Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
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Actualizare: 9 iul. @ 8:58

-Fixed doors being ignored when using autoNoise because of the offset I did on them some time ago. Increase the box size detection by 10% to account for it.

Actualizare: 9 iul. @ 8:00

-Changed lifeform size order for Neoflesh to put cultist back at the top in case they go into corridors to get shot by Xyrians moving.

-Auto Xyrian Activation, similar to auto Event but for Xyrians with their own rules.

-Added tags to Xyrian Exploration cards.

-Make all effects related to malfunction I could find, exclude Nest Room.

-increased the delay to reposition autoExplore tiles at the same spot hoping to fix desync issues that are still there according to some players using toasters as computers.

-Fixed RoomsMap not registering previous corridor on autoExplore. It wasn't possible to realise it was bugged before because we're filling the missing registers on intruderBurn and EventPhase anyway. But with the auto Xyrian Activation phase, it is different. Since I am moving the xyrians individually, I don't need to write down rooms and corridors, I could do it just for the sake of registering the roomsMap but no.

-Changed the lowest corridor search. Script used to look for lowest number and lowest ID, now it's only lowest ID.

-Changed autoMove to account for the ironclad automatic repelling when getting a crit from xyrians if the ironclad skill is still active.

-Added 'missionTask' tag to Mission Task cards.

-Reduced Xyrian figurine card size to 2.35; which seems to be as tall as the tallest player figures.

-allPassed check will happen before autoEvent function so that xyrian Events can use the updated variable too.

-Added 'xyrianAllegiance' GMNotes.

Lot of other stuff that I forgot but it's to do the mentioned big tasks for sure.

Actualizare: 7 iul. @ 3:32

-Replaced Xyrian Status deck with a bag to keep the reference.

-autoExplore will also ignore corridor rotation Z when placing a door, it was more rare than with the Event but it was possible if a player would reinforce an unexplored corridor with Phosphates, Defense Plan, or the Security Robot Room.

-Fixed queenFigGUID not being set upon deploying Neoflesh.

More coming later.

Actualizare: 5 iul. @ 12:14

-Optimized tag check upon passing. You won't see the difference but it's a better way to do it.

-Weapon buttons are offsetted a little bit higher for a decent margin.

-Events placing noise in unexplored corridors will now also checked if they were reinforced before placing a Noise token, script will also check if hibernatorium has been explored before placing noise there.

-Events placing doors will ignore corridor rotation Z. Otherwise they're placed under the table when a corridor is reinforced.

-Twitchling token will now activate twitchling and Motherbrain.

-Added tags to Xyrian Activation cards, not scripted yet but it's coming eventually.

-Xyrian Status effects are all part of the script now.

Actualizare: 4 iul. @ 2:11

-Fixed placeFire function never happening by default, oops.

-auto explore tiles will set their position at the same place after 0.5sec. This could, hopefully, fix some desync happening with some clients. (since I'm always hosting, proper test will wait for when I play with friends and family)

-intruder hit counters will now reset upon moving instead of just when we register an intruder for autoMove. This should fix intruders resetting their hit counters even when they destroy a door because of autoMove.

-lander moving because of event will broadcast a notification.

-Twitchling arriving in hibernatorium or Motherbrain in Landing Zone because of bagDevelopment, will now call checkSecureRoom function aswell.

-fixed a typo error for Xyrians.

-Hoping to fix a bug where an intruder is calling intruderAttack function multiple times, happens quite rarely so... time will tell.

-Optimized intruderBurn section slightly.

-Fixed Technical Corridors Entrance room counting as a Corridor for the script, oops.

-Made more events placing enemies attack players. This is kinda vague. The Queen Board clearly uses the word "Place" for encounters leading to opportunity attacks. So Events using the same word also lead to an attack.... I think ? People will tell me in the future I assume.

Actualizare: 3 iul. @ 10:39

-Intruder Burn will now happen after all players have passed and clicked endTurn. I'd like to put it here for one reason: Primeblood Queen.

It is technically possible that the Queen would first burn, get her 5th hit draw a Queen Health card and THEN get a critical hit, either from a Xyrian Attack or the Xyrian Combat Armor. Just for these two scenarios I think I gotta put it here.

-Twitchling Activation is set to happen intead of Intruder Burn, for the same reason as Intruder Burn.

