Tabletop Simulator

Tabletop Simulator

Tiny Epic Dungeons (Highly Scripted) eng / укр
58 Comments
Yurembo  [author] 27 Nov, 2024 @ 11:26am 
Hey

Yes, of course, feel free to DM me, and I’ll share the required files with you.
hoshiro.exsharaen 27 Nov, 2024 @ 6:40am 
Hi Yurembo,

That's okay (I used discussion since the comment section is so limited), I played the Stories expansions manually with my friends, and we have yet to beat the bosses at the final floor. If you're planning to support the setup, that will be great. Otherwise, I can attempt to modify your script (I tried once, but I was missing two requires so I couldn't use external editor like Visual Studio Code, and tne in-game script editor is horrible. Can I DM you about the two requires I'm missing?)
Yurembo  [author] 26 Nov, 2024 @ 12:31pm 
Hello hoshiro.exsharaen.

Apologies for the delayed respons, I missed your message.

The Stories expansion provides two additions:
Stories – Adds storylines to the adventure, which is already implemented in this mod.
The Epic Dungeon – This is what you're referring to, but the script setup hasn’t been added to the mod, so this mode isn’t available by script for the game. However, you can still play in this mode by manually configuring the setup, as it seems all the necessary cards are included for that purpose.
hoshiro.exsharaen 5 Nov, 2024 @ 9:35pm 
I think I played the update, with the trackers. And yes, the potion/spell slots is not a huge inconvenience, we just put the extras below the hero mat.
Yurembo  [author] 1 Nov, 2024 @ 11:59am 
Hi hoshiro.exsharaen

I'm glad you liked it! Did you play the update with the tracker that lets you choose the number of dice and skill bonuses, or was it the previous update without the tracker?

I intentionally didn’t add four slots to keep characters closer together, which makes it easier to play in a more compact setup. You can always hold the portion cards in your hand, for example. When my friends and I play, it doesn’t cause any inconvenience, so I’d prefer not to add more slots as I don’t really like how much space it would take up.
hoshiro.exsharaen 1 Nov, 2024 @ 10:19am 
Hi Yurembo,

Thank you for your additions! We had a session tonight and were impressed with the new features. The Rest command works, hero un/conscious figurines also flip automatically. The bonuses work too when rolling, although we had a debate in some cases (e.g. +1 str and +1 melee attack using str). If I click melee attack action, it doesn't count the +1 str bonus (expected though). I need to confirm the rules though if the total bonus for melee attack is +2 or just +1.

Another request: could you expand the potion and spell slots? Right now, the potions and spell slots are combined together (only 2 for both of them). I read the FAQ for the potion expansion, we should have two slots each (2 spells and 2 potions, for a total of 4 slots).
Yurembo  [author] 30 Oct, 2024 @ 4:36am 
Hey hoshiro.exsharaen, I’ve added the following improvement. Let me know if you face any issues.

Improvement:
- Added action tokens displaying bonus numbers to enhance gameplay clarity and track benefits more intuitively.
Yurembo  [author] 30 Oct, 2024 @ 1:29am 
Hotfix:

- Fixed the issue with drawing a new card from the dungeon deck.
- Removed 2 goblins from the goblin deck according to the rules.
- Fixed the issue where the health marker wasn’t moving to 7 or 8 points.

Thank you to Vaeux for identifying the issues and suggesting a solution.
Yurembo  [author] 29 Oct, 2024 @ 10:25pm 
Hello, Vaeux!

Thank you so much for the detailed feedback. You’re the first to not only describe the issues but also suggest technical solutions, which I truly appreciate as I’ve just started learning to script for this mod, so it’s entirely possible I’ve missed a few things along the way. :)

Regarding the indexing issue—thank you for catching that! Lua does indeed start indexing at 1, which may have thrown me off. I’ll definitely double-check that.

Great observation about the goblins as well! I appreciate it.

You’re absolutely right about the manual health adjustment not always working. I’ve added a screen-based health adjustment as a temporary solution. I also plan to switch to a token system that can be adjusted by clicking the left or right mouse button, as moving them manually isn’t always the most convenient.
Vaeux 29 Oct, 2024 @ 3:11pm 
Quite impressed by this mod, but lost a 2-player game when we couldn't find the second minion. Turned out it was in the 9th room, which shouldn't be possible. Checked the script and found it using index=1 when drawing from decks, which draws the second card from the top, because container indices start at 0. As a result, the top card of the room deck gets skipped until it's the last card left, and every other room comes 1 card sooner than it should. Oof.

