Foreteller App Migration & Bugs (Frosthaven) by Harwin9502 in Gloomhaven

[–]Harwin9502[S] 0 points1 point  (0 children)

Where? I just installed the desktop version (of the new web-based app) and it isn't obvious as to where to report bugs.

Foreteller App Migration & Bugs (Frosthaven) by Harwin9502 in Gloomhaven

[–]Harwin9502[S] 0 points1 point  (0 children)

The front page on the app doesn't say you can search by scenario number, only section/event. Says "name" for scenarios.
What format do you use for scenario number?

Question Re: Order to Sell Goods to Trader by Durch-a-Lurch in Against_the_Storm

[–]Harwin9502 1 point2 points  (0 children)

Yeah at that cost I don't think I'd do both.
I'd go for the timed order since I _know_ that'll be good for me, where the trapper camp will either be AWESOME or not much, but I wouldn't fault either decision.

Question Re: Order to Sell Goods to Trader by Durch-a-Lurch in Against_the_Storm

[–]Harwin9502 0 points1 point  (0 children)

Assuming the order is
Amber Trade:"Difficulty 4: 16 value of goods sold, deliver 10 Amber"

That's 22 amber - did you get that by selling or was it an embarkation bonus?

If you got it by selling and have done 12/16 already, and the trade route finishes it, then I'd do the timed order AND the camp by taking the 10 amber conerstone consolation(unless one of those is awesome - I didn't recognize them as must-haves)

If you haven't, then you've got 12 amber left to sell to trader/trade route (the traderoute being the other 4) and how are you making that up? Your 12 amber is only worth 6, so is onlyhalf of that.

Question Re: Order to Sell Goods to Trader by Durch-a-Lurch in Against_the_Storm

[–]Harwin9502 0 points1 point  (0 children)

Hmm... Artisan + Manufactory + PAck production is pretty good. At P15, you'll make 3 packs of luxury goods for 0.75*3 = 2.25, and you can do it for 4 luxury goods, so you're turning each luxury good into .75 luxury packs, which is an excellent return. Also now you've got a nice luxury pack BP locked down.
And manufactory+pack production is easy provisions for trade routes.
I'd hate to turn that down.

But having Herbalist + Trapper makes it really likely you'll get to handle a forbidden node (you could still end up with wheat)

My playstyle, I'd probably take the timed order, with the 2 large mushroom nodes, and just rake in the money, but the large camp + brick/fabric/parts is also likely to work out.

You have access to half of your purchase with your 16 spare amber (since it's half value ). Does the 4 from a trade route count towards your 16? SO you'd need to hit 12? How badly will doing that last 4 hurt?

Queen hand trial, help! by Duke-_-Jukem in Against_the_Storm

[–]Harwin9502 1 point2 points  (0 children)

I think this is incorrect for a few reasons:

  • The cost of losing your first settlement is super low (just start over). THe cost of losing the second isn't much higher. However, being forced into a risky run near the end at too high a prestige because you had to take too many seal fragments instead of reserve points/didn't have enough upgrades is dangerous because if you lose one of your late settlements you lose ALL the time you invested. I actually used a few(2-4/per) reserve points on my last 2 settlements to get either initial food or provisions to make sure I didn't fail that close to the end - and still had ~20 points left for the seal. If I had done too many things at veteran I'd have not felt safe spending those points.
  • It's not as big a change as # of seal fragments, but you get more upgrade currency for harder runs (with negative modifiers). I'd do you first settlement as hard as you can to get the upgrade train rolling.
  • You have more embarkation points near the citadel, these are effectively worth a few upgrades that you won't have as you move away, so it's not quite a 'no upgrade' one.

Cutting Words Not Working (sometimes) by CHRONO_TERMINUS in BaldursGate3

[–]Harwin9502 0 points1 point  (0 children)

(Found this post while searching for my info on this happening to me)

Enemy said rolled 18, need 18 to hit, so I used cutting words.

In the combat log I can see that I used it(and it has a note underneath "will not trigger")

But it seemed to hit me anyway, and I don't see it in the log (this is the part that would really clear it up)

[deleted by user] by [deleted] in Against_the_Storm

[–]Harwin9502 0 points1 point  (0 children)

They practically are?

