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Has anyone managed to make one in unity and play it at all? If so how?
Hi, thanks for the inquiry! There are two ways that you can test challenge mods through the Unity editor. One way is to load ‘DevDungeon’ with your challenge mod set as the challenge to be played. The other is to create a ‘Challenge Addon’ and activate the content as you would through steam.
If you want to create a new save file for your modded content (ie. you value your achievement progress on your other save etc). We recommend that you clone your existing save that has progressed past the tutorial already.
There are two types of Addons that you can create for your modded content, these are the ‘Challenge Addon’ & ‘Token Addon’. These are what you’re actually enabling on a save file when you’re loading into the game.
Note: Enabling any encounter mods on a new save will take you straight to unlocking the ‘Token Addon’ and then to the challenge map, this will automatically skip the tutorial challenge (Fool) if it’s a fresh save file. ‘Challenge Addons’ do not do this because they’re stored on the challenge map and are not linked to a token unlock.
If you’re wanting to test your challenge mods through the Unity editor and not through the steam. You’ll want to be able to skip some of the early game flow so you can get straight to testing… To do this you’ll have to enter the debug menu and turn on some cheats:
- If using keyboard: press the ‘`’ key found under the ‘Esc’ key to open the debug menu.
- If using gamepad: press in both of the joysticks, this will open the debug menu.
Once you’ve opened the debug menu, navigate to the ‘cheats’ tab and let’s turn on the following cheats:- Skip Early Game Flow = ON
- Skip Introduction = ON
You’ll probably have to run the game again for these changes to take effect if you’re already in the tutorial sequence.Your challenge mods will be located under a tab in the top left of the challenge map, this tab is named ‘Mods’. Note: that these will only appear here if you’ve created and are accessing your mods through a ‘Challenge Addon’.
Yes you can totally do this! You’ll have to enter the ‘DevDungeonSettings’ and set the challenge to be your challenge mod.
Hope this helps!
When I hit play in Unity my save doesn't appear at all - but if I load up HoF2 through Steam everything's there. There appears to be a save file in Unity that's different to my main save file and I can't see that from booting through Steam. It seems like they're defaulting to different save paths all on their own without me needing to back anything up.
Thanks, those cheats will make it easier if I need to skip past the tutorial stuff again.
I had another go at using the dev dungeon just now but had no success. This is the approach I took:
Click on little dungeon icon to activate dev dungeon
Select "dev dungeon settings" in heirachy to make the settings appear
Change the field "Challenge" to the name of the challenge card I'm working on
Leave everything else at default (Ariadne as companion, no encounter selected etc.)
Hit File->Save Scene
Hit F5
Click "Play"
In the game window click "New Game" then "Enable mods" then stick an X by the mod and hit continue.
The result of this is to wind up on the challenges screen looking at all of the challenges in the base game. At the top I can toggle between "campaign" and "campfire" but not "mods" (presumably because I've not done the addon thing). Is there some other variable I need to set in order to test a challenge through dev dungeon?
Also I hope they don't have you working at 1am on a Sunday and that you're in a different timezone ;)
And two things struck me about my last comment:
For all I know you're in charge of the team so what I meant could have been "I hope you don't have you working..." and I just checked to see if my game's manufacturers have got back to me because they're in China and it's buisiness hours for them so I'm a massive hypocrite :P