Also noticed some other things:
- There should only be 1 Shooty and 1 Pokey goblin in the base game, but this mod has 2 of each. The correct goblins are shown on page 2 of the rulebook.
- Manually moving the hero health markers doesn't work sometimes (immediately start and try moving Grok's health to 7 or 8). The checkPositions function's rounding method is the cause, I'd replace it with something like this:
return (math.abs(p1[1]-p2[1])+math.abs(p1[3]-p2[3])) < 0.1
(not proper euclidian distance, but good enough)
Yurembo  [author] 29 Oct, 2024 @ 10:26am 
Hey hoshiro.exsharaen, I’ve added some changes that you can find below. Let me know if you spot anything I might have broken while implementing these updates. Also, please share your thoughts on how convenient it is having the reset button directly on the hero mat.

Version 4.0.10 Release Notes:

- Fixed several minor bugs.
- Removed the ability to pick up the hero card in hand.
- Added a reset button on the hero mat and the hero figurine.
- Improved health change showing for the hero.
- Added hero figurine rotation when they fall or regain consciousness.
hoshiro.exsharaen 26 Oct, 2024 @ 9:36am 
Oh right, I think the Rest command disappeared because I loaded a save file. I tested myself using a multiplayer mode without loading a save file or pressing Back button (i.e. a fresh start), the Rest command appears. Will confirm again next week with 4P as we lost our game and need to restart from the beginning.
Yurembo  [author] 26 Oct, 2024 @ 7:51am 
Hey hoshiro.exsharaen

I’m glad to hear that you enjoyed using the mode, as that was exactly what I aimed to achieve. Thank you for sharing your observations and advice. I’ll try to take a look starting next week, and hopefully, I’ll find some time and inspiration for it. Could you please clarify if the reset button has been missing from the start, or did it disappear after the back button was pressed or the mode was reloaded?
hoshiro.exsharaen 26 Oct, 2024 @ 7:14am 
Confirmation: I'm playing multiplayer (4P), the Rest command did not appear for everyone.
hoshiro.exsharaen 25 Oct, 2024 @ 8:41am 
Some suggestions:
- A modifier for skill check and counter dice rollers, so e.g. I want to perform a Strength check with a total of +3 (bonuses from my gears), and my total is 5, the printed result is 8. If it's too hard, at least a modifier +/- button beside the roller would be nice to remind everyone how much the bonus is.
- A Damage context menu for the minions, just to reduce their health by 1. It might be tedious to, say, damage 4, and is easier to move the health track manually, so probably add a submenu for the amount of damage (1 2 3 etc.), like the rotational value of a dice (if you know what I mean).
hoshiro.exsharaen 25 Oct, 2024 @ 8:41am 
Hi, thank you for this great mod! I've been trying it with my friend for 2 players online and single player (1PC), and we are both impressed with the quality of this mod.

Some issues:
- When the HP is 0, the text says "X hero is conscious". Did you mean "unconscious"? Also, it would be great if the corresponding hero miniature is laid down (or simply flipped) to indicate they are unconscious.
- When playing with my friend, somehow the Rest menu on our hero mat did not occur. When playing solo, it occured. I don't know why, will investigate it further when we encounter the same issue.
Yurembo  [author] 27 Aug, 2024 @ 1:08am 
Version 4.0.9 Release Notes:

- Enhanced log functionality.
- Added notifications for dangerous actions.
- Added hero figures similar to the original ones.
- Improved hero and enemy positioning in rooms.
- Updated icons for digital buttons.
- Made speed and defense stats editable on-screen.
Yurembo  [author] 21 Aug, 2024 @ 12:27am 
Version 4.0.8 Release Notes:

- Enhanced functionality of the End Turn button.
- Improved Torch Up/Down controls.
- Enhanced End Enemy Turn feature.
- Added a Claim Turn button.
- Improved 1PC (One-Player Computer) mode for smoother gameplay.
Yurembo  [author] 18 Aug, 2024 @ 8:17am 
Version 4.0.7 Release Notes:

Improvements for "Go into Room" / "Prepare Room" Actions:
- If the newly prepared room is not connected with any adjacent room, an error will be displayed.
- Improved synchronization between walls and rooms.
Yurembo  [author] 16 Aug, 2024 @ 1:46am 
EvilSWAT

Thank you very much for your feedback! Oh, you know, I had encountered this issue before but assumed it was related to my computer since my friends said everything was fine for them. :)
I appreciate the detailed information. It seems I've identified the cause of the problem, so it shouldn't occur again. If you notice anything new or have suggestions for improvement, please feel free to let me know.
EvilSWAT 15 Aug, 2024 @ 3:21am 
Oh to add on to my message below, we also found that it also occurs whenever we click the Torch Down button, not just the End Turn button. I hope that helps somehow!
EvilSWAT 15 Aug, 2024 @ 3:19am 
Hi Yurembo, thank you so much for creating this mod! I was playing a 4-player room of this, and I just want to highlight a bug that we found.

