Tabletop Simulator

Tabletop Simulator

Mage Knight Plus (Highly Scripted)
671件中 661-670 を表示
< 1 ... 65  66  67  68 >
更新: 2019年5月9日 @ 8時09分

* Put Volkare's components out when his camp is put in the city pool. doesn't mean he's going to show up, just that he might.
* Put back the tactics and weather deck, as they weren't really working as intended. Planning something bigger which will act as a safety for the end round button.
* Fixed Atlantean weather snowfall description.
* End Round button now readies all your units

更新: 2019年5月7日 @ 8時22分

* Made day night objects toggle on and off with the mat. (Atlantean weather and the Tactics)
* Put Atlantean weather near the day night board. This should help remind you it needs refreshing each round.
* Put the player card crystal dots on the player boards. You only really need this when starting at a higher level though.

更新: 2019年5月7日 @ 8時22分

更新: 2019年5月6日 @ 8時35分

* All skills will be flipped up on round end
* The total rounds for a scenario is in the end round button now
* Stopped the end Round Button from functioning when scenario round count is reached.
* Gave the "Custom" Scenario nine rounds to play around with.

更新: 2019年5月5日 @ 1時33分

* Changed "First Player" to "First Position" in the broadcast.
* Made "The Lost Relic" Scenario, force Volkares camp as a city when 4 players and the dummy are selected. The scenario in coop requires Number of players + 1 cities.
* Made "The Lost Relic" Scenario, Remove all the cities and thier cards, as they are destroyed in this scenario.
* Made "The Lost Relic" Scenario, not deal any cards or terain tiles, as you need to create your character first.
* Made "The Lost Relic" Scenario, put shield tokens on 9 fame to start.

更新: 2019年5月4日 @ 20時43分

* Properly used Zero-Integral's Mage Knight Models. They now link directly to his work, and will update whenever he updates. I adjusted scales of his models so that all the heads would be at the same height, as my real models are, but this has made the bases all different sizes. I chose the lesser of two evils I believe.

更新: 2019年5月4日 @ 3時10分

* Moved the spell offer snap points to match the script deal location.
* Changed the starting tiles so they lay out first, then flip over one by one. This should make the monastery offer trigger for these tiles.
* Swapped using torque to spin the dice, to the roll command, as the dice were spinning like crazy after the patch.

更新: 2019年5月2日 @ 4時37分

*To save memory one Mage's common starting cards is used for all the starting decks. I removed confusing icons from top right corner of these cards. Every starting deck should have two cards with the correct icon for that mage the rest are common to all.
*Two green monster tokens were coming out flipped already.

更新: 2019年4月27日 @ 7時13分

*made the buttons only show up when needed.
*Fixed "The Gauntlet" scenario from drawing elite units before reaching the core tiles

更新: 2019年4月25日 @ 4時42分

* Day night button was turned off after Round 1, but some people may want to use the "Daytime Variability" variant from the rule book. So it now stays operational all the time.
* Made end of round button only show up after a game has been started.
* Changed the menu from "Player 1's MK" to "1st Position Mage Knight". This should make it obvious where a mat will be set up, and it's up to the players to sit themselves at the right mat after loading.
* Made the players hands draw at the start again. The latest tabletop simulator patch stuffed something up with the callback_functions which should run once an object is fully spawned. Not anymore, so I have put back in the wait.frames function so it will recognize the created objects again.