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I'll probably get to the gas station info later this summer. The promo card pack would need a bit more work to create the cards and set it up to load in properly without affecting the rest so no promises. If you make the assets you can always add them in and shuffle again after the game setup, it's just the automation part that could need more time than I have at the moment.
https://boardgamegeek.com/image/3341794/dead-of-winter-bgg-crossroads-promo-cards
All the generic tokens are in the barrels in front of each colony - you can see the one for helpless survivors highlighted here https://imgur.com/a/MPfbRAE .
Th tokens are double sided, so you can flip it if you want to change them to "unruly" instead of helpless. The supply is infinite, so once you're done you can just delete the extra ones or drop them into the discard bin (to the left of the barrels).
You can also find food tokens from here (which you can drop into the pots in the colony to count food supply/starvation), wound/despair and advancement tokens. You don't need the noise, barricade, or trap barrels as I've automated those – the youtube video on this workshop's page goes through how to trigger those, or you can click on "Notebook" at the menu on the top of your screen and check out the "module features" tab.
I'll make a note to add info on the helpless tokens to the notebook in a future update as well, so thanks for pointing that out.
If I add a survivor token as a helpless token, how does that work if I draw the survivor's card? Or is the token art just there for ease?
I found a bug with one of the models: http://cloud-3.steamusercontent.com/ugc/1021697128190988773/4A83D10EA453AE94322B0085A9B9E27B7DB9C307/ should be a plain text model but is actually an html page saved from Paste.ee. HTML contains the actual model text so should be fixable.
If you want to run the audit yourself, Bored Maude tool I made detects those issues.
I also credited other mods where i got assets from – including your mod, where I took some assets (again, I forget which but I gave you credit all the same). Off memory, there were some decks or cards in your mod that were missing or broken at the time, which is why I started asking people who owned the physical game to help me out.
Could you click on "Discussions" and then "Bug Reports" and follow the steps in the first post. I've run a scan and all assets still seem to be live, so following the steps in that post / sharing what errors you get should help.
Also if you need to upload images you have to post them to a site first - I recommend imgur. I can't see what you posted as the link is to your desktop.
( file:///C:/Users/joisa/Desktop/ERROR_SCRN-GRB.JPG ).
I hope it can be fixed, this game looks like a tonne of fun.
Can you drop a message into the bug reports discussion ( https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2114343426/3192489717262019237/ ), as I might need a bit more info and I don't want to spam every subscribed to the comments? I'll respond to you there.
There is code set up that should prevent that issue (and I can't see it when I try to do the same)
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2114343426/3185737486661838185/
From what I can tell the mod is still working and the links are active.
The most likely issue is that a file got corrupted locally - you can delete the mod from inside TTS (Games, then click the 3 dots on this mod) and then resubscribe to trigger it to try to sync the files again.
The rulebook links all work for me in a browser, so I know they are still valid. With the exception of about 10 assets that use dropbox or pastebin, the rest are stored on steam and should work. It's possible your ISP blocks pastebin, but until I know which textures you think are missing I won't be able to investigate further.
Thanks for pointing out the missing texture - I've made a note of it. The models were mostly pulled from other mods so it's possible there's a broken link, but I probably won't have a chance to look into it until the end of the month
One thing I noted: the cars at the gas station don't have textures. Is that inteded? (cause the car in the river has one)
I've fixed the bug you mentioned so it should all be set up for you when you next load the game from the workshop. Thanks again for pointing out the issue
Thanks for pointing out the bug - I'll try to fix it asap =)
I wanted to mention one bug we spotted. With the Warring Colonies setup, the school has the hospital deck on it, instead of the school cards. To get around it, we reloaded, made the deck ourselves and saved it as an object.
I've started a discussion for you/others to share discord groups so that the comments stay focussed on the mod itself. Also everyone subscribed to the comments get's a notification every time there is a new comment, haha.
Would you mind reposting your link in there?
For instance - BLUE will only be a survivor option if you are playing with the Raxxon module, as his ability can only be activated at the Raxxon.
I made an update in October based on feedback from other players (see the discussions tab) to allow certain characters and the related crossroad cards to be added where they would still make sense/be playable.
The change note for that update is as follows:
○"Moved Chloe, Emma and Gia from the "Bandit module only survivor deck" to the "Long Night survivor deck" since their abilities are usable even without the bandit module.
Their crossroad cards are specific to games with the bandit module, so these will never trigger when not using the bandit module."
Are there any other bandit cards that popped up in your game (if so can you tell me which cards and what options you had selected), or just those?
Nope, it will shuffle all the secrets decks (i.e. just base secrets, or Long Night secrets, or both) together into one deck, and the betrayal secrets into another deck.
You need to choose how many normal secrets and betrayals you want (see the rules booklets in the mod for more info) and manually shuffle those together.
Thanks for letting me know - I've updated the mod to correct this. It looks like it was just the model for a small background model, so hopefully you didn't even notice the lack of it in your game =)
http://cloud-3.steamusercontent.com/ugc/757095286061943096/CBCD98A55718609D4A6305F0DCBD166206F3AE7A/
http://cloud-3.steamusercontent.com/ugc/757095286061943380/9DD1B192BC1BD428030C4E8DEA3C8C266DB5F1AD/
Check out https://www.youtube.com/watch?v=YLH2RXDXqhM for how to setup the game. Essentially there is a deck of "objectives" that will have spawned in the Colony, so you just have to pick the objective card you want and put it on top, and then set up the zombies/rounds/morale as per the chosen card.
I will be adding automation for this last step once I have more time. =)
I've tried to set the assets to only load when you need them (i.e. when you select a mode which requires them) but as you say, there's a relatively large amount to load. It should be quicker on subsequent plays, though =)
At first i was surprised, why it needed so (relatively) long to load up... still less time than setting up the physical game.
But, well, it's obvious... an amazing board, with amazing QOL additions. It's rarely the case, but i think i actually prefer this over the physical version.
Kudos to a job well done!