Tabletop Simulator

Tabletop Simulator

Frosthaven Enhanced
226 Comments
Merlith Oct 26 @ 4:22pm 
Never mind, I see that those numbers line up with the city/road events you would have unlocked in Gloomhaven.
Merlith Oct 26 @ 4:16pm 
Spent some time looking but couldn't find an answer. On the back of the reworked Gloomhaven classes, they have an "Unlock" and "Retire" number as if we're supposed to read something. What is the resource we're supposed to reference for those?

Also HUGE shoutout to the mod team for implementing Gloomhaven classes. Y'all killed it. You put so much love and effort into this mod and my TWO Frosthaven groups thank you. If we can throw money at you somehow we will. We also own both Gloomhaven and Frosthaven in their physical versions already.
Bohrnag Oct 16 @ 5:04am 
I tried that after the new Frosthaven Enhanced had been released, but I hadn't *exported* the campaign in the older verstion, just saved the game using the regular "Save" feature in TTS. So I might have messed up a bit there.
Sebästschjin  [author] Oct 16 @ 2:26am 
Did you use the Campaign Manager to load a saved campaign into an existing TTS save game?
Bohrnag Oct 16 @ 1:43am 
The personal quests were stored on the "Personal Quest" field on the player mats. It does look like several things have changed along the way. The last time we played (prior to yesterday) was in the middle of July. When I loaded that save game yesterday, we all had twice as many cards in hand (two of each), the Personal Quests were not there, and I just noticed we also had two of each of the "road event" / "outpost event" boards.
Sebästschjin  [author] Oct 15 @ 9:20pm 
Where did you store the personal quests prior to migration? Maybe the mod didn't find the cards.
Checkout https://gloomhaven-tts-enhanced.github.io/public-scripts/mod/latest/frosthaven/knownBugs.html#missing-objects to find out how to get back lost items after migration.
Bohrnag Oct 15 @ 10:25am 
We have a campaign which we last played back in the middle of July. When we now try to play it, we end up with too many cards in our hands. When following the migration steps (or, trying to ;)), many things seem to be OK again, but we've lost our personal quests and can't find them. Anyone experienced this?
quetuo Oct 11 @ 12:54pm 
aha i have found where it says to seperate them
I find it very odd that it says that in just one place, in a booklet that for the most part is just about where to put components, but ah well. luckily didnt have any impact in my irl campaign
quetuo Oct 11 @ 12:40pm 
really? in my physical copy the 'random blueprint' deck you can draw from has all 15 cards in it
Sebästschjin  [author] Oct 11 @ 4:53am 
This is correct as not all blue prints are unlocked at the start of the campaign.
quetuo Oct 11 @ 3:35am 
There appears to be an issue with setting up the random item blueprints in a new campaign?
within the 'random item/blueprint' bag, all 25 random items are present, but only 8 of the 15 random blueprints are in there, with the other 7 just having both copies in the 'unavailable items' bag, despite one of the item copies having the blue banner of the random item blueprints.
Sebästschjin  [author] Oct 3 @ 8:02am 
Yes, at some point JotL classes will also be added.
Tungstenium Sep 30 @ 4:41am 
Hello, thank you for huge work!
I have a question, do you have in plans add JotL characters in this module?
Sebästschjin  [author] Sep 19 @ 9:47pm 
If you want to use the latest version of the mod in your existing campaign, you have to migrate it: https://gloomhaven-tts-enhanced.github.io/public-scripts/mod/latest/campaign/migrate.html#migrating
rtunner Sep 19 @ 7:17pm 
How do I get the 3d minis? Only when starting a new game?
Sebästschjin  [author] Aug 24 @ 9:25pm 
No, there's no changes for 5 players in the mod. It behaves the same as having 4 players. 5 players is in unofficial variant and difficulty might be swingy depending on the scenario.
Merlith Aug 24 @ 6:50pm 
Is the game auto-balanced for 5 players or are we meant to play on hard mode when playing with a 5th player? We're playing on hard mode because we have a 5th player and we're getting smoked half of the scenarios
Geebiez0 Aug 15 @ 9:02pm 
@Sebästschjin
Just did what you recommended and it seems we somehow deleted the character in the unlock mat by mistake. All fixed now, thanks for your help!
Merlith Aug 10 @ 8:19pm 
I just imported our campaign to the latest version and the map, flowchart, campaign sheet, and buildings didn't load in from the previous campaign.
Aomame Aug 10 @ 4:53pm 
Is there a way to mark cards? How are people handling this? I've had a road event that asked me to mark a loot card. I have the special coin cards that should be marked after each draw.
Sebästschjin  [author] Aug 9 @ 12:54am 
@Geebiez0
Every class unlocks the same through the button on the class unlock mat. If Trap doesn't show up, it somehow was removed from the bag of available classes. You can double check this by right clicking the class unlock mat (while not hovering the button) and use the "Search" context menu option. If the class envelope isn't there, someone somehow removed the bag from there at some point.
You could probably start a fresh save of the mod and copy/paste the envelope from there to your existing save.
Geebiez0 Aug 8 @ 8:30pm 
Our party was able to unlock The Trapper from the section book, but when we went to add the Trapper to the available character pool, he did not pop up on the list as one of the characters we could unlock. Is there anything we are missing to be able to add the character?
Jehuty Jul 17 @ 10:51pm 
@Sebästschjin thank you, that fixed the problem :)
Jehuty Jul 17 @ 9:37pm 
The map and the scenario flowchart are just black for me. I see the stickers on the map and the buttons for the scenarios but the background is all black. Tryed to unsubscribe and subscribe again and check the files of the tabletop simulator for errors but nothing worked :( .
kira_israel16 Jul 15 @ 4:48am 
I cant find special events and dont totaly understand how it works. Ive built a boat and need to play event 139.2 and also add boat events to road events. where can I find them?
Sebästschjin  [author] Jul 14 @ 10:29pm 
No, not really. Some things like the monster mats rely on scripting to actually show their information, so you can't disable scripting globally.
You could do parts of the setup manually, though. Like placing the map tiles, overlays and monsters (there's a bag of all map tiles and overlays on the side). For monsters, you'd first need to add them via the game setup menu and then spawn and place additional figures.
Lena Jul 14 @ 1:39pm 
Is it possible to play without scripting? I tend to enjoy doing setup and such myself.
Rufert Jun 23 @ 2:07am 
Tyvm very much.
Enhanced  [author] Jun 22 @ 11:51pm 
@Rufert
Check the changes notes here on the workshop item. The list of changes is always added there.

