Tabletop Simulator

Tabletop Simulator

1,891 ratings
Mage Knight Plus (Highly Scripted)
71
16
10
11
19
30
14
20
10
4
12
3
3
5
5
4
4
4
3
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
5.135 MB
23 Apr, 2019 @ 7:06am
12 Jul @ 6:47am
669 Change Notes ( view )

Subscribe to download
Mage Knight Plus (Highly Scripted)

Description
Mage Knight [wizkidsgames.com]
-----------------
The Mage Knight board game puts you in control of one of eight powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction!

This game combines elements of RPGs, deck-building, and traditional board games.

-----------------
This Mod is made from the Ultimate Edition of Mage Knight, which includes Lost Legion, Shades of Tezla, and the five bonus cards. It also contains the custom mods Atlantean Weather, Quest Cards, Rise of the Forgemaster, and four custom Mage Knights. All the scenarios from the rules are working along with several custom scenarios.

My design philosophy was to get you into a game quickly, and let you focus on your game. The scripts will take care of the game's setup for you and do most of the bookkeeping each turn & round. Everything is set up based on which scenario is chosen. With over 20 working scenario’s (multiply by the optional variants) I hope there's something for everyone.

During the Game, a lot of things are automated, too many to list here. I tried to make things intuitive to use, or work in multiple ways, so I recommend not being shy, and just experiment. If you interact with things as you do in a real game you'll be fine. The undo feature is safe to use, as the script data is saved for each undo point.
-----------------
*While in game, refer to the info graphics at the top of the Table or Press the Help Button in the Top Left for Info about how certain components work*

*Multiplayer Games may setup poorly on high lag connections. Re-joining the host game should clean things up.*

*A few resolutions will not display the options in the main menu. I can see the problem when re-sizing in windowed mode but don't know the exact resolution the problem occurs at*

*This mod needs the "Options"-->"Physics" set to "Full" or the mana dice will vanish from the source.*
-----------------
Data collected from games started.[docs.google.com]
All the scores submitted by players.[docs.google.com]
Comments and Error Reports.[docs.google.com]
-----------------
I would like to thank

Tragic - For his advice when I showed him my work, and his blessing to release it.
Zero-Integral - For his excellent models of the Mages & Volkare

My work is just an extension of the work done by the people who created Tragic's mod. Who knows where one person’s work ends and another's starts, so I will continue to list the thanks given by Tragic - Mr Stump, Lucky7, Raven, Benkyo , Jeronimous, If() and Cryptosha1.

DO NOT offer us money or any other form of gratuity. Just Likes and Favorites will do

Nothing beats playing the real thing. This game is the brain child of design god Vlaada Chvátil and published by the good folk at WizKids Games using amazing art from J.Lonnee. [wizkidsgames.com]
Popular Discussions View All (32)
10
10 Sep, 2024 @ 8:02am
Skill Move Bug
Raketo
47
10 Jul @ 5:27am
PINNED: Bug Reporting
Tuff-Luck
3
22 Oct, 2024 @ 1:24am
Anyway to add the compendium back manually?
Miladklb
1,639 Comments
Easy (nCore) 12 Jul @ 5:36am 
This mod looks incredible!
dedrop 27 Jun @ 1:44pm 
Start of current turn would be great. Maybe also the point where the script started a combat/interaction by moving tokens to your board?
Groule 25 Jun @ 11:56am 
Sorry, my post was confused...
I meant best option to me are :

- rewind to start of current turn
- rewind to start of current round


Thanks
Groule 24 Jun @ 10:12am 
Hi and congrats for this wonderful job you made .

To me, the most useful rewind stage would be be the start of the current turn. This is where most of the key decisions (strategy for the whole turn) are made before being engaged in a torrent of micro steps.

Starting from the beginning of the previous turn, not for me bc it sound like serious cheat lol, but why not for users that like to try out some different strategies...

Going back to the very start would be a weird choice. In this case, starting a new game seems more appropriate.
Tuff-Luck  [author] 21 Jun @ 7:07am 
If I were to script a rewind system into my mod, which points would be useful to rewind to? I can only think of three:-
-Start of current turn (a reset like discussed bellow)
-Start of previous turn (so I can debug easier mostly).
-and the very Start with the setup menu (achieved easy enough with a re-load).

I can record everything every turn, but the data being stored will get excessive. Would it be any use being able to step back through your entire game? Maybe pass it to someone else and see how they fair? But the deed deck gets randomised each round and the dice are random too, so I can't really see that working.

I sort of had this "game replay" idea going through my mind....but that might be too ambitious :-)
The Wise Wolf 9 Jun @ 9:26am 
Interesting approach.
To me rewinding always seemed a last resort.
I plan by just playing cards, taking them back to hand, etc.
I find that much easier than using the usually rather janky and stuttery rewind.
Especially to the issue with amount of states you mention. It's easy easier for me to just grab my cards back to hand and rethink.
dedrop 9 Jun @ 9:23am 
For me, rewinding is exactly how I pre-plan before committing. I try things out (without new reveals) and, if it doesn't work out, rewind back to start. Easier than manually dragging everything back to its place.
dedrop 9 Jun @ 9:21am 
The Wise Wolf: this one does a great job. Rarely any issues. The only challenge is that, between its and my fiddling, there are enough snapshots that I often have to hit back several times to rewind what I thought of as "one thing". Which is why it does take some back-load-back-load-... to find something like the start of a combat.
The Wise Wolf 9 Jun @ 7:38am 
I never thought about it like that, but I guess it makes sense rewinding is just like loading.
I guess I just find myself in situations where I would need it extremely rarely. Doubly so in MK where you usually pre-plan things like combat and only commit once you decide on the best course of action.
Tuff-Luck  [author] 9 Jun @ 7:33am 
Just posted a fix. That toggle button now unlocks the rewards claimed button, allowing the script to continue. Thanks for the report, hope not too many people got caught in that bug.

Rewinding is safe to do on my Mod due to the fact I planned on people saving their game half way through and continuing latter. Rewind is just loading an old save essentially. Other people write scripts for one session so don't save any of their data, making rewind a bit deadly.