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HEROQUEST - COMPANION APP discussion

Discuss Miscellaneous HeroQuest Merchandise not fitting into any of the above categories.

Re: HEROQUEST - COMPANION APP discussion

Postby Kurgan » Saturday March 9th, 2024 4:16pm

Send those to @WanderingMonster on the Avalon Hill Discord.. I have yet to duplicate any of the "attack through wall" bugs people have found.


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Re: HEROQUEST - COMPANION APP discussion

Postby TheLastChaosWarrior » Monday March 11th, 2024 10:06am

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.

Yeah, this quest doesn't work at all well on the app, really disappointed. The darkness mechanic promises to be something quite creepy, with monsters attacking from unseen locations, but it doesn't work.I remember when I played it when you move out of range from the mummies, they just stand there. I never choose the "attack weak" option.
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Re: HEROQUEST - COMPANION APP discussion

Postby Kurgan » Monday March 11th, 2024 10:11pm

Thanks to Virg for pointing out that we can "edit" a party now. Sadly though if you start playing a quest, then save and exit. then edit the party, the changes don't apply within the quest already in progress (just the new one you start). Missed opportunity! I suppose it would be harder but they could just slot each hero into the spot vacated by the previous one (with stats reset to default) and if a new hero was added to a formerly empty slot they would just be at the entrance. It would allow something to "cheat" if a hero had died, and just add one more to replace him right away. But you can already cheat up a storm if you wish to (that's not the point of the app).


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Re: HEROQUEST - COMPANION APP discussion

Postby Kurgan » Wednesday March 13th, 2024 12:58am

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... |_P
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Re: HEROQUEST - COMPANION APP discussion

Postby TheLastChaosWarrior » Wednesday March 13th, 2024 4:28pm

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... |_P

Mmmmm, I love Stollen!!
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Re: HEROQUEST - COMPANION APP discussion

Postby Kurgan » Sunday March 17th, 2024 7:40pm

TheLastChaosWarrior wrote:Mmmmm, I love Stollen!!


"Stollen... a fruit bread of nuts, spices, and dried or candied fruit, coated with powdered sugar or icing sugar and often containing marzipan. It is a traditional German Christmas bread. "

Sounds yummy! Maybe someone was hungry when they were entering the text... |_P


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Re: HEROQUEST - COMPANION APP discussion

Postby SirRick » Monday March 25th, 2024 3:49pm

Its been awhile, but over the last couple weeks or so I played through the Knight Fall online quest, and the first 7 quests of SQT.

For Knight Fall I had the Bard and Rogue I used during the RotWL pack, and they were joined by a new Monk and Warlock. I modified the Warlock somewhat to try out some different things to make the character more worth using. This quest went ok until I reached the room with the Specters. I had forgotten that this quest uses stuff from the RotDM set, so I was not prepared for this. I mentioned in some other post that my main team of the four classic heroes have ALL the artifacts with the exception of some spell scrolls, some Magical Throwing Daggers, and one Ring of Fortitude from the New Beginnings quest. My heroes were spaced apart in the dungeon, so the first two heroes who entered the room got wailed on. It was here I realized that Channel Dread can be used at range, so the three Specters were like some undead firing squad. This battle went pretty rough. At one point my Bard used a Strength Potion with his Battle Axe and got lucky by rolling 4 black shields. When my Rogue finally got to the room, I made the choice to sacrifice two of her Magical Throwing Daggers to get rid of the last two Specters in one turn before they could force anyone to start using Healing Potions.

For SQT I used the Knight from KK, the same Bard, as well as the Monk and Warlock again. The first 5 quests went by normally except for the end of Quest 5 I noticed some spelling errors. Udren was spelt Uden, and the word something was spelt seomthing.

Quest 6 was pretty terrible. Everything that could go wrong did go wrong, and in the worst way. My troubles were also compounded by the fact the app does not tell you the Onyx Door you need to find is locked. Also the app does not handle the Gargoyles properly since I discovered later, they are supposed to be impervious to harm until you get close enough to them.

