Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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Opdatering: 7. aug. kl. 3:27

-Added footsteps sounds for Neoflesh units. With reduced volume this time.

Opdatering: 7. aug. kl. 2:28

-Changed the volume of the recently added sounds, to be similar to the previous ones.

Opdatering: 6. aug. kl. 14:15

-Added various sounds, mostly for Neoflesh. Volume is a bit high... I should have checked beforehand... oh well I guess that might change later too.

-I thought math.randomSeed was being reset upon saving but apparently that wasn't the case. Now it is. The games should be a bit more random.

Opdatering: 5. aug. kl. 14:31

-Changed some more Support Items picture.

-Deleted Rifle tag on all weapons, I thought the tag would go away if I delete it from the list but apparently that's not how it works... Huh.

-Added an Exploring Drone figurine to make the script work with the exploring drone red item, similar to the Exploration Robot or the UAV.

-Added 'noEntrance' tag.

-UAV, Exploration Robot, and Exploring Drone will use this tag from now on.

-Changed Bio Enhancement Expert Action Chain Of Command picture.

-Added Queen boards for each enemy lifeforms.

-Added Xyrian Help Card.

-Changed Xyrian Activation back picture.

Opdatering: 4. aug. kl. 14:38

-Changed Robot pictures.

-Removed Life Support Robot.

-Changed some Support Items picture.

Opdatering: 4. aug. kl. 5:51

As reported by The Stig:
-Fixed a redundancy that would use the hovering object position to find a room Tile, which gives the wrong position when hovering the Hibernatorium which is a part of the whole board object, so its position ends up being the center of the whole board. Wrong position then.

Opdatering: 3. aug. kl. 14:07

-Fixed connection tokens amount with Bio Enhancement Expert.

-Changed tags for one Neoflesh event.

-Increased the margin to consider a character flipped... by a lot. I hope this fixes the fact security token was sometimes not being added.

-Fixed Recon weapon trying to create choice buttons using Xyrian position that doesn't exist anymore if killed.

-Changed pictures, tags, script for Primeblood Events Reactor Overheating, Egg Protection, Hatching, Damage.

-Changed Sharpshooter Sniper Rifle picture.

-Changed Bio Enhancement Expert weapon picture.

-Deleted 'Rifle' tag.

-Changed Bayonet placement script.

Opdatering: 2. aug. kl. 14:52

-Changed Sangrevores Event back picture, this one was edited for a slightly better contrast.

-Changed Soldier Action card Full Auto.

-Fixed Noise tokens not being added in the list when facing Sangrevores during the Event Sequence because Noises (Shadow Markers) are first checked as enemies since we can attack them.

-Added 'noSecurity' tag to Hibernatorium hidden room.

-Sangrevores Event Madness&Chaos will skip Nest room.

-Remade Snap points for the round track, to better fit the nextRound function, in case players were to move the round marker manually.

-Changed HeavyGun Operator weapon name to 'BF GUN'.

-Changed SharpShooter action cards.

Opdatering: 1. aug. kl. 13:18

-Fixed a not so rare occurence where a 7th intruder would enter a Corridor even though it was already crowded. I finally understood why. That one corridor is part of multiple possible paths to reach the goal of the intruders. There is one check being done to make sure only the right amount of intruders go into that corridor, but when checking the other paths, a new check is made on that one corridor part of the next path. But on that very moment it is not crowded yet, because the intruders that should fill this Corridor are being placed there smoothly. So. The fix. We write down the Corridor population in a variable so that it cannot happen and we skip the new check for an already checked Corridor.

Opdatering: 1. aug. kl. 7:17

-Script will notify players when a Xyrian Activation is expected during Event Phase.

-Xyrian Activation Sequence will check if all players passed (in case someone clicked endTurn before flipping the help card)

-Changed a function so that Xyrian may be allowed again to take a player into an unexplored corridor.