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Adding a Condition {name} can be done by using these two lines:
Similarly to how units are named in the file, not all conditions use the same name in-game and in-file. Here are all Conditions with their in-file names that I found (but there may be more):
- Confused - applied by Banks's Revive on enemy and Rabid Bite; treat all enemis as hostile, on/off
- Stunned - applied by Stun Barrels (and Stun Coffins); unit cannot act for {Count} turns
- Globbed = Brittle - applied by Rion; unit takes {Count} bonus damage and counts down on hit
- Sedated - applied by Banks; unit takes {Count} damage at the end of turn
- Unsteady - applied by Banks; unit increases any induced knockback by {Count}
- Fireproof - Bori's innate Condition; only affects Mildfire, on-off; the main attack of controllable wizard-Bori still goes through
- Gasmask - innate Condition of some enemies; prevents Sedated, Unsteady, removed after losing {Count} health; you can actually increase the starting Gasmask count as the specified Count is added to the innate value
- Shielded - applied by Shield Generator; temporary shield acting as {Count} bonus health, gets removed at the end of turn
- Off - applied to a turret by disabling it; forces the unit to be allegiance=NonCombatant and it cannot do anything (works on wizards as well)
- Retaliation = Reactive - Shepherd's innate Condition; unit protects anyone of the same allegiance, the unit doesn't act on its own; on/off; seems to only work on enemies with normal "guns", does not work on wizards
- SelfishRetaliation = Prickly - Dream Boss Zan's innate Condition; unit protects itself after it is damaged/targeted, the unit still acts on its own, on/off; seems to have same limitations as Retaliation
- Big - Siege Cleric's innate Condition; prevents defenestrations, on/off; interestingly, you can still throw a Big unit off of the map if there is just an edge to nothingness (when Autowall is disabled)
- Mildfire - applied by Bori; doing anything hurts, on/off
- Inorganic - Turret's innate Condition; prevents Unsteady, Sedated, cannot be targeted by Rabid Bite, possibly more, on/off
- Poisoned - the effect that Zan has in that one level; movement is limited and take 1 damage per turn, but unlike Sedated, it doesn't apply the last tick of damage if the objective is finished; on/off
The following Conditions don't do anything (or at least not the thing that they claim to be doing). They might only work with certain characters or are there only to force a description to show up in the right panel.- ChannelingMildfire - Bori's innate Condition, says that knocking him out removes all Mildfire; giving it to another unit and knocking them out doesn't clear Mildfire
- DeathClone = Liv and Let die - Liv's innate Condition, counts down the amount of lives she has, giving it to another unit unfortunately does allow them to cheat death
- AttacksRemaining - Liv's innate Condition, counts down how many times she can attack; giving it to another unit does not allow them to act out of order and giving it to a wizard doesn't change how many actions they have
- Invincible - applied by Chapel Absolvers, prevents any damage; it doesn't seem to persist without an Absolver (but you can the effect disappear at the start of the level)
- Neutralised - applied by Neutralisers, should prevent from using magical abilities; it doesn't seem to persist without a Neutraliser
And here are two Conditions, that are impossible to catch in the .gsf files, but I did discover them so I figured I should share them, since I did use them in one of my missions:I am sure that there are plenty of combinations of conditions that can lead to interesting levels, you are free to experiment, I will just mention two cases I found useful:
Giving a wizard Off makes it that they cannot ever be controlled by a player, but they still count as a wizard for purposes of Green zone objective and others. However, it also force the wizard to allegiance=NonCombatant, which e.g. causes them to be damaged by Intelligent Spore Bomb. Instead, you could just use Stunned with a ridiculously high value (or high enough for all cases).
Inorganic is useful to put on living enemies, as it can be thought of as an unremovable Gasmask. It also prevents the unit from being targeted by Rabid Bite, which is useful if you would have a map without any allegiance=Enemies, which allows Rion to use Rabid Bite infinitely.
The one thing that I used a lot (and might not be a great idea since it's quite obtuse) is 3 Sedated + Poisoned. On Normal nad Hard difficulties (with no Banks to get rid of it), it will kill any wizard at the end of first turn... unless the objectives are done, then it does only 3 damage and unless you took any other point of damage, you win. You can use this along with some objective that requires everybody to survive to essentially create the objective of "Finish in 1 turn", which the game doesn't normally have. Technically, you would get the same thing even without Poisoned, but then game would allow you to end the first turn without completing the objective, dooming yourself in turn 2. I am not sure if it is good to use, as the behaviour of Poisoned is not very intuitive and requires an explanation. Directly having an objective "Finish in X turns" would be better (currently, there is only a Confidence goal that does that).
You can use Shielded on a wizard to give them temporary bonus health on first turn only, useful when combined with the previous setup for 1 turn levels.
Lastly, I will also mention, that {name}Count can be negative and it does counteract innate conditions. On/off conditions can be disabled this way, e.g. Fireproof from Bori, Big from Siege Cleric, even Retaliation from Shepherd (turning him into a normal enemy). But when trying to counteract Gasmask, any negative value is treated as just -1, so only 1 Gasmask can me removed. Interestingly, you can even disable ChannelingMildfire on Bori. A negative value can be used even when the condition is not an innate one, e.g. setting -2 Unsteady (essentially making it 2 Stability) or -2 Sedated (healing 2 at the of a turn). However, these negative values (sometimes) do not survive a rewind, similarly to out-of-bounds allegiance, so they are not very useful. And I would advise against negative Counts in general (even for counter-acting of innate Conditions), as if there is anything that could be disabled/fixed from this post, it would be this.
- Edit the level in text file only, without editor
- Reapply any changes after every save (or just before testing or uploading it)
- Automate the process somehow
I went with option 3, I wrote a small Powershell script that takes the level file and another file .inj and "injects" the modifications in that file into the appropriate "elements" in the level file. If you take a look at the files of one of my missions (e.g. Rion's Favorite Dall), you can see those injection files there, because the game uploads the entire folder.I still have to launch the script after every save, but that's much easier than option 2 (I didn't trust myself to have it do it automatically out of fear of cutting a file in half somehow).
I am willing to share my script, but you should be careful around it. It is a piece of code, with a potential to be dangerous, so unless you yourself can check it, it seems like a bad idea to just run it. Again, do not run this unless you know it is safe. Here is the code:
https://pastebin.com/1pqwQup1
There are two objectives where everybody has to reach green zone: first, where everybody has to be alive, and second, where everybody except Banks can die, as long as they die in the green zone. These two actually have additional difference -- if your wizard gets defenestrated, you cannot complete the first objective, but you can complete the second. Not sure what is happening there, I though this was the objective used in that one level with Liv, but it isn't. I considered using it for my Golf Dall level, where you would be supposed to throw Dall through a convoluted Golberg machine-esque level into a hole... but decided against it, because this differentiation is not communicated properly to the player. And it is also most certainly a bug that might get fixed.
I'm glad that you have shared this info with others, and I look forward to what other levels can be created with this tool in our toolbelt. I do hope that more edits to the editor come that allow for perks to be set manually; as it is right now, I think a lot of interesting levels are left on the cutting room floor because we can't remove perks; it makes characters like Dall and Banks w/Genius Grant way too powerful for many custom levels as is.
Here is the code:
https://pastebin.com/1pqwQup1
I ended up upgrading it a little with the -Continuous switch which allows it to run in the background and almost immediately react to. Should be a little more user-friendly this way. But use it at your own peril, as there is a small chance that the script could 'inject' into a partially saved file, causing the rest of the file to be lost. For that purpose, I also added automatic backups of 1 minute and 10 minute old versions, just in case.