@voidknight
In what way did it brick the save file? Simply clicking the "Remove/Add Player" button should get you another mat. Using rewind or a previous save would also help. If you ever deleted an object that you didn't mean to, you can also enter >undo into the chat window. This will undo the deletion. You can also enter the command multiple times to undo even more. Loading a save game resets the possible undoable action though.
voidknight Jun 21 @ 6:50pm 
accidentally deleted a player mat, broke the entire script, bricking the save file
Rufert Jun 21 @ 2:35pm 
I'm only finding an update page for Gloomhaven Enhanced on the doctumentation page. Is there one for Frosthaven somewhere on there? I noticed it updated recently.
Sebästschjin  [author] Jun 18 @ 9:28pm 
The best help can be found on the discord server. Or even here, if you'd be more specific about what problems you encounter (probably best in a thread then), like screenshots, your save file, etc.
How you can migrate your campaign is outlined in the documentation (linked in the description). Which parts are you struggling with?
beck.t Jun 18 @ 6:29pm 
I was very excited to find this on TTS.(I played physical version of the game) Starter a new campaign, played several scenario and then errors so I could not continue. No help anywhere - no good documentation. Could not load a scenario. Recommended migration but I know how to do that......Bummer
Sebästschjin  [author] Jun 14 @ 11:28pm 
@kirpi
Since when does the error appear? Did you maybe import a campaign object into an existing campaign (the things you get from the campaign manager)?
Barakos Jun 14 @ 11:07pm 
@Enhanced
thanks for the answer - my mod didn't update properly. it works now
kirpi Jun 13 @ 9:39pm 
I'm having an issue where i'm loading a saved game, and everything loads fine, but then a bunch of assets (classes, outpost events) load a second time, but not from scratch. It appears it's loading the characters from a previous save session (as experience and gold are already filled in).

