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A lot of Cards etc. are still marked as "prototype" or "fan made".
Will these be updated again?
I then have to tap the figure with left click so it does a little jump, after that it recognises I have placed the figure, however for everyone else it works as soon as you put the figure on the tile.
I have tried completely re-installing but still the same issue.
Hope that gave you more clear insight to these Characters.
This means you get the character draft cards with after you already make the choice of picking a character and confirming your choice with the button. To be precise you get them when you are automatically dealt your first 5 action cards.
To replicate just:
1. Load up the mod
2. Select the modifiers you want to play with
3. Select characters for all players and confirm them
4. Hit play
5.The game will now begin and you will receive your action cards and character draft cards
Otherwise, there is not enough praise I can give you for the work you have done with this mod! Thanks so much!
Event deck has an extra copy of Agrophobia and a new event called Tendrils, which I assume replaces two different copies of the Hunt event (Intruder indicator and corridor movement matches).
Agrophobia has missing text where it should be removed from the event deck and to reshuffle the event deck with discard pile (should only have 1 copy in the deck).
Evac Pod Ejection should say highest number instead of lowest. Terror event has missing text that states that ONLY players with Insanity level 5 should discard all Action cards.
Generator Overheat and Fuel Explosion have swapped the corridors they move Intruders to.
The Insanity deck also has an extra copy of Demotivation but is missing a copy of Ripping Off The Bandages and Sabotage (20 cards total).
Card Art for the Event Deck and some of Insanity Deck is also missing.
@DreyfussFrost Doing that would cause problems if playing with the Mega Draft mode, as that mode allows Characters of the same color (such as Soldier and Survivor) to be in the same game. Also, the turn order is not meant to flow base on card number order. The player with the #1 player card simply gets the first player token at the start of the game, and turn order proceeds to the left of them as you would normally.
Additionally (and this is *far* less impactful, so more of a suggestion than a request), if the character boards and player hands could swap positions into starting turn order once player number cards are dealt and revealed, that would also help with game flow.
Room 016 is also a little whack when moving into the room and auto move rolls a 3, it places the noise token in the hallway connecting Room 011 and Room 013 instead. And if an encounter occurs in Room 016, it will remove all noise tokens except for the one that connects Room 016 and Room 12, but it will remove the error noise token in the hallway connecting Room 011 and Room 013.
Lastly, have you ever thought about incorporating the lockdown and slimed room exploration tokens from Aftermath into the pool of available tokens? They do not have item numbers on them though maybe that can be edited? Just a thought!
My group and I love the mod, thanks for your time and work!
I have a folder of card templates that I used to make the fan-made characters. These are based on the cards in Kensuaga's official nemesis mod, I simply just edited them using the gimp tool and paint.net . It wouldn't be too hard to just edit the existing cards though. Also, I do not have templates for the custom LD characters, I just edited the existing cards from the official lockdown TTS mod. You're more than welcome to edit the cards for your friends if you have the know how to do it.
Also, do you know if it would be possible to script Spore marker placements with the Auto Movement Tool? Overall, a big fan of the game and this mod!
One question / request. I play this a lot solo running multiple characters in the normal game mode (NOT coop). I usually play all 5 characters as it's easy to do on TTS, with myself in the black "GM" seat. When I start a game, it removes all the player boards and dice from people not seated in the game. I then have to manually put the boards back into place. Is there something I'm doing which is causing this to happen, or is this a change you would need to make your side to "fix"?
Thanks again for all the work you've done!
Please just credit my Auto-pass (skip) Help cards for Nemesis and Nemesis: Lockdown .
Their design is half-wrong and half-right in a way that makes it double wrong.
Setup places Engine 1 cards on Engine 3 and vice-versa (card number mismatches room floor number), because that's the one that matches their shape, and yet the portion of the floor number that is visible on the card is the same on as on their text, which further mismatches the floor number it overlaps with.
This seems to be common oversight among all base-board Nemesis mods.
On another topic, small idea: How 'bout when playing Covinct solo, the cuffs key starts at the top of the red item deck, instead of in the convict's inventory?