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When I switched the positions of the decks, so that the city event deck was in the active road event slot, it took the order of the city event deck and set it for both of them.
Since I could get it to record the order of both, I modified the savefile it created to have the proper orders, but when I loaded that save file into a new game, the road and city event decks were combined into one jumbled pile on the active road event slot. As far as I could tell the ordering was completely lost in that pile.
I did have the Forgotten Circles road and city events in the deck, and I see on github that this mod doesn't currently support those. But when I removed them for testing purposes, the order of the deck in the active road events slot was still applied to both the city and road event "bottumup" order recorded in the savefile.
Typically case of fixing one thing and breaking another. :-) It was only looking at one place regardless of the deck type that should be saved. This is fixed now in the current version. Also City-/Road-Events from Forgotten Circles are now added to their respective decks, too, so they can be saved and loaded. The same applies for Reward Items from Forgotten Circles.
@chispa
Can you please provide the file you want to load? I can't reproduce that in my tests, the enhancements are loaded correctly. There's just one minor TTS bug. The enhancements won't show on the card, if it's on top of a deck. But once you pull out the card they are shown correctly.
This is fixed now in the latest version.
This was trickier than expected. The problem were typos in the Diviner abilities that are already fixed in a newer version of the mod. Now it also works for small typos, you'll get a warning in the log about that.
Some additional notes on your save: For saving I assume that every ability that is not part of the "Advanced Ability" deck anymore to be an unlocked ability, which will be added to the players hand, when loading. This means in your save currently all abilities are considered unlocked. To prevent that you'd have to either put them in a deck named "Advanced Abilities", remove them from the player zone or put them in any bag as those are not searched. Also one of the items can't be loaded for some reason (the robe). Where did it initally come from? I can't find that in any item deck.
As for the robe, I assume you mean item 102. It's from city event 40, and should be in the reward deck unless the newer module has it somehow linked to the event card.
I now see what happend with the item. It's part of the player zone for the first player and for the second player (just a tiny edge is in the first player zone). So the save method thinks it exists twice and while loading can only find one instance of the item and thus won't load the second one.
Damn, all those edge cases (in the true sense of the word :-)). Guess I have to figure something out for that.
I was able to resolve the error myself with a workaround by deleting the medical pack cards from the player area before creating a save file. A new set of med pack cards were in the sawbones miniature tuckbox after loading the savefile into the updated game.
Also, it would be nice if the v1 Diviner was available as an option. Our group decided to continue with the Diviner without updating since we had an active one.
Will also consider supporting multiple versions of cards like the Diviner. The best option for now is too do it "the old way", and copy the deck from the older save and carry it over.