Tabletop Simulator

Tabletop Simulator

WoW Board Game - scripted with configurable Expansions and Co-Op
SamuraiJackJr  [developer] 25 Jan, 2023 @ 3:35pm
Feature Request/Considerations
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  • Account for equipped items, powers and talents to increase quality of life (QoL)

TODO
  • Quality of Life Enhancements
    • Automate rewards for all cards
    • Automate board clean-up by dragging cards to Get Rewards zone
    • Automate component placement for all cards
    • Add zones to display available Powers and Talents
    • Implement snap points on the player sheets
    • Tackle Cross Faction Quests (players choose upper or lower)
    • Address Dungeon reward automation
    • Implement intelligent Event Automation (i.e. notify if + is drawn, enable easier switching of cards)
    • Improve Destiny Card to allow a new destiny card to be drawn when current is resolved
  • Implement Co-Op automation
    • Automated (17) replacement event cards courtesy of Niels
    • Automated (3) replacement event cards courtesy of crosybho for Outlands
    • Added Co-Op rules reference sheet added to the board and in the Notes
    • Removed (6) item cards tailored for PVP rewards: 3 from triangle, 3 from special, 1 from hexagon
    • Automate Niels' Co-Op rules for Auctions
    • Implement configurable Overlord Apprentice event behavior
    • Implement configurable time limit for Co-Op TBC Expansion
    • Auto-Advance turn-marker by (2) spaces for CoOp play
  • Miscellaneous Enhancements
    • Address enemy 3D model issues (color/scale)
    • Add alternate player sheets when not using Outlands instead of "blocker" on existing sheet
    • Add zones to hold cards not selected with Variant/Original Powers/Talents
    • Implement Veniym's animated player characters
Last edited by SamuraiJackJr; 1 Apr, 2023 @ 8:35am
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SamuraiJackJr  [developer] 19 Mar, 2023 @ 11:37am 
Major update - foundations implemented to address features with equipped items, talents, and powers starting with "passive" abilities of items and the Mage deck. I will complete the rest of the player decks and then circle back to implementing active abilities.

ABILITY TYPES OVERVIEW
** COMPLETED March 26 2023 ** PASSIVE ABILITIES:
These bonuses/features are "always on" and do not have other conditions required to trigger their bonuses. These bonuses will always be active and increase the base stats until unequipped. For instance, the "Gorewood Bow" in the Circle Deck grants three passive abilities: add 4 blue dice, reroll+1 and maximum energy is increased by 2. Another example is the variant power "Ice Armor" - it has a one-time cost to equip, then provides a permanent +2 green dice and +2 reroll ability. All of these abilities are accounted for in this implementation (including the energy cost to equip Ice Armor) and will be removed if they are unequipped.

** COMPLETED April 10 2023 ** ACTIVE ABILITIES:
These bonuses must be activated. Generally these include spells, scrolls, potions or powers that have an associated cost (energy, discard, etc.), or trigger an added effect if another power is used. For instance, "Soul Stealer" is a reward item in Shadowfang Keep Stage II. It has a passive ability (+2 red dice) AND an active ability (pay 1 health to add an additional +2 red dice). Another example is "Greater Healing Potion" in the Square Deck, which will regain 3 health AND requires you to discard the card.

NEXT ITEMS ON ACTIVE ABILITIES
  • Need to add "additional dice" logic (e.g. roll additional green dice when spotting a blue 7+)
  • Need to add "adjust threat" logic (e.g. reduce or increase threat of monsters)
  • Need to add "above maximum" health and energy restoration (e.g. temporary energy gain during a battle)

Conditional Abilities:
These bonuses are passively activated by other factors or require an active decision. For example, the Druid's "Ferocity" Tier 2 Talent adds an attrition and a reroll IF the player is in Bear or Cat form. Another example is the Paladin's "Holy Shock" Tier 2 Talent, which allows you to either add two blue dice OR heal a friendly player for 1 health.
Some Conditional Abilities will not be automated (e.g. things that increment a die value, things that require Spotting a die, etc.) but their effects MAY be "Activated". Many Conditional Abilities will be included in the "Active Abilities" phase so the player can choose to activate them. Where possible, this will be replaced in the Conditional Abilities phase to automate that.

Team Aura:
These bonuses may be either active or passive, but the scope extends to all friendly characters (or potentially, all opposing players). Examples of this include "Headmaster's Charge" which has a passive ability of adding two red dice AND a team aura impact of increasing maximum energy for the team for a given combat. Another example is the Mage level 4 power "Arcane Brilliance" which will increase the maximum energy during combat AND immediately regain 2 energy. This will be implemented last as it requires a very clean, simple way to enable passive and active abilities AND the ability to impact other player zones.
Last edited by SamuraiJackJr; 16 Apr, 2023 @ 1:31pm
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