The first room I got lucky and found two healing potions. Then things went downhill pretty quickly after that. I couldn’t figure out what was causing the monsters to spawn, so there were a few turns in which multiple groups of monsters appeared on the same turn. There does not appear to be any limit either. Very quickly I found myself surrounded with monsters coming at me from three directions. For two full turns my group rolled nothing on their attacks, and whiffed several defense rolls. I have Advanced Goblins turn on which meant two of my heroes were receiving multiple attacks each turn. I was stuck in the corridor just East of the center room. As my party finally began to inch forward, Udren stumbled into the pit trap and was killed. The Bard soon fell into the pit as well, followed by the Knight (who had the Rabbit Boots by the way). The Bard initially in the pit was getting beat on repeatedly by Goblins, and was almost killed before the Knight fell into the pit trying to jump across it, to absorb some of the damage on a later turn. I had mistakenly damaged the Gargoyle leaving it with one BP left, but when the monster finally activated, I was not able to finish it off. It promptly rolled 4 skulls, then ran off to the north.

Not knowing I needed an Onyx key, I saw an opening and went South around the center room. The Gargoyle remained on the north side of the center room and stayed there. When I came across the second Gargoyle, I got it down to 1 BP but could not finish it off. This Gargoyle also ran off to the North and stood by his other Gargoyle buddy. Seeing another opening, I chose poorly and went due West instead of into the small room right next to me. I got the last treasure chest, but not finding an exit I was trapped in the Western corridor with a horde of monsters swarming me.

Its at this point I finally took a peak at the quest book to see I needed the key to open the exit door. It was also at this point I read what caused the monsters to spawn. Using this knowledge, I slowly fought my way back to where the Gargoyles had set up camp. By the time I reached the Gargoyles all the other monsters were dead, but in the ensuing battle I set off several traps which caused a new horde of monsters to spring into existence. I just barely finished off the Gargoyles before getting overrun again, and made dash for the exit. Had I not read the quest book, I would not know I needed a key, and would have eventually found the exit, only to find it locked. I would have to fight through a second horde of monsters to get back to where the Gargoyles were.

Quest 7 was straightforward, but the “puzzle” was a bit of a stretch. The subtle clue about the rainbow is better than most clues you would get in a JRPG in the 90’s, however, so I’ll give it a pass.

I still haven’t decided what to do about the second Talisman of Lore or Orc’s Bane yet. No one in the current party has those items, so I could argue I get to keep them, but other party members not present for this quest book do have them. I could rename them or modify them in some way, or just not have them. I am only concerned about the artifacts that mention “unless you already have it”. The other duplicate artifacts I am ok getting since they don’t have this stipulation.


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Re: HEROQUEST - COMPANION APP discussion

Postby Alby87 » Tuesday March 26th, 2024 3:17am

Soloing the quests too, and noticed some errors between the quest books and the companion app. Some information in SQT are missing (like in the tower of fire. On a certain event (no spoiler) you get only a flavor text in case of failure, not the mechanical one, so I was always thinking that something really bad was cooking up (like, fail 10 times total and it is game over)).

That app really need to be open-sourced, to let people who love the game to fix it. Or all the data needs to be extracted and used by hQuestMaster when the project will grow enough to be playble.
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Re: HEROQUEST - COMPANION APP discussion

Postby HispaZargon » Thursday March 28th, 2024 6:05pm

Just to inform you that as far as I know the App is finally available in Dutch language in the mobile Store, so good news for all interested fans.


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Re: HEROQUEST - COMPANION APP discussion

Postby Kurgan » Sunday March 31st, 2024 11:21pm

The Companion App Expiration Date Has Been Extended! (seekhashem predicted this first):

It used to say available through June 14, 2025. Now it reads December 30, 2026!

https://apps.hasbro.com/en-US/heroquest-companion-app

This corresponds better with what AH members were saying all along in terms of "support" for the game. However, it would still seem strange to just end support for the app as soon as they stopped putting out new expansions. I guess they assume everyone will have played everything they could want within a few months or so of the last new release?
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