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Yes, of course, feel free to DM me, and I’ll share the required files with you.
That's okay (I used discussion since the comment section is so limited), I played the Stories expansions manually with my friends, and we have yet to beat the bosses at the final floor. If you're planning to support the setup, that will be great. Otherwise, I can attempt to modify your script (I tried once, but I was missing two requires so I couldn't use external editor like Visual Studio Code, and tne in-game script editor is horrible. Can I DM you about the two requires I'm missing?)
Apologies for the delayed respons, I missed your message.
The Stories expansion provides two additions:
Stories – Adds storylines to the adventure, which is already implemented in this mod.
The Epic Dungeon – This is what you're referring to, but the script setup hasn’t been added to the mod, so this mode isn’t available by script for the game. However, you can still play in this mode by manually configuring the setup, as it seems all the necessary cards are included for that purpose.
I'm glad you liked it! Did you play the update with the tracker that lets you choose the number of dice and skill bonuses, or was it the previous update without the tracker?
I intentionally didn’t add four slots to keep characters closer together, which makes it easier to play in a more compact setup. You can always hold the portion cards in your hand, for example. When my friends and I play, it doesn’t cause any inconvenience, so I’d prefer not to add more slots as I don’t really like how much space it would take up.
Thank you for your additions! We had a session tonight and were impressed with the new features. The Rest command works, hero un/conscious figurines also flip automatically. The bonuses work too when rolling, although we had a debate in some cases (e.g. +1 str and +1 melee attack using str). If I click melee attack action, it doesn't count the +1 str bonus (expected though). I need to confirm the rules though if the total bonus for melee attack is +2 or just +1.
Another request: could you expand the potion and spell slots? Right now, the potions and spell slots are combined together (only 2 for both of them). I read the FAQ for the potion expansion, we should have two slots each (2 spells and 2 potions, for a total of 4 slots).
Improvement:
- Added action tokens displaying bonus numbers to enhance gameplay clarity and track benefits more intuitively.
- Fixed the issue with drawing a new card from the dungeon deck.
- Removed 2 goblins from the goblin deck according to the rules.
- Fixed the issue where the health marker wasn’t moving to 7 or 8 points.
Thank you to Vaeux for identifying the issues and suggesting a solution.
Thank you so much for the detailed feedback. You’re the first to not only describe the issues but also suggest technical solutions, which I truly appreciate as I’ve just started learning to script for this mod, so it’s entirely possible I’ve missed a few things along the way. :)
Regarding the indexing issue—thank you for catching that! Lua does indeed start indexing at 1, which may have thrown me off. I’ll definitely double-check that.
Great observation about the goblins as well! I appreciate it.
You’re absolutely right about the manual health adjustment not always working. I’ve added a screen-based health adjustment as a temporary solution. I also plan to switch to a token system that can be adjusted by clicking the left or right mouse button, as moving them manually isn’t always the most convenient.
Also noticed some other things:
- There should only be 1 Shooty and 1 Pokey goblin in the base game, but this mod has 2 of each. The correct goblins are shown on page 2 of the rulebook.
- Manually moving the hero health markers doesn't work sometimes (immediately start and try moving Grok's health to 7 or 8). The checkPositions function's rounding method is the cause, I'd replace it with something like this:
return (math.abs(p1[1]-p2[1])+math.abs(p1[3]-p2[3])) < 0.1
(not proper euclidian distance, but good enough)