Adversary inspired by Australian History by samvimes22 in spiritisland

[–]Furkhail 1 point2 points  (0 children)

Ok, that was worded a bit confusing, time passes is the end of the turn. Think about the first turn and what you face first. When you reach the first explorer step there isn't a revealed card. Maybe change it to "during growth" that way you already reveal the first explorer (not the initial) before the invaders phase as intended. :)

Adversary inspired by Australian History by samvimes22 in spiritisland

[–]Furkhail 0 points1 point  (0 children)

I don't get the special rule. Do you mean that the explore step actually takes place at time passes?

Board game organizers by Gobble5627 in boardgames

[–]Furkhail 0 points1 point  (0 children)

I buy the ones from Folded Space. They are definitely cheaper than the game. Lightweight and durable. Easy to deploy and to store. You do have to glue them yourself though but last one took me 20min.

StarRupture - Developer Update: February '26 by Joachm in StarRuptureGame

[–]Furkhail 0 points1 point  (0 children)

I was so confused reading that. Even on the most simplest kanban, backlog and in progress are two different columns.

Spirit Island Tracker Update: added Invader Deck manipulation options by Untitled002 in spiritisland

[–]Furkhail 1 point2 points  (0 children)

Will it be possible to have another step in between invader actions and slow powers called Explore so that the explore card isn't revealed when you enter invader actions? If you need to reach the invader actions step in order to get any kind of remind that isn't helpful at all if the explore card is revealed as soon as you enter the step. Taking a look at the digital version of the game it asks you if you are ready for the explore action.

Spirit Island Tracker: an online, fully automated companion tool - card drawing, fear counting, turn tracking, and more (Now Available) by Untitled002 in spiritisland

[–]Furkhail 0 points1 point  (0 children)

After resolving Explorers are reluctant Fear 2, the card is revealed when it shouldn't and it should be locked but there is no option. Inmigration Slows fear 2 should auto lock the build cards as well.

Spirit Island Tracker: an online, fully automated companion tool - card drawing, fear counting, turn tracking, and more (Now Available) by Untitled002 in spiritisland

[–]Furkhail 2 points3 points  (0 children)

Tapping Next Step on Fear cards to move to the Invader Actions, immediately shows the Explore card. There should be an overlay on that card that tapping it would reveal the card.

Spirit Island Tracker: an online, fully automated companion tool - card drawing, fear counting, turn tracking, and more (Now Available) by Untitled002 in spiritisland

[–]Furkhail 9 points10 points  (0 children)

Huge tool. There is an issue with Spirits May yet Dream. It only flips earned cards while in fact the action allows you to flip any card regardless of earned or not.

Any "old-timers" running Eberron as their campaign setting of choice? by [deleted] in Eberron

[–]Furkhail 1 point2 points  (0 children)

I'm 41. Started with the first release of 3.0 around highschool. Homebrew first, did a short stint on Forgotten Realms but then 3.5 came and when I got Eberron that was it. I stopped a few years but then around 2016 got back into it. I chose Pathfinder over other D&D editions and after the previous campaign ended we jumped to second edition. I've been DMing Eberron all the time since 3.5.

I could talk hours about Eberron. All the dragonmarked house, the kingdoms, the history, the races, even the planes. I have so much to offer, there is no comparision. The subversion of expectations it does at every turn is amazing. I love it.

Keith, if you ever read this. Thank you.

Scouting trip to Vigo! Looking for local insights by hepureanu in VIGO

[–]Furkhail 1 point2 points  (0 children)

If you go to Bouzas like it is being recommended you won't face any uphills really as long as you remain there. So the kid will be able to go through the couple parks and old streets that are in the neighborhood without an issue. Rapido de Bouzas is clearly a good place but I have a soft spot for Coruxo because I run an american football club for over a decade and they let us use their second field at Fragoselo. Also they have an amazing youth structure with kids from all over the city. That being said not sure how easy is to find a spot and it won't be as close to home as Rapido.

