This patch addresses the recent downtime due to issues with the Steam Cloud and includes a couple of additions and fixes to the game.
- Fixed a major issue with steam cloud url format causing loading issues.
- All save files on load are converted to the new url format. (http://cloud-3.steamusercontent.com/ -> https://steamusercontent-a.akamaihd.net/)
- Old cache files will load even with these new urls so we don't have to redownload everything and waste space on storage.
- Added player color to typing indicator below chat
- Added component_hotkey_state_change console command/ misc setting. nolt/1828
- Hand Select Mode working for Lua (player.chooseInHand / player.chooseInHandOrCancel)
- Changed chooseInHand so it is now a feature of HandZone, instead of Player.
This makes more sense from a game perspective, and will now work with hotseat, won't mess up if the player for instance changes their seat. Instead of setting a callback when you start the hand select mode you provide a label, and when a player ends hand select mode this event will fire:
onPlayerHandChoice(player_colour, label, chosen_objects, confirmed)
- Made magnify zoom slightly larger.
- Added a console command magnify_zoom_size to control this size.
- Added this settings to the misc UI settings menu.
- Fixed alt zoom not working on hand objects when they are not on screen.
Tabletop Simulator & DLCs Half Off During the Steam Spring Sale!
The Steam Spring Sale has sprung! With the start of the new season, why not take advantage of these blooming discounts? TTS & DLCs are half off now through March 23rd! Shop the sale here! Looking for new games to try on Tabletop Simulator? Check out the March 2023 Kickstarter Bulletin on the TTS Blog here! Want to digitalize your creations on TTS but dont know where to start? Check out our Learning Lua series where you can learn the coding basics needed on Tabletop Simulator! Part 1 is out now! https://store.steampowered.com/app/286160/Tabletop_Simulator/
Half Off TTS & All DLCs During The 2022 Steam Winter Sale
'Tis the season for some last-minute shopping! Whether you need that one final gift or are looking for a fun way to ring in the new year, the Steam Winter Sale has you covered with TTS and DLCs at half-price! Take advantage of this deal from now until January 5th! Head over to the sale now! The Tabletop Simulator Blog also has you covered with 10 awesome Holiday games to play on TTS this year! The Tabletop Simulator Blog also has the annual TTS Board Gamer Gift Guide for all your final present shopping needs!
Shop The Sale Now!
https://store.steampowered.com/app/286160/Tabletop_Simulator/
Half off Tabletop Simulator and all DLCs!
Get an early start on your Black Friday & holiday shopping during the Steam Fall Sale! Now through November 29th take advantage of TTS & DLCs being half off and SHOP THE SALE HERE! Need ideas on what to play next on TTS? Why not check out the Tabletop Simulator Blog to find hundreds of original games available to play now! Find everything from early-stage playtesting, to well-established titles, to crowdfunding previews! Head Over To The Sale Now- https://store.steampowered.com/app/286160/Tabletop_Simulator/
The long-awaited 13.2 Update is here! This patch addresses some of the most requested features and bug fixes including Discord game join support, Valve Index support for VR, a chat typing indicator, and much more! Improvements
- Added a typing indicator that shows up next to the player name and chat window. (Note: it will only show typing that you will be able to see, not if typing to another team) https://tabletopsimulator.nolt.io/785
- The deck deal-to-color wheel now handles a number typed on top of it, dealing that many cards to the relevant player(s). https://tabletopsimulator.nolt.io/738
- Right-clicking on slider bar will open dialog allowing for text entry of value. https://tabletopsimulator.nolt.io/730
- Added confirmation prompt to table flip. https://tabletopsimulator.nolt.io/782
- Randomizing while hovering over the hand with nothing selected will randomize the entire hand. https://tabletopsimulator.nolt.io/864
- Visualize Looking For Player on Host - Can be easily disabled from there as well
- Added visual indication for when an object is dropped into a container. Control with ui_container_enter_indicator console command / misc setting. https://tabletopsimulator.nolt.io/736
- Added move left & move right options to rotation value UI. https://tabletopsimulator.nolt.io/947
- Added search to PDF. https://tabletopsimulator.nolt.io/971
- Changed tooltip text on rewind slider to display time as minutes and seconds.
