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If you can help point me in the right direction I would be willing to migrate the scripts. There is a guy who updated Envelope X with the latest 2022 changes . So far I can migrate the summons but the summoned figures have the old stats. When I try to update them the changes don't save.
Yes, this is unfortunately bugged in version 1.2 and is fixed in the next release. You can still setup the solo scenario from the game setup menu. Scroll down till the end after clicking "Sync Scenarios" to find the unlocked solo scenarios.
We are currently working on adding some missing things required for better custom content support. I think we're almost done, but you never know what other crazy custom content shows up. XD
Yes, this is part of the next version.
If you want, you can try out the beta for it: https://steamcommunity.com/sharedfiles/filedetails/?id=2823748616
But be aware that custom content currently won't work with it.
I agree, that too much scripting can get in the way. This is always the trade-off betwenn having a script to help for the most common cases, while maybe limiting customization on the way. We strive to make both possible, by offering ways to more easily add custom stuff the mod while still benefitting from the script. We're not there yet and some things are just hard to customize, but this will definitively improve over time.
Also, we were using the previous system to make custom models. By simply editing the mesh of let's say... Brute, to that of a bandit. And then using a custom image for its visual - stupid, but it worked. With the new (And amazing, obviously) Custom AssetBundle, we haven't quite figured out how to do that. Heh.
It's a specific thing, I suppose. Obviously there's a lot of great changes, but it reminds me of some of the KDM Scripting stuff that happened - it feels like too much automation sometimes gets in the way. Thank you for the patch!
If you happen to know how we might insert custom models associated with classes (if it's not like, way too much work to explain), we'd appreciate it. Also, I'm curious, what're the advantages of the current bundle system over the old?
In terms of custom things - while we haven't done them, an example could be.. perhaps we want to add some extra 'perks' to the deck. An extra custom card, or an adjusted modifier deck. Previously these would be bundled together with no alternations made on unpacking, but now things are popped out and moved, making it a little annoying.
Obviously any custom summon tokens or whatever just doesn't get saved.
All of these things make it a little frustrating - but what we're also doing is running more than four players on Gloom. Not at once, obviously. But we're cycling players, which means packing things up and storing them to the side is important. Again, as you said, there's a work around. But the current system is definitely inferior to the previous!
And as I said, it's not like it's our intention to prevent that kind of customization. We strive to make everything that is automated, customizable, so that you can get the benefits of it while making the game you want. We'll make it respect custom stuff more easily in future version.
Out of curiosity: What kind of customization are we talking about here? E.g. what did you change, that should still work?
If the packing behavior is really all that's stopping you from using the mod, I made a small patch: https://steamcommunity.com/sharedfiles/filedetails/?id=2805867168
This will change the behavior back to one from the FS mod, with all it's benefits/problems.
We are aiming to support more and more customization to many part of the mod, which should make it easier to integrate things like the custom summon figures without the need to deep dive into the mod and see how everything works (because that can change at any time). But that takes time, as the base from FS is not at all helpful in that regard...
The feedback about the pack up routine is noted, though and this will definitely be improved in the future.
It's definitely not optimal and there should be more fallbacks or at least notifications for things that will be deleted, you're right.
Case in point: Player puts their Personal Goal into the character box, then repacks, it stays. That's great. But unpacking after that will silently drop the Personal Goal *back into the stack*. It doesn't alert you. If someone hasn't memorized their goal, this behavior is literally one of the worst, most game-ruining things it could do.
My players like to use custom standees for things like summons, which this system fails utterly - since anything the system doesn't recognize is deleted without a trace.
I can deal with the fact that I have to modify the box to change the less-than-enjoyable new standees, but I have no idea why there's no fallback system here that dumps anything it doesn't recognize into the new box. Not even sure why it needs a new box & deletes the old one to begin with.
Sorry for such a dumb question, but are there any pointers on how to get the game started fresh with this mod? Thanks.
No, not yet unfortunately. And it's not really easy to do on the users' end as there's lots of scripting currently tied to 4 players. We are planning to do 5 player support in the future.
As for the scenario list, we hadn’t planned on changing that, as we deemed the scenario names to not be spoilers, although will try to bear this in mind. Don’t forget you can spawn scenarios from the map by double clicking on the sticker, which doesn’t even need you to open that menu
One request please: In order to avoid spoilers, can we have an option to revert to how Fantasy Setup lays out the map and the monsters?
There are 2 major differences:
1. GE will setup monsters in unrevealed rooms as opposed to Fantasy. Would it be possible to skip setting Monsters in unrevealed rooms if one has opted for Hidden Rooms?
2. Game Setup users Lists of Scenarios which reveals all the scenario names ahead of time. Can this revert to the number slider where just the numbers were present?
Thank you for reading.
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