On Act 1 side of the Torch Mat, when the Torch is at the bottom-left box (in between the "Enemy Action" and "Spawn Goblin in Entrance" boxes), clicking on the End Turn button will cause the game to seize up, showing two error lines:

"Error in Script (Global) function <clickedEndTurnButton>: index + length > size"
"Error in Script (Global) function <onSave>: Index was outside the bounds of the array."

The game then became extremely laggy, like 5fps. After some testing and trial and error, we realize that the issue seems centered around the script activating the "Spawn Goblin" box, but we're not sure exactly what causes the issue.

Nonetheless we still thoroughly enjoyed your mod and appreciate your efforts, thank you so much for making this!
Yurembo  [author] 13 Aug, 2024 @ 12:37am 
Koiji
Okay, I'll give it a try, thanks. I didn't notice this issue when 1PC is parameter was turned off. Thanks for letting me know.
Yurembo  [author] 12 Aug, 2024 @ 11:33pm 
Eienlanzer
Thank you for the great feedback! Enjoy your game. If you notice any bugs or have suggestions for improvement, please don't hesitate to reach out.
Eienlanzer 12 Aug, 2024 @ 8:08am 
You are Awesome for doing this, Yurembo! Thank you so much for your time spent on this!
Koiji 7 Aug, 2024 @ 5:32am 
Hi Yurembo,

Yes, I have only tested it on solo mode with the 1PC parameter turned on so far.

I will be testing it out with some friends(will be 3-4 of us) on the weekend and let you know if we encountered any issues.
Yurembo  [author] 6 Aug, 2024 @ 11:46pm 
TheKuiMan

Thank you for clarifying how it works. Could you please let me know if this applies to solo mode when the 1PC parameter is turned on?
Koiji 6 Aug, 2024 @ 11:19am 
Wow thanks for adding the back button support so quickly! I tried it out by a few minutes and the end turn button stopped working. Everything else seems to working fine though!
Yurembo  [author] 6 Aug, 2024 @ 9:05am 
TheKuiMan. Added support for the back button. Please feel free to use it and let me know if anything goes wrong.

version 4.0.3 Release Notes:

- Fixed an issue where life was not automatically deducted when a monster appeared.
- Added auto zoom room card.
- Implemented action recovery for cards such as rooms, goblins, and monsters when pressing the back button.
Yurembo  [author] 6 Aug, 2024 @ 6:49am 
"Ahh I did use the back button! I used it because I "prepared the room" in the wrong position."
Unfortunately, when I started scripting the mod, I didn't know that the back button would break the scripts. Since a lot of work has been done, it's now a bit challenging to adapt. About half of the work is done, and I hope I will have the strength and inspiration to finish it in the future. For now, please try to correct mistakes manually without using the back button.

"That's a shame that you don't have the original miniatures, I saw that other mods had them and figured they were available for the public."
I'll try to come up with something in the future.

"Sorry I misread the rules on set bonuses! Such as you gain health on attacks with lion set not gain additional base health per item!"
I'm glad you figured it out; I was starting to worry that I had done something wrong. The rules in the game aren't too complex, but there's always something new to discover.
Koiji 6 Aug, 2024 @ 6:20am 
thanks for your response!

Ahh I did use the back button! I used it because I "prepared the room" in the wrong position.

That's a shame that you don't have the original miniatures, I saw that other mods had them and figured they were available for the public.

Sorry I misread the rules on set bonuses! Such as you gain health on attacks with lion set not gain additional base health per item!
Yurembo  [author] 6 Aug, 2024 @ 6:02am 
"Also is there a way to show the increase of characters base stats when they have set bonuses and such? I have been adding health tokens to represent the extra health but not sure if that will mess with any scripting."
What specific item did you use to increase your base health stat? I don't recall any such item. Currently, this feature is not available, as these stats only duplicate the values from the hero mat.
Yurembo  [author] 6 Aug, 2024 @ 6:01am 
Hello TheKuiMan,

Thank you for your feedback!

Unfortunately, I have added a lot of scripts to this mod, making it difficult to test and catch any issues by myself. Additionally, the back button is not supported, so I should probably add some information about this in the mod description.

"I had an issue last night where the tiles on the edge of the dungeon was not forming the corridors correctly and the minion did not spawn(was also on the edge of the dungeon)."
Did you press the back button? If the problem persists, could you please take a screenshot of the game showing the tile order, take a screenshot of the general chat and the logs, and maybe even save the game and share the JSON file?

