Tabletop Simulator

Tabletop Simulator

Star Wars Rebellion (Ultimate Edition)
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Update: Jun 1 @ 11:07pm

Update: Jun 1 @ 3:11pm

Update: May 28 @ 1:18pm

--fixes to the Imperial scanning and Probe Map

--Bug fixed: Imperial probe map will continue to update, even when the Rebel base is revealed.
--Bug fixed: Remote systems will trigger scan button.
--added note cards with quick delete button explaining the probe maps.
--When Rebel base is moved, the probe map will auto update to reflect the change.
--(1)Imperial icon: system was a starting imperial system (cannot be base)
--(2)Question icon: system is a Rebel base candidate (could be the base)
--(3)Stormtrooper icon: System was scanned by Imperial loyalty or by an imperial ground unit. (cannot be base).
--(4)TIE icon: System had an imperial unit when the Base was moved (cannot be base).
--(5)Probe icon: The probe card for this System is in the Imperial hand (cannot be base).
--(6)Rebel icon: The rebel base is revealed in this system (is the base).

Update: May 22 @ 7:12pm

--Lots of small updates that have been in the queue for a while.

--Neutral Loyalty Markers have a new graphic.
--Dice panels have been updated.
--You can now play the standard game (nont-RotE) with Advanced Tactics. (This was a request from some players).
--You can turn off dice animations.
--Dice now switch to a random face before the rolling animation (in addition to the one that TTS already does).
There was a false rumor that this mod had issues with dice rolling. This has always been false. The dice rolling uses
the standard .roll() function built into TTS. Whether the roll animation is satisfying or not had no bearing on the random
result.
--You can enable "Quick Roll" so the animation is suppressed. The dice will swithc to a random facing like Eskander's mod (requested by some players as on option).
--you can resize the units during setup to be larger/smaller. 130% is recommended for large unit play.

Update: Apr 28 @ 6:28pm

Update: Dec 21, 2024 @ 11:26pm

--bug fix: Clicking the button to draw probes on the Gather Intel Mission card will now count Rebel Units in the Rebel Base's system if it is revealed.

--minor bug fix: Plant False Lead now prompts with butons: "Resolve" or "Done" instead of "Successful" or "Failed". It is a resolve mission, so cannot fail.

Update: Jan 13, 2024 @ 6:07pm

bug fixes:

--still noticed cards discarding incorrectly, ugh. It seems to happen to the non-host player when there is a bit of lag. I have now completely rewritten the discard/return to hand code, and it should be fixed now. The script now analyzes the position and facing of each mission card and builds a list, then executes the list.

--Rapid Mobilization will not prompt unless the mission card is face up in the revealed zone.

--Contingency Plan will not cause the rapid mobilization prompt to repeat the step unless it was also face up in the revealed mission zone.

--You can no longer click the "Re-Scan" button after your opponent has clicked Build and interrupt the building process.

--Build Icons now reposition themselves after a brief pause on the build panel a second time. Sometimes lag on non-host players was causing the build icon to not be visible to to the guest player, but the host could see it fine.

Update: Jan 1, 2024 @ 3:01pm

Think I finally figured out why mission cards sometimes don't discard properly and fixed the bug.
Mission cards will discard 1 at a time so they don't get accidentally scanned a second time mid-discard.

Update: Aug 24, 2023 @ 6:49pm

Update: Aug 17, 2023 @ 11:42pm

--if you toggle unit highlighting on, the game will leave it persistently on. It was previously removing the highlight from units not in the queue every time it reconciled the units on the board.