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SirRick wrote:Today I played the Forsaken Tunnels of Xor-Xel, since I couldn’t get it to work before I started KK earlier in my companion app run. With the new update, I was able to play it finally. It crashed a couple times but I was able to get through it.
I can confirm now that if you turn off the “Monsters attack weak” setting the monsters behave normally. When this option is turned on, the monsters will attack the weak, and go all out (such as running around other heroes to get to the weakest target). However it also has a bug or glitch that causes the monsters to only approach and attack if a hero is within their range, otherwise they will just stand there. This makes the various conga line of death quests much easier then they should be. Turning this option off (which is also the default setting) causes the monsters to run at you even if they can’t reach you. They will also attack the closest hero. If its an equal distance to attack two heroes, they go after the “stronger” one.
A change I noticed from the previous version is when the “Advanced Skeletons” option is enabled, Skeletons that appear as a result of a Wandering Monster card will now attack the searcher diagonally when they appear. Previously if a Skeleton appeared this way, they would only attack adjacently, then attack diagonally on Zargon’s turn. This made this quest more annoying because hiding a hero in the corner doesn’t work as well as it used to.
Some weird things I noticed could be related to the darkness rules of the quest, or from the new version, but I’m not sure. At one point a Skeleton attacked my Wizard through a wall. He was either a REALLY advanced skeleton or it was an error. The couple times the app froze, was when unseen monsters were attempting to move out of the darkness. This happened once in a room, and once when The Thing that Lurks Below (or whatever its called) was attempting to move.
Kurgan wrote:I missed that 2.3 was released yesterday! Not seeing any obvious additions yet... still no Rogar's Hall or ROTDM Knight hero.
Thanks Virg!
Remember they will de-list this June 15, 2025, so everyone grab a copy of the Android and iOS versions! (and the APK or whatever it is called)
Hard to see what all was changed in this one (editing parties was present in 2.2, which incidentally doesn't apply mid-quest, sadly) I wish for a proper changelog!
ROTDM Q2 had some welcome fixes... the final door works properly now, and I think the Falling Block trap works as intended. The quest doesn't instantly end when the first hero enters the hideout. But if one of the heroes dies while the others are in the hideout, the quest is glitched and doesn't end (though you can fix it by having any of them leave and then come back into the room). The text still erroneously tells the heroes they can't shop after this quest (compared to the quest book).
But you still can't pass through Fallen Block traps even though Pass Through Rock should work. Caltrops, Smoke Bombs and Potions all remove disguises even though really only Spells should do this out of the items listed (and I suppose magical artifacts that have spell-effects). Elven Cloak of Passage still is nerfed compared to Pass Through Rock (it can't pass through blocked or double blocked squares). Cloak of Shadows also can't pass through blocked squares either for some reason. The Elven Mercs should be able to do more but the app treats them like Human mercs who happen to always be in disguise (they should be able to "use special" since the RTODM questbook doesn't forbid this while it does imply the human mercs can't use other items in the Frozen Horror rulebook).
Hint #2 in Quest 1 of Frozen Horror still misspells the word "Stolen" as "Stollen."
HeroQuest Fans... that's us! Whether intentional or not, we appreciate the fixes...
TheLastChaosWarrior wrote:Mmmmm, I love Stollen!!
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