Another HQ App update...
Errata-wise, in Quest 8 of the Frozen Horror one of the hints talks about Ice Gremlins and "stollen" (misspelling of "stolen") gear. Oops!
Sometimes you can cast on targets that have blocked line of sight (such as when an ally is standing between you and the target).
I fought a few test battles against the Frozen Horror in the quest where he appears, and oddly it seems he always has the same exact set of Dread spells (and uses them in almost the same order, at least if you use the same tactics, I tried with different parties of heroes and different heroes confronting him to draw his fire). He of course has all of the new "ice" dread spells, but from the Game System (the quest book says he can't use "Escape") he never uses Command, Firestorm, Summon Undead, Ball of Flame or Cloud of Dread. I could see them skipping three of those because they're so powerful (and yet there are other bad guys that use those spells in the official quests so it's not like they haven't programmed them yet) and I could imagine someone arguing that an icy guy like that shouldn't use fire (why not? there are a few ways for the heroes to completely are mostly block ice attacks) but "Summon Undead" seems much more appropriate than "Summon Orcs." Even the draft notes point out that the Frozen Horror's plan all along was to murder the heroes and turn them into undead slaves just like he did the last great hero who defeated him.
The Frozen Horror's "Chill" spell is bugged (but in his favor). While the text says that it only does 1 BP (unblockable of course), I used the Ancient Staff (see below) to rebound this spell against him and he took TWO skulls of damage. Also he was able to cast it on me from across the room (it's supposed to be a move he can only use against adjacent targets... remember also he can attack diagonally but not with this spell as it says on the card).
Not an errata, but interesting to note that sometimes the "Ring of Return" has interesting effects as it may not teleport you and your nearby allies to the starting door, but to the spiral staircase (if there is one in the quest) which of course can be useful! Having the Ring to use anytime is useful for debugging if you need to get the heroes to the starting area (or stairs) in a hurry.
In version 1.70 I don't see any corrections for what I've mentioned above, just the addition of the Mage of the Mirror (Elf Quest Pack with the accompanying male Elf hero) added, which admittedly is a big addition we were all waiting for! It does seem like many artifacts were once in here (as "see card for instructions") but these placeholders and art were removed (to save memory?). A generic line of texts says "not listed? see card for instructions" etc.
The Elf spells are here! And yes, Twistwood is quite powerful (I twisted the Frozen Horror's axe meaning his attack was permanently reduced to 1 combat die!). The Elf's "Flashback" spell is a nice "undo" feature, though the Elf has to be in the party (and alive) to use it, obviously.
The new additions are vast... the "Use Artifact" was now moved in each hero profile to a new section under "Use Special" which leads to "Use Artifact" "Use Equipment" and "Use Treasure" !
Use Artifact adds the Ancient Staff ("see instructions on card" though it triggers automatically for some, but not all Dread spells... for example it does nothing against Ice Storm or Lightning bolt despite these being attack spells directed at the hero, otherwise it kicks in automatically and asks if you want to use the artifact to reverse the attack on the enemy). This was not intended to be found in the Frozen Horror obviously (though what order you play these packs is up to you), so it has some interesting effects on the Frozen Horror. I rebounded his Sleep spell back on him and he only got ONE attempt to "break" the spell. He was permanently asleep! I was able to leave for the second part of the two parter quest via the spiral staircase and return (and he was awake again), but that was it. I guess an easy win for the good guys if he pulls that one! But the Frozen Horror, while it was fun to see him moving as if he was a one square character instead of four (his sprite will overlap that of the person he's attacking in a corridor as if your mini is resting on his base) he doesn't seem to use his spells very intelligently. He used "Rust" for example against my Wizard, doing of course nothing (the notes for Rust in the app say that only unequipped metal swords or helmets get rusted... since when? that makes it very weak I'd say!).
Also added is the "Bone Wand." It works as expected (controlled skeletons can move and attack, don't interact with traps, and can open doors) but also works on skeletons in the same corridor with the one who uses it. Controlling monsters is interesting, but they behave pretty much like mercenaries from what I could tell. They can't search for anything, can't use artifacts or spells, etc. You only get to control them for one turn (unless you're cheating, I tested to see how far I could go, I picked a quest where the Wandering Monster was a skeleton and I worked my way up to an army of 12 boneheads that I was sending around, obviously this wouldn't happen in a regular game). Like hero attacks you'll be rolling for them and the defense for their victims anyway. You can cast helpful spells (and certain artifact effects or the one available potion) just as you can on mercenaries or Sir Ragnar (as before, you can't make Sir Ragnar capable of attacking no matter how much you tinker with his stats). The only monster tinkering you can do is to lower their mind points all the way to zero (or raise them to their normal starting amount), and then add or take away skulls (up to 15 can be added to any one and they don't die until you say they should).
