Tabletop Simulator

Tabletop Simulator

Nemesis Boards (scripted setup, and script assisted)
Viser 61-70 af 243 forekomster
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Opdatering: 23. sep. 2024 kl. 5:28

-Fixed spawn position in Second Contact board in Research mode, the condition was missing paranthesis.

-Fixed Astartes character board being offsetted down when flipping it because of his trait when another object is being placed on top of it.

-Removed exploration and discovery tokens placed in Shuttle when playing Second Contact board against VoidSeeders. Getting Egg, Carcass, and Corpse right from the start next to the laboratory seems wrong.

-Timed explosive token bag offsetted a bit.

-Knowledge tokens Z position slightly offsetted depending on the enemy type.

-Second Contact ruleset and Room Sheet offsetted to the right

-Changed Alert description to names and clarified some of the Second Contact parts.

Opdatering: 17. sep. 2024 kl. 6:46

-The reset positions of the Lockdown objects (Elevator, Rover, MainGate) are now done using a function since it's the same positions for Nemesis Ship and Second Contact boards.

-The reset positions are now based on the InjuryMarker on the bags Platform, that way if the bags Platform would move again for some reason, it would still be near this object.

Opdatering: 17. sep. 2024 kl. 6:40

-Since the reset position for the Elevator, Rover, and Main Gate from Lockdown boards when switching boards were hardcoded, it was sent in some bags because of the new bags platform position, I've put the new offset but I'll do better in a sec.

Opdatering: 17. sep. 2024 kl. 6:13

-Changed the spawn location for player characters if Research Mode is enabled on Lockdown boards.

-Changed the starting items of Nemesis survivors when playing on Lockdown boards with Research Mode enabled.

-Changed the condition of some Characters special cases to use their Lockdown Action Deck but not their Lockdown starting items when playing on Lockdown boards with Research Mode enabled.

-Added tooltips on Nemesis Survivors quest items to adapt on Lockdown board when playing Research Mode.

-Fixed the number of Discovery tokens used on Lockdown boards, we clone them because there are 27 rooms for 23 discovery tokens and 3 more exploration token spots on Lockdown Alternative because of the Mars Atmosphere.

-Moved the bags platform as it was casting a shadow on the Shuttle in Lockdown board.

Opdatering: 16. sep. 2024 kl. 15:06

A friend wanted Research mode to be viable on all boards against all enemies, here we go :O

-Removed Snap on BeastMaster backgammons.

-Lockdown coop mode, now properly reveals one contingency token for all players, the remaining is sent to the neutral pool.

-Lockdown Normal mode, now properly deals 1 contingency token to all players if there are more than 2 players, and 2 contingency tokens if there are 2 or one player in the game.

-Flipped Mars Deck.

-Aftermath Bonus rooms flipped for other boards than Nemesis Ship

-Added tooltips on each Alert cards to adapt them to Lockdown and Second Contact boards.

-Account for the turret exploration tokens to be added and used on all boards, especially tricky on Lockdown Alternative where we're dealing with two exploration pools.

-Mix aftermath events to fit Lockdown and Second Contact boards, with all enemies.

-Added tooltips on one Aftermath Event to adapt it to Lockdown and Second Contact boards.

-Changed Research Mode toggle position and size since it now affects all boards.

-More stuff that I forgot to make Research mode viable on all boards against all enemies.

Opdatering: 2. sep. 2024 kl. 5:11

-Removed a residual duplicate of the function onSave(), I thought it had to be there but upon looking at it properly it seems it doesn't.

-Added an integer to each crewLabel in the crewLabelTable, so that the color of the buttons for the Crew Selection can be set from the table rather than on the spot. It is cleaner, shorter, and should make adding new characters a bit easier on that part in the future.

Opdatering: 19. aug. 2024 kl. 1:05

-Fixed Combat Drone crafted item deck, it had some Laser Pointer items inside it, oops.

-Did an optimization pass on the aftermath crafted items to be duplicated in the script itself to reduce the size of the mod file. From 3.928 MB to 3.874MB. I might do more of these in the future.

Opdatering: 18. aug. 2024 kl. 8:12

-Force the Lockdown laboratory board to be used even on Nemesis Ship boards by default.

-If the Nemesis Ship boards are used when starting a game, the script check if there is a character using Knowledge in their action deck. If yes, then we keep the lockdown laboratory board, if not we switch State to use the Nemesis Ship laboratory board (which is missing Knowledge)

-Optimized the script a little to reflect that intent, we're now saving the labTile's GUID in the save file, this is needed for an Epilogue session so that we can find the laboratory board object again, which will change again depending on the characters in play, aha !

-If we're playing on the Nemesis Ship, we're deleting knowledge tokens only if there's no character using Knowledge in their ActionDeck.

-Changed the base setup for germinators slightly so that it's placed based on the labTile's State used rather than the game board used.

-Added a pass where the germinators in the laboratory (with the GMNotes "rest") are moved on the laboratory board, so that Epilogue will have the right placement even if we switch board again.

-Fixed an issue where the germinators objects didn't have the proper "rest" GMNotes by default, they had "rest " with a space, which was screwing the last part of the script I mentioned, aha. It wasn't a problem for the game except for that pass.

-Added a variable named "kDeck" in the crewDataTable. kDeck = 1 means the Action Deck needs Knowledge to be used, 0 means it doesn't.

-Added a variable named "tDeck" in the crewDataTable. tDeck = 1 means the Action Deck needs the Trait to be used, 0 means it doesn't. It's not too necessary yet since each character has to be considered on a case by case to set them up, but it does save some space when skipping the Trait pick from voting, since they already have it.

-Added snap points on all Alert cards on the little green square and the arrow of the 2nd part.

-Changed "Start Crew Selection" label to "Crew Selection"

Hopefully nothing broke, I did this a bit distracted.

Opdatering: 12. aug. 2024 kl. 6:28

-Seeing how duplicating Figure models raised the size of the mod, I decided to make the duplication on the script itself. Most enemy figure bags now only have one figure, but will get copied according to the number of players.
The mod size went from 4.183 MB to 3.928 MB :D

Opdatering: 12. aug. 2024 kl. 3:44

-Edited the encounter Help Card used for Intruders and Nightstalkers to add a rule around the limit of Figure models on the board. I never forget it but maybe some people do.