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I tried switching from your mod to an unscripted one to play War of Four but it makes doing everything else so painful I went back to trying to find work arounds in your mod XD
Some of the minor changes like the graveyard adjustment was for balance purposes. We found that the plethora of artifacts in the South and the lack of healing from graveyards in the North in standard Life and Death just made the South route feel easier and more lucrative on average. Basically every small change has some rationale like this, but your right that they really do pile up! Still, I think I can get you something very bare bones in terms of what the scenario could use that will be waaaay easier to work with than going straight from the rules. Thanks again for your efforts!
Putting your manual in next. I’ve tweaked it to fit on the page better, but otherwise it’s the same. I can’t help but feel there is a lot of stuff that isn’t needed now the script does it for you. I think it still needs to be there, but worded more past tense. Ie “this is what the script has done”, not “this is how you setup”. Up to you, I’ll put in any PDF you send me.
Great, idea! I'll make a separate rulebook for the this mod at some point that focuses on the stuff that isn't scripted and send it your way.
The two most problematic issues we ran into last Friday were:
-There should not be any indecisive units in the unit offer, so when Volkare draws a wound the script can get in the way by stealing units from the offer. I then need to manually add a new copy of that unit to the offer and remove a grey enemy token from Volkare
-The set-up defaults to cooperative in the sense that the co-op player skills are used. As we were playing competitive, we need to just pretend the co-op skills are the competitive skills. Additionally, there should be a copy of the competitive spells in the spell deck as well as in Volkare's deck during competitive play (I just copied these manually)
As we didn't quite finish our game and are wrapping it up tomorrow, I'll send you these and some more minor issues after we have finished one full game. Thanks again for adding the scenario set-up! It has made playing Mage Knight (especially this scenario) infinitely easier =)
- The deck description summary not including the stored sparing power cards is a valid issue, but not easily fixed. I've recorded it as something I'll look at eventually.
- Leader sites converting to city sites is a bit awkward to handle with my scripts. You are free to flip and move the city info cards where you need them but pulling shields from the Leader will confuse the scoring system. In your next game can you experiment with using the marker tokens instead of shields on the city cards. (also curious how a copy of the shields on the city cards would work?)
- Marking enemy tokens as followers, have you tried using the marker tokens instead of shields? I've added a Volkare token to assist with this.
- You were worried about the monster discards still being separated by faction, but my script should refill empty stacks every time it tries to draw from them, and if the faction stack is still empty goes to the standard stack. I think you might be worried about nothing, but I am happy to hear a more detailed explanation of how keeping them separate is a problem.
I think this makes the scenario very close to removing the "EXPERIMENTAL" label. It just needs an instruction book more stream lined to what is needed to play it in this mod.
This is correct, I force the choice of 12 wounds. I removed race levels when I removed the round limit. Taking both cities already can make this scenario so ungodly long that the idea of adding more wounds makes even me pale.
-Fair, I can see how fixing this might be a pain. I'll just tell people not to check their deck composition if they get sparing power.
-Ya I think I'm worried about nothing with the monster discards.
-I forgot about the markers! With a Volkare marker, this should make everything work fine now =D. I'll use that in our game tonight, but unless you hear from me you can assume it worked.
-Manually adding cities should be straightforward. I didn't see where the cards were stored originally but now that I do it should not be an issue.
General Bugs:
-I had a new error with Volkare moving himself. He drew a white and moved the direction typically reserved for green in this scenario. I moved him manually, but then he started moving all sorts of crazy directions in subsequent turns. I took pictures, but they apparently cannot be included here.
-We had a player next to a keep that was not his and his hand size increased by one. He owned a keep on the other side of the board. Is the game considering being next to any keep reason to increase your hand size by the number of keep you control? This should only happen when on or adjacent to a friendly keep.
That's awesome, thanks! The groups I play with can't believe how amazing your mod is, so know your work is appreciated =P. Probably the best TTS mod any of use have played (which is collectivley a lot of mods lol). One thing I noticed this week is that rampaging monsters on tiles with the Necropolis and Hidden Valley are suppossed to be guranteed to be from the appropriate faction. Not a big deal if this is annoying to automate, mostly had this rule cause it felt thematicly appropriate