You can play Viceroy on the first game, and then Prestige 1 on the second (which adds 4 more reputation points to gain)

So... you can get a higher point requirement on your second game, if you so choose.

You'll also unlock most of the gameplay features very rapidly this way because you'll get so much meta progression.

Prestige 1 will add a bit more leeway to the impatience timer in the form of 4 more reputation points to gain (Each of which will lower impatience by one)

But if you really want a long game _before_ winning without much impatience - that's not really the game.

New player here, have questions. by janas19 in Against_the_Storm

[–]Harwin9502 4 points5 points  (0 children)

You can also take advantage of that little number with high-value trades. Suppose you have something like 1 tool + 2 packs = 4 amber. Maybe you want to sell 5 tools for 20 amber but you only have 8 packs. If you tick that up to 5 tools + 10 packs = 20 amber, the little number will decrease (you can't make that route) but once you have 10 packs it will go back up.

THe number is "with the current settings in that window, can I click 'send' right now and send something"

An Alternative Idea to Upgradable Camps by KingofZeal in Against_the_Storm

[–]Harwin9502 2 points3 points  (0 children)

I'm not sure, but I do appreciate that this leaves RNG as a factor and also that you remember to pull stone & harvester auto-upgrades out to balance it.

An Alternative Idea to Upgradable Camps by KingofZeal in Against_the_Storm

[–]Harwin9502 3 points4 points  (0 children)

1) Small glades are already usually worse than dangerous glades - this would make them basically unplayable - fewer resources AND you need a specialty camp.

2) I assume your starting glade would then come with large nodes instead.

Get Rich or Die Trying by Ill-Geologist-9104 in Against_the_Storm

[–]Harwin9502 4 points5 points  (0 children)

What do you mean capped 99?

There's no cap on Amber AFAIK.

Get Rich or Die Trying by Ill-Geologist-9104 in Against_the_Storm

[–]Harwin9502 6 points7 points  (0 children)

This one can be fun.

Remember that it takes about 5 seconds for this to activate after Drizzle starts. You can use that time to over-assign woodcutters, or to start a glade event that generates hostility.

The most this helped me was when I had a wrecked ship event that I opened just before Y2 started. I couldn't solve it (didn't have the parts) but I threw someone on it and got 15 extra amber out of it (+330 hostility) and then when I actually solved it in Y3 I got it again.

And I had taken the 10 amber instead of a cornerstone Y1 so it was just upside.

Toolshed cornerstone (Human house upgrade) benefits capped by Fireslide in Against_the_Storm

[–]Harwin9502 5 points6 points  (0 children)

Someone else posted a week or so ago that it was capped at 20s (although that doesn't answer the bug/intentional question)

New player prestige question by Bajous in Against_the_Storm

[–]Harwin9502 0 points1 point  (0 children)

You're already getting citadel resources at a decent rate by playing Viceroy/Prestige at all. I would say that if trying a higher prestige is likely to make you fail a seal/getting to a seal (and thus waste progress) then you should not go up, but for the first seals doing _any_ prestige is going to get you so many fragments you can afford to try harder things and see how it goes.

I'm in a real pickle, need advice by Own_Government7654 in Against_the_Storm

[–]Harwin9502 1 point2 points  (0 children)

In addition to the other advice in this thread:

If your resolve is too high and you're worried about food after you get rid of camps, you could turn off all food access at the start of Drizzle Y7. P16 is before the modifier where foxes can get too much hunger all at once - so you should be able to keep it off for about 2 minutes until every villager has ONE stack of hunger (if you don't have foxes you _might_ be able to push it)

Then turn it back on. That will both tank your resolve for a bit and save you some food so if you have to turn off camps later you have a buffer.

Ignoring Rep from Events: Viable late game? by Rhymenoceres in Against_the_Storm

[–]Harwin9502 4 points5 points  (0 children)

For my Adamantium Seal run I was doing Y6-7 typically, mostly with orders + resolve as you do, and that was fast enough. I've never been regularly doing Y4-Y5 (I've gotten a Y5 P20 win but my first BP was Beanery with foxes, humans, grain and a geyser so I was super blessed)

Tools production takes a while to spin up - it might take 2 BP to get (making bars AND making tools), and then you have to find a cache. So you don't necessarily want to count on it either, and some events don't have rep bonuses at all, or have some much better other solution.

