Tabletop Simulator

Tabletop Simulator

Nemesis: Redux
81 条留言
Wolviller111 10 月 6 日 上午 4:52 
2 more things:

1. The hacker's trait refers to 'the first thing in THE round'. Does that mean they only get the benefit if it is the very first thing they do in that player phase or every time the turn passes to them?

2. And similarly: The knee serious wound refers to 'first thing in a round'. Does that also only apply to the very first action in the player phase or every time the turn is passed to that player?
Wolviller111 10 月 5 日 下午 3:12 
And another question: When using the Xenobiologist's 'Overmind' card and moving an alien into a technical corridor, do they go back into the bag, as if they had retreated, or do they actually move through it and you put them into some other room with a technical corridor?
King  [作者] 9 月 24 日 上午 8:37 
@Wolviller111 that's intentional to offset the stronger combat capabilities of players.

@MasterBongo - yes no synergy of those two cards. I have been thinking of changing up his weapon though from something besides shoot twice, since it's been such a trouble maker when synergized with other shoot triggers.
Wolviller111 9 月 21 日 下午 4:18 
I like most of the changes, though it does feel like you can get shafted a little too easily. Queen can spawn from the start of the game. It's easy to get swarmed by enemies and then very hard to get away, since they will just follow you.

Feels like there's just a bit too much enemy spawn.
MasterBongo 9 月 21 日 上午 10:57 
Sorry again.So, just to be clear. There is no synergie at all between Sentrys hail of bullets and and his weapons effect? >.>
King  [作者] 9 月 17 日 下午 7:57 
@MasterBongo - No, only 3.
@sealbor - Thanks, glad you enjoy it!
MasterBongo 9 月 17 日 上午 11:17 
Can you activate Sentrys "Hail of bullets" with his Submachine Guns effect for a total of 6 attacks that all ignore the ammoo part of the roll?
sealbor 9 月 16 日 下午 9:11 
Jesus bro i love the work you have done, and love everything about the changes you made to make this become real, the greates mod of all time, i loved how you make the changes for the lockdown characters and the computers actions, its perfect
Sleepy 8 月 29 日 下午 6:43 
I don't get it, are the new rules fanmade and not official? Does the new official game not have a rulebook?
Cooked_Chris 8 月 23 日 上午 2:05 
have an issue where the script ignores a friend, it only happens when he controls whatever color it is. i have no idea y
King  [作者] 8 月 19 日 下午 12:41 
@golen the nemesis rulebook is for reference. Redux's baseline rules are OG nemesis, but with tweaks to mechanics. That's why that rulebook is there. The Room sheets for Redux are not in that rulebook.
golem 8 月 19 日 上午 11:07 
hello. did emergency room heal ALL light rooms (as written on book) or 3 light wond (as written on room)?
Sotislosky 8 月 10 日 下午 1:15 
king dear i would love if you could make a google drive or some sort, i will if you agree make the stuff print and play ready :) cheers for the answer
King  [作者] 8 月 9 日 下午 9:21 
@Sotislosky - the praetorian assets can still be found in the game box.
Sotislosky 8 月 4 日 下午 12:03 
wow really love the new enemy and changes. i would love tho to be able to chose the pretorian or if there is a google docs or place where i can do a PNP for both the pretorian and Xirians
their 7 月 29 日 上午 5:39 
@King I think I've found a way for the scripts not to break when saving and loading. I've uploaded it to the mod below, but needs more testing with multiple players seated / not sure if Xyrian is working correctly
their 7 月 21 日 下午 3:18 
@King I've made an update the to the mod below which adds a button to reset the computer deck a bit quicker
King  [作者] 7 月 9 日 上午 9:29 
@their That's a cool feature. I will add something similar.
their 7 月 7 日 上午 6:22 
@King made a few small QOL edits for miniature management. Link here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3519277499

Could be useful with the upcoming Sangi update, with the number of ghouls running around
King  [作者] 6 月 29 日 上午 11:40 
@their
Thanks for the catch. Ill fix the auto noise rolling interactions with slime.
As for the computer deck, I don't think that's necessarily bad. Consider it a nice little benefit for the Scientist exclusively. Then again, I haven't seen it much in action. I can change it later if it seems abusive.
their 6 月 27 日 下午 1:02 
@King also, people are using the the updated computer action to remove all noise from a room to target a room neighbouring them and in turn getting rid of noise in the shared corridor. Helpful when trying to escape as scientist.
their 6 月 27 日 上午 10:53 
@King hey King again, in one game there was a question on slime.

Currently the script does not roll noise if a character with slime enters a room with an Intruder and another character, but in the rules it seems to imply otherwise:

"Additionally, if your Character is Slimed, you must Noise roll even if moving into a Room with another Character (though moving into a Room with ONLY an Intruder will not result in a Noise roll)."
King  [作者] 6 月 24 日 下午 8:46 
@their ty. I will fix it in the next update.
their 6 月 24 日 下午 3:27 
@King hey king, there's a thing where people are drawing their character boards. I think you can disable that by turning off the 'hands' toggle on them, but wasn't sure if there was another reason that is on
King  [作者] 6 月 17 日 上午 10:53 
@G~ setting the tokens aside and returning to the pool means putting them in their token pile (outside of the intruder bag).

@Ben Dadger thanks for the input. I have played around and tested many different variations to the "spawn, chase and ammo mechanics" as you put it before releasing this mod to the workshop. At one point, the combat dice sides were different and had more instances of losing ammo to offset the lack of missing shots and ammo loss. Though for Retaliation, the lack of ammo restriction element was offset by spending ammo to "Burst" in hallways and being punished by getting attacked whenever aliens moved in your Room if you didn't Burst. But yes, the game might need more ironing perhaps, but I don't want to change things too drastically. If there is less spawning, the game will become too easy.

The red alien tokens are experimental and were included to have more consistence spawning; I may remove them or make changes to them in the future.
Ben Dadger 6 月 16 日 下午 9:50 
Alien Spawns and aggression - Merging mechanics from nemmy1 and 3 will naturally give a remake a larger amount of spawns, and an easier time dealing with them. I can't say for certain if I prefer the nemmy3 spawn, chase and ammo mechanics over the alternative, only that I feel that I somewhat miss the stealth and hunt vibe of nemmy1. The spawn rate in this remake makes everything about killing aliens. While it is not always the case, I have seen multiple gamestates where a player played optimally but still was made to simply hunker down in a room and spend every round shooting, and it's just no fun to to just say "shoot, shoot, pass" over and over. It's not rare having games where we kill over 20 aliens...
Classes - The variation is fun, but some seem a bit rough around the edges still. But ultimately I don't have much to say other than I think that the Psychologist and CEO may need some polish, and that the janitor and mechanic may share too much of the design space.
Ben Dadger 6 月 16 日 下午 9:50 
Since I've played a lot of rounds now I thought I'd write down some of my thoughts:
Adaptions and knowledge - Great addition, adding effects to things you were already doing in nemmy1 didn't make much sense, so scanning away strengths is a lot better. The one thing I'd have to comment on is that the extra action cards you get from knowledge are very reliant on RNG, we've had some games where nobody gets anything they want to use, games where a non combat class becomes a combat god (scientist space-marine is real), and games where someone gets a card that someone else would have a much greater use for.
Red alien tokens - I don't like this one too much, mostly because it makes noise management midgame a bit of a fool's errand. In nemmy1 you could expect to be practically safe if you had cards on hand and ended a round in a room with no noise, but the red tokens makes it all about RNG
G~ 6 月 14 日 下午 10:59 
As it stands, this version of Nemesis seems incredibly more difficult at least on Solo mode. I'm playing as Scout and I've only explored a total of 6 rooms. I'm currently Injured, out of items, got THREE whole Adult aliens on top of me (as in literally in the same room) due to how easy it is to draw aliens and for them to follow you, a Queen essentially "guarding" the Hibernatorium, got 1 Contaminated card, and all of that is happening after I've *already* killed one other adult alien. There's no way I can deal with all of these guys and live to tell the tale considering it's still early-to-mid game. The fact that you're constantly putting new aliens on the board with these rules AND they all hone in on you like guided missiles throws the game's balance completely out of whack. Again, at least on Solo mode. It's a shame because I can tell how much effort went into adding new features and formatting for this mod.
G~ 6 月 14 日 下午 10:41 
I'd also like to know where the alien token goes to be "set aside" when the game automatically rolls noise and resolves an encounter.
G~ 6 月 14 日 下午 9:59 
Oh, additionally, I got a bug to report. You have rules for adding more adult tokens to the Intruder Bag when Blanks are drawn during an *Encounter*. But during the Intruder Bag Development part of the *Event* (not Encounter) phase, I drew a Blank token and dropped it in the "Auto Bag Dev" thing to do it automatically. The script then added TWO adults to the bag instead of the regular one. I'm assuming this is because there was a Queen on the board, but your rules only say to add 2 adults like so during an *Encounter*, not during the *Event* phase. For now I'm just removing the second adult token manually when that happens.
G~ 6 月 14 日 下午 9:50 
Hey, thanks for the great mod adaptation and updates. I was wondering, when we shoot an alien dead by rolling the combat die and getting a number equal to or lower than its current Hits, your rules say we "place it back in the Intruder pool". What exactly is the Intruder pool? Do you mean the Intruder Bag? And what exactly is the "it" we're placing back? Is it both the Intruder token and miniature? (this question will probably be answered by clarifying what the "pool" is)
King  [作者] 6 月 10 日 上午 12:22 
@Vesper thanks, just like it was said by another commenter, only when an effect tells you too.
King  [作者] 6 月 9 日 下午 9:17 
Glad you're enjoying it Roshan. The Red Alien tokens are experimental. The reason I wanted to try them out was because I noticed in a few games there was a lack of consistency with the threat level, and I wanted to see about upping the ante. As for the Hacker, I personally think he's fine as is, however I have not got to see him in action very much. His Smart Gun however can dry up quick if you get some unlucky combat rolls since it only can ever have half an ammo clip. The Scientist is getting a buff, and the xenobiologist is getting a nerf. After that, I hope it will be the last updates for the existing characters.
Roshan Crass 6 月 8 日 下午 3:41 
Thanks for the mod. It's fun.

