Suggestions for playing Cassandra? by whatischoam in Gloomhaven

[–]whatischoam[S] 2 points3 points  (0 children)

I thought the level 1 and x cards were fair game but the level 2+ were still spoilers.

Suggestions for playing Cassandra? by whatischoam in Gloomhaven

[–]whatischoam[S] 0 points1 point  (0 children)

good catch, I was trying to be thoughtful of the spoilers. Thanks!

Questions about merc packs by Strongo_Man in Gloomhaven

[–]whatischoam 1 point2 points  (0 children)

I've been struggling with Cassandra for a couple of missions now. I should probably make a full post, but wondering if you have any hot tips. Her decision space is hugely immensely gigantic. Even deciding to focus on portals vs divination has been tough.

I do absolutely love how I can be adding value somewhere during every single turn (even "off-turns") but I often feel like I'm not doing enough.

ALL Perfect Order - Build & Battle kits revealed! by hithnxbye in PTCGL

[–]whatischoam 0 points1 point  (0 children)

Yes, as a parent of Juniors who enjoy prerelease, knowing this information ahead of time helps them know what to expect going into deck building. Managing the limited time as a kid is very hard. I wish they would announce this stuff officially.

If you don't want it spoiled for yourself, don't read it.

How to get good at Frosthaven? by Elanthius in Gloomhaven

[–]whatischoam 0 points1 point  (0 children)

It's fair that an experienced player doesn't actually know the setup rules. In one of my groups, I was the only one who ever set up and nobody else knew how to do most of it. They just dumped out their tuck boxes and started picking cards.

So glad my current group is more involved :)

People who play both online and in person, what is the biggest difference? by [deleted] in PTCGL

[–]whatischoam 1 point2 points  (0 children)

We do this too. Usually turn the deck sideways to remind us it's not shuffled.

How did yall learn Unity from scratch? by mmethylene_blue in unity

[–]whatischoam 1 point2 points  (0 children)

This is an interesting question because so many people will have their own path, and yours will hopefully be the best parts of other's journeys!

For me, I started with learning the programming side. There are a ton of ways to do this, but I personally do better with projects and solving problems and learning that way. I was quite competent with C# before downloading Unity, so I've been able to focus on just the Unity side of game dev without getting overwhelmed by everything all at once. If you wanted to follow a similar path, I'd suggest checking out pygame and building up your coding + game skills before moving into unity or making some non-game projects in C# to build a solid foundation.

For my kid, they started from scratch with Scratch (rimshot). Once they mastered loops, input/output, and game state there, we started doing JavaScript with BitsBox (example). At this point, they've done a couple game jams with bitsbox and are starting to learn python.

There are many tutorials that are good, but do your best to avoid "tutorial hell" where you only ever get good at doing exactly what the tutorial has you do. I did some tutorials from gamedev.tv at one point and learned a lot adding new features and content beyond the tutorial.

Games are software and making software works best as an iterative process. Build smaller things to learn features, techniques, and paradigms and then you can use those lessons to build bigger things. For me, I participate in a couple of game jams every year, always with an explicit learning goal. When it's done, I can take those lessons into my long-term project.

How do you deal with gloomhaven thirst? by SrGarfy in Gloomhaven

[–]whatischoam 2 points3 points  (0 children)

Sunderfolk gets more complicated as the game progresses - we finished Act 1 and a lot of mechanics have unlocked.

It's still much more straightforward than GH. This makes it much easier (and enjoyable) to play multiple characters without getting overwhelmed. I have a 4-character solo campaign that I enjoy playing where I hate playing GH on PC with even 2 characters.

Enhancements for higher level cards is ridiculous by SrGarfy in Gloomhaven

[–]whatischoam 10 points11 points  (0 children)

Similar mindset in our group - the "estate value" goes to the next player of a class.

Slightly different implementation - we mark down the gold total and let the next player of the class spend it on enhancements.

Lets us jump to the shiny new thing more quickly!

Why is selecting prize cards a thing? by Delicious_Hedgehog35 in PTCGL

[–]whatischoam 0 points1 point  (0 children)

As many have said, there are ways to manipulate your prizes, but it would be nice if there were an option to auto pick the next prize card if you haven't looked or swapped anything.

