Tabletop Simulator

Tabletop Simulator

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Nemesis Retaliation (Script assisted)
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Type: Game
Game Category: Board Games, Thematic Games
Complexity: Low Complexity
Number of Players: 10+
Play Time: 90 minutes, 120 minutes
Assets: Sounds
Language: English
File Size
Posted
Updated
2.492 MB
28 May, 2024 @ 7:57am
21 Sep @ 3:43am
370 Change Notes ( view )

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Nemesis Retaliation (Script assisted)

Description
Check change notes for more info on recent updates.


Hello.
This is a modified save of the official Nemesis Retaliation (Prototype) mod to play with friends and family and have tons of fun.
@benpieruc8384 on Youtube asked me to share it.

This mod aims to play like the final version, but do not expect the pictures or the wording to be exactly the same. I will prioritise quality for the picture, and time for the wording. I remake lot of pictures using older version high quality pictures as base but painted over to get closer to the final version. (Latest example is the back picture for Xyrian Activation.)
I'm doing this for fun so don't expect this mod to be necessarily up to date, but I will try to update it as long as I keep playing it weekly.

-What to expect-


-Nemesis Retaliation boardgame prototype modified.

-The quality of life from my other mod, and various ways to bring more fun while respecting the original boardgame as much as possible.

-Sounds.

-Various image editing on GIMP, sometime repainting even.

-Using Numpad 3 rolls for Noise doing it while hovering a Character or a Room RayCast the surroundings. Trigger encounters, check number of enemies to add, where to add them, remove Secure Tokens, add Noise.

-Flipping an exploration card while having a Character on a Corridor triggers AutoExplore function. Having the figure flipped (using F), will add a security token upon exploring.

-Xyrian expansion.

-Playable Contractors with the highest quality I could get / remake.

-Scripted Shooting and Burst.

-Mixing of most Primeblood Event prototype HQ pictures with the updated Event Template.

-NeoFlesh Cult Expansion. (with speculations on some Queen Health Cards, Intruder tokens, and Attack Cards)

-Neoflesh attack cards remade using HQ pictures.

-Automated Burn phase, Event Phase (almost all events), Twitchling Activation, Queen Activation.

-Automated Xyrians.

-Sangrevores expansion

-Insider expansion.

Regular updates. Upgrade, hotfix, both.

-Planned Updates-


Lot of scripting, lot of assets.

-Update all cards that either do not have the right picture or not the right effect written on the card.

-Personal custom adaptation for Carnomorph, VoidSeeders, Nightstalkers, and Chytrids, to be playable in Retaliation. This will need a bit of brainstorming but it doesn't seem too hard.

-Known Issues / Assistance-


1) Avoid taking an object from the box while the script is using the box.

2) If assets are missing references I may have changed them while working.
The assets should work again in the later updated version. If not maybe disable caching to update the references.

3) To avoid sound spam, ask the host to take the role of GameMaster and click the button on the top left of the Table.

4) If you like dealing cards, you may ask the host to become GameMaster to toggle the top left button "Action to player" to "Action to Nearest Color' so that drawing using numbers directly send the cards in the nearest color hand.

5) Hotseat changecolor spams the end turn notification sound, tried different stuff, no idea how to fix it for now.

6) Script expects the player to not add the Shooting Action Hit, it will do it for you. Scripted Shooting works Exactly like in the manual except the displayed Hits are delayed.

7) Recent script changes are tested in their typical scenario but errors can be made, feel free to report bugs if you find any.

8) Moving a player's health marker away from the player board or on the death socket will count this player as "Not playing" for the script.

9) If you prefer script to read Shoot and Burst values from the dices check the toggle next to the Burst dice. Noise dice also trigger autoNoise at the player's Room.

10) For more Characters than users in play, switch to Manual Seat by clicking the Automatic Seat button before starting a game. This will allow you to manually assign seats, mod will work the same with more functions to make it comfortable.

11) Script checks player boards for anything linked to the player by default (including Xyrian Allegiance card) and checks the player's hands when the game expect us to do so.

