Tabletop Simulator

Tabletop Simulator

Fresco - scripted
Showing 1-10 of 16 entries
< 1  2 >
Update: 22 Aug, 2022 @ 3:34am

Bug fixes for three player games. Hat tip to Will for reporting them.

Update: 22 Aug, 2022 @ 3:26am

Update: 20 Sep, 2021 @ 3:03am

Updated the "Rules" in the notepad to reflect the changes to the mod's interface.

Update: 20 Sep, 2021 @ 3:01am

Removed the "Hidden Zones" button, and changed the Set Market button to "Next Round". In the process, individual "Ready" tokens (from a Decrypto mod) have been implemented to reduce the player cooperation required to reveal the planned actions.

The hidden zones will be raised when the next round is started; they will be lowered when all players indicate they are ready. Code has also been put in place to prevent other players from flipping your token (so only the red player can flip the red ready token, etc.)

Update: 1 Nov, 2020 @ 12:18am

- Replaced all Fresco tiles with fresh scans (for consistency, and to try to make the colours more distinguishable.)
- Money tokens are now stackable, for easy counting.

Update: 30 Sep, 2020 @ 3:21am

- Updated six tiles to make their red more distinguishable from orange.
- Extend the planning board flipping to the standard game end condition (6 or fewer fresco tiles remaining)

This is now essentially done. Bug reports (especially with details of how to reproduce the issue) welcome.

Update: 27 Sep, 2020 @ 12:27am

- Bischop's Favours module scripted
- Nuke the extraneous bags once the game has been set up.
- Clean up the locations to which tiles, apprentice locations, etc. are dealt to players so they're laid out neatly - even if all modules are used.
- Extend the planning board flipping to the portrait game end condition (final two portraits revealed)
- Scripted the "set market" action for the portrait module.
- Removed an extraneous snap point in the middle of the fresco. (Hat tip to RangaKoo for noting this issue.)
- Rearranged medico apprentice tile cheat sheets to not conflict with other modules' boards or pieces. (Hat tip to RangaKoo for noting this issue.)
- Removed the extra pawn.
- Move the bishop token to the centre fresco location after setup is done.

Update: 19 Sep, 2020 @ 10:53pm

- Medico module - "Set Market" and "Hidden Zones" actions (to set out potions and reveal the infected location, respectively)
- Fix the start game button to only start when three or four players are seated.
- "Set Market" will now automatically flip the players' planning boards when the final round is hit, based upon the rules for the Medico module. (the last location tile is drawn).

Update: 17 Sep, 2020 @ 4:17am

Scripted the setup of the Medico module. Note that this module does not yet have actions scripted for the round end ("set market") and post-planning phase (for revealing the infected location).

Update: 12 Sep, 2020 @ 8:59pm

- Found and fixed a bug in the Glazier module (the set market button would work in three player games, but not properly in four player games.)
- Redirected all assets to my Steam cloud space, instead of relying on the imgur hosting used by earlier iterations of this module.
- Changed the bell tokens to be a deck of cards.
- Set Market now handles the bells module correctly.