Tabletop Simulator

Tabletop Simulator

Dark Tower
Mr. Mixelplik  [developer] Mar 4, 2017 @ 1:30pm
Bug Reports
Discussions about bugs can go here.
Last edited by Mr. Mixelplik; Mar 4, 2017 @ 1:30pm
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Showing 1-15 of 29 comments
Mr. Mixelplik  [developer] Mar 4, 2017 @ 1:30pm 
Known issue: A battle beginning with 1 Warrior in a multiplayer game in which the first battle is a loss will not end the battle; the result is 0 Warriors, which can continue into the negatives. Because the maximum gold a Warrior can carry is 6, the amount of gold will also drop into the negatives.
Mr. Mixelplik  [developer] Mar 5, 2017 @ 2:29pm 
Negative Warriors bug now fixed.
Also: hand zone sizes shrunk and pushed below the table so as not to interfere with the Gizmo tool. Discovered and fixed an instance where "WARRIORS" on the scorecard would not be made singular if the count was 1.
rwburbage Mar 27, 2017 @ 6:13am 
Can the keys in the tower be gold on top, brass on the bottom? Anyway to add speed up on the tower? You had that in your other published game correct? Pressing inventory should show warrior from the column of Warrior-Food-Beast it shows from Warriors column of Victory-Warriors-Brigands. It just dawned on me, maybe you coded that on purpose? Because of being plural? The inventory sequence is out of order. Also, how did you get the game published through Steam Greenlight? I would really enjoy getting Voice of the Mummy and Seance out there also. I looked into it and they want $100 plus it has to be your game..etc copyright etc. Awesome work! Thanks again!
Was play a four player game, everything was working wonderfully. Then Green found a Wizard in a ruin, and the game quit working with a LUA error (Sorry, forgot to copy the text of it). The Wizard had worked previously when I (As Blue) found one and Cursed Yellow.
Mr. Mixelplik  [developer] Apr 30, 2017 @ 3:07pm 
GOLD KEY tooltip now fixed.

Known issue: after one player curses another, the new Warrior and Gold results are shown; the numbers keep blinking. They should be static.
Mr. Mixelplik  [developer] May 2, 2017 @ 4:03am 
Known issue: apparently the keys on the tower itself are in reverse order of the actual boardgame; it should be the Gold Key at the top, the Silver Key in the middle, and the Brass Key on the bottom. It does not affect gameplay.
Mr. Mixelplik  [developer] May 2, 2017 @ 5:16am 
Originally posted by rwburbage:
Also, how did you get the game published through Steam Greenlight? I would really enjoy getting Voice of the Mummy and Seance out there also. I looked into it and they want $100 plus it has to be your game..etc copyright etc. Awesome work! Thanks again!

Hi, rwburbage... this isn't an independent game released through Steam Greenlight. It's an add-on for a game called Tabletop Simulator that's released through the Steam Workshop.
Terminus May 9, 2017 @ 3:48pm 
Hey there Gazoxtahagen, got a rather annoying bug to report. During a three player game, if a wizard appears and you cycle through the players, it throws up a lua error with the buttons and stops the tower functionining entirely.

Furthermore another bug is it starts throwing up masses of errors if you try to reload an autosave or rewind to get past this.

One last thing is any reload causes the tower to reset entirely, including all items etc, but reqinding keeps all items but causes the masses of lua script errors.
Mr. Mixelplik  [developer] Nov 28, 2018 @ 6:41pm 
Originally posted by Terminus:
Hey there Gazoxtahagen, got a rather annoying bug to report. During a three player game, if a wizard appears and you cycle through the players, it throws up a lua error with the buttons and stops the tower functionining entirely.

Furthermore another bug is it starts throwing up masses of errors if you try to reload an autosave or rewind to get past this.

One last thing is any reload causes the tower to reset entirely, including all items etc, but reqinding keeps all items but causes the masses of lua script errors.

