These are categorized roughly in order of skill / tool levels required.
- Kingdom Death Monster: Scripted v2 - check out how it handles manual
- Put official 3-digit ID # / map # of each item in its description (e.g. ID: 123 or ID: A2)
- if ambiguous (e.g. blue vs red designed items), add something to disambiguate the nonstandard one & document in spreadsheet
- if no official ID, create one in spreadsheet and describe what it is
- Make spreadsheet of info of all contents.
- Item cards (partially complete)
- 3-digit ID #s (incl. for items w/ more than one copy)
- text (corrected w/ errata if any)
- corrected (boolean) (whether this has been updated with errata from original version)
- FAQ / errata text (except parts that are edited in)
- broken down item effects, e.g. column 'heal' value 'self 3'; column 'other' for anything left over
- Terrain tiles
- ID: map coding symbol(s) as below
- name
- full rules paragraph, including FAQ / errata
- Map tiles (always in canonical orientation, text of map ID is right side up)
- ID (e.g. A2b)
- type - wood ("man-made wood"), stone ("man-made stone"), cave ("natural stone"), or earth
- orientation - horizontal (bottom of hex is flat) or vertical (side of hex is flat)
- contents, starting from top left corner, using coding system below
- Example: A2b
- ID: A2b
- Type: ice
- Orientation: vertical
- Contents:
(leading space for readability) W- W- W- ]W- W- [W| . . . . ]W| . . . . . W|- [w- w- w- w- W|-
- Scenario maps, using coding system below
- Mapmaking key:
- Meta:
(space)
hex separator- number of spaces and beginning / end of line spaces are non-semantic, use as desired to make easier to read in fixed width font
- order within a given hex is non-semantic, e.g. ]# == [#
(newline)
row separator[
outie tab]
innie tab-
half-hex high|
half-hex wide|-
quarter tile
.
zero-hex high (for placing features between hex edges):
zero-hex wide
- Terrain type:
- everything assumed to be passable floor unless designated otherwise
- obstructions (blocks walking and LoS/ranged):
W
wall (total)w
wall-floor combo (e.g. where straight walls bisect a tile)- includes all hexes with any wall in them
TBD
obstacle (blocks walking but not LoS/ranged)TBD
difficult (2 movement)TBD
hazardous (permanent half-trap)$
lootable^
trap/
door (including fog)>
trigger (e.g. pressure plate)
- Features (variants; combinations w/ stuff above)
TBD
altarTBD
armor (helmet, goggles)TBD
book(s) (bookcase [obstacle])TBD
bottle(s)TBD
boulderTBD
bones (skeleton, skull)TBD
cabinet / chest (treasure [lootable])TBD
coin (stewn coins, purses; token-type coin [lootable])TBD
coals (hot coals [hazardous])@
barrelTBD
column (rock column [type: cave])+
crate ([obstacle])TBD
crystal ([obstacle])=
drainTBD
fountain ([obstacle])TBD
gas cloud (poison gas [trap])!
light (lantern, torch)TBD
nestTBD
pit (dark pit [obstacle], spike pit [trap])TBD
pressure plate (bear trap [trap], pressure plate [trigger])TBD
rubbleTBD
sarcophagusTBD
shelf ([obstacle])TBD
spikesTBD
stairs (ladder [0-width])TBD
stalagmiteTBD
tableTBD
totemTBD
tree (wood pile; stump [size 1 obstacle], full-size tree [adjacent obstacles)%
vegetation (planter; bush [obstacle], log [difficult], thorns [hazardous])TBD
water ([difficult])TBD
weapon (mace, dagger, sword)- ? other
- e.g.: C1a ??? spotted thing; C2a net; C2b chain
- Scenario coding:
P
player starting point (door symbol)a
A
b
B
c
C
monster spawn points. a, b, c = 2p, 3p, 4p; lower = regular, caps = elite(numbers 0-9)
progressive unlock codes.0
is the initially revealed state.9
is the scenario (successful) conclusion state.
(multiple numbers)
unlock states in which this is visible. When entered / triggered, any states not yet revealed become revealed.- E.g. all sections of map that are revealed if door 1 is opened should be labeled with 1. Door 1 itself should be labeled
/01
(since it's visible by default and triggers visibility of section 1). - This can also be on triggers, e.g. label a sub-goal card as
>01
to indicate that that sub-goal is visible by default, and triggering it spawns / makes visible all stuff labeled1
. Or on a pressure plate, or whatever else... - Note: these numbers are for coding purposes, and won't always line up exactly with the scenario description.
- E.g. all sections of map that are revealed if door 1 is opened should be labeled with 1. Door 1 itself should be labeled
- Monsters:
TBD
...
