Tabletop Simulator

Tabletop Simulator

Tiny Apocalypse
Subjekt One  [developer] 30 Sep, 2023 @ 3:53pm
Glitch UPDATE | 23-09-30
GLITCH UPDATE
  • New Mod (This one)
  • 2 OST
  • New Cards
  • New Art Style
  • Cards Balance

OST
https://www.youtube.com/watch?v=zMB31cXsukA&list=PLf2E0z4JLgJVP_F-xRK6kUmkY1-8Vmh28&ab_channel=TinyApocalypse

NEW CARDS
  1. (Survivor) Mail Carrier – Loadout: 1 Envelope & 1 Messenger Bag.
    Mission: Starts with the Trader & Opportunistic player evolution.
    (If alone, remove and draw another player evolution)

  2. (Human) Assassin – Quick. Moves 2. The first attack deals x2 dmg and bypasses protection. 2 dmg and 20 health. Melee (Rare)

  3. (Ranged Combat Card) Energized – Re-gain 1 AP. Expend (0 AP) (0 Ammo) (Rare)

  4. (Ranged Combat Card) Destroy – Deal 15 dmg. (6 AP) (3 Ammo) (Common)

  5. (Ranged Combat Card) Casual Brainstorm – Play the top card of your draw pile for free. If there are no valid targets, it gains universal. (2 AP) (1 Ammo) (Common)

  6. (Ranged Combat Card) Defensive Cocoon– Deal 1 dmg and gain 1 temporary protection. Can be played another time for free, but lose this after. (0 AP) (1 Ammo) (Common)

  7. (Ranged Combat Card) Escape Plan – Escape the combat through a revealed shortcut. If there’s none, move 2 and gain 1 stealth. Lose this if you escaped. Universal – Expend (3 AP) (0 Ammo) (Rare)

  8. (Ranged Combat Card) Luxuriant Growth – Lose a card in hand. Gain a random permanent combat card from the rarity above and place it in your hand. If the card lost is legendary, gain 1 of 3 legendary card instead. Expend. (4 AP) (1 Ammo) (Legendary)

  9. (Ranged Combat Card) Premonitory Dream – At the start of next turn, redraw from your discard pile instead of your draw pile. Expend. (1 AP) (0 Ammo) (Rare)

  10. (Melee Combat Card) Final Form – Draw 2 cards, discard 1 card, expend 1 card and gain 1 stealth, 1 reflect and 1 cripple. Lose 1 maximum health. (1 AP) (Legendary)

  11. (Melee Combat Card) Set Up – Finish your turn. Draw 10 cards next turn. (5 AP) (Common)

  12. (Melee Combat Card) Charge – Deal 3 dmg. If this kills the target, gain 2 temporary protection. (2 AP) (Common)

  13. (Melee Combat Card) Sneak Attack – Deal 10 dmg. +5 dmg if the enemy is full health. +5 dmg if the enemy has protection. (5 AP) (Rare)

  14. (Melee Combat Card) Final Strike – Deal 15 dmg. (6 AP) (Common)

  15. (Melee Combat Card) True Emergence – Lose your protection. Deal dmg equal to 2x the amount lost. (3 AP) (Rare)

  16. (Melee Combat Card) Good Karma – Draw your next legendary card. If you have none, gain 1 random legendary from any combat type and lose this. (1 AP) (Rare)

  17. (Melee Combat Card) Pickpocket – Deal 5 dmg. If this kills an enemy, gain 1 random card. (2 AP) (Rare)

  18. (Player Evolution) Au Naturel – Whenever you gain maximum protection, convert it into maximum health +1. Convert all current maximum protection into maximum health +1. (Common)

  19. (Player Evolution) Promote – Replace all your starting combat cards with random cards from the same type. Flash. (Rare)

  20. (Player Evolution) Dominant – Gain 1 “Final Strike” melee combat card. Flash. (Common)

  21. (Player Evolution) Karateka – Gain 1 “Karate Chop” melee combat card. Flash. (Common)

  22. (Player Evolution) Striker – Convert your “Karate Chop” cards to “Strike” cards. Combat: Whenever you play “Strike,” freely play all other “Strike” in hand. (Rare)