I'm not sure how the "Treasure Without Doom" artifact works as its not listed and doesn't seem to kick in automatically when searching for treasure in the room with a known (and not disarmed) furniture trap...
"Use Equipment" has only one item... the Potion of Vision (an Elf only potion) that lets him automatically see trap (the red "suspicious" zargon tile) squares and also secret doors within line of sight.
"Use Treasure" features the Elven Cloak of Passage which is strictly enforced as ONLY the Elf (other heroes who try to use it get a "no line of sight" message). There is an error here as it was intended to work the same way as "Pass Through Rock" scroll (only it could be used 3 times) as it doesn't let you pass through blocked squares (or double blocked squares or sprung falling rock trap rubble) while the Spell Scroll lets you do that. Instead you can only walk through the white walls and through closed doors (regular or secret) or portcullises (without having to open them first). It also has Wolfsbane potion and Potion of Air Walk. Interestingly you can "use" a potion on another hero. Since you can't "give" potions to other heroes (or give them to mercs) this is a way to get an ally you can see to have the ability. In the base game you normally have to be adjacent to your fellow (and not adjacent to a monster) to give it. Instead it is more like you casting a spell on them. So technically an error, but allows for more flexibility in the game I think.
You can now adjust the MIND points of monsters. This only ever comes up when you use the Ancient Staff to reverse say, Mind Freeze dread spell. A monster that is reduced to 0 mind points (and didn't start out with 0 as in an undead) doesn't behave any differently that I could tell from one with full mind points. Though it also lets you check what monsters that show "?" for their mind points actually have.
And yes, the Ogres are 5 body points now but you can just add damage to them (and say "no" when prompted to remove them from the board as killed once they hit 5 skulls of damage) up to the old 10 if you want (monsters can be given up to 15 skulls worth of damage and even then you don't have to remove them unless you say "yes" or click the "kill" icon in their profile). And yes, I checked, you can actually kill the Witch Lord with the Spirit blade before anyone actually finds it (if for whatever reason you needed to, or just for laughs). Honor system, remember?
It felt like a lot of things were missing this time around, but I guess I can understand why. Most of the things we're talking about affect the heroes' attack or defend dice or movement, and those are all things you handle on the honor system (any player character or good guy ally can move up to 12 squares at a time, and they keep having more movement and more actions until you decide to pass to the next turn). They also could save memory by not having to scan the card images into the menus. I'm a little disappointed it doesn't show these other cards just for reference though (similar to the abilities of the Rogue and Knight, which only show up as popups when the App thinks they should apply in reaction to something).
The "Elf" items are strictly enforced... anything that says "allows the/an Elf" is automatically only available to the elf (or it says "no line of sight" for anyone else) even if only a few of these say "only the elf" in the card text. I like the "purple" fog of war (Frozen Horror had blue fog, as did its prequel "Into the Northlands" and everything else has green fog) gives it a unique image and highlights its feminine theme (remember the original star was the female elf, going to save the child princess from the evil sister on behalf of the "good" queen).
I like that the Mercenaries are taken wholesale from the Frozen Horror's group quests and used freely in this one as well starting in Quest 4. They are the same exact look, abilities, price, and distributions (you can hire up to 3 of each of the 4 types for a total of 12, in any distribution or all by one hero, for the total gold price of 900, which of course is on the honor system if you happen to say you've found the warhorn of command it would only be 450!). The Elf spells are always available in the Elf hero's profile, even if he's playing in the Game System quests (but the Mercs aren't available anywhere other than these two packs). The Artifacts, Treasure, and Equipment also appear whatever section you are playing in.
The new male Elf hero card has a "copyright 2023 Hasbro" tag on it.
Still no "Rogar's Hall."

But this pack has a lot more tools to play with, including some useful debugging features for the rest of the official quests within it (like using Flashback as an "undo" feature as long as the elf is alive, or the bone wand to move skeletons around, potion of vision to see where traps are and the Potion of Airwalk to float over them, even wandering monster traps).
As was pointed out we haven't gotten any new online "bridge" quest to go with this pack (maybe they are waiting for Rise of the Dread Moon later this year to release such a freebie? There is no "animal companion" that you can use in solo quests (then again, "Snowdasher" wasn't usable in the Barbarian frozen horror quests either, despite that being a suggestion from Into the Northlands, I guess there you can't rely on the app for everything).