Tabletop Simulator

Tabletop Simulator

67 ratings
Nemesis Retaliation (Script assisted)
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Type: Game
Game Category: Board Games, Thematic Games
Complexity: Low Complexity
Number of Players: 10+
Play Time: 90 minutes, 120 minutes
Assets: Sounds
Language: English
File Size
Posted
Updated
2.753 MB
May 28, 2024 @ 7:57am
Nov 23 @ 4:59am
411 Change Notes ( view )

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Nemesis Retaliation (Script assisted)

Description
Check change notes for more info on recent updates.


Hello.
This is a modified save of the official Nemesis Retaliation (Prototype) mod to play with friends and family and have tons of fun.
@benpieruc8384 on Youtube asked me to share it.

This mod aims to play like the final version, but do not expect the pictures or the wording to be exactly the same. I will prioritise quality for the picture, and time for the wording. I remake lot of pictures using older version high quality pictures as base but painted over to get closer to the final version. (Like the back picture for Xyrian Activation.)
I'm doing this for fun so don't expect this mod to be necessarily up to date, but I will try to update it as long as I keep playing it weekly.

-What to expect-


-Nemesis Retaliation boardgame prototype modified.

-The quality of life from my other mod, and various ways to bring more fun while respecting the original boardgame as much as possible.

-Sounds.

-Various image editing on GIMP, sometime repainting even.

-Numpad 3 rolls for Noise, doing it while hovering a Character or a Room will RayCast the surroundings. Trigger hazard, add enemies, where to add them, remove Secure Tokens, add Noise.

-Flipping an exploration card while having a Character on a Corridor triggers AutoExplore function. Having the figure flipped (using F), will add a security token upon exploring.

-Xyrian expansion.

-Playable Contractors with the highest quality I could get / remake.

-Scripted Shooting and Burst.

-Mixing of most Primeblood Event prototype HQ pictures with the updated Event Template.

-NeoFlesh Cult Expansion.

-Neoflesh attack cards remade using HQ pictures.

-Automated Burn phase, Event Phase (almost all events), Twitchling Activation, Queen Activation.

-Automated Xyrians.

-Sangrevores expansion

-Insider expansion. (Script personally adapted to all enemies)

Updates will be delayed because of irl changed priorities.

-Planned Updates-


Lot of scripting, lot of assets.

-Update all cards that either do not have the right picture or not the right effect written on the card.

-Personal custom adaptation for Carnomorph, VoidSeeders, Nightstalkers, and Chytrids, to be playable in Retaliation. This will need a bit of brainstorming but it doesn't seem too hard.

-Known Issues / Assistance-


1) Avoid taking an object from the box while the script is using the box.

2) If assets are missing references I may have changed them while working.
The assets should work again in the later updated version. If not maybe disable caching to update the references.

3) To avoid sound spam, ask the host to take the role of GameMaster and click the button on the top left of the Table.

4) If you like dealing cards, you may ask the host to become GameMaster to toggle the top left button "Action to player" to "Action to Nearest Color' so that drawing using numbers directly send the cards in the nearest color hand.

5) Hotseat changecolor spams the end turn notification sound, tried different stuff, no idea how to fix it for now.

6) Script expects the player to not add the Shooting Action Hit, it will do it for you. Scripted Shooting works Exactly like in the manual except the displayed Hits are delayed.

7) Typical scenarios are tested but errors can be made, feel free to report bugs, writing down a red text error log can help GREATLY in fixing the bug you found.

8) Moving a player's health marker away from the player board or on the death socket (skull) will count this player as "Not playing" for the script.

9) If you prefer script to read Shoot and Burst values from the dices check the toggle next to the Burst dice. Noise dice also trigger autoNoise at the player's Room.

10) For more Characters than users in play, switch to Manual Seat by clicking the Automatic Seat button before starting a game. This will allow you to manually assign seats, mod will work the same with more functions to make it comfortable.

11) Script checks player boards for anything linked to the player by default (including Xyrian Allegiance card) and checks the player's hands when the game expect us to do so.

12) Sometimes Drones encounters in Corridors would place one Adult less than expected. The script does not explain that.

13) Avoid moving insider story cards to keep their references available to the script.

14) Most insider story asking for the player to be in a specific room awaits position confirmation using autoNoise.

15) Make other players shoot by marking their weapons on their own player boards, and then click Roll Shoot/Burst.

