Tabletop Simulator

Tabletop Simulator

The Elder Scrolls: Betrayal of the Second Era
112 条留言
Caprica55 7 小时以前 
Very well done!
Nonprophet  [作者] 11 月 2 日 下午 1:48 
that's fixed in the next release. thanks!
Trexxenn 10 月 31 日 上午 8:26 
The Class/Race cards that aren't used turn white and enlarge after subsequent loads into the game. Not the biggest problem, but it's a consistent one
Nonprophet  [作者] 10 月 18 日 下午 4:34 
Nope, we will not be releasing Heroes of Tamriel content publicly until it's actually released and most backers have received it.
dunami5 10 月 16 日 上午 4:40 
I ordered chef with my heroes of Tamriel. If no one else a source by the time that arrived I can scan. LOVING this game
EvilEagle 10 月 16 日 上午 4:27 
Any chance we'll be seeing some of the Heroes of Tamriel content here, perhaps scanned from prototypes?
ShadowNeko 10 月 15 日 上午 5:26 
@Weasel its available on the gamefound of the new expansions as one of the add-ons
Weasel  [作者] 10 月 15 日 上午 4:05 
Aye. No Chef yet as I didnt go to Con. If someone wants to provide the scans tho.. I can get it in there once it has launched as a stand alone purchase option.
ShadowNeko 10 月 14 日 下午 9:59 
@dunami5 ah I didnt know that, glad I ordered it with the new expansions, better have cheese recipes
dunami5 10 月 14 日 下午 8:04 
It has Valenwood expansion confirmed. Given today just launched the Heroes of Tamriel Expansion on Gamefound, that is not included.

The ONLY thing i notice missing is the Chef class, but that was a GenCon exclusive - well it was until this new expansion :P
ShadowNeko 10 月 14 日 下午 2:59 
@SurfingBird I believe so yes, even the cheese.
SurfingBird 10 月 14 日 下午 2:43 
Does this include *all* the content of the actual game?
dunami5 10 月 2 日 下午 8:42 
OK, now that i read and played around with it - no need for Mark's (no offence Mark). Awesome QoL updates with character progression between sessions and tooltips. Can't wait to start fresh after we finish our current campaign in session! Thank you again!
dunami5 10 月 2 日 下午 8:35 
oo an update! I am excited! have been loving this game and this mod! Bought full version at GenCon. Much appreciate the efforts into scripting this out! I go back and forth between this and Mark's version. Both have Pros!
Weasel  [作者] 10 月 2 日 上午 10:54 
Cool down scripting should be working as intended now.
Weasel  [作者] 10 月 2 日 上午 6:26 
@frodxx Thx for pointing out. Working to get fixed.
Frodxx 10 月 1 日 下午 6:21 
It seems that cooldown button moves the dice to the supply instead of the active mat, besides that, great changes!
Weasel  [作者] 10 月 1 日 下午 6:12 
@adamjc916 All the things! Just got notes updated =)
adamjc916 10 月 1 日 下午 3:06 
Curios what this update changed.
Weasel  [作者] 8 月 16 日 下午 1:32 
@Janek - Which mat are you using to do this? I just tested your scenario in all of the seats and it worked appropriately for me.
Janek 8 月 15 日 上午 9:51 
I tested on fresh table. Cooldown is set up on 2. I dropped 1x overfatigue die and then 2x combat dice into cooldown. SO we have this - (OF, C, C) I pressed the cooldown button. Overfatigue die goes down, and then came back to the same position. One combat die is back to the skill track. So in the end Overfatigue is first from the left, and second combat die is on the right (OF, C). Result should be opposite (C, OF).
Weasel  [作者] 8 月 15 日 上午 6:39 
@Janek - Sounds like your save may have gotten some of the TTS wires crossed up... which isnt always hard to do. Try a fresh save and it should be working fine. Scripting occurs as per rules, and we were unable to replicate your error.
Janek 8 月 14 日 下午 3:23 
Interesting that nobody notice that bug. Cooldown button works incorrect if there is Overfatigue die on cooldown track .

According to the rulebook "When an overfatigue die would be removed from the cooldown track during the Recovery step, it is instead placed in the track's leftmost OPEN position"

