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I have not made any plans to work on a mod for TES, I saw talk on Discord a while ago about one in progress and I see that one did get published yesterday to TTS.
I have the physical game at home but haven't been able to get it to the table yet, busy with a backlog of other games and a low amount of daily free time.
I was wondering, are you considering doing a mod for The Elder Scrolls: Betrayal of the Second Era?
(he has approval from CTG)
Are you wanting access to Unbreakable cards to play in the mod or to just look through?
I'm thinking that you are looking for just the cards, if that is the case the tyrant cards are in the tyrant trays in the Trove chest, upper right drawer in the very back and right middle drawer in the very back. They have the cards and components for each Unbreakable tyrant.
The encounter and loot cards are in tuck boxes in the Trove Chest, second drawer from the bottom on the left side. The two tuck boxes are in the back on top of the Gearloc mats.
If you are wanting to get the art files that make up the cards there is a couple extra steps to do but I'm not sure if that is what you are looking for.
for my own i translate all Gearlocks and other Stuff into German and it works very good!
THX
THX!
There isn't a button to clear and reset the table. The current method is to just reload the mod or the save and start again with a clean starting point.
Your method of setting up the table the way you like it and saving that is a great way to do this.
Sorry for the delay, but I've updated the mod to put in the change you requested. Atk/Def dice in the Exhausted Skill die area next to the Gearloc mat will not longer be deleted when pressing the Gearloc Atk/Def die Reset button.
I guess the scenario you are describing is a player who hits the Reset button after every turn, or may be multiple times within a single encounter. I never reset the dice when I play with the mod so I'm less familiar with the different ways people are using it.
I think the request that originally had me add them went something like, "It'd be nice to clean up the dice between encounters with the Reset functionality." I figured that any exhausted or locked ATK dice would no longer be exhausted at that point.
But I can add in checks to not clean up dice that are in the exhausted Skill die area to the Reset button at each Gearloc's spot.
I'm currently working on model updates for my other TTS mod and I'll put this change request into the queue after I get some progress done on that other work.
It probably shouldn't return atk/def dice from the "used skills" zone, since those are normally used to mark exhausted atk/def (like from Break).
Thanks for the fast update!
I've updated the mod for two things. I've added in protections to the manual Baddie and NAP Baddie deployment chip so that a player cannot deploy a Baddie to a lane designation if that chip is already deployed to the Battle Mat. Secondly I've added the Active Slots to the excluded list when using the Reset button.
On the Reset button ignoring the BP but not the Active dice I think it was just me not thinking it through completely. I wanted to make sure that the Reset button wouldn't remove bones from the BP if pressed during an encounter but didn't follow that logic through to ensuring that Def wasn't also removed in the same way.
On the manual Baddie setup chip not checking if a Lane was already in use before attempting to deploy the Baddie I think that I either didn't think about it at the time or it was on a mental to-do list that I ultimately forgot to implement and moved on.
The thorough implementation means I need to lookup the player count and use a look-up table to find the locations of the Locked/Active/BP slots of each and then exclude those from the list to delete. I could put in the simple Reset buttons quickly but the full version may take a good bit of wiring in and testing.
This makes me a bit confused as to when you are supposed to use them. Not removing BP suggests using them after each turn in combat (after all, if they were mostly for post-combat cleanup they would also remove BP dice), but they aren't good for that since they will yoink your defence.
What was the reasoning for having them work like that?
Considering what you write about the cleanup script, I assume the first case was also caused by it somehow, just the circumstances were even weirder. Sadly it was a while ago and I only remember that it was a lane chip that went missing.
On a slightly unrelated note, would you consider adding a "reset" button for the extra atk/def dice that spawn on the sides? Would help with cleanup between fights.
Sorry to hear that you ran into problems. I don't know what would cause a lane marker chip to get destroyed like that but I can make a guess on the second scenario. The script that cleans up a Baddie stack when health goes to zero knows the ID of the Baddie chip and itself so it will delete the other chips that it finds in its stack. With two overlapping stacks one of these script likely ran first and probably deleted the Baddie chip completely.
It sounds like there are still cases that I need to fix in the mod for that manual setup chip to check the destination before deploying to the Battle Mat so that this type of issue doesn't happen.
I'll try to track down that bug and get it fixed in the mod presently.
In first case it was one of the lane markers and sadly I don't remember the circumstances. It was just nowhere to be found after a fight. We had to copy it from another instance of the game.
