Tabletop Simulator

Tabletop Simulator

Mage Knight Plus (Highly Scripted)
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Update: May 6, 2019 @ 8:35am

* All skills will be flipped up on round end
* The total rounds for a scenario is in the end round button now
* Stopped the end Round Button from functioning when scenario round count is reached.
* Gave the "Custom" Scenario nine rounds to play around with.

Update: May 5, 2019 @ 1:33am

* Changed "First Player" to "First Position" in the broadcast.
* Made "The Lost Relic" Scenario, force Volkares camp as a city when 4 players and the dummy are selected. The scenario in coop requires Number of players + 1 cities.
* Made "The Lost Relic" Scenario, Remove all the cities and thier cards, as they are destroyed in this scenario.
* Made "The Lost Relic" Scenario, not deal any cards or terain tiles, as you need to create your character first.
* Made "The Lost Relic" Scenario, put shield tokens on 9 fame to start.

Update: May 4, 2019 @ 8:43pm

* Properly used Zero-Integral's Mage Knight Models. They now link directly to his work, and will update whenever he updates. I adjusted scales of his models so that all the heads would be at the same height, as my real models are, but this has made the bases all different sizes. I chose the lesser of two evils I believe.

Update: May 4, 2019 @ 3:10am

* Moved the spell offer snap points to match the script deal location.
* Changed the starting tiles so they lay out first, then flip over one by one. This should make the monastery offer trigger for these tiles.
* Swapped using torque to spin the dice, to the roll command, as the dice were spinning like crazy after the patch.

Update: May 2, 2019 @ 4:37am

*To save memory one Mage's common starting cards is used for all the starting decks. I removed confusing icons from top right corner of these cards. Every starting deck should have two cards with the correct icon for that mage the rest are common to all.
*Two green monster tokens were coming out flipped already.

Update: Apr 27, 2019 @ 7:13am

*made the buttons only show up when needed.
*Fixed "The Gauntlet" scenario from drawing elite units before reaching the core tiles

Update: Apr 25, 2019 @ 4:42am

* Day night button was turned off after Round 1, but some people may want to use the "Daytime Variability" variant from the rule book. So it now stays operational all the time.
* Made end of round button only show up after a game has been started.
* Changed the menu from "Player 1's MK" to "1st Position Mage Knight". This should make it obvious where a mat will be set up, and it's up to the players to sit themselves at the right mat after loading.
* Made the players hands draw at the start again. The latest tabletop simulator patch stuffed something up with the callback_functions which should run once an object is fully spawned. Not anymore, so I have put back in the wait.frames function so it will recognize the created objects again.

Update: Apr 23, 2019 @ 7:06am