-Credits-


For picture references, colors, and 3D figurines used as base for Contractors.
Nemesis Lockdown Prototype mod
Nemesis mod

Awaken Realms discord
Awaken Realms crowdfunding updates over the years.
Nemesis Retaliation Prototype mod

My Nemesis mod

For various pictures, card descriptions and rule references from more recent versions.
Dicing With Death
Board Games for One
Crabbok
Meet Me At The Table
NinjaGeek Games
EzBoardGames

For sharing pictures of their game, bless.
DaRkNeSs
Pallet Tour Guide
plfires

Sounds:
Pixabay
My own voice
Warframe

-Donation Support-

If you want to support my projects which involve Nemesis mods but also my own video game slowly in the making, here is a paypal link for you.[www.paypal.com]
Thank you for your attention.
338 Comments
STUVash  [author] 4 hours ago 
@Jay Shadow Didn't find anything wrong on my end again, feel free to bring more details if it keeps happening. Maybe we'll nail it down eventually. :DSTtophat:
STUVash  [author] 17 hours ago 
@Tomo Also sorry I rushed to try and fix it before leaving it, but I'm glad you like it :happy_seagull:
STUVash  [author] 17 hours ago 
@Jay Shadow Thanks for the bonus report, I will check it tomorrow morning while taking these new points into account.

@Tomo I think the Life Support discovery condition got fixed. :Munchlet:
Jay Shadow 21 hours ago 
It was the question mark exploration that triggered it. It put the card aside since it removes it from the game and pulled the story card. Didn't put anything down. Just stopped with my guy doing a headstand from trying to move cautiously.

It was a solo game with 2 players. I was trying out manual seat. Other player died a couple turns earlier. I had a full round without them and it was handling that correctly.
Contractor:Hacker was the character.
Only one storyline.
No exploration items.

I just manually set up the scenario myself and it also worked correctly. Maybe it was something completely unrelated that'll never happen again. Maybe a rewind at some some point earlier.
plfires 20 Sep @ 4:46am 
ok,I will check turn order.
STUVash  [author] 20 Sep @ 2:13am 
@Tomo I saw the issue, unfortunately I'm leaving for the day. Will fix it tonight. :TheParchment:
STUVash  [author] 20 Sep @ 1:49am 
@Jay Shadow I can't seem to reproduce your issue. Everything is working on my end.

I'll need more info to check what's up. I'm testing it, it works. I'm reading the script, it makes sense to me.... I guess you fiddled with something at some point ?

You are saying script pulled out the sequel card without taking out the Room Tile but the sequel card is only drawn after a Room Tile is drawn. My script is not doing that. So...
While your report was quite long, I actually need more context:

how many players ?
were you all using active seats (either assigned automatically or manually as described in the Assistance section ?)
Which character did you use to do these explorations ?
Did you have only one story line or did it bug out and you had both lifesupport and then drilling station (like Tomo reported) ?
Did you have items related to exploration ?

I have zero clue where the issue is s I need some help here. Everything works fine on my end. :wololo:
STUVash  [author] 20 Sep @ 1:20am 
@plfires The script currently takes the list of player colors from the left of the table to the right of the table. And check each player one by one.

It checks if the player color is currently playing and his character still alive.
it then checks for Action cards to draw.
Then it finds the player holding the first player token. And checks the following player (using the color list going from left to right)

And it selects the following one that is both active and with a character still alive.
At no point the Help Card's Number is being used to check the next player in my script.

And I did test it, it works as I described. If I can't reproduce your issue then I can't fix it.

Maybe you fiddled with something at some point ? :lario:
STUVash  [author] 20 Sep @ 1:04am 
@plfires Hmmm.... I am pretty sure this is not how I scripted it but I will check it out too. Might be a coincidence but I will check it out. Thanks for the potential report. :zagsnooze:
plfires 20 Sep @ 12:58am 
One thing is strange that when I click "round" it will give round player marker to next number player but not the player left to player. The number of player do not decide the player action sequence