Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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Opdatering: 11. aug. kl. 14:09

-Left clicking an intruder attack button will play the default hiss sounds if it's not a Xyrian attack.

-Cultist arriving sound will use the new Neoflesh default hiss sound.

-Fixed stopSoundBoard not converting integer soundBoardID into string.

-Changed Mission Objective GMNotes to be used with 6 players and more. This selection makes more sense to me right now.

-Changed Mission Objective Self-Serving.

-Changed Personal Objective Quarantine required number of players

-Changed Personal Objective Shutdown picture.

-Changed Personal Objective Lab Rats wording and name into 'Experimental Subjects'.

-Added Personal Objective State's Evidence.

-Changed Mission Task Primary Samples picture.

-Changed Mission Task The Supply Route required number of players

-Changed Mission Task Eradication picture.

-Changed Mission Task Reconnaissance required number of players

Some of these changed cards might get a new picture in the future, it is mechanically correct though.

Opdatering: 10. aug. kl. 14:25

-Increase distance radius check for room tiles, this new value works better. This should fixes various instances, the ones I saw recently was the wrong character being designated for an attack and security token not being added in the room when moving cautiously.

-Fixed firespitter not playing the right hiss sound when shooting in a Room.

-Fixed fireSpitter not having any screamSound sometimes when shooting in a Room.

-Fixed the expected range for the 3rd and 4th soundboard to be offsetted by one too many, as a result one of the Motherbrain hiss sound ID was not being used by the right soundboard.

-New attempt at giving Queen sound a priority. I think it's good this time...? But then I thought I had it for the previous attempts...so we'll see.

-Fixed autoMove playing walksounds only for the last member of a moving group; we remove that logic, instead we make it so that each moveGroup plays walkSounds once, regardless of their size.

-Switched the order for the intruder attack buttons, used to be the older ones are moving upward, now it's the recent ones.

Opdatering: 9. aug. kl. 10:56

-Forgot to offset some value

Opdatering: 9. aug. kl. 10:45

-Fixed some typos.

Opdatering: 9. aug. kl. 10:33

-Changed Combat Engineer Computer Skills effect wording.

-Rebalanced the values on the top part of the Robot cards picture.

-Xyrian Status 'Marked' effect will register to Rooms map as a player passed, it should work better that way. I suspect one Xyrian got lost in one of my game because of that.

-Moved the Robot default position in the Hibernatorium further to the right, since enemies tend to be placed on the left first. The Robot was hiding these first enemies, especially small ones, this should fix it.

-walksounds will check another soundboard when facing Neoflesh, and Queen will always have priority to play her step sounds.

-Fixed Neoflesh Queen tokens not returning to the intruder bag after being used.

-New attempt at prioritising Queen sounds over the rest until the sound is done playing.

-Optimized the soundboard reset into a function. This will also be reused to regain priority for queen sounds.

Opdatering: 8. aug. kl. 13:51

-Fixed Noises being added both as Intruder and as Noise during autoEvent sequence when facing Sangrevores. They belong in the Noise list of course. As a result they were counted twice when checking a corridor crowd.

Opdatering: 8. aug. kl. 13:00

-Fixed Xyrian Event Queen Tracking effect starting on the same round it was flipped.

-Changed Xyrian Allegiance back picture.

-Changed Recon Scouting Action picture.

-Changed 2 Heavy Gun Operator Actions picture.

Opdatering: 7. aug. kl. 11:52

-Fixed Primeblood Queen Hazard, when Queen is dead, using drone token bag instead of drone figure bag. The variable name used was missing one letter 'F'.

-Changing my mind again, I prefer enemies to be placed smoothly with some more events bringing enemies in globally.

-Hibernatorium hidden room will be visible again, not because I want it to be visible but because the buttons created on this tile were ALSO invisible. This was blocking the autoEvent Sequence too... I hope this is the only part where this issue happens...

-Fixed Servant Hunt Xyrian Event effect starting on the same round it was flipped.

-Fixed Xyrian attack using the wrong message when giving a Serious Wound.

-Xyrian Tracers placed automatically will always be locked as a way to avoid collisions with other objects (these Tracers are rather big... maybe I should make them smaller...?)

-Fixed loseHealth function error looking for an index that does not exist.

Opdatering: 7. aug. kl. 6:02

-Changed Field Surgery Action picture, this one is clearer.

Opdatering: 7. aug. kl. 5:41

-Changed Medical Support Actions picture.