In the case just now it was a baddie token. The situation was as follows:
I deplyoed a baddie at lane 2 (manually) forgetting there was already a baddie at lane 2.
The baddies kinda got "merged" and I couldn't unstuck them.
I decided tor educe both of their healths to 0 (the health markers were overlapping too).
When they died, I thought both went to the defeated stack, but one of the baddies is just missing now, doesn't seem to be in any stack.
This mod does not automate Signal. This Baddie sill adds a new Baddie at the end of the round to the BQ and I haven't automated that as it might be tricky to get the timing correct relative to the time at which that Baddie is deployed versus the end of the round and whether or not that Baddie is still alive or not.
There is another Baddie function that adds additional Baddies, not a skill but that little Baddie icon in the lower right, that part is automated since the timing is that as soon as that Baddie is deployed then X Baddies of one tier lower are immediately added to the BQ. This one was easier to automate.
For the Signal skill, if the Baddie is still alive at the end of the round then you manually pull the appropriate Baddie and drop it on top of the BQ. It will get deployed to the Battle Mat the next time a Baddie would be deployed.
The special encounter cards are in a pile on the table. To the right of the Adventure Map that tracks progress points there are three stacks of cards, the loot cards, the trove loot cards and then the special encounter cards.
If you look through this small stack of cards you will find all of the special encounters that come with the game setup you've chosen for this game.
Thanks!
Unfortunately there isn't much I can change on getting the dice to move higher or faster. These use the `.roll()` function built into TTS. It applies a random amount of rotation and velocity to each roll of the dice. it will be a lot sometimes and a little at others. I've seen rolls of a die that only rotated on the Y axis and never actually changed the face up die value. It is just kid of how it is when using random values.
It's not a super big deal, just something I don't have much experience on without possible breaking the mod. This has been such a great piece of work for a game I own the whole physical collection but can't play across the world with friends.
If I hear of any solutions or ideas that might be helpful, I'll be sure to share what I know!
Thanks again for all the awesome work.
I'm not sure of a good way to put two dice on top of a baddie chip side by side in the mod. When playing the game physically that is exactly what I would do but when I tried to get that working in the mod it didn't really work out well.
As an alternative I made it so that two dice stacked on top of each other shouldn't obscure the baddie's health but it isn't a great method when there are a lot of dice to put on the baddie.
In the mod, when I've needed to track a lot of status/def/tyrant die then I'd place them off the battle mat somewhere just for ease of use of the mod.
I'd be happy to hear if anyone has good ideas on how this might be made better in the mod though.
I'm pretty new to TTS but was wondering how other players are keeping the Def/Status dice tracked on baddies, since mine only snap to the middle of the chip. I generally place Def/Status die on the baddie chip side by side for convenience. Is there an easy way to do that here?
I'll take a look at this this evening once I'm back home.
Do you remember which character you used? Which game did you play? (Base game, Undertow, Unbreakable)
Thank you for letting me know about the issue. For some reason TTS lost the reference between Drellen's Tyrant tray and the scripting that runs it. I've fixed this in the mod.
Also the 40 Days in Daelore expansion gives you more Solo/General encounter cards but doesn't have more Day 1 - 3 encounters. The additional Day 1 - 3 encounters are in the Age of Tyranny expansion.
-Oops- I accidentally overwrote the update second to last update Change Note rather than putting the update in the newest spot.
The latest change was to fix a bug in deploying the Automaton of Shale components.
I'll need to look back through my git commit history to remember what the second to last update was for.
What would simulating a full party KO look like? I'm asking so that I'm thinking of the same thing that you are when trying to answer your question.
The mod does have a few bits that might help in this regards though that I think may be just what you are asking about. When you setup and deploy the Baddies to the Battle Mat using the BQ setup button above the BQ spot there will be a black `Full Party Wipe?` button alongside the lower left side of the Battle Mat.
Clicking on this will clean up all deployed Baddies all at once. (Since it is for a fully party KO scenario the Baddies are returned to the bottom of the Active stacks rather than the discard stacks.)
I think that this button will only clean up the deployed Baddies though and leave the Baddies in the BQ alone. (I don't recall.)
Does your mod have a feature to simulate a full party KO? I know it removes the baddie chip when it is defeated, but couldn't find an easy way to simulate a full party KO.