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For the missing rewards button the same thing happened to me and I also thought it was broken, but after playing the later scenarios I think that for scenario 1 there is not supposed to be a reward button. I think that's the case because I've seen the reward button generally behave like this:
(continued...) 1/3
1.Shows up as available to push as soon as you reveal the last area or complete the last special objective, but it does not wait for all monsters to be killed. So for scenario 1 if there was scenario reward it would show up from the start as all areas are already revealed and there are no special objectives.
2. Also the scenario reward button only seems to do this after you push it:
A. Drops a scenario reward card/tile for each player that they can drag onto their character sheet to receive the gold and/or XP for that scenario.
B. Drops any special rewards explicitly (usually items) listed in the reward header in the scenario book/map.
The scenario reward button by design doesn't update the map with unlocked scenario stickers (you have to do that yourself). It also does not update your deck with new cards (such as replacing A with B cards or later replacing level 1 cards, etc. That is also up to the user.
Since Scenario 1 doesn't have any of gold, XP, or item rewards the button wouldn't do anything. Also since we are responsible for making changes to the map and character activity decks ourselves there really isn't a need for a Scenario 1 reward button.
It would be nice if there was reward button that just displayed a message that said something like "There are no rewards for this scenario, you can now read the setup for Scenario 2 in the Learn to Play book, and add the Scenario 2 sticker to the map yourself."
I'm on scenario 1 and I've killed the enemies and placed them in the graveyard, however, the reward button is not activating for me so I'm not sure how to get B cards for scenario 2.
can someone help me figure out what im screwing up?
Simply put, the tracker checks all "initiative slots" (player and monsters) and doesn't care which card goes where. Instead it checks the description of the card meaning if the Hatchet card is in a monster slot, the tracker will still see it.
The problem is that some cards have no description. I identified two Hatchet cards, which didn't work, but right clicking them and writing Hatchet in the description field at the bottom fixed both. Obviously it's needed to click refresh tracker to get it to read the fixed cards once fixed.
While I haven't tested this, I find it highly likely that all cards can be fixed by copy pasting descriptions from working cards. I do not plan to commit the time needed to make a complete fix for this and publish it, so if anybody else will, then feel free to go ahead.
Thanks
One issue I found id that whenever a 'Poison' status is applied to a standee it starts to act funny when picked up - it keeps gaining altitude as long as left mouse button is pressed, it is really hard to move poisoned standees as they fly around like crazy.
One other issue you might be able to help me with. My scenario 3 board is all yellow and when it first loaded it wasnt. Its like the skin for it dissappeared do you know anyway to reload the skins for the mods? I have tried everything.
As for your other question, I am not quite sure what you mean. If you are referencing the fact that you can't see the cards of the others player positions, then all you will have to do is change your seat to "Black." This can be done by right-clicking your name in the upper right of the screen and choosing the black circle from the center of the screen. This is Gamemaster mode and will allow you to see all four positions. Otherwise, help me understand what's going on better and I am happy to try and help.
Some questions thought: I recently started playing the physical version, but due to covid i'll have to continue the game from a distance and thought i'd give this a go, while my friends play on the physical board, and me on TTS.
When I setup the game (in singleplayer) i can only seem to play as Red Guard, would it work better in hotseat mode?
Also, is there any real problem with manually setting up the character sheets from 4 scenarios in, picking up where i left off from the physical version?
and then try to load the mod again.
The bug - in scenario 22, with the buffed golem, if we save the game and then load it again, the golem gets his regular max HP instead of the special scenario HP.
The question - do the level 5 minis exist in this mod? and if not, can someone point us in the direction of another mod that has them so that we'll import them over?