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yeah that should be because you dont play on the latest version. the best way would be to recreate your save on the new version, because i changed the methode the bags work, so it is not so easy for you to change because you have to change it on each bag and at an other token.
Yeah i scripted the Colors because of some scripts needed it.
But yeah i can add Black for monster ;) The next Update will be big and may take a few days ;)
That is allready fixed in the next version but it still needs a bit time to get out.
For the Moment you could create two Card with Name "Exhausted (99)" and lay it in place
I've temporarily fixed it myself by just appending "shuffle" to the descriptions (Player # shuffle)
This is allready fixed in the next Update;)
thx ^^
https://horobox.co.uk/u/LNP7u5.jpg
I get multiple errors immediately upon loading and even more when you try to drag a character to a mat for the first time.
And a big thank you very much for the hard work you guys are doing to bring this mod to fruition!
Hope this helps!
The central table's image might not be for everyone, A few options like plain felt color, and H/V hex tiles, would be appreciated.
The character envelopes from the boxed should also say that they can be dropped onto a mat to unload, it seemed at first that only the tokens laid out at startup have that script.
Character gen should put the X cards into the secondary hand.
After chargen, the empty envelope remains. Maybe implement a pack up script for the envelope for easy saving of your characters?
The mod doesn't benefit at all from having the books on the sidetable being sideways. Rotate that wing, there's no reason to have the really nice elevated event book require the reader to stand inside the table.
The order of the character creation boxes are backwards, put them in the official order with the tinkerer closest to the gap of space reserved for locked characters.
The four player attack modifier deck dispensers are rather redundant, considering character gen creates another for you. Instead, a "backup deck dispenser archive" holding all the different (non-monster) decks would be far more space efficient.
The deck dispensers along the right side are a huge waste of space and potentially game damaging, as it's *vital* for long term play that the event and quest decks aren't duplicated. Also it's totally unclear for new players that these are dispensers, or where you're supposed to put the dispensed decks. Instead, this and the item decks area could do with a rework. Shove all those dispensers into the backup deck dispenser, and put the decks in relevant places.
The Character Quest deck should go with the character boxes, as this deck is only ever referenced when creating a new character. You could also move the party sheet printer down to that space too, rather than mixing it into the dungeon building area of the table.
The dungeon tokens and map tiles have a nice designated space, the road event and battle goal decks should have set spots in this area, so they're not forgotten during the map building time.
The item decks deal out to the space above the table, so make that area the dedicated town action area. Put the items out there, preferably with duplicate items stacked, and a few simple scripted buttons to reveal new stock when prosperity hits the right levels. Put the town event deck up there, space for the donation bag and blessing deck, and there could be a nicely set place for the party sheet (and party sheet archive) and the town records.
The Scenario aid and Objective token bags should be sorted so quickly drawing gives the tokens in the obvious order.
Dungeon token bags should have the official amount of each token inside, or be scripted to replenish, rather than having just one of each, it makes building with the really common tokens without copy/paste privileges a pain.
The Add Play Area button should be renamed to something more clear, like "Create Player Combat Mat". When it's created, it should automatically spawn the element board and the monster attack modifier deck. The elemental tokens should be on rails, if you're manually tweaking the elements they're extremely prone to accidentally stacking or clipping into each other. Also, the default spot they're placed by the scripting process isn't consistent, when inert and waning, fire is on the left, ice on the right, air on the left, and so on, but in the strong spot they're on the other side. Simple tweak to make the whole thing consistent.
Another button to create the monster mats would make sense. Monster bags should have the stat and action decks at the top, to make setup just that little bit faster. A scripted mat that starts with a level counter and a token type box, and instantly eats a bag to set it up and spit out a shuffled token bag would be amazing. The Monster hex tokens should have visible numbers on them.
The monster box feels really out of place. It takes up so much space, and pointlessly adds to the loading time with the pile of spoilerish images. It would make far more sense to have them all be bundled up into a few scripted to stay full bags alongside the other bags of dungeon tokens.
Unfortunately the character sheet check boxes still don't work for me. The health and xp +/- buttons do though. The latest download came this afternoon for me so unless they released something in the last few hours I'd like to think I'm at the latest version.
Any thoughts?
@Prezombie, I appreciate your feedback and I respect your opinion. Since I can't reply to every paragraph/idea you shared I can give you a general answer. This is your opinion and it`s based on your needs and understanding of the game/mod and since you have a few good points, most are just things that would fit you and not everyone else. Every aspect of this layout has a hidden or obvious reason behind it, for example the attack modifiers for players, those need to be in the mod so that the script can pull from them, it also allows people that just want the experience of the real game to just pull those out of the box. The infinite boxes are there to make everything safe to delete, the envelopes do have an auto pack-up feature, you just have to drop on the player mat another character and the existing one will be packed in his bag, and so on and so forth. Some of your points, like the monster modifier deck added to the Play area is going to be added in the next update, the monster mats will spawn in with the new Monster Setup panel we're also adding in the next update. However as I said some things you wrote make sense, like adding description to the bags so that people know those can be added to the mat, and this will be added.
When the next update is out I`ll do a written guide of the set-up and a Youtuber (Songbirdo) will do a video guide for it...so this will simplify things for new or existing players.
I do think might be a bit to much to say, giving the fact that the mod had improved a lot after 140 updates.
Bummer. If it helps, I have tried a couple other gloomhaven mods with the same type of character sheet and the check boxes work. Also I'm running Linux/SteamOS. Maybe that's a factor?
Bummer. If it helps, I have tried a couple other gloomhaven mods with the same type of character sheet and the check boxes work. Also I'm running Linux/SteamOS. Maybe that's a factor? [/quote]