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Every class unlocks the same through the button on the class unlock mat. If Trap doesn't show up, it somehow was removed from the bag of available classes. You can double check this by right clicking the class unlock mat (while not hovering the button) and use the "Search" context menu option. If the class envelope isn't there, someone somehow removed the bag from there at some point.
You could probably start a fresh save of the mod and copy/paste the envelope from there to your existing save.
You could do parts of the setup manually, though. Like placing the map tiles, overlays and monsters (there's a bag of all map tiles and overlays on the side). For monsters, you'd first need to add them via the game setup menu and then spawn and place additional figures.
Check the changes notes here on the workshop item. The list of changes is always added there.
@voidknight
In what way did it brick the save file? Simply clicking the "Remove/Add Player" button should get you another mat. Using rewind or a previous save would also help. If you ever deleted an object that you didn't mean to, you can also enter >undo into the chat window. This will undo the deletion. You can also enter the command multiple times to undo even more. Loading a save game resets the possible undoable action though.
How you can migrate your campaign is outlined in the documentation (linked in the description). Which parts are you struggling with?
Since when does the error appear? Did you maybe import a campaign object into an existing campaign (the things you get from the campaign manager)?
thanks for the answer - my mod didn't update properly. it works now
Any idea of what's happening? Maybe duplicate entries in the save file?
Currently that's not possible as the existing classes are not compatbile. When they get available this will be added to the description of the mod.
@Barakos
Are you on the latest version (2.4.0)? There was a bug in previous versions that showed the scenarios as locked. If the problem is still present in the latest version, let me know. Alternatively, there's a workaround you can use. Check https://gloomhaven-tts-enhanced.github.io/public-scripts/mod/latest/frosthaven/knownBugs.html#locked-solo
One request, is there a possibility of adding a ready check system similar to the Spirit Island mod by MJ and iakona. It's just a set of flip tokens that once all are "ready" they flip back to the unreadied side. Could be attacked to the start round command, but just having the tokens themselves would be appreciated.
Right now, there's only a workaround for it and now in-game way to do that. Check out: https://gloomhaven-tts-enhanced.github.io/public-scripts/mod/latest/frosthaven/knownBugs.html#accidentally-unlocked
@the ♥♥♥ reaper
When an enemy reaches 0 health, you can click on the middle of the health bar. This will remove the figure and drop a loot token. Alternatively, you can use the Cleanup Action Game Key: https://gloomhaven-tts-enhanced.github.io/public-scripts/mod/latest/engine/feature/cleanupAction.html
"To update your character’s max HP, attack modifier deck, or non-attack modifier perk reminders following a level-up or perk addition, just remove and re-add the character."
How is this done? I tried removing and replacing the empty box, the character sheet, and the overview card but none of them triggered an update.
Is there anyway to revert to a previous version of this mod?
I cannot even currently pack my current campaign to roll over to the new version.
It would be nice to have something that lets me bench/hide unlocked cards I didn't bring with me - as well as hide/tuck ability cards I haven't unlocked. What I see is just all the upgrades in a pile and all the available cards start in my hand and I need to pick how I want to organize the cards I don't take.
I could be missing something, but if I'm not, are there any thoughts toward giving that a little quality of life?
It's at the top left of the screen as a global UI element. There isn't a board for it right now.
Checkout https://gloomhaven-tts-enhanced.github.io/public-scripts/mod/latest/engine/interface/elementTracker.html
Could you elaborate on what you mean with choosing random cards? Also I never heard about the other problem you mentioned. Could you share some more info on that as well?
The best option for support is the Discord server as it's a lot easier and faster to share more info (like screenshots, videos, etc.) there.
@Phosphora
You'd need to share the save file you want to migrate for further anaylsis about what's wrong. It typically means there's some extra objects somewhere on the table where the mod doesn't expect them or treats them differently depending on where they are. Or objects are missing the mod expects to exist.
On the bottom right of the map there's a button that can add additional stickers to the map.