Tabletop Simulator

Tabletop Simulator

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Ultimate Marvel Champions [Scripted] - Dev
   
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Type: Game
Complexity: Low Complexity
Number of Players: 1, 2, 3, 4
Assets: Scripting, Cards
File Size
Posted
Updated
2.807 MB
5 Jun, 2022 @ 11:04am
2 Jun @ 8:49am
88 Change Notes ( view )

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Ultimate Marvel Champions [Scripted] - Dev

Description
This is the development branch of the Ultimate Marvel Champions [Scripted] mod. Feel free to play games in this version, but keep in mind that everything here is still in development, so some features may be incomplete or buggy.

Here's what's going on with development:

We're working hard to get caught up with missing content in the mod, while also finding ways to make it faster and easier to maintain in the future. We want to make sure that the mod is sustainable for the long term.

So far, we have completely overhauled the way that heroes and modular encounter sets work. You won't see a big difference (except for the fact that all current heroes and modulars are now available in the mod), but behind the scenes, we've made it much easier for us to add new heroes and modular sets going forward. You'll also notice that the artwork on the HP counters and playmats has been updated (credits for new artwork below). Also, each playmat now has a "Remove" button in the lower-corner that allows you to easily delete the mat and everything on it when you want to start a new game or if you change your mind about who to play.

Please be aware that hero and starter decks are no longer being stored within the mod, but are imported from Marvel CDB, so you will notice a slight delay in laying out the components for your hero. At some point, we'll try to shorten this delay, but for now, just be aware of it.

Next we'll be working to overhaul the way villains work. because each scenario is a bit different, this is going to be a bigger job than the heroes, so please be patient.

Feel free to comment with any feedback or bug reports, but before posting, please make sure your issue isn't on the list of known issues below.

Known Issues:
* If two or more players select their heroes at roughly the same time, the deck import process is likely to get confused and fail to load the hero decks (or will import a deck that combines cards from the requested decks). When selecting heroes, please wait for each hero to fully load before you select the next one.

* Health and threat counters for villains are currently not correct for the number of players. We're in the process of completely overhauling how villains work, so this will get fixed, but it's going to take a little while.

* If you import a deck that includes the Clint Barton Hawkeye ally, you may get the Kate Bishop Hawkeye instead. This is due to a data issue in Marvel CDB; we've reported it and are waiting for them to fix it.

* The deck building area in the back of the table has various problems. It may take cards off the table when placing or recalling cards.

Credits and Acknowledgements:
*Card scans and HP counter images come from Unicorn Smuggler's mod Marvel Champions High-Resolution Scans: https://steamproxy.net/sharedfiles/filedetails/?id=2665262903

*Playmat images by Logan Giannini, who has made them available on Google Drive: https://drive.google.com/drive/folders/1IvTnpIxl8RbSZ2iuOhSdbw8KQQ0g_rA0

*The hit point counters found in this mod are based off of Ducspeed's hit point counter located in the Marvel Champions Complete Edition workshop mod: https://steamproxy.net/sharedfiles/filedetails/?id=2222049059

*This mod is built on code written by a wide variety of modders, including: CrimsonMCM, Duscpeed, JQTNguyen, thesunsetdriver, Mag, FunkyMonkeyMonk, and Old Gumbo (FKA PwnStarHero).
60 Comments
SwedeRacer  [author] 20 May @ 11:31am 
Hi, everyone,

All Age of Apocalypse scenarios are now playable. I also added a bag in the campaign area (left of the table) with all the cards you should need for the AoA campaign.

Now I just need to get the Once and Future Kang scenario working, and I can update the main mod!

As usual, let me know if you run into any problems.
SwedeRacer  [author] 15 May @ 8:50pm 
Hi, everyone,

Progress has been a little slower than I'd like, but I've just pushed an update. Here's what's included:

The setup UI has been revamped. It still works much the same as the last version, but with some significant changes under the hood that will help me get things done faster going forward. (I know the buttons are ugly at the moment; I'll make them look better before I'm done.)

The Hood scenario is now fully functional. The process of selecting and adding modular sets is much more streamlined now. (The Once and Future Kang is not yet working, but it will be soon.)

All AoA scenarios have been added, but they're not quite ready to use yet. I know people are waiting for them, so I'll make them my top priority.

The next update will drop much faster than this one did!
SwedeRacer  [author] 1 May @ 9:11am 
@Local Hallway Ghost: Thanks for pointing those out! I'm surprised that no one else had found them already. Anyway, they should all be fixed now.
Local Hallway Ghost 30 Apr @ 10:51pm 
Hey, thanks for all the hard work in updating this mod!
I've found a few bugs! Two copies of Black Panther's Wakanda Forever are double-sided, like Ultron's Android Efficiency were, half of the Modular 'Armies Of Titan' are missing and lastly Captain Marvel's Precon deck is actually Iron Man's precon.
Thanks again for the great work!
SwedeRacer  [author] 30 Apr @ 8:57pm 
(Continued)

* I think I've fixed all of the issues that have been reported over the last few weeks, like Mysterio's cards spawning in the Venom scenario, Master Mold's first stage being repeated, Ultron's Android Efficiency cards being double-sided, etc. If you have reported an issue that didn't get fixed, let me know.

* Currently, The Hood and The Once and Future Kang scenarios won't work. These two scenarios require a fair bit of specialized scripting that I haven't had time to complete yet, but I'll get them running as soon as I can. Unfortunately, I will be out of town from May 2nd to the 5th, so I probably won't have another update until next week.
SwedeRacer  [author] 30 Apr @ 8:57pm 
Hey, everyone,

I ran into a series of delays, and my current updates are not complete, but I wanted to get Bishop and Magik into your hands, so I've uploaded the mod in an unfinished state. Have at it, and let me know if you run into any problems.

Here are the details of this update:

* Bishop and Magik have been added. The Age of Apocalypse scenarios are not yet included; I'll get to them as soon as I can.

* The scenario set-up area to the right of the table has been massively overhauled. Use the buttons at the top to switch between heroes, scenarios, modular sets, and mode. Once you've made all the necessary selections, click the "GO" button and the scenario will be set up. I've added automatic calculation of villain hp and scheme threat, but there's still a little ways to go for full scripting. Still, this version should make it faster and easier to start playing. This area will be getting a lot of work in the coming weeks to improve its appearance and functionality.
jongahimer94 29 Apr @ 2:55pm 
Looking forward to Bishop/Magik, thanks for all the hard work! Also I've noticed that Venom Goblin loads with Mysterio Cards in his deck instead of his own set.
SwedeRacer  [author] 23 Apr @ 6:47am 
Hi, everyone! I have a work-in-progress update ready to go. This update will add Bishop and Majik, and is the first big step toward better automation of the scenarios. I'm having a slight issue with deploying the mod, but hopefully I'll have it up today or tomorrow.
Leontzu 7 Jan @ 8:53am 
Thank you so much for your hard work and development. I appreciate the time you invested. Thank you
SwedeRacer  [author] 6 Jan @ 4:09pm 
Big news, everyone!

We've officially released the new mod to the world. You can find it here:
https://steamproxy.net/sharedfiles/filedetails/?id=2824240402

Currently, this mod is identical to this development version we've been maintaining for the last several months, but that will change soon. The development version will be where we release new updates to test them out before we push them to the main mod. If you'd like to have early access to new features and additions, you can continue to use the development version. But keep in mind, it's more likely to be buggy.

Very soon -- hopefully within the next week -- we'll be pushing a major update to the development environment, which will include setting HP and threat counters when setting up a scenario and when advancing the villain or main scheme stage.