Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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Opdatering: 23. juli kl. 5:04

-Optimized choiceToPlayer() function, so that it will be easily reused elsewhere.

-The function will also have inputs for position and font size that are optional.
In the case of the Sharpshooter Sniper Rifle burst effect, it will place the buttons near the target for convenience.

Opdatering: 22. juli kl. 15:58

-Added a script so that Sharpshooter can burst for 1 Hit without spending Ammo.

More 'may' effects incoming tomorrow now that the hardest part is done I think.

Opdatering: 22. juli kl. 14:19

-Prototype Bio Enhancement expert stuff are back in her bag but not setup by the script. If someone absolutely wants to play the old chips, they're there for the taking.

-added a condition to avoid taking out objects from a character bag that is not tagged.

Opdatering: 22. juli kl. 12:34

-Added Room help sheet on the side of the table.

-Added Solo/Coop Mission deck.

-Moved Objective and draft cards again.

-Added a button to switch between 'SEMI COOP MODE' and 'SOLO/COOP MODE'

-Fixed Character Draft with Contractors not going as expected.

-Fixed table getting scaled wrongly in some seat configuration.

Opdatering: 21. juli kl. 11:19

-Added 3 Tainted Blood cards for Sangrevores expansion.

-Reorganised Sangrevores Attack cards.

-Added more Infection cards.

-Added 1 Sangrevore Event.

-Changed Shadow back picture.

-Changed Event Sangrevore back picture.

-Added new Bio Enhancement Expert cards.

-Removed Bio Enhancement Chips.

-Added Bio Enhancement Expert Connection token.

-Added the modified prototype Secure cards I made when 2.0 got shown the first time, it'll do mechanically for now.

-Changed Contractor starting item.

Opdatering: 21. juli kl. 3:29

-Changed Shadow Card New Wave tag name to something that better reflect its effect.

-Sangrevores Event Headaches will be reshuffled in the deck if it was not given to a player.

Opdatering: 21. juli kl. 1:37

-AutoExplore cards placing enemies in the corridor will first check the corridor enemies inside. It should have been done for the other enemies too but it becomes obvious when facing Sangrevores.

-Double check position and distance whenever I'm raycasting corridors against Sangrevores.

-Changed New Wave shadow card, I thought it was "replace" a shadow marker with a ghoul but no it's just place 1 Ghoul. Makes it a bit trickier to setup but I fixed it.

-Enabled smooth position when placing only one enemy on a tile during an event.

-Adjusted xyrian activation placing noise in the right position and rotation when facing Sangrevores.

-Scanner will be removed from the table when facing Sangrevores.

-Added more tips related to the autoNoise variant for Sangrevores on the side of the table.

Opdatering: 20. juli kl. 14:46

-Removed 'PrototypeStuff' bag that was in the box. It was never meant to be used by players.

-Deleted the Primeblood prototype Event Deck from the prototype bag, it's the old template and old effects, I was keeping it around to get the reference to the picture used by the prototype deck instead of loading the official prototype mod everytime. We're done with that so deleting it is fine.

-Added SangrevoresExpansion bag.

-Added Sangrevores Event deck. (missing 1)

-Added Sangrevores Tainted Blood deck. (missing 3)

-Added Sangrevores Infection deck. (missing 5)

-Added Sangrevores King Health deck.

-Added Sangrevores Shadow deck.

-Added Sangrevores Exploration deck. (missing 1)

-Added Sangrevores Ghoul, Specter, King tokens.

-Added Sangrevores Ghoul, Specter, King figures.

-Added SnapPoints to place Shadow and Tainted Blood decks and their discard piles nearby.

-Moved Character draft cards, needed more space for Tainted Blood and Shadow decks.

-Added tags to Sangrevores Exploration cards.

-Added CorridorMove tags to Sangrevores Event cards.

-Room tiles will now display their ID Number fed by GMNotes like Corridors did.

-Exception for hibernatorium which is a hidden roomTile under the table, offsetted button further up.

-Moved the corpses further back so that the Room number is not hidden.

-Since Room tiles also store intruder Attack buttons.... I'm trying to offset button indexes for Intruder Attack function... Breathe...

-Increased height for secure token detection. (just in case)

-Removed secure token from script will be removed faster.

-Intruder Attack buttons will display the correct intruder type name.

-Bag development with motherbrain token, if motherbrain is not on the board and alive, will place her in the highest room numbered.

-Xyrian Event will now be put into the Event deck right away, rather than waiting to fall onto the eventDeck, this should skip the time where it hangs in the air because of other assets loading, and make it possible to be shuffled in time... Everytime (?)

-Changed Neoflesh Sabotage Protocol event script. Couldn't do it before since I didn't have the roomID Numbers.

-Xyrian Phase card is now offsetted more to the right.

-Removed Corridor condition to check IDNumber during autoMove since now both Corridors and Rooms have IDNumbers. Hell yeah!

-Changed Entrenching Tool picture and effect.

-Changed Security System Control picture.

-Added 'MOTION TRACKER' description to Motion Tracker Starting item.

-Added Sangrevores encounter script.

-Added Sangrevores bag development script.

