Tabletop Simulator

Tabletop Simulator

Gloomhaven - Campaign Manager
 This topic has been pinned, so it's probably important
Sebästschjin  [developer] 12 Jul, 2020 @ 5:16am
Bug Reports
Please post any bug reports here. It would be nice to check out the current issue list[github.com] first, to see if someone else already posted the bug.

When positing bugs for loading a campaign file please include the file in your description. When posting bugs for saving a campaign, please include the error message and also your TTS save file. Otherwise it's hard to check what went wrong. Sites like Pastebin[pastebin.com] are a good way to share that information
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Showing 1-15 of 106 comments
Goonicio del Toro 12 Jul, 2020 @ 12:21pm 
The savefile it created had the city and road event decks "bottomup" orderings the same. So, it took the order of my road events deck for both the city and road events "bottumup".

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.
chispa 12 Jul, 2020 @ 2:05pm 
Enhancements don't seem to be working quite right. It's changes are saved on the savefile but when loading they aren't applied.
Sebästschjin  [developer] 13 Jul, 2020 @ 12:52pm 
@Shlongevity
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.
demoss 16 Jul, 2020 @ 4:54pm 
I get "Error in script (Gloomhaven Campaign Manager - 5e5e05): chunk 3:(479, 2-71): attempt to index a nil value." Not sure where to find the save file.
Sebästschjin  [developer] 19 Jul, 2020 @ 4:37am 
@demoss
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.
demoss 19 Jul, 2020 @ 5:00am 
Thanks, I'll try it out some time soon. Should the deck be called "Advanced Ability" or "Advanced Abilities"?

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.
Sebästschjin  [developer] 19 Jul, 2020 @ 10:59am 
Yeah, it should be called "Advanced Abilities".

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.
demoss 19 Jul, 2020 @ 2:51pm 
That one I can at least fix easily at my end, though I'm sure it's one you'll want to deal with in general. Thanks!
Patroose 22 Jul, 2020 @ 3:36pm 
Just experienced an error when creating a save file in a game with Saw Icon class as an active player. The error was caused when the script tried to find the ability information for the medical pack cards. I guess these are not listed as "available abilities" for Sawbones due to the unique way in which they are used.

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.

Last edited by Patroose; 22 Jul, 2020 @ 4:44pm
Sebästschjin  [developer] 23 Jul, 2020 @ 11:38am 
Thanks for the info. I wasn't aware of that, as I never played Saw before. :-) What would be the expected behaviour in this case? Just place the two stacks of Medical Packs above the advanced abilities? During save the simply should be ignored without an error message.
demoss 23 Jul, 2020 @ 6:47pm 
No error message now, but as far as I can tell, no "savefile" is being created.
demoss 24 Jul, 2020 @ 4:48am 
OK, got past that (thank you!) - the only thing I noticed that was wrong is that there are WAY too many events in the event decks. It looks like all of the 1-30 events are added to the deck, even those that were deleted from the original save.
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.
Sebästschjin  [developer] 24 Jul, 2020 @ 8:18am 
Good point about the events. It's true they are always added, unless explicitly stated as removed in the save file, but the save mechanism doesn't currently write that. So that's a bug. :-) But they are always put on top of the regular deck, so it should be easy to remove them, because you can see the saved top card in the save file (the number at the right in the attributes bottomUp).
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.
Last edited by Sebästschjin; 24 Jul, 2020 @ 8:18am
demoss 24 Jul, 2020 @ 4:03pm 
Yeah, that should work. Two other bugs I noticed - not all retired characters are noted in the new Town Record, and not all item designs that were unlocked had both the blue and red cards properly handled; about 6 of the blue ones remained in the random draw deck.
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