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by STUVash
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As reported by sinnersinclair and the mentioned FAQs:
-Changed all instances where script was checking if a corridor was reinforced to add Noise marker. Now all noise markers will be added regardless of Corridor Reinforcement. Reinforcement only prevent noise marker being added from Noise Rolls. This includes events, sangrevores move system, xyrian, insider.
-Changed Neoflesh Twitchling Bag Development to add a Twitchling in the Hibernatorium even if unexplored.
Q: Are corridors with Shadow Tokens empty? For the purpose of reinforce card?
A: Yes, and reinforcing the corridor removes all the shadow markers, but does not prevent the placement of new markers.
Q: Do you still place Shadow Tokens (Noise tokens) into Reinforced Corridors after movement?
A: Yes, it is not a noise roll. Reinforced corridors are weaker against Sangrevores.
Is this potentially something that can be fixed to be incorporated into the script, not that there is any issues adding shadow markers manually for the time being
cantila sent me alot of photos that I need to adjust perspective, color correct, and mix.
Once I have enough free time to do all that, I might get started with Carnomorph.
If things go at the same pace as the last 2 weeks.... updating cards would be done in 2 or 3 weeks.
And then I dunno how long I need for Carnomorph.
Cheers bud
I don't know if 2D Sangrevores figures are a thing, I don't think they are, but I still went for the cover box look which is way too big. Most of the time it's not a problem because enemies are locked, noise are placed lowered than enemies and doors are locked too. So most physics interactions between these objects are either skipped or ignored.
I won't change the King 2D Figure, the first one I had was smaller in fact like in the concept art, the updated one was purposefully bigger.
Doors placed with script are offsetted so that they fit right in the middle between Room and Corridor tiles. The snap point I got on the corridors were placed manually on the Corridors.
And if you check a Corridor tile maybe you can see the problem with manual placement. There is a hole. I can't place a snap point manually there.
I can probably have one right where it needs to be using the script but I didn't do that yet. There was already a couple snap points manipulation on the Corridor Tiles using the script but I don't think I ever did that one specifically.
I will write it down for later but taking out those 40 Corridors out is always scary, I'm afraid of losing some snap point and having to redo them all over again.