Tabletop Simulator

Tabletop Simulator

Tiny Apocalypse
Subjekt One  [developer] 31 Jan, 2024 @ 12:43am
Tinkerer's Workshop UPDATE | 24-01-31
TINKERER'S WORKSHOP UPDATE
https://www.youtube.com/watch?v=O75Scd--RQI
  • New Tinker Mechanic
  • 500 Tinkered Cards
  • 25 New Cards including 7 Survivors
  • New Rulebook Chapter
  • Some Changes, Buffs, Nerfs & Balances

NEW CARDS
Backpacks
  • (Legendary) Tool Belt – Whenever you gain a scavenge card, tinker it. Lose all of your tinkered cards if this is unequipped, lost, dismantled, etc. (1)

Crafting Manuals
  • (Handiwork/Hw) Creation – Gain a random card. (3)

  • (Handiwork/Hw) Improve – Tinker a card. (3)

Equipment
  • (Rare) Glue – Randomly tinker 1 to 3 cards. (1)

Map Tiles
  • (Positive) Workshop – Tinker 3 cards.

Melee Combat Cards
  • (Rare) Rememory – Expend 1 card. Deal dmg equal to x2 the number of cards in your Expend pile. Costs 3 AP.

  • (Common) Protected Exchange – Place 1 protection card from your draw pile in your hand. Expend. Costs 1 AP.

  • (Rare) Moral Support – Your next non-dmg card will affect all players and allies. Expend. Universal. Costs 2 AP.

Player Evolution
  • (Common) Fiddler – Exploration: Tinker a card now, once. Flash.

  • (Rare) Robotic Arm – Whenever you tinker a card, 33% to tinker another card, once.

  • (Legendary) Tinker Master – Dawn: Tinker a card.

  • (Rare) Scrounger – Whenever any player loses, re-rolls or replaces any scavenge card, place them in a pile near your inventory. Whenever you gain a scavenge card, may choose from that pile instead. (Needs to be the same type)

  • (Legendary) Teeth of Steel – Crafting materials can be eaten. Crafting materials removes 1 hunger. Gold removes 3 hunger. Breathing Gem removes 6 hunger.

  • (Rare) Killer – Combat: Whenever you kill an enemy, the overkill dmg is done to the closest, lowest health enemy.

Ranged Combat Cards
  • (Rare) In-depth Scan – Remove all protection on all enemies. Expend. Universal Costs 2 AP and 1 Ammo.

  • (Common) Universal Desire – Place 1 Universal card from your draw pile in your hand. Costs 2 AP and 0 Ammo.

  • (Rare) Explosive Ammo – Your next dmg ranged combat card will affect all enemies. Universal. Costs 1 AP and 2 Ammo.

Survivors
  • Craftsman – Loadout: 1x Hammer and 1x Glue.
    Mission: Starts with Tinker Master.

  • Unicorn – Loadout: 1x Crossbow and 1x Barbed Wire.
    Mission: Starts with The Magical Horn.

  • Priest – Loadout: 1x Family Heirloom and 2x Gummies.
    All players may replace a survivor by the top 1 of 5 survivor in the deck, without gaining/losing the loadout.
    Mission: At start, freely play Religious and Possessed.

  • Caretaker – Loadout: 1x Emergency Phone.
    If you own the Hospital structure, play it now, freely.
    Mission: Starts with Guardian Angel and Serene.

  • Psychonaut – Loadout: 1x Shopping Bag and 1x Pills.
    Mission: Starts with Ethereality and Metamorphosis. Randomly place 1 Peyote Plant when creating the map.

  • Impersonator – Loadout: Flip the next 3 survivor. Choose and gain 1 loadout.
    Mission: At start, choose 1 option:
    Gain 1 Common Wildcard and 1 Rare Wildcard.
    Gain 1 Legendary Wildcard.
    (They will be played when gaining your 2 next/next player evolution instead)

  • Pack Rat – Loadout: Gain 1 scavenge card. Replace any card from the base’s inventory into any card type.
    Mission: Starts with Scrounger and Cart.

Structures
  • Workshop – All players tinker 1 card. Inactive.

CHANGES & BALANCES
  • (Buff) (Player Evolution) Perfectionist – 33% chance instead of 1/6 chance.

  • (Buff) (Player Evolution) Guardian Angel – ...evenly split the total to also heal any player or ally instead of reducing it by 50% to heal any player or ally instead.

  • (Buff) (Ranged Combat Card) Ammo Count – Costs 2 AP instead of 3.

  • (Buff) (Ranged Combat Card) Execute – Costs 0 AP instead of 1.

  • (Buff) (Survivor) Infected – Starts with 26 health instead of 25.

  • (Buff) (Survivor) Guard – Also starts with Unbreakable.

  • (Buff) (Map Tile) The Master – Gain 1 of 3 evolution instead of gain 1.

  • (Nerf) (Map Tile) Smoke Plume – Remove 2 Toxicity instead of 3.

  • (Rework) (Player Evolution) Opportunistic – Now common instead of rare.

  • (Rework) Sledgehammer melee weapon is now the Hammer.
    (Old) Sledgehammer – Combat: All of your melee combat cards deal +2 dmg if you have any protection on you. Cannot gain Quick. (2)
    (New) Hammer – Start of combat: Tinker 1 combat card. (1)

  • (Rework) Ancient Runes ranged weapon.
    (Old) First turn of combat: Your redraw is equal to enemies in combat but choose the cards. (Maximum 3) (Tweaked this for the tinkered version of Tactical Magazine Unknown ranged weapon mod)
    (New) Start of combat: Gain 1 temporary protection, 1 Stealth and heal 1.

  • (Rework) Blacksmith survivor.
    Loadout: Replaced the Sledgehammer melee weapon by: If you own the Armory defense, choose and gain 1 weapon of your type choice.

  • (Rework) Medic survivor.
    Loadout: Replaced Medical Bag and Pills by Scalpel melee weapon.
    Mission: Replaced Serene by Cleanse that can be used at any time on any player, once.

  • (Rework) Traveller survivor.
    Loadout: Replaced Straps by Walking Stick melee weapon.
    Mission: Replaced Cart by Explorer and Perseverance that can be used at any time, once.

  • (Rework) Scavenger survivor.
    Mission: Replaced Smelly by Instinctive.

  • (Rework) Night City map tile.
    Replaced the Gain 2 maximum protection by Tinker 2 cards.

  • At Dawn, players may now Tinker a card instead of gaining a combat card.

  • Added a new chapter in the Rulebook called: Tinker.

  • Edited the Rulebook.
    Contents (Page 1)
    Mission – Exploration & Phases (Pages 40-41)
    Mission – Crafting (Page 45)
    Codex – Tags/Keywords (Page 71)

  • Added Tinker choices on many existing map tiles.
    (Gym, Hardware Store, Headquarters, Laboratory, Night City, Pawn Store, The Colony, The Master, Smoke Plume, The Quest, University, Workbench)

  • Added a reset button for Tinkered cards on the table.

  • Fixed the Gym, Hospital and House structures displaying the wrong cost icon.

  • Fixed the description of the Vitamins medicine.

  • Fixed the description of the Sharpshooter survivor.

  • Fixed the art of the True Emergence melee combat card.

  • Updated the art of the Willpower enemy evolution.
Last edited by Subjekt One; 31 Jan, 2024 @ 1:19am