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You can play it without if you wanna
https://discord.com/channels/90897972715352064/1080540789165273178/1395819182204911767
2. You're right, the Tech module is described as a mini-expansion. We'll revisit this and explore making it optional in the future.
3. Makes sense — the 1P/2P experience is better supported in the Uprising-only mod for now.
4. Noted!
5. We'll review those cards (Priority Contracts, Delivery Agreement, Corrinth City) for consistency with the reveal logic.
2) I'm pretty sure that Tech module is removable. It is called "mini-expansion" in the rulebook and has separate component list and setup. But even now it's playable, we just skip couple of cards
3) Thanks. I was using different module before, therefore confusion.
4) Nice! Again, no rush whatsoever. I have the other mod to play without Bloodlines and another one for vanilla.
5) Here consistency is the problem. I see like 3 other or-or cards that are revealed automatically, namely Priority Contracts, Delivery Agreement, Corrinth City
The original version of this mod was built when another mod was considered the "official" one. Because our focus was on full Bloodlines integration, some design decisions prevent toggling back to a pure Uprising mode.
That said, we recognize the value of modular game setups and intend to address this in the future, enabling custom configurations across Uprising and Bloodlines components.
5. Certain Reveal Cards Stay in Hand (e.g., Deliver Logistics, Undercover Asset)
Correct — these cards contain conditional OR effects that require the player to decide their action. Because of this, we avoid auto-resolving them, as the choice must be explicitly made.
6. Automatic Resource Count During Reveal Phase
Some of this logic can be improved, and we’ll look into it. Meanwhile, note that all resource gains are recorded in the event log, allowing you to confirm whether bonuses were applied as expected.
Unlike CHOAM in Uprising, the Tech Module is not optional when using Bloodlines. This is aligned with how the expansion was designed and is currently a fixed part of the setup.
3. Clarification: “First Player - Red/Random” Switch
This toggle defines how the first player is chosen in Round 1:
Red: The red player always starts first (default behaviour, familiar from Immortality/IX).
Random: The first player is randomly selected.
We acknowledge that the label could be more intuitive and will explore ways to clarify this in the UI.
1. Bloodlines Implementation and 1P/2P Support
The addition of Bloodlines introduced significant changes. If you're attempting to run 1-player or 2-player setups with Bloodlines enabled, several components are still incomplete and may not function as expected.
Make maximum leaderPoolSize_range equal 30. Right now it 24 and you cant pick from ALL the leaders in the game.
Like this:
leaderPoolSize_range = { min = 4, max = 30 }
The first one is that some cards stay in hand on Reveal and are not calculated. Often player is not noticing them until it too late. Namely, Deliver Logistics (x2), Undercover Asset, Desert Power.
The second one is with automatic resource count during reveal. Usually, the script counts persuasion and swords for you. But everything else (Spice, Influence etc.) you do manually.
In your module some cards with Command (6+) break the rule and add the resources automatically. Which may cause double recourse income, player will add them the second time.
Or, more likely, the player will think that the income is scripted and will not receive anything from the other 22 cards with resources on reveal. Happened with me yesterday. Saw that Bombast gave me 3 Solari and missed like 5 Spice from other cards thru the game.
1) Make Tech module removable on setup (like CHOAM)
2) What is the meaning of "First player - Red/random" switch? Extremely confusing
3) Make Bloodlines optional. Ideally, the mod should allow any version of the game with any addon config, but this is one hell of a job.
4) Maybe make promo card removable? Questionable request, I know nobody who play without those 5 Imperium cards. On the other hand, everybody I know play with CHOAM but it is removable.
1) 2p + Haggal mode (2+1): Hagal deck is wrong, it has an extra Spice Refinery card for some reason
2) Solo + Haggal mode (1+2): Hagal deck is wrong, it missing 4 Acquire Tech cards
3) Solo + Haggal mode (1+2): There is some weird thing going on during the leader selection. The player is tossed around the seats and ends up on Rival's color while it is taking the first Rival turn.
4) Tuek’s Sietch tile should be present only if one of the human players is playing Esmar Tuek. Either random or deliberate pick
5) Hahal deck is missing 2x Tuek’s Sietch cards if I've picked Esmar Tuek