Gloomhaven

Gloomhaven

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vybes Jul 21, 2019 @ 3:23pm
Add a Game Log please
Could really use a Log of all the actions taken to the characters for each action. Move, Attack, status effects, elements in the air. Would really appreciate seeing this in the game, at least a summary of the current round would be amazing.
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Showing 1-15 of 20 comments
Hal8000 Jul 21, 2019 @ 10:42pm 
Elements are shown on the middle right, but the game needs to do a better job showing and explaining status effects, which cards are discarded/lost/active/chosen, etc.

Most importantly the combat modifier deck, which I didn't even see in my play through. I want to see a clear and concise breakdown of what modifier card was drawn, how it's modifying the base damage, and the total result before it's just magically applied to my character with lightning speed.
Last edited by Hal8000; Jul 21, 2019 @ 10:42pm
vybes Jul 22, 2019 @ 11:38am 
Originally posted by Halcyon:
Elements are shown on the middle right, but the game needs to do a better job showing and explaining status effects, which cards are discarded/lost/active/chosen, etc.

Most importantly the combat modifier deck, which I didn't even see in my play through. I want to see a clear and concise breakdown of what modifier card was drawn, how it's modifying the base damage, and the total result before it's just magically applied to my character with lightning speed.

Yes I agree with you and your point touches on my point. I think the game is pretty clear if you're staring at the screen and have all of the action locations memorized. But for example, if you're not aware of who is using or consuming an Element, after the turns take place I tend to only see the result of the last action taken, and my tactical board game brain wants to be able to review what happened as well as have more clarity of what happened.

Seeing a Summary that looks and states "Night Demon Consumes Night Element to boost Attack 2 by 2, rolls *2 multiplier on Brute for 8 damage, Brute Shields 1, Brings up new Night Element" is what I'm referring too.

Regarding the Combat Modifier Deck, It's not clear to me when this even gets reshuffled. And if we are adding bonus's in the future like the 3 Arrows character refreshing tapped Item combat modifier, is it just out of the blue going to refresh a random item? Or (as I would expect) the game would slow down and give me the choice of what Item will be refreshed? If I draw a +1 target card, the game will let me choose the new valid target right? So why not slow it down and log what exactly happened throughout the whole experience?

I think it's also important to display why a monster stands still and does nothing on their turn, or that a Ranged Monster is shooting at a disadvantage and what the other rolls where in the combat modifier that was skipped. It's exhilarating to see your tactical disadvantage benefit you by discarding a *2 for a -1 for example, logging that information or making it clear/not as fast would be more intuitive for the player!

This game has a lot of information and status's in the game. Makes sense to keep track of every little step that happened.
Last edited by vybes; Jul 22, 2019 @ 2:53pm
pseudosphere Jul 22, 2019 @ 12:00pm 
A game log would certainly be helpful if you happen to not pay attention. Usually it's possible to figure out, but in others, it's not. For example, if I don't catch the attack modifier, how can I go back and tell if my attack 2 dealt 0 damage because of a -2 modifier or a critical miss? This makes a difference in the future because it determines whether the modifier deck gets reshuffled, but if I miss the modifier (which is pretty hard to tell sometimes), I can't go back to see what happened.
Neithyn Jul 22, 2019 @ 12:16pm 
Originally posted by deepvybes:
Regarding the Combat Modifier Deck, It's not clear to me when this even gets reshuffled. And if we are adding bonus's in the future like the Quartermaster's refresh tapped Item combat modifier, is it just out of the blue going to refresh a random item? Or (as I would expect) the game would slow down and give me the choice of what Item will be refreshed? If I draw a +1 target card, the game will let me choose the new valid target right? So why not slow it down and log what exactly happened throughout the whole experience
Please refer to locked characters by their symbol name (3 spears or arrows in this case). So much fun of this game lies with discovery.
vybes Jul 22, 2019 @ 3:02pm 
Originally posted by pseudosphere:
A game log would certainly be helpful if you happen to not pay attention. Usually it's possible to figure out, but in others, it's not. For example, if I don't catch the attack modifier, how can I go back and tell if my attack 2 dealt 0 damage because of a -2 modifier or a critical miss? This makes a difference in the future because it determines whether the modifier deck gets reshuffled, but if I miss the modifier (which is pretty hard to tell sometimes), I can't go back to see what happened.

