Tabletop Simulator
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Ultimate Marvel Champions [Scripted]
   
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Type: Game
Complexity: Low Complexity
Number of Players: 1, 2, 3, 4
Assets: Scripting, Cards
Розмір файлу
Додано
Оновлено
2.909 MB
21 черв. 2022 о 18:33
3 жовт. о 20:25
Змін 17 ( перегляд )

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Ultimate Marvel Champions [Scripted]

Опис
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 Nightcrawler).

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 "H" if you only want the hero-specific cards -- this will be useful once in-game deck building is re-implemented)
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.
Коментарів: 101
SwedeRacer  [автор] 5 год. тому 
@dougrwyatt: Obligations are added to the encounter deck when a scenario is set up.
dougrwyatt 17 год. тому 
how tf do I find my character's obligation?
SwedeRacer  [автор] 21 год. тому 
@Setharious12321: I'm glad things are working well, and thanks for the feedback!

I do plan to have a minion zone just above each playmat. That will be coming soon!

I'll check out the Specialized Training cards. I think I have an idea what's wrong.

The deck-building feature has been removed, but I do intend to add it again at some point. (That'll be a big project, though, so it'll be a while.) In the meantime, it would probably be a good idea to remove the button for hero cards, since it's not really serving a purpose.
Setharious12321 4 жовт. о 3:22 
So far things are running smoothly. Have been able to try out the new cards and have been having a blast. I just had a few things I noticed.

1. I think it would be handy to have a ping for minions, similar to what happens with side schemes, with the health dial placed on them starting at the minion's max health. One reason that would be great is because with the new resizing, if you place a minion just barely on the player board it will shrink, no longer be on the board, grow, be back on the board, and repeat.

2. I seem to get an error message when I put any of the specialized training upgrades on my board.

3. Is there is reason to have the hero board have either the starter deck, or the base cards? I thought the ability to build your own deck in the mod is gone, so could it start with no cards in deck at all instead?

All very minor things, they don't affect game play at all! Just pointing them out.
SwedeRacer  [автор] 3 жовт. о 20:31 
A fairly small update today: I went in to implement some missing functionality from the three Mojo Mania scenarios, and discovered that they were all completely broken. So I fixed that problem, and also implemented random genre selection and the Wheel of Genres in the Mojo scenario. I want to do a bit of polishing on these, but they're in much better shape than they were yesterday.

Also, I re-added the drone counters in the Ultron scenario, but now they're infinite bags, for your convenience!
SwedeRacer  [автор] 1 жовт. о 19:33 
All of the cards from the Nightcrawler set have been added to the mod!

Also, I've implemented several specialized scripting zones, which do some pretty cool things. When you pick up an attachment, side scheme, player side scheme, or environment, a ping will appear showing you where the zone for that kind of card is. When you drop the card in the zone, it will automatically be positioned (and resized, if necessary), and for side schemes, a threat counter will be added, with the appropriate value. Removing a card from a zone will cause the remaining cards to be repositioned to fill in the gap.

Also, when you drop a card onto your play mat, or the encounter deck, it will be resized to match the cards there. So now the Mysterio scenario will be a lot less of a pain!

This is a pretty big change, and there's a lot that can go wrong with these zones. So please let me know if you run into any problems.
SwedeRacer  [автор] 26 верес. о 20:32 
Hey, everyone! I'm just waiting on the card scans to be completed for the Nightcrawler cards, then I'll be able to get them into the mod right away.
Nippur 18 серп. о 12:37 
Thank you, better than using random card proxies.
SwedeRacer  [автор] 18 серп. о 8:12 
@Nippur: Currently, you'll need to re-scale the cards manually, which is a pain. There will be an update soon that will automatically re-scale cards when you put them on the playmat or return them to the encounter deck.

To do it manually, first click the Gizmo tool (third button from the bottom in the toolbar on the left). Then click the card or deck you want to resize and change the X and Z scale values. For encounter cards, the scale is 2.12; for player cards, the scale is 1.27.

I'll try to get the automatic resizing update out soon.
Nippur 18 серп. о 4:32 
Is there a way to shuffle encounter cards on the player's deck? There are some cards with this mechanic.