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Nisshagen

Paradox Madhatter
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Mar 28, 2013
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Hey all,

As you know we're doing frequent updates to the KoPP2 mobile version, and it's about time we asked you for what you'd like to see!

We'd love to hear your thoughts on what smaller annoying things that could be fixed or improved. Quality of life improvements as we'd like to call them. The smaller the thing, the higher the chance we can get them in an update soon.

Cheers
/Nisshagen
 
Sure. Here's my list.

Zemurin's list of pet peeves with KoPaP2; one of his favorite games ever. (TM)

1. Drop Greater Doppelganger from the Bestiary.


- It's pointless since it morphs into a known monster
- It releases the requirement to grind High School End Boss room for the VR questline and related achievement.
- You've already dropped the regular doppelganger and it was a smart move.

2. Auto-remove poison via Mana replenish.

- Consuming HP items removes bleeding, same as sufficiently high-lvl healing spell.
- Poison was changes to attack mana instead (we already had bleeding for HP, so, good call)
- It only makes sense mana heals poison same as HP heals bleeding.

3. Food was buffed so high (and later nerfed a bit) that any food crafting is unnecessary.

- A super-food will heal 4k/4k. That's basically 100% for most regular characters. Why craft pizza at all?
- Drop all food heals by half, drop prices by half.
- By half I mean "a percentage that is not insignificant and has been determined sensible by the actual developer team".

4. Scripting issue - the Nameless Horror DLC questline skips to a random location

After defeating the monsters at the Mountains of Accent, the quest giver (Monk) appears with news. He then teleports to Nameless bridge without written explanation and once players go there directs them to the Laboratory to continue the quest.

His quest should be given there and then at the Mountains of Accent, or if that's not possible, tell the players to meet him at the Nameless bridge - although there is no reason to go there as the quest doesn't require players to do anything at the bridge.

5. There are too many Vowelrine battles and quests. Can't we hunt some other monster?

- It's not they are hard or anything but there are quite a few. from the top of my head:
1. Too many vowelrines, clear them when first arriving to Zeroth
2. Get x vowels in Zeroth
3. Get y vowels in Origami
4. Kill vowelrines for Tarrasque
... is there a fifth? Maybe not, I forgot.

6. The Tarrasque quests don't trigger in time.

- the Sly fisherman questline + chained quests for befrending the tarrasque have odd level requirements. First one (no combat in there) is lvl 20 and is opened after Steam Flats are unlocked. Then the following quests (level 14 requirement) are opened.
- However once the players get the "Go to steam flats, kill paper knight" main quest - are they really going to abandon it to explore these side quests? Nope.
- This causes an inconsistency where the GM summons the Tarrasque (after GM combat) and it refuses to attack "Me kill friends? I'll bite you instead!" - when the players and the Tarrasque haven't even become friends yet.

I assume this has ordered like this so the Volcanic Rock wouldn't be available too soon, but it breaks the narrative quite a bit.

7. Make combat faster.

- The combat is much slower than in KoPaP1 - and that's why I love that game; zap-zap-pow-your turn again.
- If you reduced the delay between frames by "mere" 30% it would be much faster and more enjoyable. There are times I go to make coffee if I get waylaid by 7 rat traps and it takes ages for the mobs to cycle through to my turn.

Thanx. :)
 
Guys, you absolutely messed up with the Delevel Debuff, and need to fix it ASAP. Or remove it.

I was fighting some Pestering Jesters on Expandria Castle and, for some odd reason, killing them while deleveled massively increases their exp given, and gave me like 20k Exp.

That's a really exploitable Issue and, while I believe it's extremely unfair, it's no the reason I came to post this.

The reason is that, If you save and quit on battle while one of your characters is deleveled, that character will be permanently deleveled. So... my Level 31 Knight ended up being stuck on Level -269, dealing only 1-1 damage and having 1001 HP only because of the Armor that gives 1000 HP.

Even after going into battle with the deleveled character, it doesn't reset back to what it once was. Resetting on Tavern doesn't reset the stats and, rather than spending gold, it costs negative gold. So yeah, every time I reset the character, it's giving me 6975 Gold.
 
