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You make a good point, I'll update the mod to put out both the standee and 3D model versions of each and let the player pick which one they want. I'll update the mode presently.
Additionally: If we set the color of this miniature to the player color: does it change the color of the base or does it change the whole miniature color? Because we always set the standee color to the player color, to make it easier to find them on the board, but changing the color of miniatures usually makes them look really ugly and it is not even the color of the player but a muddied greyish dark tone of it. Changing colors of standees only changes the color of the base and keeps the art of the picture untouched.
I think you are correct, I believe if you have a good internet connection when you launch TTS it will update all of the mods to current versions. Maybe there are people who have a saved copy of the mod that they updated and were using that copy rather than the live version. That or maybe there was a network issue or the computer was offline and it didn't update the mod when starting TTS?
If you don't have a cached version of the file then TTS will download the asset from Steam, maybe if there was networking problems or a minor outage at the time then this could also happen with the current version of the mod.
I'm glad that the mod isn't broken but let me know if you find anything else.
I don't know what's happened but today it's work without problem. Yesterday me and two of my friends try to create and had same problem.
But anyway thank you!
I'll let you know more detailed info if this problem will happen again :)
Also how we can upload the last version of mod? I was thinking steam update it automatically if you follow it.
I loaded up the mod and configured TTS to always download everything. (Not use cached files.) I opened up every box and episode and did not find any that had missing tokens or assets at all.
Can you make sure that you are using the latest copy of the mod? Also if you can give me the name of one of the episodes you get this problem with? I'll do some research on my side, there may be some TTS related issues for certain types of OS/hardware combinations maybe?
Thank you for catching the typo in the description. I've updated it now so that it is, hopefully, correct.
That situation with the episode deck is a tricky one to handle with the way things are currently set up.
If you deploy the elder one first, which also puts out a mythos deck, and the episode second, then the mythos deck from the episode combines with the elder one deck.
The guid of the episode mythos deck is gone now and the recall function of the episode can't find it anymore to return it.
To pull out cards from the combined deck I need to know the guids of each card and then scan the deck to pull them out individually.
That can be done but would take a good bit of re-architecting.
That being said, this mod is awesome, And with minis in 3D at that! Incredible.
I can't imagine how many hours you must have spend when you were crafting it.
Thank you for your time, and thank you for sharing!
Thank you. Also, we had this issue the other day: I placed S01E05 on the table. Then we wanted to change to S01E04 so I recalled E05 and placed E04. Then we started to play and when we were at the Mythos deck part of the game when I fetched the card it was still from S05. We got confused for a little while then had to reload the mod and started from scratch. FYI.
Thanks for adding some protection for the investigator boards and everything else.
You are a treasure, thank you again!
I've bought all of the gameplay stuff from the latest kickstarter. I'll get it all scanned and added whenever it ends up shipping.
Do you have plans to also incorporate Seasons 5 & 6?
I've added some protection to the Investigator boards and standees from being deleted by the player.
It turns out that the onObjectDestroy/onDestroy event handlers are too late in the process and won't work to prevent the deletion. But checking the action type in onPlayerAction will allow me to prevent deletion on objects that have certain tags.
Intercepting the onObjectDestrioy() and stopping it for certain items should be a fairly straightforward route. I'd likely tag the items that I wouldn't want a user to accidentally delete and then check if the object had the tag or not in the destroy call. There are a lot of parts in this mod in many different areas, for now I'll target the investigator boards/standees since these are basically singletons at the moment. If this works and there are more parts to protect then I can add those as well.
I understand, so afaiu it's a core mechanic of TTS. There's an event called onObjectDestroy which might be useful. You could get the object info before it's destroyed and put it back to it's original place. In case it does not already exist there or somewhere else (cloned).
This is a hard one for the mod. The components that you pull out and use and the only ones on the table so if they get deleted then there isn't a lot to do. I would have expected rewinding time to have fixed that if done soon enough but I've not actually tried that myself.
Let me think if there is anything I can do to at least keep a backup of the player boards somewhere.
I've tried to reproduce the Relic/Insanity issue that you reported but this isn't happening on my side. I load up the mod and click the buttons and all four are working. Is this still happening on your side? What steps are you taking so I can try the same on my side.
I've updated the fire tokens from S02E02 to match the artwork used in the rest of the mod. A while ago when I updated the artwork I overlooked these 11 tokens.
On my side when I've needed to use a combined pool of fire tokens I've just pulled tokens from one bag when needed until it was empty and then pulled from the second, there wasn't any difference that having them in a single bag.
I can add a script to put a button in, though, if this would improve the mod for you. Is this something that you would like? A button could take all of the items from one bag and put them into the second.
I agree that this would be annoying.
I've put together a fix for this but am running into a Steam error when uploading the change to the workshop. I'll try again later on when this issue gets resolved to publish the changes.
An easy fix could be to first check whether there is already a card lying there?
I've got the files prepared and ready for you. I've sent you a Steam friend request and can provide additional details through that format.
Amazing thanks.
Give about a day to pull together files and I'll send you a link.
I have the models, textures and normal maps from before baking then into a unity asset bundle.
I don't know how easy it is to extract the model data from the asset bundle, if you want to go that route then that is fine.
But if youd like I can share the model data.
I've pushed an update to the mod that should hopefully improve the Relic/Insanity card clipping into the playmat. It was a quick thing to change so I've done that, let me know if it is still a problem.
The auto-shuffle business will take a bit more work to address. Right now it is just a dumb zone that will reshuffle if anything enters the zone. Simple but no longer good enough. The next simplest method is a button and this may be the way I'll go as it'll greatly simplify the code. (Versus keeping track of the deck guid and shuffling the deck at pre-determined times.)
The deploy of the Unknown Monsters is the biggest set of work to accomplish. It is currently not sensitive to the already included monsters, I'm relying on the players to decide to use or not use a random draw than to try and track all deployed monster types. I'll need to think about this last request a bit to see what can be done cleanly.
I don't think I have the base files for most of the game minus the most recent updates. However you, or anyone, can download all of the assets from the mod using the "TTS Mod Backup" tool. It is on Nexus, It needs .NET 5 but it works well once installed. It will let you back up all assets for any mod into a compressed file that you can then extract and then look through to get all of the tile files.
The resolution and quality of the original tiles is lower compared to the most recent updates though. I tried to be more economical with file size in the beginning considering the tiles are just small pieces in TTS. But with internet access speeds increasing over time I did do slightly higher resolution files in the latest release.
I've made a small tweak to the mod to get the Mythos and Discovery decks to more reliably auto-shuffle.
I have not added in adding the Animal Allies to the Relic deck yet, it is still on my todo list.
In addition to adding in the relic cards I want to also pull out the standees and likely even the relic card sized reference cards so the player can pull them when or if they need. The space in that area of the table is already very crowded and I need to run some tests on how to add these in without cluttering things too much and also making it obvious to the player that they can do this.
Although the Animal Allies is intended to be in the relic pool a particular player or group may not want to add them in. I'm looking for this expansion to be an opt-in expansion but I'm open changing that if enough people want the Animal Allies in always.