Tabletop Simulator

Tabletop Simulator

29 ratings
Ultimate Marvel Champions [Scripted]
   
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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
21 Jun, 2022 @ 6:33pm
2 Jun @ 8:49am
13 Change Notes ( view )

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Ultimate Marvel Champions [Scripted]

Description
This is a mod for Marvel Champions LCG by Fantasy Flight Games.
https://www.fantasyflightgames.com/en/products/marvel-champions-the-card-game/
Please support the physical game; this is not a substitute for the real thing.

The mod is up to date with all released cards (all scenarios through Age of Apocalypse and all heroes through Iceman).

To play:
1. Use the square, colored buttons on the near edge of the table to take a seat.
2. Select your heroes from the right-hand panel (click "S" for the hero's starter deck; click "C" if you want to construct or import your own deck)
3. Select the scenario you wish to play, as well as the standard/expert encounter sets and modular encounter sets from the right-hand panel.
4. To import a deck from Marvel CDB ( https://marvelcdb.com/ ), enter the deck ID in Cerebro at the top-left corner of the table, specify whether the deck is private or public, and click the yello "Search" button. (To be able to import private decks, you'll need to check the "Share your decks" checkbox in the Profile page of Marvel CDB.)

Your hero's play mat includes the following buttons:
1: takes the 1st player token
R: readies all cards on the play mat
D: discards a random card from your hand
!!: draws an encounter card
X: discards an encounter card
N: spawns your hero's nemesis deck


Roadmap:
This mod is still in very active development. Here are some future planned changes and additions, in the approximate order we'll be working on them:

*Complete scenario scripting: Currently, the mod will spawn all cards required for a scenario, but players are required to manually perform most setup steps, including setting the villain's health and the scheme's threat counters. Our first initiative is to automate as much of the scenario setup process as possible (as well as steps for advancing villain and scheme stages).

*Add missing campaigns and implement campaign scripting: Though the mod includes all currently available scenarios, we still need to add the NeXt Evolution and Mojo Mania campaigns, as well as adding automation for managing the campaign as you play.

*Allow for random selection of heroes, scenarios, and modular sets: If you want to challenge yourself, or just mix things up, you will be able to set up a game with randomly selected heroes and/or scenario and/or encounter sets.

*Re-implement deck building functionality: When we overhauled the way that cards are handled, we removed the ability to build decks in-game. We will rebuild this feature.

*Enable alternate art for mutant cards: Currently, all cards spawn with the original artwork. We will make it so that mutant characters will get the mutant-specific versions of any cards that have them (Strength, Genius, Energy, Endurance, etc.)

If you'd like to try out new developments before they're available here, check out the in-development version of the mod: https://steamproxy.net/sharedfiles/filedetails/?id=2817359776


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 . All villain HP counter images since Mojo Mania are by KidNegativ.

*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 on 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, Old Gumbo (FKA PwnStarHero), and SwedeRacer.
78 Comments
SwedeRacer  [author] 10 hours ago 
Hi, everyone. I'm working on an update that will be out in the next couple of days that will include fixes for the issues that have been reported in the last few weeks.

@DemonicWolf: You can get your nemesis deck by clicking the black "N" button in the lower-right corner of your playmat. Also, there is a way to spawn specific cards, but it's not obvious. Right-click on the tabletop and then select "Spawn Card". Enter the card's ID (we use the same numbering as MarvelCDB) and click the "Spawn Card" button. Depending on what kind of card it is, you may need to change its scale.
Phosphora 2 Jul @ 11:08am 
For Spiral and Mojo, where do you find the MojoMania modular sets?
Phosphora 1 Jul @ 5:10pm 
For the Mansion Attack scenario, how do you randomize the villains that appear? Right now it's always Avalanche followed by Blob.
DemonicWolf 29 Jun @ 5:37pm 
also didnt fine nemesis deck
DemonicWolf 29 Jun @ 3:26pm 
i'm at the sinister motives - mysterio scenario, and it is missing the "venom ally card 190". also, would be great if there was a card fetcher, by card number or name.. whatever is easier for you.. thanks!
Phosphora 17 Jun @ 10:50am 
The Morlock Siege and On the Run scenarios don't load completely. Error in Script (Scenario Manager - 06c2fd): chunk_3:(1232,6-64): attempt to index a nil value
Nurlock 16 Jun @ 4:25pm 
Appreciate your work putting this together, it's great to have a backup when you can't play in person!

One possible bug I found: Thunderball's encounter deck in Wrecking Crew loads with 14 cards, when I think he should have 15 like the others
SwedeRacer  [author] 10 Jun @ 8:34pm 
@Matt_Cullens: Two things to check: First, confirm that you've checked the "Share your decks" checkbox in the profile edit page of MarvelCDB. Then, make sure that you have the private/public toggle set correctly when importing. If you've actually published your deck, you need to choose "public"; otherwise, use "private".

If that doesn't fix your problem, post the ID of one of your decks, and I'll take a look.
nerman8r 10 Jun @ 1:21pm 
I loaded up the Sinister Six scenario again and the hit points worked properly. Also, i don't see any Advance buttons.
nerman8r 10 Jun @ 1:17pm 
My friend was considering making a tool for changing the size of cards, if that's of interest to you.