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1. Drop Greater Doppelganger from the Bestiary.
Yep. Will do.

2. Auto-remove poison via Mana replenish.
Makes excellent sense!

3. Food was buffed so high (and later nerfed a bit) that any food crafting is unnecessary.
Yeah, this one is a bit bigger. We're working on something tho, but it will come later.

4. Scripting issue - the Nameless Horror DLC questline skips to a random location.
Added to backlog. More narrative wonkyness then a bug tho.

5. There are too many Vowelrine battles and quests. Can't we hunt some other monster?
We'll consider it, but not with very high priority.

6. The Tarrasque quests don't trigger in time.
This is a borderline bug. Added to the backlog.

7. Make combat faster.
Fully agree, we'll experiment with this right away!

Thanks, great list!

/Nisshagen
 
If you save and quit on battle while one of your characters is deleveled, that character will be permanently deleveled.

GG Well played!
Sorry, this issue is both horrible and hilarious at the same time. Many thanks for letting us know about this one, we didn't know that the effects were so wierd and BIG.

/Nisshagen
 
Restore iCloud save isn't working... After my char got lv -138, i tried to delete my App and download it again.
Now i can't restore my game, didn't appear any save conflict, and i only lost my save.
Dammit, i really loved this game, but i'll not start at the begin again. This bugs is annoying.
 
Currently started NG+5 for knights of pen and paper 2. The game is still pretty easy despite everything being level 150+ in my opinion. I am using a god team so that's probably why :p The issue is the skills. After getting 1 or 2 skills to 24 there isn't any point getting more skill points. Maybe the cap could be raised by 3 everytime NG+ is triggered? And I realised that NG+ can be triggered as soon as you turn the lever to OFF while up in the labarotory. Meaning you don't have to get the replica item and then fight the Paper gang a second time or the dungeon master. Also this may sound stupid but could we get a sandbox mode? I love testing abilities on certain enemies to see what works but it's hard when I have to travel everywhere and farm items and stuff etc etc. Thanks for such an amazing game, I played part 1 until my team was level 200+ and I plan to go even further now with this game since the NG+ update
 
Restore iCloud save isn't working... After my char got lv -138, i tried to delete my App and download it again.
Now i can't restore my game, didn't appear any save conflict, and i only lost my save.
Dammit, i really loved this game, but i'll not start at the begin again. This bugs is annoying.

I don't think this game saves data to iCloud because this game is NOT listed in [Settings -> General -> Storage & iCloud Usage -> Manage Storage -> DOCUMENTS & DATA]. So your data would be gone once you deleted the app. AFAIK this game doesn't have cloud save / save data transfer feature on mobile platform.
 
I don't think this game saves data to iCloud because this game is NOT listed in [Settings -> General -> Storage & iCloud Usage -> Manage Storage -> DOCUMENTS & DATA]. So your data would be gone once you deleted the app. AFAIK this game doesn't have cloud save / save data transfer feature on mobile platform.
But sometimes when i'm playing it shows "save conflict" and i need to choose betewen local storage or cloud storage.
 
But sometimes when i'm playing it shows "save conflict" and i need to choose betewen local storage or cloud storage.

If iOS version has the feature that's good news for me because I quit playing due to lack of the feature and I check every update about cloud save feature. The problem is "sometimes". I mean nobody can tell how to make it work for sure.
 
I suppose this is the correct place for this.

I just recently started playing and noticed that some percent bonuses don't seem to work properly. Among others, the Table Hockey sport game seems to be the easiest to test and recreate. After upgrading to the table, fights yield one extra gold piece for me (I'm earning about 300 average since I'm pretty new) instead of the 5% it should (15 in the case of 300).

I've fought battles with and without the table to make sure the gold isn't included in the base amount or not shown in the bonus but actually applied correctly. It definitely isn't.

