Tabletop Simulator

Tabletop Simulator

Nemesis Boards (scripted setup, and script assisted)
Viser 91-100 af 243 forekomster
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Opdatering: 8. juli 2024 kl. 1:22

Fixed Mars Surface Deck flipped the wrong way.

Opdatering: 8. juli 2024 kl. 0:47

Following sealbor 's wish

-Added Aftermath related modes: Epilogue and Research Mode.
-Added functions to clone and mix decks.
-Added functions to cleanup decks, enemy figures, discovery tokens, reveal all rooms.
-Added a function to add back to the intruder bag enemies tokens related to returned enemy figures for Epilogue Mode.
-Research Mode and Epilogue made somewhat compatible with all enemy types through deck mixing.
-Added related Aftermath expansion assets: Discovery Tokens, Alert Deck, Aftermath Event deck, Aftermath Shuttle board, more bonus rooms.
-Simplified a bit of the script

Opdatering: 9. juni 2024 kl. 10:28

-Replaced the pictures used by the CEO's Robot (starting item). Somehow the picture used by the link is lacking the robot picture now.

I still had it in the cache so I guess it's not a big deal (?)

-Deleted a custom token that was under the table. I do use this spot for other stuff but I never saw this token picture so .... now it's gone.

Opdatering: 7. juni 2024 kl. 10:02

-Changed Energy Charge equivalent names in a similar manner as for Chemicals in a previous update. Something like "Energy Charge / Weapon Battery / Old Tech Battery"
-Added tooltip on cards naming fire or loose wires like this "Fire = Loose Wire".
-Did a pass on Second Contact characters, I don't want to change their content yet, I'm waiting on TheKing update to his Second Contact mod but I did add script to remove cards that are useless if played on other boards than Second Contact. This should make them a bit more useful without actually changing them.
One could say having cards removed mean a higher probability to draw Contamination cards from the deck if there was any, which is true, but these Second Contact characters are also better than most other characters in the mod, it's not that much of an handicap.
-Changed the color of the Roboticist's Trait counter, that's one I somehow skipped.

Opdatering: 31. maj 2024 kl. 8:25

Nope issue is still there sometimes, but only sometimes, not sure why. It's the same as it was with 0.06 so I've reverted it to 0.06.

My guess is that it probably has something to do with Autosaving....? I have no clue. Good thing it only happens for one out of 10 I guess :/

Opdatering: 31. maj 2024 kl. 3:10

Played some more Retaliation where enemies are just flooding so it's a great testing ground for this return function x)

It seems 0.06 sec isn't enough sometimes, raised to 0.1 sec before returning enemy figures.

Opdatering: 30. maj 2024 kl. 10:20

Added an exception to not check for the hit count on the Despoiler (Queen equivalent for VoidSeeders), as it doesn't have any it was returning an error (even though it wasn't breaking any script)

Opdatering: 30. maj 2024 kl. 9:18

While working on my private save of the Retaliation mod I got to do some testing with the hit count on enemies.
I added a 0.06 sec delay to the function before returning a figurine to its bag, the delay is somehow necessary for the Hit counter to be saved. Should be working just fine now.

Opdatering: 27. maj 2024 kl. 8:21

-Removed 2nd counter on Ship Rat's trait card
-Added a counter on Ship Rat's Anti-Xeno Blood quest item, to count how many turns the quest item has been activated (another option would be to make a token to put as a turn marker... maybe this would be a better idea, I dunno)

Opdatering: 25. maj 2024 kl. 15:05

-Added tooltip on one quest item of the Ship Rat character "Antidote = Neutralizer"
-Disabled snapping on Loose Wire markers.
-Added a second counter on the trait card of the Ship Rat to count rounds in two times. One for the larvae inside the character dying after two rounds. And the other for the Anti-Xeno Blood quest item, which destroys the Nest two rounds after being used.
-Changed tooltips for quest items needing Chemicals or Reagent to "Chemicals = Reagent = Oxygen Tanks"
-Switched a line of script to put the figure back into its bag After having edited the string to display the hits taken on the enemy rather than before. (I'll see next week if it fixes the Hits taken not being resetted when returning an enemy figure, the next fix will be to add a short delay for the update to happen in time)