Any idea of what's happening? Maybe duplicate entries in the save file?
Enhanced  [author] Jun 13 @ 3:56am 
@Halloween
Currently that's not possible as the existing classes are not compatbile. When they get available this will be added to the description of the mod.

@Barakos
Are you on the latest version (2.4.0)? There was a bug in previous versions that showed the scenarios as locked. If the problem is still present in the latest version, let me know. Alternatively, there's a workaround you can use. Check https://gloomhaven-tts-enhanced.github.io/public-scripts/mod/latest/frosthaven/knownBugs.html#locked-solo
Barakos Jun 13 @ 3:43am 
this might be a stupid question, but how do i unlock the solo scenarios? my party is all above lvl 5 but the scenarios still show up as locked in the game setup menu.
Halloween Jun 11 @ 4:04pm 
Is there a way to play classes from jaws of the lion here? I know they have updated character sheets for 2nd edition with masteries. Sorry if this is asked before but just wondering if there was a way to play them?
Guinness Jun 9 @ 4:47pm 
Extremely quality mod. Thank you kindly for your efforts, since I'm remote, saves me from watching my physical copy languish... at least from feeling bad about it being there...

One request, is there a possibility of adding a ready check system similar to the Spirit Island mod by MJ and iakona. It's just a set of flip tokens that once all are "ready" they flip back to the unreadied side. Could be attacked to the start round command, but just having the tokens themselves would be appreciated.
the ♥♥♥ reaper Jun 6 @ 8:43am 
Thanks a lot! The mod is great by the way. We had a blast playing yesterday!
Sebästschjin  [author] Jun 6 @ 8:16am 
@GoOrangeGO
Right now, there's only a workaround for it and now in-game way to do that. Check out: https://gloomhaven-tts-enhanced.github.io/public-scripts/mod/latest/frosthaven/knownBugs.html#accidentally-unlocked

@the ♥♥♥ reaper
When an enemy reaches 0 health, you can click on the middle of the health bar. This will remove the figure and drop a loot token. Alternatively, you can use the Cleanup Action Game Key: https://gloomhaven-tts-enhanced.github.io/public-scripts/mod/latest/engine/feature/cleanupAction.html
the ♥♥♥ reaper Jun 6 @ 12:54am 
Anyone knows how to make enemies drop loot tokens? I see that if you click your initiative tracker (to end your turn) while standing on one adds a loot to your board but why do enemis not drop one? do we have to generate them ourselves> If yes then from where
GoOrangeGo Jun 4 @ 10:41pm 
Same question as before actually. I see the ability to lock scenarios that get locked out by the campaign, but should someone accidentally unlock a campaign unintentionally, is there away to put the numbered sticker that covered the scenario back?
Sebästschjin  [author] May 27 @ 11:05pm 
You can add the lockout sticker by clicking on the designated space for them on the scenario flowchart. Also, the overlay stickers for the map like sticker W are automatically added once you unlock a relevant scenario on the scenario flowchart.
Bohrnag May 27 @ 12:02pm 
Ah, I'll check that out. Thanks! And thanks for providing this great implementation of Frosthaven! :D
Sebästschjin  [author] May 26 @ 11:11am 
Picture in picture mode might help with that (IIRC it's accessible in the right-click context menu when not hovering over an object).
Bohrnag May 26 @ 10:01am 
Is there some way I can easily see my two played cards without having to scroll between my play mat and the map tiles?
SeaGnome May 25 @ 7:08am 
On the Infuser Solo scenario, it isn't spawning the thing for the monster ability deck. Is there a way to do that manually?