The attack Modifier shows up right next to the damage you do very briefly, then applies it to the damage. So if you see a *2 it will multiply the attack by 2. If you see *0 it will multiply the attack by 0. It's super quick and like i said earlier, you don't see your advantage or disadvantage rolls that were not selected in this process, only the selected result. It's possible that you could see those rolls, but it resolves so quickly.

The Two Swords crossing on the left by your character cards shows which modifiers are remaining when you roll over (and what have been used by being missing / greyed out). But again it's not clear when you need to reshuffle this deck at all. The *2 multipliers can be blesses or can be your natural *2 card, only the natural *2 card causes the reshuffle in the board game. Does that also happen in this game?

Originally posted by Neithyn:
Originally posted by deepvybes:
Regarding the Combat Modifier Deck, It's not clear to me when this even gets reshuffled. And if we are adding bonus's in the future like the 3 Arrows character refresh tapped Item combat modifier, is it just out of the blue going to refresh a random item? Or (as I would expect) the game would slow down and give me the choice of what Item will be refreshed? If I draw a +1 target card, the game will let me choose the new valid target right? So why not slow it down and log what exactly happened throughout the whole experience
Please refer to locked characters by their symbol name (3 spears or arrows in this case). So much fun of this game lies with discovery.

Oops! I just updated it (figured it was a good example but that's a good point too!)
mestiarcanus Jul 22, 2019 @ 3:09pm 
I'd love to see this implemented as it'd also help us as players better identify if we forgot something or if there actually is a bug for us to report especially how quickly some of the actions resolve.
Perkus Jul 22, 2019 @ 3:26pm 
I would love to see a detailed log like this available. It should be in an optional window, so you don't have to have it up if you don't want to.
vybes Jul 22, 2019 @ 7:34pm 
Originally posted by Perkus:
I would love to see a detailed log like this available. It should be in an optional window, so you don't have to have it up if you don't want to.

That's a great idea
vybes Jul 23, 2019 @ 9:09am 
A few more Items for the Log;
- Summary of How much total XP & Gold was earned during the match.
- How many Rooms are remaining/in total/connected to your current room. (I know this is silly but I didn't notice a door because of my Camera and felt cheated because there's no UI indicating rooms left)
- Enemy Base Stats, this is something that's only shown when the creatures cards are out. But some basic general information should be available before their cards are shown like their attack power.
- Do the Enemy Cards need to be reshuffled? would like to know this too
- Who the enemy is targeting. With the boardgame it's easy to follow because you're determining it while playing. Would be good to know the rules as to why an enemy moves to a specific location and attacks who they do. If it's random thats still good to know.
- General notes like: this creature was just summoned it will not move this turn or drop gold when killed.

One other Big note: If Initiatives are tied, should be given the choice of who goes first. You should be able to select anyone with the initiative out of the tie to go first. This includes the enemies, as you can choose to go after the enemy in the board game if tied. Right now you cannot select anyone / an enemy. And whoever you selected the cards with first will go first I believe.
pseudosphere Jul 23, 2019 @ 1:27pm 
Originally posted by deepvybes:
One other Big note: If Initiatives are tied, should be given the choice of who goes first. You should be able to select anyone with the initiative out of the tie to go first. This includes the enemies, as you can choose to go after the enemy in the board game if tied. Right now you cannot select anyone / an enemy. And whoever you selected the cards with first will go first I believe.