  23. (Player Evolution) Lark – Your At dawn evolution are played twice. (Rare)

  24. (Player Evolution) Night Owl – At night, always gain 1 of 2 evolution instead of 50% chance to gain 1 of 3. (Works only for you) (Rare)

  25. (Player Evolution) Guardian Angel – Whenever you heal, may reduce it by 50% to heal any player or ally instead.(Legendary)

  26. (Player Evolution) Final Breath – When reaching 0 health, stay at 1 health, gain immune until the start of your next turn and deal 10 dmg to all enemies and lose this. Works only in combat.(Rare)

  27. (Player Evolution) Unbreakable – While exploring, when losing health, may lose protection instead. Re-gain your lost protection at the start of combat only. (Common)

  28. (Player Evolution) The Magical Horn – 1 Reflect. Your reflect deals dmg to everyone. Other players and ally receive half the dmg. (Legendary)

  29. (Player Evolution) Knowledge Outburst – Gain 2 evolutions. Flash. (Rare)

  30. (Player Evolution) Methodical – Crafting in combat doesn’t cost any AP. (Common)

  31. (Equipment) Family Heirloom – Permanent: Gain 2 maximum health. (Common) (1)

  32. (Equipment) Emergency Phone – Play: Freely play 1 of the following: Ambulance or Hospital. (Rare) (2)

  33. (Safe Haven Utility Defense) Armory – All weapons and mods used in combat are not lost at the end. They can now stay on the player’s board for free, as extra inventory slots for the base. Costs 16 crafting materials.

CHANGES
The other Tiny Apocalypse mod now have “Classic” in their title, meaning they won’t be affected by this update and any other future updates. This mod can now be played in co-op with up to 2 of your friends on the same version. When playing co-op, instead of enemies increasing in numbers, their health is increased. The more players, the more health enemies have. When a player dies, any player may now go on their tile and transfer up to 5 health to revive them. Also, the number of medicine needed to revive a dead player is reduced to 1 instead of 2. Any medicine or food that heals can now revive a dead player. They heal for the same amount. If they died from toxicity, they will need medicine or food that removes toxicity before receiving healings. Finally, when more than 1 player gain an evolution at night, the enemies only gain 1.

Co-op: If there are 3 players, duplicate the "Player Evolution," “Ranged Combat Cards” & “Melee Combat Cards” Decks to double the amount and save as a 3 Players game.

Co-op: Whenever players are on the same tile, they can trade cards freely. Trade doesn't add up with the move or craft.

Co-op: No trade limit anymore. Trade any number of cards.

Co-op: Cannot trade player evolution and combat cards anymore, except with the Trader evolution.

Co-op: Cannot trade in combat anymore.

Co-op: All missions have 30 map tiles, no matter how many players.

Removed all crafting materials except for “Gold” and “Breathing Gems” and added a new one called: Crafting Materials. No more RNG for the crafting system, but all crafting manuals cost have been slightly increased.

Crafting materials are now tokens.

Removed crafting materials and crafting manuals from the random cards dice.

New Simplified Mode, explained in the Rulebook.

Allies aren’t recruited/captured enemies anymore. They have their own cards to avoid confusion.

Missions now have rewards. Based on the mission, the players may keep scavenge cards from a specific type and bring them to the base.

Missions now gives resources only based on difficulty, rather than based on cards you own at the end of the mission.

Whenever players lose a survivor, they will now lose its loadout from the base’s inventory if they still have it.

Removed the “Infected Cactus” neutral enemy.

Removed the “Zombie Weakness” melee combat card.

All backpacks take 2 inventory slots, in both the base and missions.

Many cards have been renamed.

Reflect cannot be permanent anymore.

(New tag) Weakest: Worst rarity, then maximum health, then dmg.

(New tag) Immune: Not affected in any way.

(New tag) Redraw: The number of cards you draw at the start of each turn. (Initially 5)

And more...

To see the full patch note with cards balance and other changes, click on this link: https://docs.google.com/document/d/18T6OZoylqf0jgHjwcH0tkDdGe4vpNYqUv3zrBq5iVIM/edit?usp=sharing
Last edited by Subjekt One; 30 Sep, 2023 @ 3:53pm