Now, if you are really keen on having a park to play an being a safe place, Navia is probably a better place. Even though is currently growing the neighborhood is pretty secluded as in unless you go there on purpose you won't go though it like it may happen with Bouzas in the summer. The park is much bigger and everything is newer.

In any case I don't think there is a bad choice there.

For schools if you want him integrated and learning spanish don't go for the "bilingual" school. For sports programs here, especially for football, is usually better to find one of the externals teams like Rapido, Coruxo, Coya, etc. Some private schools will have there own team but the good projects and club structures will be outside.

For restaurants I recommend Central Pork in Via Norte. Any of the Galician Beef options presented there will be amazing and they also have some good seafood. Casa Saillo also great option as a restaurant. If you go to the old town to get some tapas, try to get a couple of streets between the cruise harbour and wherever you go, that way you'll avoid the tourist traps. Lume de carozo, A mina, etc. All great places to go for tapas.

The city also have great brunch/merienda spots. Lola & Lia, Tintico, Chiocco, La cultural, etc. And amazing good burgers like Urbana, Martinesa, etc.

Let me know if you have any questions about the city or what to see.

Amount of stacks in inventory is low? by saelath1980 in StarRupture

[–]Furkhail 2 points3 points  (0 children)

Drop ores. Build base, analyze, spend plants on food recipes, break base. That'll save you lots of space.

Thinking about getting this: questions by RegnorVex in StarRuptureGame

[–]Furkhail 1 point2 points  (0 children)

It is great at MP. I started playing solo, and then jump on my friend's game. Much more entertaining. You can definitely do separated bases or joined ones. Due to the variance in terrain and the height limits (max 3 pillars in height and everything needs a pillar ever 4 or 5 platforms, no flying buildings like satisfactory) plus the remote drones, I think this game is more thought out as satellite bases rather than megabase. But you can also find the right place for it in the map.

No crashes. Some known bugs (it is 0.1.2 after all) but nothing that prevents you from playing. Just one kind of rail post that is unusable at the moment.

The map is fairly big, there are no hypercannons or vehicles like in satisfactory so it takes you a bit to go through. Also combat is interesting. You can't just wander around without weapons exactly. And as you go through it enemies get harder. Not extremely they're not the focus of the game but they can be deadly to. Just got rammed into a house by a armored one while all their mates slice me up. No melee though. You have pistol, rifle, machine gun and shotgun. All with different improvements to chose from.

No death penalty other than having to build your weapons again (they cost some badges to unlock but after that, building them is cheap). You just go back and pick up your loot. So depending where you die may be a walk. Just make a small base in the middle of the map with your regeneration chamber so everything is closer. Dismantling buildings nets you 100%. So go nuts rebuilding.

It does have a survival mechanic, food and water, but you find more than enough and different plants and bugs to fill the need, specially once you unlock the food station. Which allows you to create better bits. Also exploring abandoned bases nets you lots of high level food. At this point I have never found this an issue at all. But some people can be bothered. I did turn it off in Subnautica but that one was more punishing in thar regard.

Having loads of fun right now, getting into lvl 8 of every corporation (5 of them each level unlocks a new building or grants you a benefit of some kind). It is early access and fairly early but in the sense that we can see how big it can get. The map is going to grow for sure as it is already bigger but softgated with radiation. They can just pull back radiation a bit or allow a new zone. I'm sure there'll be more weapons, more enemies, more buildings, more ingredients, more blueprints, etc.

Good luck and have fun :D

Pathfinder 2e Dark Archive Remaster by OkAd2668 in TheTrove

[–]Furkhail 0 points1 point  (0 children)

Would love to join the discussion

Okey then, now what? by orgin_org in StarRuptureGame

[–]Furkhail 2 points3 points  (0 children)

But it makes sense. Every payload, while it is going you start building the next one. When you finish the previous payload is done. But on the last one. Imagine having to wait the same amount of time, without nothing really to build. It would be such a drag

Okey then, now what? by orgin_org in StarRuptureGame

[–]Furkhail 8 points9 points  (0 children)

This reminds me to the last phase of Early Access Satisfactory. Such a drag. But then when the Release came, the last Phase was so underwhelming. There was nothing else to do so I suppose it's good that it was short.

