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Having said that, though, I have started to add the five newest Gearlocs to the mod so it may not be needed to get a lot of more responses.
There will be some placeholder artwork in places and possibly some cleaning up or correcting needed once it is tested out by others. It'll take maybe another two days or so until it is ready to upload to the mod.
Cheers.
Figment actually is supposed to have a chip as well to represent his Phase ability, and CTG linked to the art it's supposed to have on the Discord - https://cdn.discordapp.com/attachments/273472391403798528/1061053110740594748/image0.jpg
I'll use that artwork to put a chip together get it in the mod. Then if it ends up not being an exact match when with the final chip I can update it at that point.
Glad that I can be of assistance!
A couple more things of note:
You don't seem to have Polaris' mini reference sheet explaining how her delving mechanic works - it looks like it should be about the same size as Dart's Guide to Going Dangerous reference card? https://www.dropbox.com/s/hx7g811x0p2chg6/TMB-UB_Polaris-Character-Sheet_Small.pdf?dl=0
It would be nice if there were a way to actually insert one of Static's Electrify chips into a baddie's HP stack, but that's not necessary to implement, just a small QoL thing.
In regards to non-Unbreakable stuff:
When Dart is mounted on top of Boar'd, there is no way to separate the two aside from reducing Boar'd's HP to 0 - and while Dart is still on Boar'd, her movement is limited to 2 unless she's able to dismount from Boar'd.
Sometimes with heftier enemies (20 pt Baddies and Tyrants), if their HP chip stack is big enough, holding alt over them shows the stack from a side on view, instead of from a top down view like the other baddies, making it hard to read their stats and keywords - not sure if this is something that you can fix with coding, or if it's just a bug with Tabletop Simulator.
Other than that, you're on top of everything, and once again, thank you so much for all of your help and wok on this mod! You're the best.
I just loaded up a table with Polaris and I'm seeing that delving reference card being put out when all the rest of Polaris's stuff gets deployed. Maybe It is getting stuck under the bigger reference page when you load it? Check underneath and see if the delving card is there if you could.
As for Static I did take a good bit of time creating the scripting needed to allow his Knuckle Zappers to be inserted into a baddie stack. There is a post for it in the Discussions page for this mod:
https://steamcommunity.com/workshop/filedetails/discussion/2678040871/3731826842438226465/
Although I should add some description of what to do in the chip's description field to make it easier for people.
I'll look into Dart and Board, I have also noticed some annoying times with TTS when one chip is on another and they don't want to separate like they should.
I'll also poke at the tall baddie stacks to see what I can do but this may be an unfortunate TTS thing as well.
I'm out this weekend on a trip so I'll see what I can do when I'm free.
I appreciate all of your testing and feedback of the mod. Whatever I can do to make it more accessible and enjoyable to play I'm happy to do as I'm able.
For the sake of future reference in case you do want to give it a try though:
Caramelized: Move any Baddie up to # positions on the Battle Mat, where # is equal to the Ini Stat of the Cooked Baddie.
(in italics)"The miniphage is genetically engineered to taste delicious when you marinate its haunches overnight." - Carcass
Stewed: While this is in your Loot Area, during the Recovery Phase, you may move any # of Baddies from your Meat Hooks to this Dish.
Use immediately when a 6th Baddie is added to this Dish to permanently increase your HP Stat Die by 1.
There were a few whose text was change significantly from the earlier photos and the final versions.
I also took the time to update Polaris's Gearloc mat artwork so that it now has all of the Battle Mat spots for her orbs whereas the early version didn't include the Mech/Krelln spots.
There were also some updates to Carcass, Figment and Statics Gearloc mat to update the skill line progression indicators in the Skill dice area that were also different between the earlier and final versions.
I've not had time to remove the Note that pops up for Carcass during the Gearloc selection screen but I can get to removing that later on.
Also it is good to note that until I get my final copy of all of this stuff these five Gearlocs are still possibly not completely the same if I've missed something when comparing the old versus new versions.
If you there are other things you are looking for just let me know.
#1 is setting the Undertow raft mat to be locked by default when you switch to it :P
#2 is: could you please fix the scripting that allows me to choose what set of encounters to use for the Splice & Dice tyrants, and add that setting for the base game, Undertow, and Automaton of Shale tyrants as well? Right now the scripting breaks and throws up an error if I try to change any of the encounter sets for S&D from Undertow (which is a shame as I usually face Locgear, Amanight, Blobulous, and BAT with the Base Game stuff)
Edit: I forgot to say, thank you so much for all of your hard work on this mod! You're the best.
Edit 2: Oh yeah, and #3, if there's any way that you can make Figment's Phase chip behave like an ally with its own modifiable health tracker and everything, that would be fantastic too.
I've added fixes to the mod for your first two issues. (Didn't see the third one until now with the edit.)
I'll have to look over Figment when I'm off work to learn more about the phase chip. I've not played this Gearloc yet and I'm not sure what function the chip is used for. I'll see what I can do about the chip and your suggestion.
The tl;dr is:
1) Figment rolls his Phase Ghost or Phase Wraith skill; if successful it shows a number.
2) Figment takes his Phase chip and puts health underneath it equal to the number rolled in 1).
3) Figment then places his phase chip on any empty space on the Battle Mat.
4) Then, Figment immediately swaps his position with the position of the Phase Chip.
5) Figment's Phase Chip essentially acts as a decoy/ally for Baddies: they all treat it as a valid target for movement and attacking.
Edit: It would probably help if I just posted what the reference sheet says lol.
Phase(A) - Place the Phase Chip with # HP on any available position on the Battle Mat. Immediately swap positions with the Phase. Exhaust this die at the start of your next turn. The Phase is removed from the Battle Mat when it loses its last HP or this die is exhausted.
I've set up Figment's phase chip as a companion chip so that it will get the health tracking as well.