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Kurgan wrote:Thanks for mentioning those issues...
Interesting, I didn't know that story parts were being clipped out... I thought if anything that the App added more lore and flavor bits. Good to know!




SirRick wrote:Kurgan wrote:Thanks for mentioning those issues...
Interesting, I didn't know that story parts were being clipped out... I thought if anything that the App added more lore and flavor bits. Good to know!
Yeah, its the, Message from Mentor, the Parchment Text, and the intermission portion of the story. It cuts out some interactions and dialogue of Mentor with a particular character. My guess these are removed from the app so the voice of Mentor doesn’t have to speak for other characters, it might seem kind of weird. You still get gist of what is going on, just a less interesting version of it in the app.


Hello,
Thank you for the many fixes that have been made in this app, it is much more playable than before! However...
I have noticed the following issues on the Android OS (google play store) version of the HeroQuest Board Game Companion (version 5.1).
I do not know if these same issues exist in the iOS apple version (but they could be).
#1: SEARCHING FOR TRAPS AND SECRET DOORS NEEDLESSLY RESTRICTED:
The rule is when a Hero searches for Treasure, there cannot be any monsters with them in the same room or corridor. I think this is widely understood.
In the App however, the following scenarios appear:
Hero is in an empty room and there is an open door that leads into another room (or corridor) in which there is a monster. So the hero has a "line of sight"
to the non-adjacent monster figure. The app says "monsters present" and prevents a search for Secret Doors or Traps. But it allows a search for Treasure.
If another hero (or mercenary, or animal companion ally) moves into the path so that it obstructs the "view" of the monster, suddenly the Trap/Secret Door Search is allowed again.
This is strange!
More on this. Let's say the hero is inside a corridor, instead of a room. There are no monsters in the corridor with him. But there is an open door, and the hero can see through the door
way into another room and inside that room is a monster. Again, the monster is not adjacent to the hero. However the search for secret doors/traps is prevented because "monsters present."
As soon as the hero moves away from the door (or the monster moves into the corner) suddenly the search is allowed again.
Where I see that this scenario does NOT take place is when the open doorway is a SECRET DOOR. Now the hero could be adjacent to the monster in the next room/corridor and searching is fine.
#2: THE RESCUE OF SIR RAGNAR PREMATURE END:
Game System, Quest 2: The Rescue of Sir Ragnar. The quest instantly ends when Sir Ragnar touches the spiral staircase tile. I disagree. The quest truly ends when the last surviving hero has left the quest via the stairs (or died). I think the App should have a pop-up here asking if the heroes wish to end or continue combing the dungeons for treasure and fighting monsters. I suppose this is a minor thing, but players who aren't reading the booklet will think that the quest is over, without realizing this. There is also another small minor bug in this quest... if a hero gets to Sir Ragnar's cell using Pass Through Rock, the alarm will sound, and "all doors open, all previously hidden monsters are placed on the board" but I see that Secret Door tiles are NOT placed... but monsters will plow right through the wall where the secret door was. A simple fix for this is to make sure that secret Door tiles ALSO appear when the "Alarm" is sounded, triggered by Sir Ragnar being found.
#3: SHOPPING PROHIBITED IN RISE OF THE DREAD MOON QUEST 2 BY ACCIDENT:
Rise of the Dread Moon, Quest 2: I don't know if this was something that was a mistake in the booklet that was added to "correct" it in the app, but it says you cannot visit the Underground Market to shop after this quest, while the physical booklet does not prevent it.
#4: ELVEN MERCS SHOULD BE ABLE TO USE SPECIAL:
As was confirmed some time ago, the Elven Mercenaries in Rise of the Dread Moon are intended to be able to use Artifacts, Equipment, Potions, etc. just like heroes. As Chris Nadeau pointed out when he was with the company, the text for the Mercenaries in the booklet does not mention restrictions on what they can carry. Compare this to the human mercenaries in "Frozen Horror" where it says they can only use their starting weapons and do not use other items unless specifically designed by them, etc. So within the app the Elven Mercenaries SHOULD be allowed to "USE SPECIAL."