- Meta:
There are 4 different zones due to doors, which should be coded 0-3. Two doors are labeled "1" in the scenario document, and scenario text. Those two doors, and the tile with the "1"-labeled scenario text, should all be additionally coded 5
. So clockwise from top left, the doors would be coded as /015
, /02
, /235
, and /13
.
The scenario goal can't readily be map-coded, so label the scenario goal tile >09
, and the conclusion, reward, & transition tiles 9
. The scenario goal tile will automatically get a button attached to it (to trigger when complete) that will reveal the scenario completion content when triggered.
Assets:
- Tile of scenario name and requirements (not goal)
- Tile of scenario goal
- Tile of scenario introduction text
- Tile of text labeled as part 1
- Tile of conclusion text
- Location 2 map tile
- Party Achievement: First Steps tile
- Treasure chest 07
(todo)
- Add modifier decks to each class
- Items & city board:
- put all city-type items into a lockable holder on the city board, separated out to individual cards (for easy search)
- have a separate unlockable holder for reward etc items, again searchable
- Remove duplicative / redundant help objects (after description-based help has been added)
- Lay out scenarios (improve ItU, do others)
- use entry point tokens
- use special spawn-point & type-per-player-count tokens so scripting can take over spawning, randomization, etc
- put bottom edge of map at bottom of board as possible
- put monster stat sheets, ability cards w/ mats, monster modifier deck w/ mat above map
- put element tracker to the side of map; delete the round tracker piece unless the scenario calls for it
- Scenario board layout zone labels (e.g. title, goal, flavor text, rules, content, maps, etc)
- Tutorial for new players to run through setup & main scenario 1
- Cloudify assets from pigneedle, mapmaking, etc, and re-import
- Componentize FAQ, put bits where they belong, remove from FAQ object
- Fix map tiles that are reversed
- Fully re-import & spoiler-minimize scenarios - 1 object per scenario, not per page (i.e. you don't see parts of the next scenario that happen to be printed on the same page in the book), & smaller file sizes too
- Modify items that have errata, mark with a symbol to signify errata'd (e.g. euro? dagger?)
- Reminder tokens for abilities, statuses, etc (eg shield, retaliate, jump)
- Token background for 'immunity to X'
- Split map/tokens & tools sidebar into 2 pieces
- provide button for mod player to toggle tool zone invisibility
- Mat:
- battle goal
- character sheet
- class envelope
- more item slots (level 9 = 4 + more-item gear)
- equipped item slots - char level requirement (max items = ceil(L/2))
- clarify 2 handed / 1 handed slots (can have 1 2h xor 2 1h)
- non-equipped item deck
- personal quest
- scenario kill credits
- summon minis
- Horizontal & vertical grid-setter tokens - just set grid to that state when put on board, put the right state in the scenario bag
- Slider for board darkness
- Button to replace spawn point & type-per-level tokens with monster of correct type
- Element board: end-of-round button to increment counter and decrement elements
- City board: add toggle buttons to the board to
- upgrade/downgrade to prosperity level X (default 1; 0 should also be an option, eg for variant campaigns)
- upgrade: take them from bag, place in appropriate section by type
- downgrade: remove them from the city board (not elsewhere) into the bag
- show/hide above buttons (default hide)
- upgrade/downgrade to prosperity level X (default 1; 0 should also be an option, eg for variant campaigns)
- Map:
- make prosperity progression track clickable (but pretty, not checkbox buttons)
- mind FAQ caveat about possibility for temporarily demoted progression
- expose read/write of progression level & prosperity level
- make map tiles clickable (to show completion)
- expose read/write of map state:
- scenarios list:
- states:
- unlocked
- available (unlocked and requirements met)
- current location
- failed
- completed
- linked from / to (i.e. skip road event)
- unlocked by (3-digit card # if applicable)
- requirement conditions
- states:
- scenarios list:
- make prosperity progression track clickable (but pretty, not checkbox buttons)
- All-in-one weather / background / theme controller
- Button to replace terrain tokens with 3d model of correct type (including flooring, walls, etc), with variation for aesthetics
- Character & party saver / stager (like Sky Tools Stage, but for the non-board player content)
- Mat:
- draw/shuffle modifier buttons
- tap/untap items if present
- Make all side tables work (hide & store objects while not in use)
- make remote to control them; see e.g. GRID table
- Show/hide toggle buttons (copy from e.g. the GRID remote):
- help texts
- map/tokens sidebar
- tools sidebar
- gloomhaven city
- unlockables
- tuckboxes
- map
- End of Round button:
- element board
- shuffle monster abilities if pile has a shufflable
- shuffle modifiers if pile has a shufflable
- flip ID tokens back to number side