Tabletop Simulator

Tabletop Simulator

Star Wars Rebellion (Ultimate Edition)
Visar 81–90 av 147 poster
< 1 ... 7  8  9  10  11 ... 15 >
Uppdatering: 31 jul, 2021 @ 10:10

--fixed a bug/script crash when pressing the Get Damage Tokens button on the dice panel.

Uppdatering: 31 jul, 2021 @ 8:42

--Added Setup choices for "First Game", "Advanced", and "Custon".
--First Game setup sets loyalties and deployments according to the Learn to Play guide. You can play this option with Rise of the Empire, but the deployment will always be the base game deployment with this choice.
--Advanced setup is the usual way to setup a game, and follows the Advanced Setup rules in the Learn to Play guide, and rulebook.
--Custom is a choice that does not draw probe cards, or set loyalties. It prompts the players to set up the board how they like, and ignore any starting deployment rules.

Uppdatering: 28 jul, 2021 @ 11:42

--Retrieving Leaders back to the pool should line up correctly, and no longer bump/fall over. I think I finally have the margins/spacing correct.

Uppdatering: 28 jul, 2021 @ 1:44

--First player in TTS is usually defaulted to White. This is a problem if loading a saved game (player might see the Rebel cards accidentally). Now when loading saved games, White player is changed to Grey, and need to choose their correct seat before seeing cards.

--Establishing a new base via Rapid Mobilization now reveals the old base and moves units/leaders to the board.

--Scan for Rebel Base now has an option to cancel the scan in case it was accidental.

--Changing Loyalty to Imperial will prompt to scan for the base if needed.

--reloading a saved game will update the scan log as best it can. Any systems with Imperial Loyalty or imperial ground units will be set to already scanned.

--Base Tactic decks now rebuild themselves when they run out, or at the end of each combat.

Uppdatering: 27 jul, 2021 @ 18:14

--moved changes from test mod to this one.

Uppdatering: 21 jul, 2021 @ 22:14

--moved features from the test version to this mod.

--Rules are checked during deployment step of the refresh phase.

--All Advanced Tactics that block damage, generate damage, or prevent damage removal are scripted.

--lots of bug fixes and tweaks.

Uppdatering: 19 jul, 2021 @ 23:01

--inadvertently added a keystroke/syntax error to the ResolveCombat routine that caused a script error. This fixes the issue.

Uppdatering: 19 jul, 2021 @ 22:35

--Fixed a game ruining bug where the rebel base was revealed during a space only battle. Now it correctly checks for imperial ground units before revealing the base. Sorry!

--Slowed Build/Deployment step down a bit. AT-ATs were consistently losing their Queue location tag, and i think it was because the process was too fast and getting steps out of sync.

--Space Advanced Tactic card bottoms for Overwhelming Presence and Reinforcements is now coded and will block damage when played. The top already worked.

Uppdatering: 16 jul, 2021 @ 22:19

Uppdatering: 15 jul, 2021 @ 19:24