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@Tomo I think the Life Support discovery condition got fixed.
It was a solo game with 2 players. I was trying out manual seat. Other player died a couple turns earlier. I had a full round without them and it was handling that correctly.
Contractor:Hacker was the character.
Only one storyline.
No exploration items.
I just manually set up the scenario myself and it also worked correctly. Maybe it was something completely unrelated that'll never happen again. Maybe a rewind at some some point earlier.
I'll need more info to check what's up. I'm testing it, it works. I'm reading the script, it makes sense to me.... I guess you fiddled with something at some point ?
You are saying script pulled out the sequel card without taking out the Room Tile but the sequel card is only drawn after a Room Tile is drawn. My script is not doing that. So...
While your report was quite long, I actually need more context:
how many players ?
were you all using active seats (either assigned automatically or manually as described in the Assistance section ?)
Which character did you use to do these explorations ?
Did you have only one story line or did it bug out and you had both lifesupport and then drilling station (like Tomo reported) ?
Did you have items related to exploration ?
I have zero clue where the issue is s I need some help here. Everything works fine on my end.
It checks if the player color is currently playing and his character still alive.
it then checks for Action cards to draw.
Then it finds the player holding the first player token. And checks the following player (using the color list going from left to right)
And it selects the following one that is both active and with a character still alive.
At no point the Help Card's Number is being used to check the next player in my script.
And I did test it, it works as I described. If I can't reproduce your issue then I can't fix it.
Maybe you fiddled with something at some point ?
@Tomo Ok that is curious I will check it out, thanks for the report.
@Jay Shadow Yes, the script does not expect players to place tiles manually most of the time (I do expect it on some occasions and run a function to check all tiles at those specific times). I will check out all that. Thanks for the report.
I didn't expect error to happens for sequel cards considering I had them right the first time I tested them but maybe something I did on the later cards screwed the very first ones I did before.
Beside that, incredible update as usual <3
I'm cooking more of it but it takes a while, it's not as simple as Shadow cards, event cards, or exploration cards.
Once you know 4 is more likely to happen than others, you can either avoid Corridors numbered 4 if you want less Hazards or on the opposite, move on purpose near Corridors numbered 4 to trigger Hazards.
4 is more likely, 3 is less likely, 2 is even less likely, and one is even less likely. Choose your path wisely.
Before starting a game:
Toggle Solo/Coop mode by clicking 'Semi Coop Mode' button once.
Then toggle Manual Seat by clicking 'Automatic Seat' button once.
This will let you select which seat will be considered active by the script which will let you have multiple characters even though you're playing alone.
This should do what you're describing.
It is rather natural that if you're used to having the token you'd feel lost when it's not there.
I've just been playing without it for a year and a half so I didn't feel the need. At one point I did think about it when I saw it in the rulebook, but the quality is rather bad so I didn't bother. When I have a decent quality for it and there's no other task with a higher priority on my list I'll give it a try.
Take care !
Just to be clear,.. it was not my intend to complain. Your mod is really cool and it manages to do so much without having all the info and assets. It is awesome and i am having a really good time with it.
Thank for this.
Right, now that you mention it. The intended effect is probably to also hit the one you targeted, huh. It's better than I first thought. Sure I'll change that too.
PS: the new confirm/cancel works so good, you are a god
The tokens or their effects do not seem to appear when called for when the oxygen is at zero.
@Thrasymachus Ah... Hmmm... That's strange I will check if I made a mistake. I thought I changed the script properly. Thanks for the report.
I cannot find the Suffercate Tokens,.. where are they?
Which was done on purpose.... But not properly setup. The variable is being resetted properly if the player reroll the dice using Motion Scanner. But if he clicks "No" there's no reset happening. It is also possible a player would click "Yes" but not proceed to reroll the Noise.
If this happens in that order, then it is possible you'd be stucked on "Yes"....
If stucked like that, the next choice is skipped but the result is kept and proceed as if a choice was made. But this should also reset the choice variable.
So while this is an issue I'm gonna fix, it still does not explain your problem. And I checked the Script I have no idea how that would happen. My guess is that you're probably not describing your situation accurately enough.
It could happen in theory if for example... A LabRat rolls a Hazard while having the card Inspicuous, and a Xenobiologist has the card Field Experience with some Tissue. But it's so annoying I didn't make it possible, the LabRat has the priority; we're not supposed to have 2 Contractors in play, so ye I got lazy there. The basic choice function was already annoying to setup I didn't dare allow for more
@ALonelySpirit That is a different issue, I did ALOT of testing for this new Noise system (Shadow Markers) they have with Sangrevores. I am pretty sure I got it right, did you make sure the Character figure was flipped to signal a Move Cautiously action ?
This tip is written in the mod description and on the side of the table.
I know that the script cant really know if you are moving carefully or not, but what would we need to do?
My solution was to move the noise tokens out of the corridor, revealing the exploration card, then when the script was done, put the noise back on the corridor.
Probably a pop-up message can work, like "Resolve Shadow Card?" and then like intruders attack you either press left click to accept it or right click to ignore it.
It makes sense for consistency with other script mechanics 😌
I will look into it.
@plfires Oh my, you are correct.
I checked the mod, he is making a copy of the bag's content, which is the right choice, it is safer in case someone else selects the same character. Alright let's give it a try ourselves
It's based on the original nemesis mod, Because you have to confirm the character you selected before starting, so i think it is like you said, It puts everything on the board, then the Cancel just puts everything back in.
Usually we just select, look at the deck, then put everything back in place and hit cancel.
Hope it helps 😅
The Insider expansion is planned, it's indeed a bit tricky to make but nothing impossible.
plfires was passionated enough to scan all Insider expansion cards, I think I'll do it once I'm done with updating the cards I'd like to change.
I suppose it's possible to have a copy of a character bag, acting as a preview but other than that I dunno how they did it. I will write it down but feel free to show me in which mod you saw it, maybe they know something I don't.
Right that is true I didn't write anything about how the script would work for the Allegiance card. The script checks the objects on the player boards for almost anything player related except when the game asks to check a player's hands, then it's the hand that is checked. I'll write that in the Assistance section, thanks for reminding me.
when draft is disabled and we see all the selectable characters on our board, it would be cool if we could click one character, load it to see its cards and items, then be able to press something lile "cancel" to deselect the character and click an other one.
It's mostly because many new players are always asking "Oh can i just check this guy/ oh can i go back to pick an other one".
I saw this feature in an other OG nemesis mod aswell.