"Also is there an option to add the original game miniatures?"
Unfortunately, I don't have the original game miniatures, which is why they are not included.
Koiji 6 Aug, 2024 @ 5:14am 
Also is there a way to show the increase of characters base stats when they have set bonuses and such? I have been adding health tokens to represent the extra health but not sure if that will mess with any scripting.
Koiji 6 Aug, 2024 @ 5:05am 
Hello, great work!

I had an issue last night where the tiles on the edge of the dungeon was not forming the corridors correctly and the minion did not spawn(was also on the edge of the dungeon).

Also is there an option to add the original game miniatures?

Thanks for all the hard work!
Yurembo  [author] 6 Aug, 2024 @ 2:35am 
Version 4.0.1 Release Notes:
- The mod has been reorganized to reduce the number of elements being loaded.
- Added support for 2 languages.
- Changed the approach to dungeon deck formation due to minor bugs that were discovered.
- Added the ability to add and remove expansion components at the start of the game.
- The dungeon deck now correctly forms when selecting a story.
- Added the ability to automatically unlock a trap with the press of a button.
- The "End Turn" button is now placed at the top.
- The enemy turn is now a separate turn that needs to be ended by pressing a button.
- Added monster spawning.
- Added the ability to kill a monster.
- The lair card now has an action to enter the boss, after which Act 2 is automatically prepared.
Yurembo  [author] 5 Aug, 2024 @ 7:59am 
Hello @Elenlanzer,

If you're still interested in this board game, I wanted to let you know that many scripts have been added, including the ones you mentioned.
Yurembo  [author] 14 Apr, 2024 @ 8:20am 
@Eienlanzer I will try to look into this in the future. Thank you for the review.
Eienlanzer 13 Apr, 2024 @ 3:57pm 
This was so enjoyable to play! Thank you for doing this! Is it possible for you to automate flipping the boss mat and pull out the correct boss token when switching to Act 2, or am I doing this wrong when clicking the Act 2 button? The only other request would be a kill action for the Minions, just because it feels so satisfying to see the Minion get ripped off the board!
风音皋月 19 Mar, 2024 @ 12:47am 
thank you so much, this mod is perfect!:steamhappy:
Yurembo  [author] 13 Mar, 2024 @ 11:19am 
Hi 风音皋月.
I've made some special fixes just for you! :steamhappy: Please review the Change Notes. As a bonus, I've also added a rest context menu to the hero mat and included a video (v3.04) demonstrating how it works.
风音皋月 13 Mar, 2024 @ 12:18am 
i simulate the condition once as your advice and it seems works out. but i don't why the torch moves to the skull space when the game automatically summons goblin. by the way, there are less than 4 goblins in the dungeon.
Yurembo  [author] 12 Mar, 2024 @ 8:29pm 
Hi 风音皋月. I see what you're talking about, I'll look into it. The problem is that the wrong figure is taken from the bag. As a temporary solution, you can return the figurine back to the bag and take a goblin figurine of the correct color to match the color of the goblin card, in which case the script will continue to work correctly.
风音皋月 12 Mar, 2024 @ 8:10pm 
hello again @Yurembo:
the minion Troll's enemy action will influence the prepare action and kill goblin action. the automatically summoned goblin card's position and goblin token's color are wrong with the "kill" button missing.
Yurembo  [author] 12 Mar, 2024 @ 11:07am 
@风音皋月 I'm glad you liked it :) if you see something that can be improved or needs to be changed, please let me know. I've stopped automating gameplay for now, but if minor changes are needed I'll be happy to fix it.
风音皋月 12 Mar, 2024 @ 6:50am 
thank you so much!! i'm flattered. i just played with my friends and realized this mod is updated. such a amazing work! thank you again@Yurenbo
Yurembo  [author] 11 Mar, 2024 @ 2:10am 
@All under rank 500 = muted yes and even more!
ixthid the desolate 10 Mar, 2024 @ 4:14pm 
does this version automatically shuffle rooms, items, spells, monsters etc, and does it come with potions and perils & stories expansions?
Yurembo  [author] 8 Mar, 2024 @ 6:15am 
Hi 负重训练包.
All files were taken from the mod I left a link to in the description, try to get them from there or contact their owner.
负重训练包 7 Mar, 2024 @ 9:57pm 
Hello, I backup this mod and want to Chineseize it, but I found that the files in the image folder are not quite the same as other mods. Is it because it was translated to another version?
Also, regarding the items under " https://drive.usercontent.goo :bite: gle.com/dow :bite:nload?id=0BxvLXJFgtJJ8b3Y4aW1CcmJHbzQ&export=downlo:bite:ad&authuser=0" in this mod, there is no way to download them!