I imagine this is an issue with the remnants of the previous version in which many values were lower, so the 5% increase is actually affecting the *base* gold value (from what I've read, it was 1/10 or 1/20 of what it is now, so those same battles would have yielded 15-30 gold).

I'm not sure what else is affected, since I never played the previous version and don't know what was "inflated." I assume things like the wallet need to be fixed and possibly health and mana percentage, as opposed to flat values, might need to be looked at as well.
 
Some special dungeon events and rooms could be leveled a bit better. For example, when I come across a gold stash, it's the same amount with a level 5 party as it is for level 25. As for the colored stones (gargoyle eyes, shimmering stone in a crack, etc.), they're blue or red stones (+100 mana/health) when my characters are currently wearing 40x better items. Since there are leveled versions of the stones (cobalt gemstone, ruby, etc.), why not use those? The 4 pedestal occurrence also always seems to have the same low loot pool also, but I haven't seen that one enough times to make a solid assessment.

I don't expect everything to be an upgrade, if course, but leveled events and drops in dungeons would make the experience slightly better, especially the daily dungeon.

Edit: Right after writing this, I came across treasure that looked too good to be true. All the negative possibilities (illusion, mimic, etc.) are significantly higher chance than actual treasure, but when I finally got it... it was lettuce, as it has always been since level 1. Very disappointing and anticlimactic.
 
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Hi,

I'm not sure if anyone else encountered this, but I lost all equipment for every unit I have (all 10 characters).

Is this a known bug with the new update? I tested it out by equipping a rock from the stash, leaving the game, then loading it again. The unit still had the rock, but none of the lost equipment.

I have already submitted a ticket in the support system (#121213).

No one else with this issue?
 

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One more report here
https://forum.paradoxplaza.com/foru...ve-more-or-less-ruined-by-tavern-bug.1042912/
If this is a new bug, will need a code fix I'm afraid!

Thank you for the response! The thread you linked to definitely describes my same exact issue. I lost all my equipment after visiting the tavern.

I received the 99999 gold, but every character had a full plate of tanking (with special craft attributes), a shield of tanking (with special craft attributes), and a bunch of great trinkets that significantly helped my entire party. Now, I cannot even beat the next quest because all my units have no equipment.

Is there any progress on resolving this? Is it even possible to regain all my items?
 
Now that I've sat down and made a forum account, I've got some ideas for what could be improved. I'll try ro keep them to smaller tweaks for this thread and post the bigger ideas elsewhere.

Improving the speed of traveling in the overworld and in dungeons would be fantastic. Mainly I'd be happy to see dungeons sped up. I scour the rooms, so there's LOTS of backtracking. Given that the same room gets redrawn over and over, and that I have to tap each individual room, it adds up and was making my 6 floor daily dungeon take a good bit of time.
Even just allowing bouncing between completed rooms so we aren't having to revisit every empty room in between would dramatically speed things up.

I'd love to be able to sell/trash blue items. I don't need the 40 armor jumpsuit when I've got 7 +5 stun armor of dps and such.

(Though being able to FUSE blue items in new game and amplify their effects would be beautiful as a future idea.)

Changing some + spell damage from a set number to a % would salvage magic in later NG+ runs.

Like others have said, NG+ raising the skill cap would be a blessing.

Another interesting idea for NG+ would be upping the cap on enchantments. (Granted, bigger idea but relevant) is love to be able to expand on my +5 Stun Mace of Healing.

Magic items, the weapons and armor with a * would benefit from enchanting improving their "magic" bonuses along with the standard stat buffs like their normal counterparts.

Fixing the +%xp/gold stuff would make my year. Had everyone equipped with 3 +5% gold trinkets each and got barely any sort of bonus gold.

Being able to enchant a charm after having enchanted something would be nice, (unless I missed something). I've suffered enchanters remorse several times.

And this one is a bigger idea, but I don't know where better to suggest it.
A reward for obsessive collectors like me when it comes to all 7 charms. Maybe a way to fuse/exchange all 7 for a "super charm" or trinket. Something like giving a bonus to resistance rolls against all effects?

Well, that's really all I can think of for now.