If you have overfatigue dice in your Cooldown, and during recovery step you would normally remove dice from the track, overfatigue dice that are in your Cooldown range get taken out, then the whole cooldown row is shifted to the left, and the overfatigue dice you removed during cooldown get placed at the end of the cooldown track again (That is leftmost open position). Script on this table is placing this die again as a first one in the row. It is incorrect interpretation of the rules.
Yurembo 7 月 26 日 下午 10:52 
@Rise ?
Rise 7 月 26 日 下午 6:31 
w
Yurembo 7 月 15 日 下午 11:48 
We also encountered many add_subtract issues during the game. I tried to reproduce a few of them and recorded the results.
https://www.youtube.com/watch?v=ypdvYQsRGJM
Yurembo 7 月 15 日 上午 10:50 
Hello. It would be nice to have the ability to automatically return cubes to cooldown at the end of the turn.
Weasel  [作者] 6 月 30 日 上午 8:57 
@Satrix - Depending on player count you can choose to manually reset the board, or rebuild characters in a new save. We are working out the final bugs in the session progression scripting and hope to have that out soon.
Satrix 6 月 29 日 下午 6:49 
How do I proceed into session 2? The buttons to setup each world zone aren't showing on the table now that I have completed the first session.
Vaele 6 月 27 日 上午 6:19 
Absolutely fantastic!
Y'shtola 6 月 15 日 下午 8:31 
@Gestosad
I'd like the ability to remove the automation, personally. Not really a fan because it feels like a board game loses stuff when you script it into a mass of clicking buttons or stuff automatically happening, when it's not really necessary.
Gestosad 6 月 6 日 下午 3:34 
I was more thinking some documentation, like for example, i for the life of me cannot figure out the function that allows a dropped die to create a zone and remember its placement for the "Cooldown" click.

No attached scripts, no obviously named object script - maybe some dedicated dice manager object? beats me
Nonprophet  [作者] 6 月 6 日 上午 8:24 
there's not really a shortcut for scripting with lua, which all of the automation is caused by. if one wants to add custom content themselves, they'd need to either figure out the scripting and merge their stuff with it, or, they'd need to script their own systems etc at which point, why not just make another table with blackjack and hookers or something
Gestosad 6 月 4 日 下午 4:23 
Any chance of making the automation atleast somewhat custom-content friendly?

Not just for homebrewing, but i mean for future-proofing of adding new content incase you decide to not support it
Gestosad 6 月 4 日 下午 3:46 
@CptBlood at the top of your screen, click "Options" then "Game Keys" - likely the Num Pad buttons are unassigned for you, but that will let you set them to whatever you want
CptBlood 6 月 1 日 下午 8:35 
Num Pad buttons dont do anything for me. Are they suppose to work on PC? I do have Numlock on.
wantwon 5 月 31 日 上午 8:57 
I've been waiting for this game to come to TTS and I'm glad you've put so much effort into this. Well organized and the scripting that's been added so far is nice. All content released so far is included and I'm excited to show it off to friends who enjoyed things like Gloomhaven and Imperial Assault.
Zero 土 5 月 28 日 上午 9:40 
it's peak
Gestosad 5 月 27 日 下午 4:18 
@ewoksrule Check again; they should - there are simply some cards that do not have any icon in Morrowind, if you refer to the Morrowind Gazette, when those are drawn, you are ment to not progress the Dig track
Lupo 5 月 27 日 下午 2:57 
@Gestosad.

<3 Ty! I've been right click locking things.
ewoksrule 5 月 26 日 上午 5:36 
For Morrowind, the encounter cards do not have the icon at the bottom to use for advancing the dig sites. FYI
Gestosad 5 月 25 日 上午 6:41 
@Lupo Tabletop Sim already has a Lock, Unlock button for anything you can touch - It's "L" by default
clarencegarrett03 5 月 25 日 上午 3:10 
@ewoksrule you have to set it up manually. I grab a bag out of components and add the Jail Break tokens to it from the Level 1/5 bag and shuffle the new bag. then draw the bad guys from it as per the Jailbreak setup rules.
ewoksrule 5 月 24 日 下午 5:45 
Can you play Jailbreak Encounter with this?
Lupo 5 月 23 日 下午 3:43 
This is great.

- A 'lock - unlock ' button for tiles that are inside of the play area. There's a lot of clicking involved and a lot of the times, Helps minimize misclick and moving everything.
- Getting to the last card on peaceful deck throws up an error when using the setup encounter button.
- I liked the colored backgrounds that used to show up on the mat. Now, it only shows up for combat dice.

Latest update was <3, status die update was much needed.
cafin8d 5 月 23 日 下午 12:19 
Hello, the onObjectEnterZone code to create a slot_marker is failing to detect the presence of existing slot markers and each time a die is returned, an additional slot marker is created.
SoggyPaperBag 5 月 22 日 下午 2:57 
I don't have anything to say constructive wise. But thank you for this mod, it's so good. Scripting makes it even better, really appreciate how much work you all are putting in.:praisesun:
Nonprophet  [作者] 5 月 21 日 上午 6:30 
I've found that any and all problems with the HP chips can be pretty easily fixed with a flip of the chip. I hope a solution is able to be found soon to prevent even that requirement, though.
PenlsKungen 5 月 21 日 上午 1:01 
Playing this atm with some friends, and got to say well done to you guys. This game is insane, the rules are complex but not too complex, everything looks nice, the scripting is good. I don't really have anything negative to say, just wanted to give you guys the praise you deserve. This could have been it's own game on steam and I would have payed to play it.
clarencegarrett03 5 月 20 日 下午 4:18 
Has anyone else had problems with the Enemy / player chips floating when adjusting HP and sometimes not loading correctly? Also when loading an unstable encounter it glitches on the caravan, breaking the encounter setup completely.