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Source that he requested that? Does not sound right, as in the second edition of the board game this mechanic is still there, and he controlls what is in and what not.
Between my own solo digital games and real-world games with two of my friends, we rarely have the opportunity to spare turns for looting. What you call OP seems kind of necessary to us. In my tabletop group, we got so frustrated with rarely being able to loot that we decided to split whatever gold remains at scenario completion based on who's got enough moves to loot when the scenario objective isn't to GTFO before the dungeon falls down or getting overwhelmed by spawners. After all, there is logical no reason not to loot to exhaustion when there are no threats left and no scenario requirement to get to a specific place before exhaustion.
It is in the game as an optional rule. You pick when you start a campaign.
Daniel.
Oh I was referring to Enchantments. You can have permanent enchantments or not.
Daniel.
It's mentioned in this video.
https://youtu.be/lFfO1jxdkPw
The only reason enhancements are permanent is because you can't remove stickers without damaging the cards. Digital didn't have that problem, and implemented the system in the way it was originally conceived.
They sad they did not allowed to sell the items is because at this time they did not allowed the option to make the enchants perma...
As this is already some time now an option, this infos about the argument is obsolete as now you can have perma enchants and so NOW it need to be able to sell items.
If the devs dont want to do it, is there a mod which does it? Without this feature the game is completly broken for some part of the boardgame players.
Ah and not 1 word that isacc requested the remove of this feature in the video. So still no source for this -> Isaac requested
The real answer is that their product management team (if they even have one) simply sucks, and do not care about users who want to play with rules true to the original boardgame.
And frankly it doesn't matter whether Isaac suggested this change in behavior or not (if at all he suggested it), because users like me are simply looking for the original board game experience that made it a hit, as opposed to an altered experience. (Game developers may not always fully understand why their game clicked with some people, as can been seen by the number of sequels of popular games that fail).
My party doesn't like the current one-off tactical scenario battler feel of the digital version as a result of the change in permanent enhancement behavior. Our group wasn't playing Gloomhaven for its challenge, because it wasn't all that difficult in the first place for our group of overachievers. What we liked instead was playing a strategic/tactical battler with a really good sense of progression of becoming more powerful over time, similar to an RPG. That feeling is no longer there after the change in behavior in digital, even with the permanent enhancements mode turned ON.
There's a whole campaign - Guildmaster - with no retirement, and the ability to completely respec the character, including changing enhancements. You should be playing that.