#5: ADD UNDO FEATURE FOR MERCENARY DEATHS:
A much needed fix was added some versions ago where if a Hero walked into solid rock (using Pass Through Rock, Elven Cloak of Passage, or Cloak of Shadows) but the player accidentally lifted their finger off of the touch screen (removing the cursor too early) though they didn't intend to end their movement there, and had movement left to get to safety... ordinarily that player would be dead and removed from the board and the quest would be forced to be restarted.... but "Undo" (or "back" or "cancel") was inserted so that in these cases a simple mistake would be correctible and the quest could continue if in fact the hero didn't really mean to "kill themselves" like this. Unfortunately the Mercenaries do not have this ability. A hero could cast Pass Through Rock on a mercenary to send them through a wall and if the player moved their finger off the screen, boom they are dead and lost permanently. I think an "undo" feature would be needed here, for all types of mercenaries and allies.
#6: ANIMAL COMPANION OPTION IN SOLO QUESTS or with less than 4 heroes in group quests:
I understand that Jungles of Delthrak allows animal companions (Saberfang or Raptor) to fill in when there are less than four heroes for a group quest. Why not add this feature to all expansions within the App? At the very least, when it comes to the 3 "solo" quests for the Elf in Mage of the Mirror or Barbarian for Frozen Horror, a popup should give the OPTION to use an animal companion. "Into the Northlands" (Pulse Quest) has solo hero use the Wolf Ally. The Wolf ally could make a return for the Barbarian quests. I don't know what animal should be in the Elf quests, but it could be the Wolf again, or it could be any of the previous animal companions (let the player choose from a list, or choose not to bring one along).
#7: MERCENARIES SHOULDN'T DISAPPEAR ON RESTART:
I was playing a quest with mercenaries and partway through I checked the menu option to "restart the quest." When I did so, all of the mercenaries I had brought disappeared and only the heroes were left. Either the Mercenary data should be retained (like when moving from Quest 9 to 10 in a "double quest" as in Frozen Horror or Mage of the Mirror) or else the group should have the ability to revisit the "hire" screen for mercenaries again.
#8: MORE MERCENARIES AVAILABLE TO YOU IN MAGE OF THE MIRROR:
The booklet for Mage of the Mirror says that if mercenaries are available to you from other expansions you own, you can hire these mercenaries in group quests. It would be great if you could choose not only the human mercenaries from Frozen Horror (as the booklet gives as one example) but also the Elven Mercenaries from Rise of the Dread Moon or the Ogre Mercenary from Against the Ogre Horde. I understand with the Elven Mercenaries maybe the players have not played those quests and "unlocked" those mercenaries, but it would still be a great feature, even if the human mercenaries are the default choice.
#9: EXPLORER HERO HAS INCORRECT PROFILE STARTING GEAR:
The Explorer was previously using the wrong (profile, mid-quest, not matching the card) stats (thank you for fixing this) in the last update. But the "profile" for the Hero still says the Explorer has a starting weapon of a "Shortsword" (it should be a "Hand axe"), and starting armor of a "Shield" (it should be "None").
#10: DWARF STARTING WEAPON FOR FIRST LIGHT:
I realize this isn't too big of a deal, but it could be easily updated. The Dwarf's starting weapon has been a Shortsword since the beginning. But in First Light the Dwarf begins with a Hand Axe. How to adjust this without ruining anything? Simply list his starting weapon (in the profile, mid-quest) as "Shortsword OR Hand Axe." This would clue people in that they have the choice for the character when playing the app.
#11: FIRST LIGHT ABRIDGED STORY/LORE TEXT:
I hear that parts of the flavor text for these adventures are edited out of the App. I presume this is because someone didn't hire another voice actor or have "Mentor" reading the lines of other characters in an alternate voice. Still, that means those who play the App are missing out on some of the depth and fun of the adventures as they were originally written by Mr. Baker.
#12: MONSTERS ATTACKING THROUGH WALLS:
I haven't seen it myself but many have reported that there is a real issue with "ranged" monsters (Skeleton/Orc/Goblin/Elf archers in Against the Ogre Horde, Rise of the Dread Moon or Mage of the Mirror or the evil Crossbowmen in Frozen Horror) and some diagonal attack monsters (Advanced Skeleton, evil Halberdiers in Frozen Horror, Assassins in Rise of the Dread Moon or I suppose any large monster like a Giant Wolf, Frozen Horror, or Dread Wraith). Apparently sometimes these characters will think they can shoot at or attack heroes who are on the other side of a wall (and not an open door).
