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
3.136 MB
5 Jun, 2022 @ 11:04am
24 Jun @ 1:28pm
108 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://steamhost.cn/steamcommunity_com/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://steamhost.cn/steamcommunity_com/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).
65 Comments
SwedeRacer  [author] 16 May @ 2:21pm 
BTW, this version of the mod is the testing environment, but it doesn't get used much, so I may get rid of it at some point. You can find the regular version here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2824240402
SwedeRacer  [author] 16 May @ 2:21pm 
Hey, TruBlu, thanks for the feedback; I'm glad you're enjoying the mod!

The third minion issue is something that I just introduced with my last update; I have a fix for it, and will be pushing it out in the next day or two. In the meantime, when this happens, you can get the cards out of the zone by drag-selecting the whole stack and moving them out together.

I have code in place that is supposed to prevent encounter cards from being redirected to the zones when they're being dealt to players, but sometimes it doesn't work. I have plans to try to improve that.

I know it can result in extra clicks, but I decided to make you explicitly click the mode and the encounter sets when setting up a scenario, just to avoid mistakes (and since you always have to select a standard set, clicking one of these doesn't automatically imply that you will be playing in standard mode).
TruBlu 16 May @ 1:53pm 
Regardless of anything, this is still a fantastic mod. I really do appreciate your work. My friend buys the cards to play with me, but when they are not around, I cannot test any of the ideas that come to my mind, and I feel bad trying out brand new decks with them. This mod fixes that! Thank you very much!
TruBlu 16 May @ 1:52pm 
Just ran into an issue where I put down a third minion engaged with me, and suddenly all three moved to the far left, stacked themselves, and became immovable. It then spat an error. Something simple. I think it was just 'error unknown script' or at least along those lines.

Also, sometimes when I deal encounters it moves them to their correct slot while being dealt. I don't hate that, but when multiple encounters are being dealt, it does give extra information or disrupt the order of things.

Last thing is just a tiny thought, but could be a nice bit of QoL. When I select Standard 3, I am still asked to click on the Standard mode. I feel like Standard could be assumed until expert is clicked on, but maybe I am missing something!
MechaSage 6 May @ 3:21pm 
Huge thank you for making this and keeping up with updates.
SwedeRacer  [author] 20 May, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 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.