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Thanks!!!
https://www.nexusmods.com/tabletopsimulator/mods/263 (not sure if it still works)
https://gitlab.com/fran1523/bored-maude (no GUI, need to know how to use CLI)
That can be an issue with the distribution network and security settings, e.g. from your router or ISP. I have that too sometimes and what helps me is aggressively re-loading the game several times, or opening bags repeatedly. Eventually it will accept the addresses and download the files.
There is also a tool to manage cached files with TTS, where you can download files via the tool! I forgot what the name was - perhaps it's TTS Manager?
Thanks for the suggestions, but currently we do not have those versions. Since we update them regularly and it's already a bit of a nightmare in terms of maintenance, we will consider such printable versions once we have a final release of the game (with less frequent updates).
@Acmeth: This can be a common issue with TTS and how it links to external files. Sometimes it helps to load into the game, and then load into it several times again. Alternatively, you can try disabling mod-caching in your settings and THEN loading into the game. After you are loaded, re-enable mod-caching.
Archeological Discovery (Adventure Token)
A Relic From Better Times (Adventure Token)
Looking forward to play your game, i had a loot of fun watching you play trough the tut.
you don't download from the host, but a shared url. if that changed, or the file changed, and you have mod-caching enabled, you'll have a different file (=card).this is also an issue with dead links for example, when the host can load it from his cache, but anyone can't (unless everyone has it cached).
the easieast way is to get everyone disable modcaching in the options, this should load the same file for everyone, and throw errors if the url is dead. drawback is you'll download the whole mod every time.
you could enable mod-caching again, everyone should be on the same state. but that can cause the same issues down the line again.
it's a quirk/issue how TTS handles files, makes it (too) easy to use, but causes issues like that or link-rot in general when people just copy parts of other mods without mirroring the links themselves, once the original links go down it breaks every mod with those links.
The players are spread across the US (east, west, central) with different download servers selected. Also not sure if this is related, but 2 individuals (one saw 5 and one saw 4 in the previous example) could only see one page of the various books on the board. Not sure if this is a setting issue though.
Right now, the expectation is that at least one player reads the entire rule book in full, and then starts playing with their group. The "Glossary" can be helpful to quickly reference specific elements during play.
The introduction does a good enough job to explain how the map will be develop with the exception of what layout will be choosen (I found out about that when I watch the gameplay in the yt channel), also it doesn't explain battles, so I was lost like for another half an hour without an aswer about how initiative works in this game... I try checking the glossary but it didn't really say much, the gameplay for the first battle also didn't explain much for me.
Also movement around the map wasn't explain much, I took for granted like in dnd that if there is no battle, players can move around freely.
We are constantly improving the game, little by little. Making it more understandable for beginners is important to us. Could you point us at the aspects that confused you?
You have to use your placed cards during your turn.
Only "Interrupt" cards can be used outside of your regular activation (based on Initiative).
I have a question,
Can you hold a card, for later use in the turn, to interupt with? or all cards have to be used or forfeited at the end of your initiative?
If you are in-game and you cannot see it, then it means you still have an older, cached file. Please deactivate "mod caching" in your settings, load into the game, and then re-enable it again. :)
We might do so far far in the future, but there are no plans for too much automation at this point.
The reason is simple: this early access version of the game is also a test bed for a potential physical edition of the game. Therefore we need to keep things as real as possible to notice any flaws. Thank you for your understanding. :)
It is something we are working on, but it will take time until we got everything covered through videos.
The rule book currently is very much in an "early access" shape. It will get a proper layout eventually.
You can join our Discord and look for a group of people to play with. We have enough members in our community who'd be willing to teach you the game, I bet.
In fact, Chapter 2 is being released tomorrow, March 30th. ;)
Our general plan is to release a new chapter every 1 to 2 months.
Thank you so much for your kind words. It's always great to hear when people enjoy this game. :)
There are various vessels that are interesting for spellcasters, each for their own reasons. I would bet that if you play more and gain familiarity, you will also start to see the potential of some vessels in regards to spellcasting.
Some good spellcaster options are Wizard, Witch (you get to use "Black Magic" for free with "Undaunted"), Artificer, Seraphim, Shaman, Summoner, Vampire and Warlock.
A lot more mythical vessels will become available in future chapters. Chapter 2 will offer three and a half new mythical vessels, for instance. Two of those are absolutely suitable for a spellcaster. ;)
@MalicWanderer:
Yeah, it'd be great if there was an easy option to make Map Tiles attach to each other (like snapping). We gotta check with our TTS programmer to see what's possible. ;)
Of course there are a few things that need some adjusting, our mage for example is a bit unhappy with the current Vessels intented for his playstile. All of them seem to be rather focused on one particular playstile, with the shaman demanding quite a particular one which doesn't use any of the standard decks for newplayers. Of course there are some ofcourse still allrounders and it also helps keeping the starting Wizard Vessel still relevant and powerful. But... eh
Either way, I can't wait to see more of this and how the other chapters will turn out. This game is quite a treasure with lots of potential and I wish you guys the success you deserve.
for quickly recoloring vessel standees to match player colors: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2935311510
and for quickly pulling tiles out of the tile bag: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2937037208
To #3:
Yeah, the rule book is still undergoing improvements and we will see in the future how we can make the entry smoother. :)
To #4:
Yes, everyone is playing abilities every round until the adventure is finished or forfeit.
To your other points: while we understand the urge to get more automation, we want to be really careful with this at this point. Ultimately, this version of the game is also a public test to make the game more understandable - the final goal is to get this game to a physical table. And in that scenario, it should not fall apart just because some convenient scripts are missing. ;)
We will consider scripts when they are merely adding quality of life (without hampering with the comprehension of the game).
I tested it shortly today and a few suggestions that came to my mind are:
1. Move the starting decks / vessels to the side as they are only selected in the beginning and not needed during the adventure (this makes the movement better when switching between player board and map) -> Or I did not see the button to initalize the game after selection?
2. Create a one click button to initalize the first adventure to make the starting easier for beginners.
3. In the hand book, try to get the players faster to start playing by starting with the core rules and suggest looking up anything else when needed. (I needed to read/skip nearly 30 pages of status effects and so on to get to play the first round)
4. I asked myself If I also play abilities when no enemys are alive (for example healing or summon minions). Maybe this could be clarified.
I think with more automation for e.g. setup of rooms and so on it will feel really great to play.
We will soon release a video of an entire playthrough of the first adventure, and we will release other smaller videos in the future to explain individual sections, e.g. game rounds, enemy behavior and so on.
However, enabling this direction fully for solo play (playing only one hero) is impossible to balance for, and would likely complicate e.g. the amount of information we have to put on enemy cards and such.