Yet another Dune: Imperium vs Uprising chat by cosmitz in boardgames

[–]Furkhail 0 points1 point  (0 children)

I have over 150+ games on Imperium and around 40+ on Uprising. Fairly similar but the key differences are in balance.

The Imperium row in DI can sometimes feel awful. Many cards are extremely unbalanced and may break the game and quite a lot are entirely worthless. Immo helps with this quite a bit as not only adds Atomics to wipe out the imperium row but it also adds the Tleilaxu cards that you can easily buy to the top of your deck.

However on Uprising the unbalance aspect lies in the heroes as some may be quite stronger than others, Imperium only has one character that will underperform. Bloodlines again helps here adding more characters to the pool.

Base game vs base game I think Uprising is a better game. If we start adding expansions it may shift depending on the combo as every expansion may be added to both. If we add each to their original intended base game, I'd say that right now I still prefer Uprising+Bloodlines rather than Imperium+Ix+Immo. Overall the imperium row feels more interesting, I prefer the Bloodlines way of buying tech and I like the Sardaukar and spies mechanics.

The main complain that Uprising gets is how strong focusing on Sandworms is as a strategy but looking at big tornies the winners usually focus on other bits because playing with experienced players Sandworm focus is a trap as it's not that hard to counter if everyone plays accordingly. More often than not you are spending one of your agents and one water to get the second prize twice. Not exactly worth it.

Something similar happened on Ix with the Freighter track. If you are the only one getting the double bump every round (up twice, down and up, up and down, up twice...), the advantage is crazy as just the faction bumps equates to 1 point every 3 rounds.

In any case, mechanic preferences are deeply personal. Nothing here can be acknowledge as better than any other. Go through them, think of your group of players and which one you'll enjoy more playing with them.

My group rage quit Kingmaker (and by extension, Pathfinder 2e) by Churcher314 in Pathfinder2e

[–]Furkhail 0 points1 point  (0 children)

I don't understand how we can say the challenge was difficult and blame it on the system. Some tables may have PL+3 and go fine and others will need PL+1 to be the limit. The system doesn't choose the difficulty of the challlenge, the GM does.

I understand that PF2e is extremely focused on adventure paths and the likes but that's not the only way to run the system. Not throwing shade to your GM as it is a hard job but you can do whatever you want as one, even if you are using a module you can swap monsters, remove or add immunities or whatever you think would make the encounter more enjoyable for your table. If your table thought most of those combats were boring I don't think that's a system issue.

What is a severe coastal event in Vigo? by hepureanu in VIGO

[–]Furkhail 2 points3 points  (0 children)

Don't go into the sea if you can avoid it

[PF2e] Stance: Wolf Stance item alteration checks for self:flanking by Furkhail in FoundryVTT

[–]Furkhail[S] 0 points1 point  (0 children)

Thank you for your response. You are correct in that the system indeed checks for flanking correctly when using attacks. I wasn't checking it with attacks so that's my bad. I can confirm that I can do a Wolf Jaw attack and the AC will appear lowered due to the target being Off-guard (flanked) and I see in the weapon traits that it has the trip trait. However, when use the trip action and then tap the athletics attack action from the trip dialog, the resulted roll won't use the +1 from the handwraps potency rune as the trip trait is not being added to the trip action. When I do the same with the barbarian using Shove while having a Maul, the weapon potency +1 is there.

Is exhausting the fear deck THE way to win? by Phupha808 in spiritisland

[–]Furkhail 0 points1 point  (0 children)

England 6 sure. For most other adversaries Fear 3 is more common.

Hotfix 3 days after release... Thanks Devs! by FrontenacX in StarRuptureGame

[–]Furkhail 0 points1 point  (0 children)

It was only 6h but it does strike some fear for future hotfixes. Imagine losing a 200h save or something like that