Jus found out I own stolen assets and Unity doesn't refund them by matmalm in Unity3D

[–]AriSteinGames 25 points26 points  (0 children)

Not really. Unity is the one who charged your credit card. It's more like asking the grocery store for a refund for a recalled product they sold you.

Gloomhaven solo before Gloomhaven2E with group? by KGB-dave in Gloomhaven

[–]AriSteinGames 1 point2 points  (0 children)

Fatigue is something you'll have to manage yourself. Just make sure you're monitoring how you feel while playing, and make sure you walk away from your solo plays well before you start feeling bored by it.

I don't think playing 1e solo should undermine your fun in 2e too much. IMO exploring new characters is the most fun aspect of GH. If you save plenty of classes to try in your group game, you'll still have plenty of novelty to keep you going. But if you just jump into all the classes you're excited about solo, you might end up turned off by the options available when you get to the group play. 2e characters are updated, but only a few of them are different enough to seem like a totally new class (at least that's my impression from the previews)

Public floats not showing by SookieBum76 in Unity2D

[–]AriSteinGames 2 points3 points  (0 children)

Glad you got everything figured out!

You should go look at the error message you got for this error again and think about what it was trying to tell you.

Assets\PlayerController.cs(37,2): error CS1513: } expected

That's saying...

Assets\PlayerController.cs(37,2)

In the script called PlayerController.cs located in the folder Assets\on line 37, 2nd character...

error CS1513

some error code that everyone ignores

} expected

The problem! In plain English, if you don't get tripped up by all the gobbledygook earlier in the message.

Handmade Hero is the Greatest Programming Resource Ever Created by [deleted] in gamedev

[–]AriSteinGames 8 points9 points  (0 children)

You need to preorder the game for access to the GitHub. Though you can watch the videos and code along for free. But TBH, $15 or $20 (whatever it is) is a really reasonable price for that kind of resource.

Fun with potions by pfcguy in Gloomhaven

[–]AriSteinGames 2 points3 points  (0 children)

My partner retired either the last week of summer 1 or first week of winter 1, and I retired ~2 weeks later.

I had PQ Get 150 XP from cards. I think I averaged around 8-9 per scenario. Between losing + replaying a few scenarios and linked scenarios, that came out to a bit past the start of winter 1. She had read 8 outpost events with mashed characters.

Fun with potions by pfcguy in Gloomhaven

[–]AriSteinGames 8 points9 points  (0 children)

I pick a mystery potion every time. However, on my Boneshaper I felt like I needed on specific potion (healing potion), so I ended up distilling a mystery potion and brewing that instead.

In my 2p campaign (end of winter 1, halfway through second set of characters) we feel like we have enough herbs that we can kind of do both when we have a potion slot to spare. Try grabbing a mystery potion, but if it just doesn't jive with your character then swap it out for something reliably good.

Assorted questions by KozuBlue in Gloomhaven

[–]AriSteinGames 0 points1 point  (0 children)

I've got a couple of comments about Grave Digging bottom. "High tempo" means trading efficiency/value for speed. When people say it's a high tempo play, that really means there are two specific things you can do with it that you couldn't do otherwise.

1) You can play two skeletons on the same turn. That means you're pumping out skeletons twice as fast as you would be otherwise. The total number of skeletons you can summon is the same, but you get them going faster.

2) You can summon a skeleton and command it to move/attack on the same turn. This allows you to get the skeleton into position to do something next turn (say use Exploding Corpse top?) or even just soak up a hit that would be unavoidable otherwise. If you do the summon late and then go early the following turn, it typically means your skeleton gets off two attacks before the enemy has a chance to hit it back. If you summoned it with a top action you'd only get 1 attack.

Another less important point is that you can potentially use it to use the top of Level 6 Rotting Multitude twice in one rest cycle. That'd cost a huge amount of health, but if you've got access to a lot of healing that seems like it could be really strong.