Besides the errata, there are some things I (and many other fans) would love to see added to future updates of the App:
FEATURE REQUESTS:
A) ADD ABILITY TO RENAME ALLIES:
I think it would be wonderful if we were allowed to RENAME mercenaries within the quest (just like we can rename heroes in their profile). Many players become attached to their mercenaries and give them names in game. Also sometimes it is a way to simulate having a "fifth hero" by giving them a new name.
B) MAKE ROGAR'S HALL PLAYABLE:
ROGAR'S HALL is a quest that really needs to be added into the "Pulse Exclusive Quest" section. I understand that there is already an "online Quest 0" perhaps it could be designated as "Quest X"?
Stephen Baker is a wonderful designer and while I agree that Rogar's Hall is very difficult, it is a piece of history, and it can still be used as "A challenge for the greatest heroes" (rather than just a training quest, it is probably too hard for many players to handle as their first introduction to the game). Also, the ability for Mentor to use the healing potions to save the life of heroes makes sense, and it could work by having a pop up when the hero dies and then a check box of healing potions. It could be implemented similar to the "Pass Through Rock death save" mechanic, or the Spirit Queen's Torment mechanic of the Orc Bard taking over after a hero died. The idea is that instead of heroes simply dying, they have extra chances to stay alive in this quest (3 chances, since there are three healing potions taken from the treasure deck). Players should be instructed at the beginning to remove the Healing Potions from the treasure deck and that Mentor will automatically use them to restore any hero who dies with them (but when they run out, then the regular death mechanics take place). It would add value to the set people already own and also the "Mentor" figure is not required to play (just as the Witch Lord figure is not required for playing Return of the Witch Lord) but the Dread Sorcerer figure can be used to represent him that everyone owns.
C) ADD ALTERNATE HEROES (DRUIDS, KNIGHT):
Since the alternates for the Wizard, Dwarf, Barbarian, Elf were all added previously, it would be so awesome if the GUARDIAN KNIGHT card from Rise of the Dread Moon was added when you select your hero. This is such a great design, plus, it is the version of the knight that more players will own these days. Don't get rid of the ones that are there (out of respect for those who got that rare limited edition version) but please add the new one! Also the two new Druid designs that came with Against the Ogre Horde should be added too, they were really cool looking!
D) ALTERNATE DICE COLORS OPTION:
When monsters roll their attack dice, it is always with the white combat dice. This is fine, but it would be super cool if, maybe in the menu, options could be done to change the dice color since many dice options have been introduced before. For example the monsters could roll the "ice dice" (clear blue) that came with Frozen Horror, or the "ghost dice" (clear green) in Spirit Queen's Torment, or the "flame dice" (clear orange) in Prophecy of Telor. First Light could have the "ivory" (bone) colored dice. Then there are the special fanroll dice colors... Jungles of Delthrak, Rise of the Dread Moon, and now First Light will have fancy limited edition dice, could the app display those while rolling (as an option of course, the white dice some prefer for everything)? The menus in Frozen Horror already show that you can use the blue dice for rolling combat for example (but don't show the blue frozen horror movement dice for other types of rolls). That's another thing... when movement dice are used (for "Spell Breaks" by monsters) the option for Frozen Horror could be to use the blue movement dice... or for First Light the white dice with red pips as an option.
E) VOICE ACTING IN OTHER LANGUAGES:
I realize this is a big one, probably the most expensive thing to add dialog in Spanish, German, French, Italian, etc. with voice actors recording all of the lines. Still, that would be absolutely amazing and memorable if it were ever to exist! I'm sure there are fans out there who would do it for cheap (or even for free!).
I am very impressed with what you have been able to do with the HeroQuest Companion App. I love that it is FREE and ad-free, and I hope that it continues to be supported at least for as long as HeroQuest games are sold (hopefully indefinitely!).
Thank you for reading!




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