Hi, Terminus. Yes, unfortunately, in order for the Lua code to keep track of multiple objects, the code itself is global (instead of being attached to the Tower or the scorecards, for example). The plus side is that the game does things like returning your token to the space it left if Lost comes up. The minus side is that the code does not persist; rewinding the game will result in all of those Lua errors you mentioned. Also, loading a saved game resets the Tower. The code ended up being much more delicate than I liked, but it does the trick if everything plays nice.

I was unable to replicate the Wizard bug you reported (since its appearance is very rare, it's a tough thing to playtest). If you get it again, let me know the error text.
Admiral No One Jul 3, 2019 @ 4:14pm 
I can't get 'hotseat' style to work for this game. When I start a new game and select to play 'hotseat' style so we can all use one computer. Player 1 can start the game and see the tower, but when player 1 ends their turn and it switches to player 2, a black box/blocker appears in front of the tower and I can't see what is happening.
-As player 1 I hit 'end turn' on the tower. Then hit 'end turn' in Tabletop Simulator. So Tabletop says it is player 2's turn. But the black blocker is still in place and I can't see what the tower says.
Am I missing a step?

MrSoiree
1 second ago
I got it to work by click 'end turn' for TableTop Simulator first, then when it was on player 2's turn I click 'end turn' on the tower itself. Then the black blocker does not appear.
Last edited by Admiral No One; Jul 3, 2019 @ 4:20pm
[42] Primus Zod Jan 27, 2020 @ 8:36am 
Thanks. This answers my hotseat question. :)
tenth Mar 28, 2020 @ 2:39pm 
First of all, thanks so much for scripting this game! Definitely a great nostalgia trip for folks who remember the 80s.

We did run into the Wizard/Curse bug in our first four player game, towards the end (argh!) - Unfortunately we didn't get a screenshot of the error, but the context was that the Green player had just visited the Tomb, in his home territory, fought some brigands, and got Gold and a Wizard after combat: It locked up at that point. (Sounded like the Green player did see the C letter on the tower, but neither Yes nor No did anything at that point.) I didn't see the error message, but the host said it mentioned something about missing userdata?

FWIW, the original Red player had swapped out to Gray, and let someone else take the Red seat - (Red was the next one in sequence after Green in our game, so not sure if the player swapout on Red was related to the crash?) We did previously have two successful Cursings during the game, but both happened before the player / hotseat swapout.

It would be cool to have a Lua command to try to skip to the next turn or something when this happens, as it seems to be rare, but does lock up the game entirely...

Last edited by tenth; Mar 28, 2020 @ 2:43pm
Glamatron Mar 28, 2020 @ 4:03pm 
I was hosting the game that tenth reported. Unfortunately I had not turned on logging, so I lost the exact messages. I think the line was in the high 900s, and the error said something about "userdata". I guess maybe I could have tried something like "lua gamePhase = 'endTurnWait'" in the console?
Llewinidas Apr 2, 2020 @ 11:54pm 
We just ran in to the wizard bug as well. First time using TTS though so I didn't even think of turning on logging.

Context: 1 player was in the Tomb, fought some brigands and was rewarded some gold and the wizard and when selecting "YES" the error popped up and nothing would move forward.
Bri087 May 10, 2020 @ 9:50am 
Similar to Admiral No One, I was running a hot seat game but ran into the same issue. In using the fix described, I am able to get player 2 to see the tower display, but it stops working at player 3. The widget that contains the tower buttons disappears right after player one takes their turn. The flow is as follows:

Start game on L1>choose starting player (multiple tried)>player one moves>click tower move button>end turn on TTS>click tower No/End>Widget disappears>player 2 moves>click tower move button>end turn on TTS>click tower No/End>tower disappears

It kinda seems like it might stem from a mismatch in whose turn it is in TTS and whose turn it is in the game. For example, if green is player 1 in TTS and I choose to allow blue or red to play first, the tower goes dark immediately.

Any guidance on this would be awesome, I love the game in single player mode and would love to play with family! Thanks in advance!!
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