Tabletop Simulator

Tabletop Simulator

Nemesis Boards (scripted setup, and script assisted)
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Update: 12 Mar @ 11:45pm

-Changed the Silence roll broadcast message.

-Script now keeps adding the height of the attracted intruders from a Danger roll. This works "fine" but the figures are so damn big that they can barely fit the rooms, I might need to reduce their size for such scenario. Good thing you're only fighting one enemy most of the time in this one.

Update: 12 Mar @ 3:55pm

-Fixed lifeforms variable not saved anymore. I had it disabled temporarily but forgot to put it back.

-Added tags to Rooms and Corridors Snap points.

-Added tags on intruder tokens relating the number of cards needed to prevent a Surprise Attack.

-Added 'intruder' tag to all intruder figurines.

-Added various quality of life functions altered from my Nemesis Retaliation mod to fit this one.

-Added an AutoNoise function only using tags from SnapPoints. The good news is that it works and is rather universal as long as the tags are used.

-AutoNoise will also trigger encounters following basic rules, the more complex ones like VoidSeeders and Chytrids will have to be handled manually for now, maybe I'll upgrade it in the future but now I'm hopping back on the Retaliation mod to make new cards for the week end.

(The figures are probably too big to fit in a Room aswell... hmm)

Update: 10 Mar @ 3:13pm

As requested by mono [she/he/they]
-Added a Random lifeform button. (Shiny)

Update: 28 Feb @ 1:39pm

-First encounter broadcast message will now also play in solo games (since the player will have two objective cards)

Update: 28 Feb @ 1:36pm

-Script now broadcast a message and adds a Mycellium marker when flipping the Nest room tile when playing against Chytrids on any board.

-Script now also removes Silence Markers when playing against VoidSeeders on any board... And also rebalances rest of the exploration markers, ugh.

-Rebalancing Void Seeders' tokens was painful, I've decided to redo the whole thing. It is much simpler now and should be easier to come back to if, god forbid, I ever need to.

-Upon reading the VoidSeeders section in the Chytrids expansion rulebook, script now uses less exploration tokens when playing on Nemesis Ship or Lockdown boards.

-Erased "Exploration token" description from Void Seeders' Lair tokens.

-Turrets in Research mode have a bit less chance to be on Mars Surface when playing on Lockdown Alternative board.

-Solo games now give two objective cards instead of one, as it should have been.

Update: 27 Feb @ 2:21am

-Script now keeps the first weakness card face down for Intruders and Carnomorph when playing on Lockdown boards.

Update: 27 Feb @ 12:54am

-Script now removes 2 Intruder weakness cards when playing on Lockdown board against lifeform 'Intruders'

Update: 24 Feb @ 12:12pm

-Made some adjustment attempting to reduce the sound cut when using the Multishoot functionality, we save the 2nd soundbox by making the alien screaming sound happen only on the last shot, the shooting sounds are being shared by the soundboxes, swapping in between shots. This should let the shooting sound play longer while another is being played (before getting inevitably cut by the next one).

Update: 15 Feb @ 2:32pm

-Added a toggle button on the right side of the table, which allows any player to draw and discard on all character boards' action cards and decks as if it was their own. This should save some time when one person is being the GameMaster and dealing cards for others while having to check for exceptions.

Update: 14 Feb @ 7:39am

-First encounter message now only plays if the game is not Solo/Coop.