Tabletop Simulator

Tabletop Simulator

Shattered Ascension (Nova Version)
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Update: 18 Mar, 2018 @ 2:09pm

- Locked the object responsible for the "Return Strategy Cards and remove Command Counters from the table" button
- Maybe fixed a mysterious problem where the host would sometimes receive error messages from StrategyCardResetter and TechnologyManager about "attempting to index a nil value"

Update: 16 Mar, 2018 @ 5:55pm

- If only two players are present, GameStarter will automatically detect it, pre-select the "duel rules" setup option to true and set the Victory Point goal to 8
- Picking up or destroying a reserve unit, Command Counter and Flag will spanw another one in its place. This means players can no longer end up in the "I deleted my last Destroyer on the board" situation

Update: 16 Mar, 2018 @ 7:14am

- You can now click on the number buttons on the dice roller without triggering an error message

Update: 16 Mar, 2018 @ 4:56am

- A message is printed in the chat when the round number is changed
- The "Return Strategy Cards" button now also removes the Command Counters from the central table (but not those on the action tracker), increments the round number (on the action tracker) and unflips the Command Counters on the Technology Tree (to reset Ion Drive and Impulsion Shields).
- The "Return Strategy Cards" button is now white on black, instead of black on white.
- Fixed some error messages happening when loading a saved game, due to the (intended) absence of some cycler rotation indicators. It seems surprising to me that nobody reported that, given that it should have happened in nearly all games for a while.

Update: 15 Mar, 2018 @ 5:23pm

- Deleting hand areas, changing player colours and changing the colour of player areas is no longer necessary: the setup script does it automatically.
- Adapted the option screen of the setup script to the removal of Transfer Actions from SA. It now offers to enable or disable the Simultaneous Tactical Action System, a game option adding a new type of actions allowing players to perform multiple Tactical Actions in parallel at a cost. Details can be found in the SA booklet, and will be present in the next version of the rulebook.
- Hand Areas were somehow sinking into the ground when saving/reloading. I still have no idea why they do that, but the script will reset their height every time the game is loaded to counter this.

Update: 11 Mar, 2018 @ 5:05am

- When dealing hidden random races, added a delay between the spawning of the hidden zones and the spawning of the race assets. This should hopefully solve the problem of people seeing the hidden races of others due to network quirks spawning the hidden zones too late.

Update: 11 Mar, 2018 @ 4:11am

- Changed the wormhole tokens from the "Tiles and Tokens" box to the redux version.

Update: 11 Mar, 2018 @ 4:03am

- Changed the auto-promotion toggle appearance to something neutral, as its previous appearance (a Shock Troop token) made it look like it was related to the Ground Force -> Shock Troop promotion rule

Update: 11 Mar, 2018 @ 3:28am

- Hand zones were at a lower height than normal for some reason, causing bad interactions with cards. Moved the hand areas higher.

Update: 10 Mar, 2018 @ 4:30am

- Letnev now starts with an additional Ground Force