- Enabled Metal support for Marmoset shaders fixing Mac rendering issues.
- Group action will now put the objects into a bag as long as only one bag is present in the selection and no other combinations of decks/stacks were made. You can use the group_into_bag_first command / misc setting to override the last condition, putting everything into the bag if it's the only one (ahead of combining into decks/stacks). https://tabletopsimulator.nolt.io/1594
- Added logging of pertinent URL when a game asset fails to load.
- Added showing your hand to another player (right-click a card in your hand and select Show Hand->
. https://tabletopsimulator.nolt.io/409 - Updated Unity version to 2019.4.40 for better stability and bug fixes.
- Can now invite people to join your game from within Discord.
- Can now ask to join a player's game from Discord and they will be given an in-game popup to accept or decline this request.
- Joining a game from within discord will launch the game and join the server with one button press.
- Discord will automatically supply the password for the server if it exists making joining even more seamless.
Search
- Added feature to search: when searching decks you can specify a number of cards N, and only the top N cards will appear in the search window. This allows for "Peek"-like actions. https://tabletopsimulator.nolt.io/713
- When a player is searching a deck and changes the order of the deck by moving a card, the movement is logged in the Game chat. You can disable seeing this via the console command / misc setting container_logging.
- Added default bindings for Index controllers.
- Add Outside walls to FoW https://tabletopsimulator.nolt.io/648
- Increase revealer height range (negative values are now allowed as well)
- Fixed Custom Models create before the FoW not loading in correctly when inside FoW. https://tabletopsimulator.nolt.io/454 https://tabletopsimulator.nolt.io/
- Fixed FoW can be seen through with the magnify tool by any player https://tabletopsimulator.nolt.io/1027
- Fixed objects are not hidden by Fog of War when different player is revealing them (https://tabletopsimulator.nolt.io/1586)
- Fixed revealer outlines not hiding when switching colors.
- Added support for custom fonts, sprites and audio clips in XML UI using AssetBundles. https://tabletopsimulator.nolt.io/41 https://tabletopsimulator.nolt.io/292
- Added accessible Lua enum available as UI.AssetType for XML UI. (UI.AssetType.Image & UI.AssetType.AssetBundle)
- Upgraded to XmlLayout 1.97
- Fixed XML GUI "colors" field does not properly support Unity colors https://tabletopsimulator.nolt.io/388
System Console
- Added quit console command. https://tabletopsimulator.nolt.io/803
- Added spectator_show_game_ui command to allow hiding of UI elements in spectator screen. https://tabletopsimulator.nolt.io/836
- Added command and misc setting deck_can_spread_facedown; when enabled and you perform a spread action on a face-down deck, the cards will remain face-down instead of being flipped. https://tabletopsimulator.nolt.io/860
- Added help -c option for console command, which outputs all help text to the clipboard. https://tabletopsimulator.nolt.io/788
- Added framerate_custom_cap command. https://tabletopsimulator.nolt.io/1708
- Added autosave_games_window_count command / misc setting to control the number of slots on top Games window which may display an autosave. Defaults to 1. https://tabletopsimulator.nolt.io/1001
- Added onPlayerChatTyping(player, typing)
- object.Container.Search(player, cards = -1) - activate search window for player, optionally limited to top N cards.
- Callback generated by object.addContextMenu changed: f(player_color) is now f(player_color, object_position, object).
- Added object parameter to onPlayerPing event
- Added calls for built-in dialog windows:
- player.showInfoDialog(info)Displays info string to player.
- player.showInputDialog(callback, description, default_text)Simple text input. Callback is called as f(text) if user hits OK.
- player.showMemoDialog(callback, description, default_text)Large text input. Callback is called as f(text) if user hits OK.
