Tabletop Simulator

Tabletop Simulator

Nemesis Retaliation (Script assisted)
Viser 91-100 af 408 forekomster
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Opdatering: 9. aug. kl. 10:45

-Fixed some typos.

Opdatering: 9. aug. kl. 10:33

-Changed Combat Engineer Computer Skills effect wording.

-Rebalanced the values on the top part of the Robot cards picture.

-Xyrian Status 'Marked' effect will register to Rooms map as a player passed, it should work better that way. I suspect one Xyrian got lost in one of my game because of that.

-Moved the Robot default position in the Hibernatorium further to the right, since enemies tend to be placed on the left first. The Robot was hiding these first enemies, especially small ones, this should fix it.

-walksounds will check another soundboard when facing Neoflesh, and Queen will always have priority to play her step sounds.

-Fixed Neoflesh Queen tokens not returning to the intruder bag after being used.

-New attempt at prioritising Queen sounds over the rest until the sound is done playing.

-Optimized the soundboard reset into a function. This will also be reused to regain priority for queen sounds.

Opdatering: 8. aug. kl. 13:51

-Fixed Noises being added both as Intruder and as Noise during autoEvent sequence when facing Sangrevores. They belong in the Noise list of course. As a result they were counted twice when checking a corridor crowd.

Opdatering: 8. aug. kl. 13:00

-Fixed Xyrian Event Queen Tracking effect starting on the same round it was flipped.

-Changed Xyrian Allegiance back picture.

-Changed Recon Scouting Action picture.

-Changed 2 Heavy Gun Operator Actions picture.

Opdatering: 7. aug. kl. 11:52

-Fixed Primeblood Queen Hazard, when Queen is dead, using drone token bag instead of drone figure bag. The variable name used was missing one letter 'F'.

-Changing my mind again, I prefer enemies to be placed smoothly with some more events bringing enemies in globally.

-Hibernatorium hidden room will be visible again, not because I want it to be visible but because the buttons created on this tile were ALSO invisible. This was blocking the autoEvent Sequence too... I hope this is the only part where this issue happens...

-Fixed Servant Hunt Xyrian Event effect starting on the same round it was flipped.

-Fixed Xyrian attack using the wrong message when giving a Serious Wound.

-Xyrian Tracers placed automatically will always be locked as a way to avoid collisions with other objects (these Tracers are rather big... maybe I should make them smaller...?)

-Fixed loseHealth function error looking for an index that does not exist.

Opdatering: 7. aug. kl. 6:02

-Changed Field Surgery Action picture, this one is clearer.

Opdatering: 7. aug. kl. 5:41

-Changed Medical Support Actions picture.

Opdatering: 7. aug. kl. 3:27

-Added footsteps sounds for Neoflesh units. With reduced volume this time.

Opdatering: 7. aug. kl. 2:28

-Changed the volume of the recently added sounds, to be similar to the previous ones.

Opdatering: 6. aug. kl. 14:15

-Added various sounds, mostly for Neoflesh. Volume is a bit high... I should have checked beforehand... oh well I guess that might change later too.

-I thought math.randomSeed was being reset upon saving but apparently that wasn't the case. Now it is. The games should be a bit more random.