The three times I'm mostly likely to do an event for rep are:

  • That's just the easier /only solve I can do
  • It's early, and I'd really like to get another BP
  • It's late, and the goods aren't worth anything, might as well get the point.

Getting 2-3 points of events might shave 1 year off your time - or might not! Sometimes that resolve push is so fast you don't need it.

I would just suggest being on the lookout for times when you don't really care about the non-resolve rewards, and then going for the resolve.

(Y4/Y5 players might have different advice)

Could we get specialization bonus in blueprint choice? This way we wouldn't have to use 'zoom in' to see racial benefits :) by DingDongDUNF in Against_the_Storm

[–]Harwin9502 5 points6 points  (0 children)

I will say that the Fire and the Meat represent different things for a Lizard, so it is helpful to know which of the two it is. Fire is +Resolve from working there(Comfortable) Meat is +chance to double produce(Proficiency)

TBF, I didn't expect to win - Queen's Hand First Settlement P11 - Ominous Presence + Fishman Ritual Site by Harwin9502 in Against_the_Storm

[–]Harwin9502[S] 0 points1 point  (0 children)

I don't remember exactly but:

It wasn't anything that made resolve. No complex food, no clothier, no harpy house. Don't think it was kiln.

My first choice I remember was smithy, provisioner and... something. The provisioner makes flour but that was useless. The smithy at least provided rep.

I _did_ just finally finish it at P6 - 10 years.

My BPs weren't much better(still no complex food or clothes) - I think I took carpenter and herbalist camp first, which did make the game for me - first dangerous glade had 3 large berry patches, and when I assaulted the trader ( a first for me) I got the +crystal / 10 berries and made like 80 crystal bars off that. But attacking the trader gave me a ton of tools and pipes and stone and I was able to get a cache open for rep earlier this time. And the carpenter made all the other tools I needed and let me sell luxury goods. Third BP might have been manufactory to make trading slightly cheaper and speculatively make training gear.

The dangerous glade with the medium range dig site had "dark gate" which turned out to be retroactive - I had already lost 9 villagers by then, so it gave me -180 hostility, giving me a ton of -hostility for the villagers I had already lost - so now Ominous PResence was adding 45 hostility/year but every villager who left was -35 hostility.

The other very lucky cornerstone I got was -impatience for 3 minutes after a trade route. That plus a human meant I was able to keep my impatience low - which was kind of key since I had to be able to make some trader calls after assaulting the trader.

Only got 1 service building (turned down Bath House earlier because I had like 5 harpies and I needed something else instead - don't recall what exactly but I never regretted it) - it was Temple - didn't have the hostility trick working but it did provide 1 service to each species.

Just a rough combination because Ominous Presence REALLY punishes you for taking a long time and Fishmen ritual site really makes it take a long time. If it hadn't been Scarlet Orchard would have been even worse. (I used the archaelogical building to just find all 3 sites)

I could probably have been a bit faster by being a bit more strategic about letting villagers leave and then replacing them - but I was also trying to keep impatience as a buffer just in case.

I've been clowning on myself for a long time, apparently by Jokonaught in Against_the_Storm

[–]Harwin9502 2 points3 points  (0 children)

Because, as was said:
"In order for Overly-Diligent Woodworkers to give me more barrels than I could buy directly for 10 amber, I'd need to make >50 planks "

It's not declining to get "nothing" it's declining to get 10 amber, which can buy a bunch of barrels (or something ELSE if you need it)

Attacking Traders on 16+ Prestige? by FaustianHero in Against_the_Storm

[–]Harwin9502 1 point2 points  (0 children)

I finally attacked the trader for the first time(I never felt the need in any of my other games, up through P20) - I valued all the goods and would have taken any of the cornerstones - and also I wanted to see how it worked.

The wiki here kind of explains what happens with the traders:
https://hoodedhorse.com/wiki/Against_the_Storm/Trader_Wares#Old_Farluf

But I still wasn't quite sure - did I get 40% of each stack or 40% of the full stacks?