- player.showOptionsDialog(callback, description, {options}, default_value)Options Dropdown. Callback is called as f(option_text) if user hits OK.
- player.showColorDialog(callback, default_color)Color picker. Callback is called as f(color) if user hits Apply. https://tabletopsimulator.nolt.io/1343
- Added LuaPlayer.copy(objects) and LuaPlayer.paste(position).
- Added zone.getObjects(true), which includes all objects in zone regardless of tags.
- Added language support to addContextMenu. https://tabletopsimulator.nolt.io/1646
- If an object has its alt_view_angle set it will use that angle when viewed in container search. https://tabletopsimulator.nolt.io/1575
- Added gizmo_selectable for Objects
- Fixed search window ignoring tryObjectEnter/onObjectEnter events. https://tabletopsimulator.nolt.io/778
- Validate (numeric) enums coming from Lua are not out of range.
- Fixed Lua lighting, turns, and hands not networking syncing when changing settings. https://tabletopsimulator.nolt.io/1703 https://tabletopsimulator.nolt.io/1085
- Fixed Layout zone not sorting by Memo. https://tabletopsimulator.nolt.io/1624
- Fixed getObjectsWithTag returning incorrect values. https://tabletopsimulator.nolt.io/1718
- Fixed Color.fromhex not working when alpha was omitted. https://tabletopsimulator.nolt.io/1631
- Fixed lua object.hasAnyTag() not working when a deck inherited its tags from its cards. https://tabletopsimulator.nolt.io/1593
- Added member variables lut_index, lut_contribution, lut_url.
- No longer need to call apply() to trigger an update any change will automatically apply.
- Added support for editing materials vars from Lua. https://tabletopsimulator.nolt.io/724
- Added new class called material.
- Added getMaterials() and getMaterialsInChildren() functions to GameObject. Materials function very similarly to Components:
- GameObject game_object
- String shader
- set()
- get()
- getVars()
- Fixed issue with cards getting stuck in player hands and other issues with decals and zones. https://tabletopsimulator.nolt.io/386
- Fixed issues with player color names being static on the hexagon and octagon table. https://tabletopsimulator.nolt.io/476
- Fixed objects flying around when rewinding by freezing them one extra frame. https://tabletopsimulator.nolt.io/839
- Fixed cards with states break hand zones when you shuffle them. https://tabletopsimulator.nolt.io/1702
- Fixed issue with bbcodes being stripped out of UI text when translated with language codes. https://tabletopsimulator.nolt.io/522
- Fixed action triggering at the point key is assigned to it. https://tabletopsimulator.nolt.io/792
- Fixed spectator_activate_with_resolution not working correctly when used in autoexec. https://tabletopsimulator.nolt.io/885
- Fixed rotation values not displaying sum for some totals. https://tabletopsimulator.nolt.io/917
- Fixed Layout Zone has the Reversed option enabled then decks being spread into it will be reversed. https://tabletopsimulator.nolt.io/729
- Fixed end_turn command not working in hotseat mode. https://tabletopsimulator.nolt.io/726
- Fixed objects becoming visible when grouping. https://tabletopsimulator.nolt.io/948
- Fixed XML UI
tags not allowing for < > & . https://tabletopsimulator.nolt.io/941 - Fixed mouse centering when moving with keyboard while UI disabled (via F11). https://tabletopsimulator.nolt.io/930
- Fixed scripting zones triggering leave events when returning to main menu. https://tabletopsimulator.nolt.io/929
- Fixed trying to add a tag to an object which already exists on other objects not working. https://tabletopsimulator.nolt.io/978
- Fixed incorrect packet error when in hotseat mode.
- Fixed objectEnterContainer indicator cleanup.
- Fixed dropdown UI sometimes appearing beneath its parent window.
- Fixed alt zoom working with XML UI.
- Fixed hidden decks with custom backs being revealed when dealt.
