Aelitafrommars

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  1. I was a bit unclear there... i meant: did they announce 2 before, and that there will be a third just now? Based on the title of the thread.
  2. Nice, looking forward to it! Thanks for sharing. Was 2 scenarios announced for the expansion prior to this one?
  3. If you only have proxies, i made a pdf earlier this year with a relevant monster table. It is on this forum. Pardon me not reuploading it; i do not have access to it for a few days.
  4. A very restrictive/cherry picked reading list: Dagon Rats in the walls -These two are great short stories that form the backbone of the lovecraftian mythos. Shadow over Innsmouth Dunwich Horror -These are suspenseful. The colour out of space. -This is easily one of his best. The shuttered room (cowritten with August Derleth). -This one binds together the innsmouth and dunwich stories. It's a bit much to begin with this straight after as it recalls some of the earlier events, so you want a spacer in between. From there, you can go on reading pretty much anything.
  5. Before clicking on the topic, i thought this would be about the boat in "escape from innsmouth"... which was how we died in flames on our first try
  6. Quick info from that steam link: Difficulty: 3/5 Time: 180-240 Narrative: Missing person case. Product symbol: MoM 2:nd ed.
  7. No, and i check by FFG news 4 times a day. Exciting!!
  8. 40+ tries?! Are you sure you got the monster movement right?
  9. The scenarios are separate and can be played in any order. But if you have played 1st edition, the "tile collection" scenarios can be seen as independent, self-sufficient sequels to 1st ed scenarios. Much like how "the shuttered room" story is a freestanding continuation on both "shadow over innsmouth" and "dunwich horror".
  10. Nice! Thanks for your hard work. I was going to suggest we might've percieved tech personell was spread thin because of the delay between MoM announcements (+ that they were hiring and seemed to focus on other products), but really it might've been because the invisible and cumbersome work of refactoring the code was necessary for new/future features, designs, content, and/or workflow. Ease of translation/localization would fall in the last category.
  11. At the moment, noone outside FFG knows - we can only guess. There has bern several recent threads you can browse with guesses and discussion. The title of your post made me think a new scenario had been released :'(
  12. This is true from a technical standpoint, but from a designer's perspective (player's really), furstlig you want to keep the wall/door tile count at the lowest necessary that is possible to keep the game flow lean. A room tile may have been deliberately chosen for this purpose, among others. If an algorithm (as opposed to a manual design decision) increases the rate appearance/usage of plaster-on tiles, the user experience has changed substantially enough to make calls about it. Secondly, There's also an upper physical limit to how many of these pieces can be placed on the board. Thirdly, how should the algorithm prioritize which room gets what in such a case where all pieces are used? Quality wise, it might be better to leave that to human judgement. Granted, this is a fringe case. There's also the manual labour of constructing narrative room descriptions that are relevant to the scenario in question to take into consideration.
  13. The broadest approach is "playable with core set, variable with expansions": Owning an expansion unlocks another map variation, along with altered narration to fit the tiles. Of course that doesn't cover scenarios that are designed with a specific set of tiles in mind, like a crypt or museum or what have you. So if the story requires a medical lab, for example, you need to rely on that the DLC will boost sales of that particular expansion/tile set. The expansion symbols should come in handy to declare when something is needed or will add to a scenario.
  14. Hehe, a periodic role at work is mediating between non-software production staff and software production. "Team irl" usually does the calls for the overall direction based on the information i translate from devspeak, and likewise, the specifications that goes to development needs an equal amount of decoding since it's written in the language of exhibition production and requires a level of interpretation of intentions and break it down to subfeatures that's tangible for a coder. I never thought that i would be the interface in "interface design" when i started.
  15. Coincidentally, the passage between knowing too much and the escape is one of Lovecrafts' finest moments. Not to take away from the scenario, it's definitely my favourite so far and is probably for the better not sticking to the original description.