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@Luca94 That's a pretty old bug. I can fix it once I figure out this issue
@Feanux I've rolled back the game due to a different bug, so !random no longer exists. I think I've found the problem with the randomness algorithm, but keep in mind that the game-start randomization is the same thing and has the same issues, so determine who goes first the old-fashioned way for now!
@StormKitten Holyhell that's a lot of tedius work I haven't gotten around to yet. Honestly, I don't reaaallly see the point of names on things that aren't Guppy items or The Bloat--- seems like a waste of time if ya don't need to search for 'em...
https://i.imgur.com/Ze946lV.png
3 players in the game, spamming this gives me the same thing.
nah, your version is the best. ^^
https://steamhost.cn/steamcommunity_com/id/Luca94b/screenshots/
Each time you put a monster card in the 3 extra spaces you have to manually correct the die
3) No; I personally think that's annoying, and I refuse to steal his work besides. Plus, the lag issue as with 1.2 (anywhere from eight to forty tokens). You can flip the hearts to indicate they're gone, or toss them off their slots and put them back when you heal--- they have snap points to make this easier.
If you like any of these intentional choices made differently, you can play the other you linked (though I'm not sure what his update status is on the cards changed in the print version). :D
1) No.
1.2) No.
2) No.
3) No.
To be more specific:
1) No; using dice over counters was an intentional choice of preference. The HP can only range from 1 to 8 anyway, and the dice can be easily set by using the numline while hovering. This is preferable to the default counters with their tiiiny buttons, and to the better counters cause you can set them from 1 to 8 in one button. This'll probably end up having to change if a card with >8HP is released, though...
1.2) No; each monster HP counter needs its own scripting zone, and adding too many scripting zones could clog up the system and contribute to lag. When you have an irregularly high amount of monsters, it's recommended to just copy-paste the d8 and keep track manually. I might add a button to reset monster HP a la Jerb's mod, because that only makes a load when it's clicked.
1) Remove the hp dice (They are quite annoying) and replace them with the counters
1.2) Place the counters for all the monster card spaces
2) Remove the coins counters and replace them with coins bag (In the original game the coins are only 100. Plus it's nicer with coins :D)
Q: What happens if we run out of coins?
A: if somehow all 100¢ has been hoarded by other players, players simply can no longer gain ¢. This probably won't ever happen though.
Source: Four Souls Faq (Rule Book)
3) A script for hearts like this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1494353408
I actually took the time to filter out the items form that mod and put them in a bag as a custom item then implement them to your board, which seemed to work fine!
And I was aware, I guess I'm just lazy lol!
Thanks again, table looks and plays great.
@N O R T H E R N Thanks! :D
Two reasons Alt. isn't present: a) I haven't had the chance to ask the mod creator, and b) their mod comes pre-packaged as their own table instead of as a deck of its own to be added to any other, which leads me to believe they want it separate. Otherwise, it'd totally be in.
Tapping by left click and click-to-set-hearts a la Jerb's mod are things I excluded on purpose. It's not one of those 'the option doesn't hurt' things imo--- I find it a bit annoying. In case ya didn't know, you can rotate 90 degrees at a time with just Q and E by using the button on the very right of the top menu
There are 2 things I would love to see in this mod. One is for the ability to play with the antibirth (alt) expansion, and another is the script that allows for cards to be 'tapped' by left clicking once on them.
It does have to load in those extra assets when you pull them out of the bag, though. They come separated into the Treasure deck, Loot deck, Monster deck, bonus souls, and then the three characters.
So maybe the problem is pulling out the next deck before the first one fully loads? Try pulling them out slowly one at a time? It should be less of a problem if you can get it to work once c:
Even when the scripting fails, it shoudln't -crash-. It should just stop working as intended. A crash sounds indicative of a heavier problem...