-Intruder will now create buttons for each attack that should be landed on a player. The button color will have the player color. Players can left click an attack button to let the attack proceed or right click to discard it if they have a way to prevent it.

-Fixed many bugs. Many bugs.

-RoomsMap list will now be registered upon loading a game that started.

-Auto Event is now enabled by default.

-Attacks will pause some functions. And resume once players have handled all the attack cards.

-Instead of doing rayCasting the whole board to get objects from there, script will use getAllObjects() and compare positions

-Offsetted the position to consider a player as Alive and playing by one socket.

-Cultist can now lure the horde onto the attacking player even when bursting. There is one event card in prototype 2.0 suggesting it is technically possible.

-Script will now apply an offset specifically for exploring out of the hibernatorium room, to fix the difference in corridor size and room size.

-autoExplore will now also place a secure token if the character figure is flipped upon exploring a room that is not the Nest or the Technical Corridor Entrance.

-Fixed Queen resetting her hit counters on every move from autoMove.

-Melee weapon button will be used for burst too but renamed "Robot/Room".

-'ROLL DICE' has been renamed 'ROLL SHOOT' or 'ROLL BURST' depending on the enemy position.

-Script will now specifically clone queenHealth cards that are not "Discard 3 additional cards" type when playing with more than 6 players.

-autoNoise will now fetch the playerRoom from the RoomsMap list if a playerFigure is hovered instead of rayCasting.

-melee attack that didn't kill an intruder will create an intruder attack button.

-Updated the tips on the side of the table.

-Changed various quality of life functions. Forgot which. Changed some colors.

-After multiple days of trying desperately to tweak an entirely different way to autoMove the damn robot the Neoflesh Conversion event, I have finally decided to just use the same logic as the enemies except he won't break doors. It took me a long while to make the autoMove for enemies, it's rather logical it would have taken time to make something completely different.
The thing is that I might be overdoing it, it would be quite logical for the robot to use the enemy movement rules in this instance. Anyway. This is done.
Maybe I'll come back to it later when there's nothing else to do.

-Script now activates the Queen on its own. Heh. I guess xyrians will be easy then.

Actualizare: 24 iun. @ 6:42

-Fixed autoMovement using the wrong roomGUID when next to a player room; because two are exceptionally possible in the first corridor.

Actualizare: 24 iun. @ 3:50

-Changed num set button colors.

-Optimized shapeCast function a little.

-increased the raycast size to find Neoflesh buff to account for the Z offset when enabling Xyrian in a game.

-Script will notify when autoNoise queue is over.

-Changed hitCounter check from a for loop to a key check. At this scale not noticeable but it's technically better.

-Script will now check if autoloader belt is on the player board when a weapon is out of ammo. If yes and if it has ammo, then the player is allowed to shoot/burst.

-Fixed an old setup I had left for autoMovement, it was looking for a list that I was not using anymore.

-Fixed autoMovement from corridor only creating a corridor key to one room while the first corridor they move from could have 2 rooms.

-Made autoMovement possible again when the shortest route is only one tile long.

-autoMovemement will now change the state of the correct door by checking the direction from startTile to door with door to endTile rather than door to endTile with startTile to endTile.

Twitchling activation soonish.

Actualizare: 23 iun. @ 14:21

-Xyrian Injury token will be placed below the xyrian figurine when getting injured. Takes a bit less space and might not make the Xyrian fall over.

-Players that have their health marker on the 'Dead' socket or on no health socket will not lose oxygen, health or burn when clicking EndTurn anymore. Similarily, EndTurn will not give the next turn to a player that meets such conditions.

-Added a button as a display to show which Numpad hotkeys set is currently being used.

-Returning a larva from a CharacterTile will not move Body tokens up one turn anymore.

-Fixed a new function not being used properly to get the radius of a room.

-Added an 'Auto Event WIP' toggle button near Event deck. For now it handles the HARDEST part of something like an automatic Event Phase, which is the movement of all enemies.

-AutoMovement for EventPhase. It involves so many lines of script I won't explain how, but it does what it should do in the tests I had. Which is very good enough for now. More coming later.

Actualizare: 16 iun. @ 14:03

-Changed health markers colors.
-Added an assistance part about Health Markers.