there.

Master Thorn also has this problem. He was my mage last playthrough and every time the game mentioned his name it was MASTER_THORN

From what I've played there are three types of Perils:

-Minor: usually realated to events or monster's spawning.

-Major: usually realated to indirect damage, dealt through attacks or attribute test; and agents' spawning.

-Deadly: the one unique absourd peril that does direct damage increased to every hero each round (see image; carefull spoiler!).

I mean, that peril is stupid. IMO, if you want to punish the party, without them feeling powerless, keep spawning monsters or agents. No hero party will hold more than 4 monster groups at once...but its...people will feel they CAN win it. Feeling like "real" heroes. This is what I dislike about that peril.

And that's the stupid part of it, no matter how much you fight it, once it appears, you have like two rounds max to finish the quest or considering it lost.

Those **** Tendrils of Darkness! I got that Peril once as well and I thought it was ludicrous when it said to add 14 damage!

Deadly Peril indeed...

May be a programing mistake that's causing the X amount of Damage to multiply so quickly?

Also I've had a peril that will say:

All Heroes who are X Condition take X Damage . Then all Heroes are X Condition.

(This one will keep cycling for a few rounds, usually with low damage of 2 at the most)

a variant to the one above is also

All Heroes who are Poisoned are now Diseased . Then all Heroes are Poisoned.

Haven't seen any variation on that one, but I guess you could replace the 2 conditions stated above with any (Not Immobilized and Stun hopefully, unless it were just one round)

Thinking about it, I would've also programmed Burning & Terrified, since it's hilarious to think of the Heroes bursting into flames and running around screaming frantically...

BUT... if you were a Overlord at heart you'd probably make it Doom & Terrified... just to be pain in the tuckus...

Edited by Luijod

minor bug,

If you load a campaign from the save slot and then go to town it will show you a list of items that changes each time you load.

It should should save the shop items in the slot so when you load it is the same. Especially when you can sell items for full price back to the store.

If you go to the town then leave and then back to the town again it will remember the items in the store but if you go to quit and then reload they will change.

From what I've played there are three types of Perils:

-Minor: usually realated to events or monster's spawning.

-Major: usually realated to indirect damage, dealt through attacks or attribute test; and agents' spawning.

-Deadly: the one unique absourd peril that does direct damage increased to every hero each round (see image; carefull spoiler!).

I mean, that peril is stupid. IMO, if you want to punish the party, without them feeling powerless, keep spawning monsters or agents. No hero party will hold more than 4 monster groups at once...but its...people will feel they CAN win it. Feeling like "real" heroes. This is what I dislike about that peril.

And that's the stupid part of it, no matter how much you fight it, once it appears, you have like two rounds max to finish the quest or considering it lost.

this is the peril that killed my party as well but it starts off lower than 32hp. It killed my party at around 8hp then next round it was 11hp. I was in a 2 player game. It may as well just say "you loose" since at some point the damage is more than your max health and if it wipes your party they all stand up and loose their turns so next round they get hit with more damage and all die again. Probably less demoralizing if it just says sorry you loose and not put the party through another wipe. The app can see when a bunch of heroes get KO all at the same time so I think it could sense that situation ie. If all heroes go KO and it happens right after peril effect and morale is now 0 = trigger "you loose".

From what I've played there are three types of Perils:

-Minor: usually realated to events or monster's spawning.

-Major: usually realated to indirect damage, dealt through attacks or attribute test; and agents' spawning.

-Deadly: the one unique absourd peril that does direct damage increased to every hero each round (see image; carefull spoiler!).

I mean, that peril is stupid. IMO, if you want to punish the party, without them feeling powerless, keep spawning monsters or agents. No hero party will hold more than 4 monster groups at once...but its...people will feel they CAN win it. Feeling like "real" heroes. This is what I dislike about that peril.

And that's the stupid part of it, no matter how much you fight it, once it appears, you have like two rounds max to finish the quest or considering it lost.

I imagine the reason it's peril rather than monsters is that heroes have to waste actions on dealing with monsters, which means that not only would they be taking the same damage as the peril effect, but they would also be prevented from progressing in the quest.

minor bug,

If you load a campaign from the save slot and then go to town it will show you a list of items that changes each time you load.

It should should save the shop items in the slot so when you load it is the same. Especially when you can sell items for full price back to the store.

If you go to the town then leave and then back to the town again it will remember the items in the store but if you go to quit and then reload they will change.

Yes the first time I noticed this it was quite tempting, but we opted to play fairly.

From what I've played there are three types of Perils:

-Minor: usually realated to events or monster's spawning.

-Major: usually realated to indirect damage, dealt through attacks or attribute test; and agents' spawning.

-Deadly: the one unique absourd peril that does direct damage increased to every hero each round (see image; carefull spoiler!).

I mean, that peril is stupid. IMO, if you want to punish the party, without them feeling powerless, keep spawning monsters or agents. No hero party will hold more than 4 monster groups at once...but its...people will feel they CAN win it. Feeling like "real" heroes. This is what I dislike about that peril.

And that's the stupid part of it, no matter how much you fight it, once it appears, you have like two rounds max to finish the quest or considering it lost.

this is the peril that killed my party as well but it starts off lower than 32hp. It killed my party at around 8hp then next round it was 11hp. I was in a 2 player game. It may as well just say "you loose" since at some point the damage is more than your max health and if it wipes your party they all stand up and loose their turns so next round they get hit with more damage and all die again. Probably less demoralizing if it just says sorry you loose and not put the party through another wipe. The app can see when a bunch of heroes get KO all at the same time so I think it could sense that situation ie. If all heroes go KO and it happens right after peril effect and morale is now 0 = trigger "you loose".

This peril has to be broken, the way it ramps up the damage from one turn to the next is ridiculous.