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TLDR You should put discarded skill cards right below the corresponding skill deck to make it reshuffle for you.
I've looked into the scripts and found out that each skill deck has a designated discard zone. You can see them in F3-script zone. If you discard the skills to the corresponding zone, drawing skill automatically reshuffles the discard pile. The calculate function is on the right side of the board. If you weren't using it, give it a shot. It discards cards accordingly.
We've noticed there's a minor bug where if a deck that isn't part of a player's draw pool is empty when the player hits the "Draw Skill Cards" button, it generates a nil reference error in the getSkillCards function, at line 254 of the global script (since the returned deck is nil when it's empty).
little bug: on "Create Ally Deck (new step)" we should roll a die twice until the results are different , but now the first result that comes up is accepted without checking for a difference
Thank you for the reports.
Small tweaks I would like but aren't required:
- When using the expansion: The 3 player references dealt Allies + Horrors, Traitor reference, Player reference. Are dealt out so there is 2 of each and locked. But they are facing the same way. The only reason I see you'd deal out 2 is to show front and back, but currently that's not what happens.
- When using the expansion: The current option for "standard" preludes is dealt face up. However our play group typically chooses characters after the script automation, and I'm fairly sure we are not suppose to know the preludes till after we have chosen characters. We get around this using the custom setting and just dealing after. This is just more a request for them to be dealt face-down and also flipping the remaining prelude decks.
Setting aside all the 0 cost cards would be somewhat difficult with the way it's currently written, and the cards are organised in descending value anyway. Would maybe look into it later, but no promises on that one.
Thanks for the feedback.
During the setup you have to put two random allies and two random interor spaces, which is not happening automated right now, so you have to do it manually.
Also, is it somehow possible to separate the 0-value skill cards into the corner when skill check is calculated? just for clarity sake.
On that note, is it also possible to let the 0-value boon cards and 0-value treachery cards change the helping and opposing skills? I guess that's not that easy if not impossible since the helping and hurting skills are locked in before the skill check starts.
I think, there are a few QoL features missing:
1. Page 3 of the FtA-rulebook says, that, among other things, the Item "Jam Tin Grenade" needs to be replaced with the updated one. Like the "Captain" and "Keeper of the Tome" role card.
2. Page 3 and 8 of the FtA-rulebook says, that when a chaos deck is created, 2 boon cards and 2 treachery cards are added. Using the comfy "Chaos Refill" button does not do that at the moment.
Again, thank both of you for the effort and time to provide us with this mod.
Horrors are placeholder minis from mansions of madness, if you can provide 3D models of the horrors, that would be appreciated (and you would of course be credited)
If anyone can create 3D models of the three Horrors, I'd appreciate that. For now, I might be able to find proxies.
Thanks for the speedy turn around, and the awesome work you've done on this worksho.
Specifically the `onChat` command is filtering out any `player.admin` from talking.
I understand you were using it to trigger a function, but if that isn't the exact message the player said, I believe you need to `return true` inside the function to allow the chat message to go through.
You'll also have to update some GUIDs when you import translated decks (get GUID of an object with right click > scripting > GUID), I keep all GUIDs in script at the top of a file so just look through them and update them. That should be all you need to change in the script to get it functioning but you will of course also have to translate the various text that's printed out or displayed in XML.
Have you heard of the hit game Among Us