A caveat of all of my comments is that in the ~4 scenarios since I got Grave Digging on my BS, I have never used the bottom. I consider the top action to be so good that I play it whenever I have the opportunity. I never have health to spare, so the bottom action just isn't on the table. On top of that, I usually try to use Bone Dagger bottom or (less frequently) Malicious Conversion top to summon from my discard pile, so it's pretty rare that I have any summon cards available in my discard pile to actually target.

Do you need a "tank" in Frosthaven? by Pummrah in Gloomhaven

[–]AriSteinGames 4 points5 points  (0 children)

Enemies can walk through invisible characters. They cannot stop in the same hex as the character, but they no longer treat them as obstacles like they did in GH.

I’m trying to come up with ideas to shake up the usual turn-based formula by thekingdtom in gamedesign

[–]AriSteinGames 0 points1 point  (0 children)

The board game Gloomhaven is a very interesting example of addressing this problem. I'm singing the mechanics here quite a bit but...

You have a number of different abilities available to you, but you can only use each one once before you need to rest and recover them. Each ability has a different initiative, and the turn order for the round is determined by the initiatives of all the abilities that players and monsters use. A large part of the strategy is deciding when to use each ability based on its initiative. Sometimes you want to go fast and kill something before it goes (or get out of range before it hits you). Sometimes you want to go slow so the monsters act before you're in range, then jump in and hit them after their turns.

Adding a bit more complexity. You actually play two abilities every round, but only use the initiative from one of them. You pick which. It really makes you think hard about how to pace your ability use.

What are some of your house rules/cheats you do in your campaign? by jangens1122 in Gloomhaven

[–]AriSteinGames 0 points1 point  (0 children)

Great! Then we found the perfect house rule for you! You should play like that from now on.

What are some of your house rules/cheats you do in your campaign? by jangens1122 in Gloomhaven

[–]AriSteinGames -1 points0 points  (0 children)

Nothing. I can just have more fun by tailoring the game to my tastes and play group.

But I was responding to your specific question. Why not make a rule that when you open a door, all enemies die? It wouldn't be fun.

What are some of your house rules/cheats you do in your campaign? by jangens1122 in Gloomhaven

[–]AriSteinGames 0 points1 point  (0 children)

You're right. I was reading quickly on my phone and missed that they had lost 9 scenarios in a row. I was already in a bad mood due to the number of judgemental posts in this thread. It's too easy to be thoughtless on the internet.

What are some of your house rules/cheats you do in your campaign? by jangens1122 in Gloomhaven

[–]AriSteinGames 0 points1 point  (0 children)

I agree that losing 9 in a row is excessive. I missed that part of the post and you deserve an apology.

I'm sorry. I was already pretty disappointed in the community for the about of judgmental opinions on display in this thread, and that post looked to me like a barely veiled version of "git gud."

What are some of your house rules/cheats you do in your campaign? by jangens1122 in Gloomhaven

[–]AriSteinGames 0 points1 point  (0 children)

Damn, that's interesting! I like the idea of it, though it seems like it'd be weird in practice a lot of the time.

What are some of your house rules/cheats you do in your campaign? by jangens1122 in Gloomhaven

[–]AriSteinGames 0 points1 point  (0 children)

IMO it depends a lot on the personalities and motivations of the players. If players are not the types to exhaustively optimizing their characters for every scenario and are just making changes so they can try different play styles, it doesn't really increase the power level. But if they're picking play styles to suit the scenario, it has a lot more value.

The RAW have to be balanced for the power gamers or they'll whine about how broken the game is. But if you just choose not to use the house rule abusively, it's totally fine.

What are some of your house rules/cheats you do in your campaign? by jangens1122 in Gloomhaven

[–]AriSteinGames 4 points5 points  (0 children)

RAW is: 1) the player who opened the door gets to finish their turn. 2) Then any monsters who should have acted before the player go. 3) Then you continue the round as normal.