I don't think what you're saying is correct. The board game rules are that if leading initiatives are tied, the tiebreakers are:
1) the initiative of the non-leading card for players
2) in the unlikely event that two or more players have the same initiatives on both the leading AND non-leading cards, then players may decide the order amongst themselves
3) players always go before monsters in the case of a tie
4) if there is a tie among monsters, then players decide which monster type goes first (note that in the PC version, elite and normal monsters are listed separately in the initiative order at the top of the screen, but they're really the same monster type and elites always go before normal monsters)
vybes Jul 23, 2019 @ 4:06pm 
Originally posted by pseudosphere:
Originally posted by deepvybes:
One other Big note: If Initiatives are tied, should be given the choice of who goes first. You should be able to select anyone with the initiative out of the tie to go first. This includes the enemies, as you can choose to go after the enemy in the board game if tied. Right now you cannot select anyone / an enemy. And whoever you selected the cards with first will go first I believe.

I don't think what you're saying is correct. The board game rules are that if leading initiatives are tied, the tiebreakers are:
1) the initiative of the non-leading card for players
2) in the unlikely event that two or more players have the same initiatives on both the leading AND non-leading cards, then players may decide the order amongst themselves
3) players always go before monsters in the case of a tie
4) if there is a tie among monsters, then players decide which monster type goes first (note that in the PC version, elite and normal monsters are listed separately in the initiative order at the top of the screen, but they're really the same monster type and elites always go before normal monsters)

Hmm okay that's news to me but I'll accept it as truth. I had no clue the leading cards helped determine who goes first. Maybe it was a version 1 rule that was updated in version 2? Because your point 2 is what I thought the rule was entirely. Also thought the players could choose who goes first entirely as well. Maybe the monster rule fueled my confusion.

If anything, a Log explaining the order would be nice ;) but this is super helpful and appreciate your details on this when I go back to the board game as well.
pseudosphere Jul 23, 2019 @ 4:17pm 
No worries. It turns out that playing the PC game helped me figure out some rules we had wrong in our board game group, too. I'd think it was a bug and go to the rulebook to confirm and find out that we were doing it incorrectly all along :p
SunriseEagle Jul 23, 2019 @ 4:29pm 
Originally posted by deepvybes:
- Enemy Base Stats, this is something that's only shown when the creatures cards are out. But some basic general information should be available before their cards are shown like their attack power.
You can hover your mouse over the enemy on the "board" to see that information.
Last edited by SunriseEagle; Jul 23, 2019 @ 4:30pm
vybes Jul 23, 2019 @ 4:47pm 
Originally posted by pseudosphere:
No worries. It turns out that playing the PC game helped me figure out some rules we had wrong in our board game group, too. I'd think it was a bug and go to the rulebook to confirm and find out that we were doing it incorrectly all along :p

I agree the PC version is helping me understand the rules better too!

Originally posted by Shide no Tori 死出の鳥:
Originally posted by deepvybes:
- Enemy Base Stats, this is something that's only shown when the creatures cards are out. But some basic general information should be available before their cards are shown like their attack power.
You can hover your mouse over the enemy on the "board" to see that information.

This is only the case after they draw their card. You can only see their Health and Innate specs before they have their cards. I think for new players or especially new monsters, knowing their movement, range & attack is key to planning your moves.
SunriseEagle Jul 24, 2019 @ 4:32am 
Originally posted by deepvybes:
This is only the case after they draw their card. You can only see their Health and Innate specs before they have their cards. I think for new players or especially new monsters, knowing their movement, range & attack is key to planning your moves.

The base stats, as in unmodified by the attack card they will draw, can be seen at any time even while you're picking your cards. As I said, just hover your mouse over the enemy on the board as in the actual figure not the portrait at the top. It displays their base attack, base movement, base range and which attack modifiers they have left. It also displays their standee number, so you know in which order they make their turn (can also be seen using tab).
Last edited by SunriseEagle; Jul 24, 2019 @ 4:32am
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Date Posted: Jul 21, 2019 @ 3:23pm
Posts: 20