Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I know from a friend that uses lots of assets scripted, that this is somehow a common issue in "miss scripted" objects and somehow about multiple people using assets with say "problematic" script. Wish more people that use the Asset can testifiy abpout this. Cause we checked and rechecked and the issue at least aint Our connection or the Table itself.
Regardless of that, and absolutely cool asset to have and try to play Dagger Heart with friends. Glad you maked this
At the start was all good and out of nowhere Players cant write properly in the character Sheets.
Remaking the table and the tools doesnt fixed it.
@Urist McLore: Hmm, thats very strange. I'll look into it!
Text in a character's PDF is not entered correctly if it is written by someone other than the host. In addition, I noticed that after loading the table, words on the character sheet have all capital letters changed to question marks.
Love your work btw.
Ex. When I type in "This is a test" as a character name I get "Ti sats"
It might be something with scripts running with just a little bit on latency from any non-hosts and causing the saved strings in those fields to get stored incorrectly? I've noticed some patterns, but they don't always appear consistent. It also changes what has been written into a field when I click out of that field. whixh I think would support my idea that it's a "saving the string" issue.
I have basic programmer knowledge but that's by best idea...
Everything else in this is great. This is super well put together and your dedication and care shows. :)
I had an issue with the custom roll bags, in which they seem to chuck in the tray only the first 5 pieces put in them (so, say, 3dX+2 rolls fine, but 4dX+2 rolls only the first 4 dice and 1 +1 token) in versions 1.3 and 1.4.
Do you know if it's just user error?
A few things I’d like to note:
First my players had a hard time with typing on the fillable character sheets, not sure if that’s my client side, internet connection or if it’s an error within the settings of the game?
Second I believe on the published version there is an extra class starter bag sitting on top of one of the infinite “bags” at the back of the table, very small thing but might be worth publishing a fix?
Lastly I REALLY hope you continue to update this table, especially since I’m posting this on the day that the release of 1.4.2 drops (I don’t expect it immediately but I do hope you continue to update with the game
Anyways thanks for the awesome table, I am thrilled to continue using it
Amazing job, everything is done clearly and very convenient!
I wish the very best for this work and the project of Matthew Mercer, so I will help with interesting things that I have introduced into my work here at TTS!
1) Change the description in Notebook, add useful links there for players and GMs.
2) Make it possible to save the slot.
3)Create a way to quickly create a player character.
4)Add Decals (F9) to make the environment more interactive.
5) Make a Screen for the player and GM
6) I didn’t find the interactive Character Sheet, can I put it in a more visible place?
The Dice-Roller kinda gave me an Idea for an "Adventure switcher / Scene switcher" which would drop out specific bags with scenes setup just alike the dice-roller, which designates a "Roll spot".
(WIth scene setups I dont mean set-up trees n stuff, but layouts for cards and minis -> alike
this https://dl.james-things.com/guVo4/FOWAcaPo30.png
Basically a main-bag which drops out sorted scenes on the GM area. Clicking another adventure "Readies" another adventure.
I just checked out the Marauders Adventure and wanted to add an aditional creature; Wouldnt it be awesome if the name of the Adversary would update when the name of the card itself updates? (Basically lets say we have a Navy soldier #3 but want to add Navy soldier #4 -> youd need to unlock the card, rename the adversary AND rename the card itself) Kinda like the old way of renaming the roll-bag buttons.
I did check the interwebs for a solution on the custom image resetting hands issue and noted one particular post suggesting using a UI Layer just right above the "canvas" to fake a secondary canvas.
Also I added a simple "Action" counter atop the spend action button to show how many actions this player can use (for the turn-based-initiative optional rule of DH). I just need to somehow tick that down every time the player presses "Spend action" and a global "add player actions" for the GM. Ill find a way lol.
Anyhow; hope the UI trick can help ^^
Really enjoy the new dice roller. Would it be possible to add optional support for the old v1.3 (dis-/)advantage system (rolling an additional hope die, picking higher/lower)? I and my players kinda preferred it to the +/-d6 version.
Been using your mods for my homebrew campaign since 1.2 and loving them! Keep up the good work!
-Added a button to give the GM an action token, and made tokens holdable in hands.
Same goes for the GM then when makin adversarie moves.
My suggestion for the armor slots would be a number field over the little "T-Shirt" icon in the bottom right of the armor slot icon
Stay awesome :D
Regarding the armor, that's an interesting point. Its going to be quite strange marking armor in the card themselves, given that the health, armor score, evasion and thresholds are all on the sheet. Maybe I can add a text field to store the remaining slots in case you need to keep used armor in your inventory or trade armor cards.
I'm a huge fan of on-table props. So what about making handfuls and bags of actual coins and bags for the player? Currently, I just added player-hand-able coins and bags with coins in them, but a button to spawn those would be a huge help.
Another thing which would be an awesome QOL improvement would be the ability to mark the armor slots on the Armors themselves instead of on the charactersheet (or somehow be able to transfer those to the item card)
// Each armor uses its own armor slots, as recorded in the boxes in that section; if you switch armor, be sure to keep track of how many armor slots you’ve marked on the old and new armor, especially if you are giving your old armor to a party member.
As always; AMAZING work!