16) If you're using numpad for AutoNoise, a playerBoard equipments will only be checked if you are hovering the related Character. (example: Xyrian Stealth Armor)

-Credits-


For picture references, colors, and 3D figurines from previous Nemesis games.
Nemesis Lockdown Prototype mod
Nemesis mod

Awaken Realms discord
Awaken Realms crowdfunding updates over the years.
Nemesis Retaliation Prototype mod

My Nemesis mod

Youtube videos. For pictures, descriptions, rule references from more recent versions.
Dicing With Death
Board Games for One
Crabbok
Meet Me At The Table
NinjaGeek Games
EzBoardGames

Assets of their game, bless.
DaRkNeSs
Pallet Tour Guide
plfires
ArticWorks
cantila1

Sounds:
Pixabay
My own voice
Warframe
Mekbots alien sounds

-Donation Support-

If you want to support my projects which involve Nemesis mods but also my own video game slowly in the making, here is a paypal link for you.[www.paypal.com]
Thank you for your attention.
Popular Discussions View All (5)
7
Nov 4 @ 12:23am
Can we disable scripts?
karmington
5
Oct 26 @ 2:59pm
Xyrian Bugs/Strange Interactions
ALonelySpirit
3
Oct 28 @ 2:21am
Insider Bugs / Reports [Spoilers]
ALonelySpirit
484 Comments
STUVash  [author] Nov 23 @ 3:47am 
Update: 23 Nov @ 12:45pm
by STUVash
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As reported by sinnersinclair and the mentioned FAQs:

-Changed all instances where script was checking if a corridor was reinforced to add Noise marker. Now all noise markers will be added regardless of Corridor Reinforcement. Reinforcement only prevent noise marker being added from Noise Rolls. This includes events, sangrevores move system, xyrian, insider.

-Changed Neoflesh Twitchling Bag Development to add a Twitchling in the Hibernatorium even if unexplored.
sinnersinclair Nov 23 @ 2:46am 
The question from my first comment is now included in an update to the official FAQ/Errata v1.1. The question from the second comment comes directly from the Awakened Realms discord, and is included in the more community made, unofficial 'FAQ' that is a collection of verified dev responses to specific things asked in said discord.
STUVash  [author] Nov 23 @ 1:00am 
@sinnersinclair Thanks for the info that is quite interesting, I will try to find the source of this FAQ I always double check myself. :TheParchment:
sinnersinclair Nov 22 @ 12:06pm 
Also further clarified here:
Q: Are corridors with Shadow Tokens empty? For the purpose of reinforce card?
A: Yes, and reinforcing the corridor removes all the shadow markers, but does not prevent the placement of new markers.
sinnersinclair Nov 22 @ 12:01pm 
Something I've noticed is that when playing against the Sangrevores, Reinforced Corridors don't get Shadow Markers placed in them as the auto move script resolves. For a while I assumed this was intentional behaviour, but flicking through an FAQ I discovered the following:
Q: Do you still place Shadow Tokens (Noise tokens) into Reinforced Corridors after movement?
A: Yes, it is not a noise roll. Reinforced corridors are weaker against Sangrevores.

Is this potentially something that can be fixed to be incorporated into the script, not that there is any issues adding shadow markers manually for the time being :luv:
STUVash  [author] Nov 17 @ 9:35am 
@sinnersinclair Aha :p Me too would love to script them but I told myself I'd first get done with updating the various cards from the prototype.

cantila sent me alot of photos that I need to adjust perspective, color correct, and mix.
Once I have enough free time to do all that, I might get started with Carnomorph.

If things go at the same pace as the last 2 weeks.... updating cards would be done in 2 or 3 weeks.
And then I dunno how long I need for Carnomorph. :zagsnooze:
sinnersinclair Nov 17 @ 9:29am 
Can totally understand if it's just a limitation of what's possible especially if it would be a huge hassle to even attempt a fix for, not a problem whatsoever + definitely sounds like spending a few seconds to shuffle the intruders and shadow markers around is the lesser of two evils here lmfao

Cheers bud :luv: Saw the Carnomorph assets btw I'm hyped as ♥♥♥♥ lol
STUVash  [author] Nov 17 @ 9:26am 
@sinnersinclair Although, the King is definitely too big no matter what I do. So if you were referring to him specifically yeah you'll have to deal with that manually sorry.

I don't know if 2D Sangrevores figures are a thing, I don't think they are, but I still went for the cover box look which is way too big. Most of the time it's not a problem because enemies are locked, noise are placed lowered than enemies and doors are locked too. So most physics interactions between these objects are either skipped or ignored.

I won't change the King 2D Figure, the first one I had was smaller in fact like in the concept art, the updated one was purposefully bigger. :Munchlet:
STUVash  [author] Nov 17 @ 9:22am 
@sinnersinclair Glad you like the personal variation with insider crossing with other factions. :fhappy:
STUVash  [author] Nov 17 @ 9:21am 
@sinnersinclair Yes doors are a bit tricky sorry. Since most of the time everything is decently automated I didn't make the figures smaller or the doors smaller.

Doors placed with script are offsetted so that they fit right in the middle between Room and Corridor tiles. The snap point I got on the corridors were placed manually on the Corridors.

And if you check a Corridor tile maybe you can see the problem with manual placement. There is a hole. I can't place a snap point manually there.

I can probably have one right where it needs to be using the script but I didn't do that yet. There was already a couple snap points manipulation on the Corridor Tiles using the script but I don't think I ever did that one specifically.

I will write it down for later but taking out those 40 Corridors out is always scary, I'm afraid of losing some snap point and having to redo them all over again. :fscared: