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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).
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!
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.
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!
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!
* 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.
I ran into a series of delays, and my current updates are not complete, but I wanted to get Bishop and Magik into your hands, so I've uploaded the mod in an unfinished state. Have at it, and let me know if you run into any problems.
Here are the details of this update:
* Bishop and Magik have been added. The Age of Apocalypse scenarios are not yet included; I'll get to them as soon as I can.
* The scenario set-up area to the right of the table has been massively overhauled. Use the buttons at the top to switch between heroes, scenarios, modular sets, and mode. Once you've made all the necessary selections, click the "GO" button and the scenario will be set up. I've added automatic calculation of villain hp and scheme threat, but there's still a little ways to go for full scripting. Still, this version should make it faster and easier to start playing. This area will be getting a lot of work in the coming weeks to improve its appearance and functionality.
We've officially released the new mod to the world. You can find it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2824240402
Currently, this mod is identical to this development version we've been maintaining for the last several months, but that will change soon. The development version will be where we release new updates to test them out before we push them to the main mod. If you'd like to have early access to new features and additions, you can continue to use the development version. But keep in mind, it's more likely to be buggy.
Very soon -- hopefully within the next week -- we'll be pushing a major update to the development environment, which will include setting HP and threat counters when setting up a scenario and when advancing the villain or main scheme stage.
Now that I'm caught up on adding content, and there shouldn't be anything new until March, I'm going to get to work on scripting. I'll release a roadmap of planned features soon.
i also wanted to point out, would be really helpful to set auto hp for villains, it can be frustrating to click 30+ times each phase :)
The first thing I want to do is to add the cards for the NeXt Evolution scenarios, and then I'll start working on scripting the scenarios to make setup faster and easier. After that, the next big update will probably be to rebuild the deck building feature.
Let me know if you experience any problems!
This update includes all heroes that have been released, including Angel and Psylocke. I've also added missing card images for all hero cards, so you should be able to import any deck from Marvel CDB.
I've also added all scenarios through Mutant Genesis. The only scenarios that aren't in the mod yet are the ones from NeXt Evolution. However, currently, there is no scripting in the scenarios. When you select one, it will only place all of the cards for you, but it won't set any counter values or do any other setup. That will be coming soon.
I know it's taken us a long time, but we've finally completed a ton of work to make the mod much easier to maintain, and this weekend, we cleared a few final obstacles, so you should see updates pretty regularly going forward.
(Continued...)
When I attempted to play Nova hitting C for the constructed deck, it gave me ghost spider.
When I tried to load in a deck, it said it failed due to trying to find cerebro, but that card is not in my deck. However, it did say it found the correct name of the deck.
Cheers