Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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Opdatering: 19. aug. kl. 2:52

-Changed SoloCoop Mission pictures from .png format to .jpg.

-'Corpse' objects are renamed 'Body'.

-Added 26 custom Coop missions to be used if enabled, after 1 official Coop mission has been dealt, both official Coop missions and custom Coop missions may be drawn randomly with a higher chance for custom ones. That is because some of them aren't missions and more like a change of rules.

Most of them take inspiration from Mission Tasks or Objectives, some of them are personal takes that I need in my games to mess with my friends. >:D

Opdatering: 18. aug. kl. 14:38

-Added a failsafe to refillEquipment function in case a bag runs out of tokens.

-Big changes (and alot of typo fixing, headache isn't helpin) to encounter and bag development functions JUST to allow a Xenobiologist player to use Field Experience reaction. So much work for 1 Action card from 1 Character. My god. Oh well. Hopefully I didn't break anything in the process.

Opdatering: 18. aug. kl. 7:22

-Fixed a typo.

Opdatering: 18. aug. kl. 7:12

-Cleaned up some redundant parameters.

-Xyrian Allegiance Token is now locked to bypass physics collisions with doors when script moves it.

-Biohazard armor will be checked directly into the addContamination function. Dunno why it wasn't done yet.

-Biohazard related messages will also be unified into this function.

-returnPlayerHealth will now return the minimum value if no health index was found. This will avoid the health marker to be placed back to full health if another health lost is given to a player when he already died. (typically against Xyrian landing 2 hits on a player)

-Reduced autoExplore Noise roll delay, the enemy placement got faster some time ago so the delay was way bigger than necessary.

-Change the function that find a spot for enemies on tiles. (Without breaking anything I hope)
Enemies that can't fit in a Room will now float in the air until they have to move again or if they get killed.

-Changed distanceMath function to ignore Y element of the positions used.

-I had instances of noise token not being deleted in a game but I can't seem to reproduce it....so I can't fix it. Maybe it was lag ?

Opdatering: 14. aug. kl. 10:54

-Fixed a typo.

-Fixed intruderAttack buttons height using the roomID button height.

-Changed the way enemies are placed in a Corridor when an exploration card asks for it. The old setup was not consistent when placed in the furthest Corridors from the Figurine bags.

-The rayCast to check the size of the figurine behind the hovering enemy will now be as large as the hovering enemy figure instead of being too thin.

-Increased the offset for the enemy in the middle of the corridor so that they can fit better in hibernatorium corridors, even if the figurines are 6 big Slashers.

Opdatering: 14. aug. kl. 6:52

-Changed Yellow Item Robot Controller wording.

-Changed Yellow Item Oxygen Tank picture.

-Changed setupSupportItem function into setupEquipment.

-Gave 'StartItem' tag to all heavy items.

-All drawn heavy items will now have a Select button on their card to place the heavy item in one available Character's Hand.

-Added name 'ARM' to Serious Wounds 'Arm'.

Opdatering: 13. aug. kl. 9:05

-Changed Red Item Exploring Drone wording.

-Changed Red Item Grenade picture.

-Changed Red Item Remote Detonator picture.

-Exploring Drone figurine (if used) will reset its position once exploration sequence is over.

Opdatering: 12. aug. kl. 14:07

-Fixed some Sangrevores events not checking Noises for Corridor crowd. That most likely happenned when I removed Noises from the Intruders list during autoEvent.
As a result a 7th intruder could get in a Corridor.

Opdatering: 12. aug. kl. 12:59

-Reduced Motherbrain arriving sounds length, used to be left for the echo in the distance but... it's a bit too long for what we're doing with it. Especially as a hiss sound when shooting at it.

Opdatering: 12. aug. kl. 12:24

-Changed Combat Engineer Tactical Retreat action wording.

-Changed Contractor (Consultant) Always Prepared action wording.

-Changed Contractor (Consultant) Duck&Cover action wording.

-Changed Contractor (Consultant) Computer Skills action picture.

-Changed Contractor (Consultant) Armor item picture.