Tabletop Simulator

Tabletop Simulator

Nemesis Boards (scripted setup, and script assisted)
Visar 31–40 av 243 poster
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Uppdatering: 29 dec, 2024 @ 13:20

-Fixed Coop Objective being returned upon selecting a character.

Uppdatering: 24 nov, 2024 @ 7:00

-Duplicated the board used for Events to extend the area some more.

-Changed the Alert deck position to fit this new extension.

-Moved Second Contact Help Cards to be on the right.

Uppdatering: 24 nov, 2024 @ 6:34

-Removed States on Scanner.

-Scanner now simply changes the image URL used when switching boards.

-Added a purple version of the Scanner image for Second Contact board

Uppdatering: 24 nov, 2024 @ 5:45

-Changed contingency tokens positions on player boards slightly to be more centered to the dealt objective cards

Uppdatering: 24 nov, 2024 @ 4:11

-Serious Wounds deck doubled if there are more than 5 players seated.

-Timing altered to make it possible to clone Contamination and Serious Wounds decks especially for Aftermath Epilogue.

-Timing altered to wait for personal objective deck reference so that all players get their objective before selecting a character during Epilogue.

-Timing altered to wait for the zone used to cleanup various decks to be gone before moving the Epilogue event deck.

-duplicatedCrew boolean is now saved into the save file so that it can be used for Epilogue too.

-crewBoardGuid is being resetted when starting Epilogue to re-use the script that deletes buttons on player boards that didn't choose a character yet.

Uppdatering: 23 nov, 2024 @ 12:07

-Changed the way Contamination scanner objects work. Now instead of looking for specific GUIDs, they look at the object tag 'infected'. Which makes doubling the size of the Contamination Deck viable.

-Added 'infected' tag on the same Contamination infected cards. Nothing changes, just allowing more flexibility here. :)

Uppdatering: 23 nov, 2024 @ 10:53

-Sized down by ~2.9% all action, contamination and feat cards and offsetted the action deck default position a bit to the left on the player board.
This should prevent the character board and the deck to collide, which in turn was screwing the Oxygen card for games on the Second Contact board with some character boards that have different measurements, I dunno why, even though they have the same scale and come from similar expansions.

-Change Assassin and BeastMaster back action cards image.

-Contamination deck is now doubled if there is more than 5 players seated.

Uppdatering: 23 nov, 2024 @ 5:44

Following X0men0X 's report

-Added a condition to check if the player is seated when trying to delete crew selection buttons on each player boards.

Uppdatering: 22 nov, 2024 @ 11:41

-If Duplicated Crew is Allowed, a spare of the Corporate Objective Deck is created.

-When the main corporate objective deck runs out we use the spare one instead. This should solve the lack of objective cards if the players decide to play only Android, Corporate Spy, Ship AI and Operative.

Uppdatering: 22 nov, 2024 @ 9:55

Following snapwilson 's suggestion

-One Personal objective and one Corporate objective are now dealt to all players before Crew Selection. Allowing the players to choose their characters according to their objectives. I avoided to do that before because I know some characters are drawing from the objectives deck more than others, which can empty the whole deck and losing the GUID reference but it's fine, I made workarounds this time. The experience does pay off after a while.

-Added a toggle to allow or forbid duplicated crew (default is forbidden)

-Added a script that deletes a selected crewmate button on all player boards, helping to avoid duplicated crew if duplicated crew is forbidden.

-Small objective decks are now registered for each player in the PlayerInfoTable, making it possible to swap objectives if the player would select Android, BountyHunter, CorporateSpy, SentientAndroid, ShipAI, Operative.

-Added a script that looks out for a remaining Corporate Objective card being without a deck, which is an unfortunate situation, this could happen if multiple players keep picking some of the previously mentioned characters. For example, with lockdown objectives, if you're playing with two players you can't have Android and ShipAi on the same table because only 3 Corporate objectives are available. It wasn't an issue for the official characters because there was only the Android that was drawing more Corporate Objective. (maybe that's an issue I'll have to fix later)

-Made functions to return or draw objective cards to fit these mildly annoying exceptions.

-Optimized some parts of the script.