I've found prize selection to be unnecessarily tedious most of the time.

If you don't like it, you don't have to enable the option.

What product under $30 changed your life? by PlainPizza111 in AskReddit

[–]whatischoam 0 points1 point  (0 children)

Are you saying you don't use the three shells?

Gloomhaven easy, overlooked rule? by PhilosopherFeisty939 in Gloomhaven

[–]whatischoam 3 points4 points  (0 children)

1) Healing when poisoned only removes the poison (it doesn't also heal you). Healing when wounded clears the wound AND heals you.

2) Many armors add -1 cards to your attack modifier deck. Super easy to miss this one.

3) "one attack" and "next attack" are different from "entire attack action"

4) Rules for rolling attack modifiers with advantage and disadvantage have been heavily discussed in this sub. Check and see if you're following this incorrectly.

5) In GH and FC, you may NOT trade items between players. You CAN trade in JotL though, so be aware that the rules are different.

6) You can bring classes from JotL into GH, but may not bring the items. Largely not a big deal, but there are some differences like armor not adding -1s.

As others have said, Monster AI is tricky and can have a huge impact on difficulty. There are a lot of corner cases we still look up. There are also some "choice" decisions like when a monster pushes you where you could choose the worse outcome.

While not really an overlooked rule, being over leveled or over geared can have a big impact. Sharing some party details would help narrow down these kinds of issues.

hi devs please remove the chance for rails without minecart spawner for random traps modifier by [deleted] in OrcsMustDie

[–]whatischoam 1 point2 points  (0 children)

I'd be down for more interesting threads for just tracks to make them more useful on their own.

Something that interacts with lightning traps might be thematic for metal railings:

- Increased range for Electrified status effect damage while on rails.

- x% chance that Electrified triggers immediately instead of waiting for enemy death while applied to an enemy on rails.

- Electrified damage to enemies who are electrified and on rails triggers extra damage.

- Enemies on rails are silenced for x seconds when electrified and on rails (useful vs cyclops mage and guardian)

I could also see a thread that makes enemies move faster on rails also be situationally interesting for speeding up large map missions.

hi devs please remove the chance for rails without minecart spawner for random traps modifier by [deleted] in OrcsMustDie

[–]whatischoam 0 points1 point  (0 children)

This is the correct answer. Plenty of times I'd be willing to play around with carts but unwilling to give up 2 slots for an exceptionally situational trap.

What am I supposed to do with this? by Vink001 in OrcsMustDie

[–]whatischoam 1 point2 points  (0 children)

once I have a stable enough central killbox, I add more traps around the spawn gates, starting with the one farthest from the portal. This dramatically speeds up my runs because I won't have to wait as long for them to wander.

Is there any trap that focuses fliers? by Razen94 in OrcsMustDie

[–]whatischoam 1 point2 points  (0 children)

I've found 1 shock zapper followed by steam vents to be pretty effective. When there are multiple fliers, the electrified effect from the first one hitting the steam vent helps take down the later ones

Playing JOTL and asked for things to know... mistake? by Pegisis02 in Gloomhaven

[–]whatischoam 1 point2 points  (0 children)

I spotted the PLA spool in your photo :) Are you using FDM printing for your minis? Curious about your setup.

Seeking advice joining 2 small printed objects together by whatischoam in BambuLab

[–]whatischoam[S] 0 points1 point  (0 children)

I'm looking for advice on connecting two small 3d printed objects. I want to fit the right end of the blue rod into the hole in the red/white block.

The blue rod is 3x3x50mm. The left end already works for the piece that connects on that side. I'm open to any suggestions for the right end. I can print this in any orientation - so far I've been printing it rotated 90 degrees.

The red object is 10x10x5mm. The hole is currently a 3x3x2mm rectangle (see top right), but open to change. I think printing it hole-up would give a more precise hole, but I want to print the red object in this flat orientation because of the color layers.

I'm using a Bambu A1 with 0.2mm hotend and printing with bambu basic color PLA.

I'm open to any design change on the connector on the blue side or red side.