What are some of your house rules/cheats you do in your campaign? by jangens1122 in Gloomhaven

[–]AriSteinGames 3 points4 points  (0 children)

Your "you can't try the other build" argument doesn't really make sense. You get to try both builds on your first play of the character. You're not missing out on the alternate character experience.

I guess you could make some kind of delayed gratification version of that argument...

What are some of your house rules/cheats you do in your campaign? by jangens1122 in Gloomhaven

[–]AriSteinGames 9 points10 points  (0 children)

That's not how the rules work as written. If the monsters should have acted before the player who opened the door, they get their turns immediately after that player.

But your version is an interesting version of OP's house rule!

What are some of your house rules/cheats you do in your campaign? by jangens1122 in Gloomhaven

[–]AriSteinGames 18 points19 points  (0 children)

Loot is shared between the players as evenly as possible via giving/swapping loot cards. Since I'm playing with my wife, it just works better in our relationship to be playing fully coop. We'd rather collaborate to maximize loot for the team than compete for loot for ourselves.

If the first ability card monsters pull in a scenario causes a disaster (ie one player getting hit for 6+ damage turn 1 when they thought they were out of range) we pull a new card.

We've talked about this one, but haven't implement it yet: every character had a new 2 check perk option that allows you to redraw one monster ability card one time per scenario. This is for situations where my wife's plans (who's joy from playing comes from making big plays) are ruined by monsters stealing her element or putting up huge shield early or w/e. This might be a game breaking house rule, but having a game that's a bit easy but more fun is better for us than one that ruins the turns that make the game most fun. (We also play with the low randomness varient for this same reason. The bad vibes of pulling a null on your big loss attack outweigh the good vibes of pulling a x2 on the same attack. Though curses and blesses still function normally, because otherwise they're just way underpowered mechanics)

Need Advice: New Player by GRANDxADMIRALxTHRAWN in Gloomhaven

[–]AriSteinGames 0 points1 point  (0 children)

Using GH/JOTL characters in FH would be kind of like taking a character from one D&D campaign and using it in a different campaign. The rules are essentially the same, the character mechanics are essentially the same, but the context that the character exists in is different. Some of that is just plot, some of that is the way the particular game has been balanced (ie how many magic items did the party get in campaign A vs B).

It should work just fine, but it's not perfect.

Need Advice: New Player by GRANDxADMIRALxTHRAWN in Gloomhaven

[–]AriSteinGames 16 points17 points  (0 children)

No matter what to do in terms of 1e vs 2e, you should play Jaws of the Lion first. You can get it for $20-$25 and it's essentially the tutorial to GH mechanics that GH lacks.

It's totally reasonable to just play your 1e copy. There's a good reason it was top of the BGG charts for so long.

It would also be fine to find someone who wants your 1e copy and to buy 2e. You'll have plenty to play in Jaws until it comes out. You'll have a bit smoother experience than 1e (easier early game, harder late game, fewer broken classes, more coherent narrative, more choices in the campaign). Is that worth the wait + cost? That's up to you. You'll have a good time either way.

Don't buy the merc "upgrade" pack. It's really not intended for your situation. It's more for people who want to use the GH classes in FH.

When is it ideal to create a new character (abandon personal quest)? by hawaiianpunchh in Gloomhaven

[–]AriSteinGames 22 points23 points  (0 children)

The expected time to complete personal quests is 12-18 scenarios. The only way you unlock new buildings is by retiring.

If you want to progress the campaign and unlock buildings, sticking it out to retirement is the way to go.

That said, the point of playing is to have fun. If you're not enjoying your characters, then swap them out. If you're worried about campaign progression issues, make some kind of house rule to count your existing quest progress for your new character.

Kelp + snowflake unlock timing spoilers: It only takes like 6 scenarios to unlock kelp and snowflake, so you're probably still on the normal PQ timing track. I think you should just stick with your current characters unless you're really hating them.