-Added Motion Tracker button on Noise Token appearing if a player with a motion tracker hovers a Noise token.

-Motion tracker button will expect roll animation option if enabled.

-Added Alarm Room button on Noise token appearing if a player in the Alarm Room hovers a Noise token.

-Added Contractor cards during draft will be in the center of the table. Picking a contractor will remove all contractor cards from the table and character draft deck, as intended by the contractor expansion ruleset.

-Changed Engineering Equipment picture.

-Added new exploration tags to the script to reflect multiple Noise tokens added in a Corridor at once.

-Changed autoExplore function to use said tags.

-Added autoShadow function which resolves shadow Card automatically when possible.

-Sangrevores Noise tokens (Shadow markers) will have a hit counter and react to weapon buttons like enemies.

-Sangrevores figures react to weapon buttons the exact same Primeblood.

-autoMove will not remove Noise when playing against Sangrevores.

-Flipped character for cautious move will also work for autoNoise.

-cautious Move will not trigger a Shadow card.

-Fixed Neoflesh Event Ambush causing error when Lander has been destroyed.

-Contractor draft card will get their Select button delayed to be at the same time as the regulard draft cards.

-Fixed hibernatorium corridors being a bit too further down the table. I forgot that their position is so sensitive. Hibernatorium corridors will now be hidden from players view.

-Fixed Primebloods lifeform color not being set upon loading when setup has already been completed.

-Xyrian landing a critical hit on the queen will now prevent Event Sequence to execute until a player click "ALLOW NEXT PHASE" button. This was not necessary since players are not supposed to resolve the effect of the Queen Health card. But it probably feels better to draw them, look at them, and then let the event execute so that the players pay attention to each moment rather than having to come back to the Xyrian Crit later.

-Cautious Move security tokens will be placed faster, instantly seems good.

-Cautious Move security tokens placement will be prevented for Xyrian rooms.

-First player token will be locked as to not move it far from player boards, it is rather sensitive after all.

-Effects interacting with Hibernatorium will be ignored if not explored. (Main culprits were events and xyrian events)

-endTurn will also reset playerMoveStartRoomGUID

-Picking up a different character will also reset playerMoveStartRoomGUID.

-Fixed right hand weapon buttons not writing down their GUID in the tooltip of the button, which was preventing weapon buttons from being colored when selected.

-Tried to gave autoShadow a similar encounter timing... Seems to be good.

-Increased the height of shadow markers... Maybe that works better that way...Nope hmmm I dunno why some shadow markers are not being taken into account after explring.... It's like they're not recognized as such...? Seems to work better when placed with findSpaceOnTile function... Alright.

-Fixed shadow markers being added in overcrowded corridors from autoNoise.

-Reduced the raycast size to avoid detecting neighbouring shadow markers.

-Registering to rooms map will now happen for Queen Activation and Xyrian Marked effect. We are assuming that when all players passed we are necessarily in the Event Phase where we regularly register to Rooms map. This is to cover the exceptions, good thing it's mostly string stuff... the pain !

-Fixed Blood Specter token GMNotes typo.

-Fixed New Wave shadow card, that one was a bit trickier.

-Move roll bowl for a Noise Roll when using Motion Tracker action on a Noise Marker.

-Picking up Noise Roll Dice will now also move the roll bowl away.

-Add a filter on motion tracker button if playing against Sangrevores.

-Changed motion tracker button size.

-autoNoise will check for distance too to filter out the corridor the player came from, while allowing long distance momvement to include all adjacent corridors.

-Script will check for Headaches event card on player board when selecting a weapon to shoot or burst, if so a message will remind player to pay one more action card.

-Motion tracker action with roll animation automatic will roll the dice up automatically in the roll bowl.

-rolling dices physically will also write the type of the parameters we're saving into string... Because players may roll for different reasons.

-Wrote a function to reset parameters for throwing dices physically...When will this dice madness ends lol.

-Added more autoNoise tips on the side of the table.

-Against Sangrevores, Infection are not counted as Contamination except for the mentioned cases in the rulebook.

-Added back 'Contamination' tag to Infection cards to differentiate from typical Action cards.

-Infection from shadow card and event cards given to a player will be shuffled automatically in their Action Deck (if there is any)

-Change Sangrevores lifeform color to be a bit less saturated and pinkish, to make a bigger difference with the red error color.

-Function getting the highest room ID will filter out the hibernatorium if it was not explored yet.

-Blank token encounter will change the name of the Adult tokens being added when facing Sangrevores.

-And more but my notes got lost in this changeNote that can't be any bigger...oh well.

Opdatering: 16. juli kl. 20:47

-Forgot to put back a bag in the box, oops.

As requested by BBQuasar:
-Noise Dice now simply follows player velocity, no matter the force used, if set to Manual Roll. (which is the default Physics behaviour)
And rolls vertically if Automatic Roll is set.

Opdatering: 16. juli kl. 13:01

-Added Hibernatorium RoomID to hiddenRoom GMNotes and CorridorID numbers to hiddenCorridors GMNotes.

-Changed 3 Corridor Tiles Numbered 4.

-Added appropriate corridorID to each Corridor Tiles GMNotes.