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Rapporter et oversættelsesproblem
Had a quick ruling question about weaknesses. If any enemy is weak to an attack do you double the damage of each die rolled or just the total damage? Also if any enemy is weak to poison or stone do they get the status condition or is just double damage? I know you aren't the original designer just wasn't sure if this was stated somewhere that I overlooked. Thanks!
I'm aware of your version, but when I saw years back that y'all kept it private, I took the most updated thing I could find throughout space and time, and never thought of asking or pestering anyone for more, so no worries there.
My intention is to keep it functioning in this state, out of my own volition, as a way to mostly keep it alive, not needing to hide it in the shadows, at least in some way to honor how great this creation is and allow more people to experience it.
The models from google docs were taken down, but they we're simple table flair.
Thanks for the heads up, will try and fix it during the week
About the altered status, you are affected by them from the next turn after the combat and so on, but the normal damage is done as always. There is a practical example of this up in the thread.
Also! Do all Poison, Stone, And Curse enemies automatically inflict their ailments? Or do only specific enemies do?
I'll take a look at the meshes and the Nathan thing, but if I remember he is indeed supposed to only have the one
About solo play, I don't think there's additional things you need to do.
It's been a minute since I've played this game.
And thanks for your answers.
Sonic Boots: With a 0 movement roll, you still add the extra movement. Same goes for Winged Boots or anything that affects movement.
Funny you ask about the remake. For the past 2-3 years I've been focused on some other games, and only working on the remake sporadically, but now it's my top priority. I've been working on it every day for a few months, making a lot of progress, and I'm really excited about how it's coming out. It's not just a straight retheme, it will have the same feel and the way the game progresses will be similar, but I made major changes to the movement and combat mechanics. More strategy and control, less frustrating randomness. I don't want to talk too much about how it works just yet, because it's still going to be a while, but I'm looking to have at least a playable demo on TTS in a few months, and when I do I'll make sure to comment here and let you guys know about it.
Thank you for the clarification and, without any intention of being greedy, I'll ask a pair of things I found playing minutes ago.
-About the Pachinko: do you lose every item you bet, or is it only the case when you get two scythes? As a couple of friends and I were 40 minutes re-betting the same item until we got the scythes. xD
-About the sonic boots: do you get the "movement +3" even if your # roll is 0? (I play it as if not, as it says "improves" the movement by 3, so idk).
Oh, and I'm curious about the project of make a new game with the mechanics of NotT. It that still in progress or is going to be discontinued?
I still check the files for this every now and again, still mention it to some close friends. Makes me blissfully happy that you're still around Simon <3
Specially since I wouldn't be able to answer the question about poison, cause it's been a hot minute I've read the rules.
Always 3 markers, never more, no matter what. If you get hit with another poison attack while already poisoned, it doesn't renew the poison, you just ride out the original 3 markers, or however many you have left.
Your example is 100% correct. You take the markers immediately upon being poisoned but it only begins damaging you on your first turn out of that battle, and will continue for the next 3 turns whether you start a new battle or not.
And going to the topic. To clarify everything in one blow:
So you only get three markers regardless of the number of attacks you take?
If you take attacks on two different turns, don't they add more?
I'll ask for this example (yeh, an ultra-specific case), I hope it will clarify everything:
Let's supose I fight a monster that has ATQ 2 and poison.
-I roll my combat dices and get 3 scythes, so I put 3 pison markers and lose 6hp.
-In the next turn, I get one scythe, so I put no aditional markers, but lose 2hp. Poison has no consequences yet.
-In the third turn I kill the monster. In this turn poison has no effect, as the status effects begin on the next turn after the battle ends.
-Then at the end of my next turn, I'm going to take 3 damage and lose a marker. And the next two will be the same, even if I start a new battle.
Does it work like this?
I feel the manual is not much clear about it. But at least, we can hace a consensus.
What do you do with it?
Hmm, so how do i get rid of these shadows? everywhere i look at a piece from its all black. When i originally tried the game back when it was originally up by Simon and the character sprites had their proper colors.
It's a lighting thing. Try looking at the pieces from an angle that isn't some kind of top down, and you'll see that all the black is just the shadows of the pieces.
- In the game configuration disable Mod caching and reload the mod again. It worked for us.
Other one would be reinstalling TTS, because otherwise I don't know what to do, because the mod files are all working perfectly
And the item cards that deal fire damage are the ones that have a Fire icon next to the damage they deal. I can't list every single one of them though.
Also, which Item Cards can deal the necessary fire damage?
"For the Aura Coin, basically you just decide which face is up at any given point. If you ever need to switch it to the other side, it's the same as changing equipment, so out of combat, you can do it freely, but during combat, it costs 2 hearts to flip it, and it just determines if you're using the top or bottom of each of his aura abilities."
Other than that, the rest should be pretty self-explanatory.