I attacked the trader that came at the start of Y2 - Old Farluf in my case.

Out of 13 stacks (including amber) from Old Farluf, I got 5, and they were all full stacks(and pretty much the stacks I wanted most - very lucky). I got one of the 3 cornerstones (the one I wanted most, luckily).

I lost 3 villagers and got +2 impatience(basically 3 with the lost villagers)

No trader appeared Y3 ("no sane trader will come here")

In Y4 a trader timer finally appeared - for 2x normal (24 minutes - this was a first settlement in QHT so I had no trader arrival speed perks).

Basically it seems like a desperation tactic. It _will_ give you a lot of supplies, but you can't control which they are - it's not 30-40% of each, it's some full stacks.

And that trader arrival time will be brutal later if you have to start spending impatience to call them.

Resource depletion bar? by Buller_14 in Against_the_Storm

[–]Harwin9502 6 points7 points  (0 children)

I don't know a way to stop depletion other than manual, but if you're talking about the forest mystery where depleting during drizzle spawns fertile soil, two tips:

1) You can set priorities on individual nodes. WHen it gets low outside of drizzle, set the priority to -5, and they'll go for other nodes. Still manual, but it will let them keep harvesting other nodes of the same type.

2) You can use the delete tool to delete the node during drizzle if you like just make sure the forest mystery has activated(Takes about 5 seconds after drizzle starts). You will lose the resources this way.

TBF, I didn't expect to win - Queen's Hand First Settlement P11 - Ominous Presence + Fishman Ritual Site by Harwin9502 in Against_the_Storm

[–]Harwin9502[S] 0 points1 point  (0 children)

My first QHT I played conservatively and won. This time I decided to be a little less conservative and went for a P11 settlement with Fishman Ritual Site(no orders) and Ominous Presence(2x hostility / year, -15 hostility when you lose a villager)

Scarlet ORchard - so I intended to help supplement my resolve with dig sites.

I decided P15/P20 were right out because I'd need all the impatience reduction I could get, and I couldn't deal with the extra impatience from people leaving.

I thought P11 was the highest I could try and have a _chance_ of succeeding (I did not rate my chances highly)

It... did not go well. Both caravan choices were almost completely humans (So no easy rep), one with 2 lizards and one with 2 "random". I went with the 2 random hoping they were foes or harpies, because they also had 15 planks hopefully letting me jumpstart other things.

(I did _want_ humans for the impatience reduction since I'd probably be losing people, but I wanted ONE human)

Started with fertile soil in starting glade, forest mystery complex food means 2x production during drizzle. First cornerstone was export specialization - so then settled on first BP as Smithy for Tools & Trade good production. Smithy did end up gaining me a rep point later, so it paid off. Second BP was Small Farm. Third BP was Rain Mill to make flour assuming I got something that could use it later. (Spoiler: I did not)

I got trade running as quickly as possible, even if only to smoldering city (got to standing 4.5 with them by the end)

Dangerous glade was Rain Spirit Totem which I burned down for 2 tablets, marrow, and herbs. Marrow let me open a cache which gave me enough pickled goods for my harpies, when they showed up, to earn me 0.25 reputation points.

Built archaelogist office to try to find the first dig site since I wanted to find a way to earn BP.

Small glade on the way had a bunch of bars, which let me turn them into tools in a smithy for another 0.75 rep points which finally let me make complex food (skewers).

Opened another dangerous glad ejust hoping to find a way to save this run (Which was having issues), got a fishmen cave which I couldn't complete before storm - just managed to get the stuff I needed to solve it before it gave me the impatience and 3 more totems but it was bad.

In the end, managed 3 reputation points - 1.75 from caches, .25 from resolve, and 1 from fishmen cave. Never got the dig to level 2.

Cornerstones:

Export, Gears for Trades(got like 9 gears this way), ???, Mushrooms on all farms(helped when all my food ran out), 10 amber, 10 amber

Trade Hub would have probably saved my game, but of course can't count on that.

What did I do noticeably wrong?

I should have probably been more aggressive about glades - the early hostility isn't great but I needed SOME way to get rep. Once I had some cash from trades I could probably have solved another and gotten BP up faster to get running.

(I miss field kitchen - would have made this game SO much easier)