Tabletop Simulator

Tabletop Simulator

Dark Tower
Showing 11-20 of 25 entries
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Update: Nov 5, 2019 @ 12:33pm

• Changed location of instruction manual PDF to a temporary location; will find a permanent home soon.

Update: Aug 18, 2019 @ 11:24am

• Removed the extended invisible table top; changes in alpha channel coloring made this object solid again.
• Original manual now included as a Custom PDF.

Update: Nov 28, 2018 @ 6:09pm

• A barrier now extends over the Tower's display. This barrier is invisible to the active player; all other players will be unable to see the Tower's display. This is in keeping with the original spirit of the game where the Tower is supposed to face the active player, preventing other players from being able to peek.
• Because the Tower display is only visible to the active player, it is no longer necessary for each player to be assigned their own unique Riddle of the Keys. As with the original game, the Riddle of the Keys is now the same for all players.
• Players' seats now have banners to better visually indicate that they're filled.
• The table has been extended, invisibly; objects like the scorecard can "float" beyond the table's edge, and should prevent some of the more complicated elements from falling to infinity.
• A Tower button UI has been added and will be visible for the active player. This should mitigate accidental button presses. The buttons on the Tower itself are still functional, for all players.
• Moved tomb, ruin, sanctuary, and bazaar building OBJs to Steam Cloud.
• Moved citadel platforms OBJs and textures to Steam Cloud.
• Moved game board texture to Steam Cloud.
• Moved dragon token OBJ and textures to Steam Cloud.
• Moved Dark Tower OBJ and texture to Steam Cloud.
• Improved Dark Tower flag texture.

Known issues:
• Attempting to rotate the Tower (by using the Q and E keys, for example) without picking it up will cause it to interact poorly with the table. The Tower is still only able to be picked up by the lower base portion.
• If a player quits while it's their turn, the game will not proceed until the seat is filled again.

To do list:
• Some instances of Timer() function still need to be converted over to Wait()
• Sculpt game-authentic tokens
• Redo dragon token
• Revert game card to red-peg version?

Update: Jul 24, 2018 @ 6:17pm

⦁ Set interactivity of objects attached to Tower to false; this should prevent most instances of the Joints becoming disconnected and causing the Tower to disassemble.

Update: Jul 24, 2018 @ 3:06pm

⦁ Fixed issue where the Pegasus button on scorecard was hard to press (the button is now attached to the Pesasus icon itself instead of scorecard body)
⦁ Fixed issue with the sound block AssetBundle default material (replaced the block with a new Unity 5.6.5 AssetBundle)
⦁ Fixed a bug where the Frontier button could be pressed outside of game parameters
⦁ Fixed a bug where the Citadel/Sanctuary button could be pressed outside of game parameters
⦁ Added explainer text prompting the users to choose which seat goes first
⦁ Updated pawn design
⦁ Began UI XML work
⦁ Began transition from (deprecated) Timer class to new Wait class

Update: Apr 30, 2017 @ 3:59pm

I've uploaded the Unity AssetBundles to the Steam Cloud service, which should be rock-solid reliable.

Update: Apr 30, 2017 @ 3:04pm

Fixed the GOLD KEY tooltip (used to say SILVER KEY)

Update: Mar 5, 2017 @ 2:57pm

Added that check to startingBrigands() so that a battle will never start with 0 or less Brigands.

Also confirmed that the first figure can be a negative number:

local firstBrigands = yourWarriors + math.random(-2,5)

...will have the number of Brigands be between two less and five more than the number of Warriors, never dipping below 1.

Update: Mar 5, 2017 @ 2:20pm

Fixed the bug where starting a battle with the minimum allowable Warriors, and then losing that first skirmish, would not result in the battle ending; instead, it would continue to 0 Warriors and into the negatives.

Reduced the size of the seat hands to get them out of the way when using the Gizmo tool.

Found and fixed an instance where the scorecard could read "1 WARRIORS" instead of "1 WARRIOR."

Update: Mar 5, 2017 @ 10:24am

Added the startingBrigands() function to the USER SERVICEABLE PARTS section of code. A check for negative Brigands isn't necessary right now, but if someone tweaked this formula to be, say:

local firstBrigands = yourWarriors + math.random(0,8) - 3
--[[now it's from 3 under the number of Warriors to 5 over the number--]]


It'd be possible that 2 Warriors could roll up -1 Brigands