Balance feedback - Hacker is extremely overpowered, especially in comparison to the Scientist but also just in general. Superior combat capabilities and computer abuse. Scientist's "Network Access" should have the Neuralink ability to not reveal a new card. Red adult tokens are silly and make the game slowed down with many rounds of players just shooting. Xenobiologist's theme as a combat character is strange and it's weird she can outfight a Soldier. Agile should apply to melee attacks.
Hess 6 月 8 日 上午 9:02 
@vesper after an effect explicitly tells them
Hess 6 月 8 日 上午 9:02 
thanks a bunch king
Vesper Lord™ 6 月 7 日 下午 7:28 
Hello, loving this mod! You've done an amazing job crafting an experience that feels challenging but well balanced, though one thing I'm unclear on are the rules around Intruders Retreating- are they only supposed to run when an effect tells them too, or do they flee after an attack that doesn't kill them?
King  [作者] 6 月 6 日 下午 7:45 
Hess, if you're look for a simple image editor that's better than MS Paint, and not as complicated as Photoshop or GIMP, try Paint.net .
King  [作者] 6 月 6 日 下午 7:44 
For the basic font, I used Verdana. For card title font, I used Baron Neue.
King  [作者] 6 月 6 日 下午 7:42 
@Hess
From image editing tools.
Hess 6 月 3 日 上午 5:03 
@king
How did you do that? How did you change the writing on all the cards and how did you fit the text onto the card?

I'm basically asking so I can make my own cards
King  [作者] 6 月 1 日 下午 1:10 
@Hess
I made them from pre-existing Nemesis cards.
Hess 6 月 1 日 上午 9:34 
How did you find the action cards for each character? Did you make them yourself?
Hess 6 月 1 日 上午 4:12 
Fantastic mod :)
King  [作者] 5 月 30 日 上午 10:12 
@MrMister
The mod has now been updated, so hopefully that has corrected any missing or deleted files. Feel free once again to let me know if you find further issues on this.
MrMister 5 月 28 日 上午 12:41 
Also, sorry, I had a brainfart before - I meant that I'd mentally think of this as Nemesis: Pretaliation.
MrMister 5 月 28 日 上午 12:27 
@King my best advice is to open the json of the mod in Notepad++ and Ctrl+F for 125a42 , see if you find that url , check what's behind that url, and also learn what item uses it exactly.
King  [作者] 5 月 27 日 上午 10:23 
MrMister, I will look into thank you. I may have accidentally deleted the wrong image file from my cloud for Scout's deck. I don't think I did, but I am not sure, or it may just be something to do with your system not able to properly download it. Either way, a new update is coming soon that fix the issue, since Scout will have an updated action deck.
MrMister 5 月 26 日 下午 1:07 
Selecting the Scout during setup produces an error about a texture being in an unsupported unknown format. I can't be bothered to try to copy the full faulty steamusercontent-a url, but it's one that ends with 125a42/
Grey 5 月 25 日 下午 11:29 
I would love to have a clarification on the shooting rules, I don't know why but I just can't seem to grasp how they work even after reading them over and over. Perhaps an example would be best, but It can't just be one hit per turn, right?