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Frosthaven 56 has an unusual boss with 2 standees that share a health pool and whatnot. Some of its abilities work, some of them do not.
1 - Health point totals should be linked between standees 1 and 2 until the very last segment when they're unlinked. (They're not. Easily ignored and is inconsequential, but may annoy players who want to be "by the book".)
2 - Boss Special 1 should have standee 1 summon an imp, not both. (Clicking on the summon power summons two, one for each standee. A pain to undo manually if you use the automation since you have to set the numbers then kill the extra.)
3 - When a boss gets down to its HP total to progress scenario, its HP should be set to the value down 1/3 or 2/3. (It is, this one works I'm pretty sure.)
4 - When the previous happens, all summoned imps should be removed. (They don't. Easily done manually)
5 - When the last altar is destroyed, only then are the HP values unlinked. Standee 2's HP value should be set to a specific value using C and H, where H is the HP value of Standee 1 (which will be 1/3 of max). It does not appear to be set to the correct value. Hx(C-1)/2 would be 1/6 max at 2 players, 1/3 max at 3 players, and 1/2 max at 4 players.
6 - Not sure if currently possible, but altars 2 and 3 should have minimum HP of 1 until the existing scenario breakpoints allow them to die. This is probably not worth trying to code.
Of these, #2 was the one that was most impactful to work around doing manually.
Additional
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The text was updated successfully, but these errors were encountered:
I just reread the rules. Quite complex. First idea to solve at least 2.) is to work with 2 monsters instead of 2 standees, so only monster 1 has summon on card. the other stuff will be hard to implement, maybe syncing HP is also possible with current feature set, have to check.
I think the scenario would work if it's just one monster, one standee, the whole scenario, until the final altar splits it into 2 standees numbered 1 and 2? That might cover a lot of it. Hm, it's not immune to muddle, so each standee could separately be muddled. There goes that.
So in v0.85.1 I already added two monsters now, that should solve at least the ability issue. Anyways for all other stuff, I need to implement some more special rules mechanics and have to think about this a bit.
Edition
FH
Type of data
Monster Stat/Ability
Describe the data affected
Boss Special 1
Describe the error
Frosthaven 56 has an unusual boss with 2 standees that share a health pool and whatnot. Some of its abilities work, some of them do not.
1 - Health point totals should be linked between standees 1 and 2 until the very last segment when they're unlinked. (They're not. Easily ignored and is inconsequential, but may annoy players who want to be "by the book".)
2 - Boss Special 1 should have standee 1 summon an imp, not both. (Clicking on the summon power summons two, one for each standee. A pain to undo manually if you use the automation since you have to set the numbers then kill the extra.)
3 - When a boss gets down to its HP total to progress scenario, its HP should be set to the value down 1/3 or 2/3. (It is, this one works I'm pretty sure.)
4 - When the previous happens, all summoned imps should be removed. (They don't. Easily done manually)
5 - When the last altar is destroyed, only then are the HP values unlinked. Standee 2's HP value should be set to a specific value using C and H, where H is the HP value of Standee 1 (which will be 1/3 of max). It does not appear to be set to the correct value. Hx(C-1)/2 would be 1/6 max at 2 players, 1/3 max at 3 players, and 1/2 max at 4 players.
6 - Not sure if currently possible, but altars 2 and 3 should have minimum HP of 1 until the existing scenario breakpoints allow them to die. This is probably not worth trying to code.
Of these, #2 was the one that was most impactful to work around doing manually.
Additional
No response
The text was updated successfully, but these errors were encountered: