Tabletop Simulator

Tabletop Simulator

46 ratings
Ultimate Marvel Champions [Scripted]
   
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Type: Game
Complexity: Low Complexity
Number of Players: 1, 2, 3, 4
Assets: Scripting, Cards
File Size
Posted
Updated
2.880 MB
21 Jun, 2022 @ 6:33pm
24 Feb @ 9:29am
28 Change Notes ( view )

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Ultimate Marvel Champions [Scripted]

Description
This is a mod for Marvel Champions LCG by Fantasy Flight Games.
https://www.fantasyflightgames.com/en/products/marvel-champions-the-card-game/
Please support the physical game; this is not a substitute for the real thing.

The mod is up to date with all released cards (all scenarios through Age of Apocalypse and all heroes through Magneto).

To play:
1. Use the square, colored buttons on the near edge of the table to take a seat.
2. Click one of the "SUIT UP!" buttons to set up your hero. You can import a deck from MarvelCDB (see below), select a hero to use their starter deck, or let the mod select a hero for you at random.
3. Select the scenario you wish to play, as well as the standard/expert encounter sets and modular encounter sets from the right-hand panel.

To import a deck from Marvel CDB ( https://marvelcdb.com/ ), enter the deck ID in the SUIT UP! screen, specify whether the deck is private or public, and click the "Import" button. (To be able to import private decks, you'll need to check the "Share your decks" checkbox in the Profile page of Marvel CDB.)

Your hero's play mat includes the following buttons:
1: takes the 1st player token
R: readies all cards on the play mat
D: discards a random card from your hand
!!: draws an encounter card
X: discards an encounter card
N: spawns your hero's nemesis deck


Roadmap:
This mod is still in very active development. Here are some future planned changes and additions, in the approximate order we'll be working on them:

*Complete scenario scripting: Currently, the mod will spawn all cards required for a scenario, but players are required to manually perform most setup steps, including setting the villain's health and the scheme's threat counters. Our first initiative is to automate as much of the scenario setup process as possible (as well as steps for advancing villain and scheme stages).

*Add missing campaigns and implement campaign scripting: Though the mod includes all currently available scenarios, we still need to add the NeXt Evolution and Mojo Mania campaigns, as well as adding automation for managing the campaign as you play.

*Allow for random selection of heroes, scenarios, and modular sets: If you want to challenge yourself, or just mix things up, you will be able to set up a game with randomly selected heroes and/or scenario and/or encounter sets.

*Re-implement deck building functionality: When we overhauled the way that cards are handled, we removed the ability to build decks in-game. We will rebuild this feature.

If you'd like to try out new developments before they're available here, check out the in-development version of the mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2817359776


Credits and Acknowledgements:
*Card scans and HP counter images come from Unicorn Smuggler's mod Marvel Champions High-Resolution Scans: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2665262903 . All villain HP counter images since Mojo Mania are by KidNegativ.

*Playmat images by Logan Giannini, who has made them available on Google Drive: https://drive.google.com/drive/folders/1IvTnpIxl8RbSZ2iuOhSdbw8KQQ0g_rA0

*The hit point counters found in this mod are based on Ducspeed's hit point counter located in the Marvel Champions Complete Edition workshop mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2222049059

*This mod is built on code written by a wide variety of modders, including: CrimsonMCM, Duscpeed, JQTNguyen, thesunsetdriver, Mag, FunkyMonkeyMonk, Old Gumbo (FKA PwnStarHero), and SwedeRacer.
160 Comments
SwedeRacer  [author] 24 Feb @ 9:33am 
Hey, everyone. Small update today. I realized that there had been a change to Marvel CDB's api that broke the deck import in the new hero setup UI, so that's been fixed. I also fixed Crossbones' default encounter sets (thank you manx) and the error when loading Sp//dr's deck (thanks Unisus).
Unisus 7 Jan @ 12:18pm 
Thanks for this mod, it's great for testing my decks without pulling all the cards from the collection. And for playing with my son while he is not at home.

One thing I just found: when trying to load a deck for Sp//dr, i get the error "Hero not found for deck: 31001a". I'm not sure if this is because the card for Peni Parker is not listed on marvelcdb.com .
SwedeRacer  [author] 27 Dec, 2024 @ 6:16am 
Thank, manx, I hadn't been aware of that. I'll get that fixed in the next update (hopefully coming within a week), and I'll read through the errata to see if there's anything else that needs changed.
manx 26 Dec, 2024 @ 5:46pm 
great mod, thanks for making this.

minor suggestion,

The Crossbones default modular sets should be Hydra Assault, Legions of Hydra, and Weapon Master. (Remove Hydra Patrol and replace with Hydra Assault.) The original main scheme for Crossbones is misprinted and says Hydra Patrol. You can find this change in the current rules reference.
Stark Maximum 12 Dec, 2024 @ 1:44am 
Once again, as always, I appreciate it. Your reasoning is sound (you literally only have so much space on the board for all the different sets), but I am glad to hear that there's a solution in-bound. I don't care if the current solution (spawning in cards based on ID) is a hassle, because so long as there's a way to do it, I'm happy. I remember you suggested this as a fix to someone else previously and explained how to find their IDs, so now I can do that for any card I need rather than asking you about it every time, which is a big help any time I need a specific card but physically cannot find it in the mod. Once again, it makes things so much easier and so much more flexible when I sit down to play how I want. Thanks a ton for taking my questions.
SwedeRacer  [author] 11 Dec, 2024 @ 10:48am 
(Continued)

Here are the IDs for Mr. Sinister's superpower sets:

Flight: 40151, 40152, 40153, 40154 (x2)
Super Strength: 40155, 40156, 40157, 40158 (x2)
Telepathy: 40159, 40160, 40161, 40162 (x2)

That's a hassle, I know, but I'll make it easier as soon as I can.
SwedeRacer  [author] 11 Dec, 2024 @ 10:48am 
Stark Maximum: Currently, I do filter out certain encounter sets from the scenario setup UI. These are ones that seem very specific to a particular scenario, like Mr. Sinister's superpowers, or Mojo's genres. I do this mainly because there are already so many encounter sets, and I'm just trying to save space. However, in the new scenario UI that I'm working on, space won't be a problem, so I will be adding those encounter sets back into the mix.

In the meantime, you can manually bring those cards into the mod using the Spawn Card feature (right-click anywhere on the table, choose "Spawn Card," and then enter the ID of the card you want. Once you've spawned all the cards you want, put them into a deck, and use the Gizmo tool to set the X and Z scales to 2.12.
Stark Maximum 10 Dec, 2024 @ 7:31pm 
Quick question about the mod: In NeXt Evolution, Mr. Sinister introduces some modular encounter sets representing superpowers (Super Strength, Flight, and Telepathy). They're generic, so they can go with any hero (some of the Weekly Challenges on FFG's Twitter uses them with other villains). I don't see them in the modular set menu, so I'm not sure if they're available to be added to an encounter. Is there a way to do that that I'm missing, or are they unavailable?
SwedeRacer  [author] 3 Dec, 2024 @ 5:53am 
Thanks, Stark Maximum, that means a lot! I'm glad that you're enjoying the recent improvements, and I also really appreciate your feedback. Your observations have been very helpful; I'm so glad that you pointed out the performance issues you were having, because I'm sure you weren't the only one. I want using this mod to be the best experience possible for everyone, but that requires feedback from a wide range of users.

I still have a lot of ideas for improvements. Hopefully, together, we can make this the best Marvel Champions mod around!
Stark Maximum 3 Dec, 2024 @ 1:20am 
Just wanted to pop in again just to say I really appreciate this mod. I've always enjoyed it, but ever since I started actually posting on the page and pointing out things to fix, it feels like it's just gotten better and better. It's nice to know that the things people point out on will get attention pretty quickly, and you're pretty generous when the answer to the problem is "actually you messed up". I always feel pretty safe making some sort of inquiry because it'll either get on the list to be fixed or there's already a solution I didn't think about. And the game has only gotten smoother and smoother for me to play, which is great, because I love to do some solo games when I have the free time!