Gloomhaven

Gloomhaven

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Reduced Randomness
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20 Oct, 2021 @ 7:56am
25 Oct, 2021 @ 9:47am
6 Change Notes ( view )

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Reduced Randomness

Description
The modifiers deck is altered according to the board game's rule know as "Reduced Randomness". This will remove some variance when drawing from your modifier deck and you are less dependend on luck in your game.

Changes modifiers:
- "times 0"-modifiers will be executed as "-2"
- "times 2"-modifiers will be executed as "+2"

Shuffling is not affected.


NOTE: WORKS IN CAMPAIGN AND GUILDMASTER MODE NOW!
17 Comments
Frission 12 May, 2022 @ 6:49pm 
see I want the opposite, I want a mod that adds random seeds to restarting rounds. :I
BurningFalcon 15 Jan, 2022 @ 11:43am 
I think the mod is obsolete now with the integrated Home-Rules
Rory 2 Dec, 2021 @ 2:54am 
I had some issues happen in my game when using this mod. Perhaps these are bugs with the new campaign but I haven't encountered these bugs yet with the un-modded game. This is the only mod I use for this game too.

Basically the elemental effects for adding damage to certain ability cards stopped working. For example, the +1 damage effect on the Spellweaver's card, Mana Bolt, stopped working. There were some other +1 damage effects that stopped working for the Cragheart as well. When I played without the mod, there were no problems. Another strange thing happened when I fought the Prime Demon. Basically he was invincible and I couldn't kill him, but when I played without the mod, I could kill him after destroying that altar (sorry for the spoilers).

Like I said, I'm not 100% sure, but I was wondering if other people have experienced issues such as these. Thank you very much for creating this mod!
VitA  [author] 28 Nov, 2021 @ 9:59am 
I think iron helmet should work. But I could not test it yet.
I just changed the values of the modifier deck. I did not change which cards are in the deck. So the x2 card is drawn but handled as +2. I expect iron helmet to work in that case.
Grognerd 20 Nov, 2021 @ 7:47pm 
First off, this is a dandy mod, and works great on a fresh campaign, much thanks! The question I'm wondering about is, do you know what happens (or not happens) with the Iron Helmet and this mod? Iron Helmet converts enemy x2 to +0, so ... hmm.
BBBB.Kiwini 6 Nov, 2021 @ 1:39pm 
There was an unintended interaction with changing mods mid-campaign. I don't think it's specific to this mod, but rather the rules around modifying mods have changed in the last couple of days which is why you're only noticing it now.

The discord is the best place to discuss the change with the devs and understand it fully, i'm not an expert on the topic.
No need 2 cry 5 Nov, 2021 @ 7:00am 
I had no problems saving with other mods, even with all of them enabled in a single ruleset. But I have now found out what the problem was. For whatever reason, after I deleted my unmodded campaign save, I could save the modded one with the costum ruleset. I tried recreating it by starting another unmodded campaign, and sure enough, I could load the modded campaign from the last save, but it would not create a current save as long as the savegame from the unmodded campaign existed. I dont know why or how, but that fixed it for me. Leaving this here in case somebody else has this very weird problem. And thanks for the mod by the way, very much appreciated
VitA  [author] 3 Nov, 2021 @ 11:36am 
THX for the award! I am flattered :)

To start a game with the mod, you have to download the mod, create a new ruleset, add the mod to the ruleset, hit compile and then hit play (at the right bottom of the screen).

I have no idea, why you can't save. My mod is really just about the modifiers and should not influence saving mechanics in any way. Do you have problems saving, when you use other mods?
No need 2 cry 3 Nov, 2021 @ 8:14am 
When I activate this mod for the campaign, the game does not save for me, since I cant load the campaign after exiting the game. Any ideas why that might be?
Stuie 3 Nov, 2021 @ 5:13am 
Thanks so much for this mod!