Tabletop Simulator

Tabletop Simulator

1,925 ratings
Mage Knight Plus (Highly Scripted)
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5.136 MB
23 Apr, 2019 @ 7:06am
15 Sep @ 8:26am
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Mage Knight Plus (Highly Scripted)

Description
Mage Knight [wizkidsgames.com]
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The Mage Knight board game puts you in control of one of eight powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction!

This game combines elements of RPGs, deck-building, and traditional board games.

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This Mod is made from the Ultimate Edition of Mage Knight, which includes Lost Legion, Shades of Tezla, and the five bonus cards. It also contains the custom mods Atlantean Weather, Quest Cards, Rise of the Forgemaster, and four custom Mage Knights. All the scenarios from the rules are working along with several custom scenarios.

My design philosophy was to get you into a game quickly, and let you focus on your game. The scripts will take care of the game's setup for you and do most of the bookkeeping each turn & round. Everything is set up based on which scenario is chosen. With over 20 working scenario’s (multiply by the optional variants) I hope there's something for everyone.

During the Game, a lot of things are automated, too many to list here. I tried to make things intuitive to use, or work in multiple ways, so I recommend not being shy, and just experiment. If you interact with things as you do in a real game you'll be fine. The undo feature is safe to use, as the script data is saved for each undo point.
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*While in game, refer to the info graphics at the top of the Table or Press the Help Button in the Top Left for Info about how certain components work*

*Multiplayer Games may setup poorly on high lag connections. Re-joining the host game should clean things up.*

*A few resolutions will not display the options in the main menu. I can see the problem when re-sizing in windowed mode but don't know the exact resolution the problem occurs at*

*This mod needs the "Options"-->"Physics" set to "Full" or the mana dice will vanish from the source.*
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Data collected from games started.[docs.google.com]
All the scores submitted by players.[docs.google.com]
Comments and Error Reports.[docs.google.com]
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I would like to thank

Tragic - For his advice when I showed him my work, and his blessing to release it.
Zero-Integral - For his excellent models of the Mages & Volkare

My work is just an extension of the work done by the people who created Tragic's mod. Who knows where one person’s work ends and another's starts, so I will continue to list the thanks given by Tragic - Mr Stump, Lucky7, Raven, Benkyo , Jeronimous, If() and Cryptosha1.

DO NOT offer us money or any other form of gratuity. Just Likes and Favorites will do

Nothing beats playing the real thing. This game is the brain child of design god Vlaada Chvátil and published by the good folk at WizKids Games using amazing art from J.Lonnee. [wizkidsgames.com]
Popular Discussions View All (33)
2
21 Sep @ 7:44pm
Mod commands
Sidious
61
12 Oct @ 11:41am
PINNED: Bug Reporting
Tuff-Luck
10
10 Sep, 2024 @ 8:02am
Skill Move Bug
Raketo
1,671 Comments
Sidious 14 Oct @ 3:39pm 
I'm happy to help test the multiplayer for you, especially if you plan on optimizing it. I can confirm the solo mode works great.

I suspect the multiplayer issues might relate to how we sometimes have to rewind the game. For instance, if a player forgets to discard a banner and the next round has already started, we often rewind instead of manually resetting all cards. While a discard note exists, players sometimes miss it since anyone can click to advance the turn. These "on-the-go" rewinds are likely an un-tested scenario.

I'll spend more time observing this during our next games and send an in-game report. To help with investigation, I can also send screenshots via Discord—it might be a client-side issue.

Alternatively, we could play a co-op game so you can see the issues firsthand!
Tuff-Luck  [author] 14 Oct @ 8:52am 
Item 1 - I never even considered this. Luckily flipping the token solves the problem, but I don't know the official rules for this.

Item 2, 3, 6 - All three of these points worked as expected when I loaded it on my two machines. The only thing is, I'm not actually playing, just speeding things along to the part I want to test. There may be some glitch that crops up slowly through gameplay, and I'm not catching them.

Item 4 - Volkare and Megapolis!! yeah, thats a scenario I never considered either. I'll need to test and see how the code fares. I was programming the other way around co-op assault on the megapolis.

Sorry, not much help with these answers. But I'll see if I can find the time to join a session you have in progress and see the problems in real time. Keep an eye on discord.
Tuff-Luck  [author] 14 Oct @ 8:52am 
A lot of your questions come from the multiplayer perspective, which if I'm completely honest, was never properly tested. My focus at the start was to improve the mod for my solo game and that got 80% of my attention. I never played a game with anyone for real so programmed it all with multihand (play two or more mage knights at the same time), and hoped the code would work in real multiplayer. The lack of complaints made me think it was working. I have two copies of TTS on two machines, so I can try and test Multiplayer issues if needed.
Sidious 14 Oct @ 6:43am 
3. When I hover over on the discard/deed deck I see the statistic about the cards in in. But I see it only when it is not my turn. Is it possible to be able to see those statistics any time?

4. It is still not clear how should we position ourself on an event when Volkare is attacking the megapolis and we coop defend. sometimes the token distribution dialog appears when we both on the city card, sometimes it appears only when one of us on the card and the other is on the city tile he is attacking. I guess we do something wrong, but can't figure out what.

5. Are you on Discord? Want to play a game one day? What would be fun. :D
I am sidious0992

6. Not sure what happened with the inventory but I am sure 3 mana crystals was fitting without any problem in a column, but something changed. Now sometimes I have to rotate the middle one to fit. Maybe the "sticker" is off for some/all heroes?

I think that is all.
Sidious 14 Oct @ 6:40am 
Hi Tuff-Luck,

I played like 150+ hours with your scripted version of Mage Knight on Tabletop Simulator. and more coming. I love it.
Already infected 3 of my friends too... :D

So thank you.

I have some comments / question too.

1. Volkare Co-op city defense, is it possible that one player fully participate and the other partially? So one will have the full turn after the fight the other not. I know it is not scripted, I just wonder if it is not scripted because easy to track just flipping back the token, or can't do it by the rules?

2. Co-Op, every time when we pick the skills (the 3rd or 4th one) we don't have the button for it, we need to unlock the skill and take it. It is perfectly fine, it is just so weird it always happens with the 3rd or with the 4th skill.
MasterMystery 7 Oct @ 6:12pm 
@tuff-luck: thanks found the button.
Tuff-Luck  [author] 5 Oct @ 6:49pm 
Hi MasterMystery, The cities deploy with arrows below the model to allow adjusting the cities mid game. It's been a while but I believe they are available until you reveal the tokens inside.
Tuff-Luck  [author] 5 Oct @ 6:45pm 
Hey Sidious, the answer is in the skill description. Copy and paste the token gives the new token a new id number meaning it won't be recognized by the script. I put in in the inventory area as I think the script just moves unrecognized objects to the trash chest during cleaning.The inventory area is where the crystals are put, but as that gets full I use the image space to store things. So no fancy scripting to handle this.
Sidious 5 Oct @ 5:29pm 
Hi Tuff-Luck,

Is there a way to play the puppet master with your mod?

I can't figure out how to use it. If I collect the token after the fight (before I push the rewards claimed button), than it won't calculate the fame. If I pick it after the round from the discarded tokes pile, I can't keep it in the player area because it will count the XP again.

I tried to collect them on the skill token but that wan not a success either.

Is there a dedicated place where it is safe to collect the tokens for the skill where it is "safe" for the script?

(BTW, if I collect a token from a city fight, it will keep the extra city bonus for the entire game.)

Appreciate the answer.
MasterMystery 5 Oct @ 4:04pm 
The mod is amazing, thanks for making, played often. Can one adjust settings mid game? (i.e. change city level prior to being revealed?)