- Fixed Gizmo tool being unable to click on objects with the Drag Selectable toggle turned off (note that while selecting you can override this toggle by holding shift).
- Fixed Layout zone not sorting by Memo. https://tabletopsimulator.nolt.io/1624
- Fixed game taking a long time to return to main menu when lots of objects present on table. https://tabletopsimulator.nolt.io/1720
Half off Tabletop Simulator and all DLCs!
The Steam Summer Sale has started! So beat the heat on TTS & take advantage of these sizzling deals now through July 7th! Shop The SALE HERE! Need ideas on what to play next on TTS? Why not check out the Tabletop Simulator Blog to find hundreds of original games available to play now! Find everything from early-stage playtesting, to well-established titles, to crowdfunding previews! Head Over To The Sale Now- https://store.steampowered.com/app/286160/Tabletop_Simulator/
Tabletop Simulator and all DLCs are 50% off now during the Steam Winter Sale! Get in your last-minute holiday shopping and ring in the New Year by getting Tabletop Simulator and all DLCs half-off! Sale runs from December 22, 2021 9:55am PT- January 5, 2022 10:05 PT!
Head Over To The Sale Now-
https://store.steampowered.com/app/286160/Tabletop_Simulator/
Tabletop Simulator is 50% off this week during the Steam Autumn Sale! Get started on your holiday shopping by getting Tabletop Simulator half-off and taking advantage of all DLCs being on sale too!
https://store.steampowered.com/app/286160/Tabletop_Simulator/
Summer Sale, Survey & Hiring!
[olist]
We have a new DLC game available for you today - Aventure Mart
Only the host needs to own the DLC 2 - 4 Players | Ages 13 & Up | 45-60 Minutes Playing Time From dank dungeon entrances to magical market squares, Adventure Marts magically pop into existence wherever they are needed. Busier locations require more than one store, and each one needs a manager that's where you come in! Outsmart your competition and serve a fantastical array of adventurers as you battle to make more gold than your opponents! Adventure Mart is a fresh new take on deck-building games with added twists and plenty of player interaction. The life of a store manager is brief, but glorious. Can you become "Manager of the Week"? Or will you be banished to the abyss?
Check out Adventure Mart here:
https://store.steampowered.com/app/1621110/Tabletop_Simulator__Adventure_Mart/
Update v13.1 Native File Browser, Cloud Manager & Rewind Time Improvements, Optimizations, and much more!
This patch we wanted to focus on bug fixing, optimizations, and working through the feedback the community has provided for us on our new feedback website: https://tabletopsimulator.nolt.io/roadmap We have found the feedback website to be instrumental in helping us work on the most important features and the fixes you guys would like to see, and we will continue to use this for our future updates. Since going live we have implemented 96 suggestions left by the community on nolt! If you have any feedback of suggestions of your own you can head on over to https://tabletopsimulator.nolt.io/
Native File Browser
- Added a native file browser as an alternative to the built-in one. (your OS file browser)
- The native file browser supports selecting multiple files where applicable.
- VR still uses the built-in file browser to ensure interaction still works.
- Added console command `file_browser_native` and also added it to the misc settings menu.
Cloud Manager Improvements
- Cloud Management should overall work much better and be less frustrating to use. https://tabletopsimulator.nolt.io/52
- Cloud manager can now upload multiple files at once using the new native file browser.
- Fixed cloud manager reseting to the root path every time you upload or delete something.
- Fixed cloud manager folders not showing up until you open the cloud manager one more time. https://tabletopsimulator.nolt.io/310
Rewind Time Improvements
- Rewind and fast-forward has been revamped with better controls and more information. https://tabletopsimulator.nolt.io/393
- Can now rewind time in multiple steps with the new time slider.
- Can now see the number of time steps in each direction.
- Rewind states now are only being created if something has changed since the last rewind state.
- Rewind now works for promoted players instead of just the host.
General
- Updated Unity to 2019.4.23 for bug and stability improvements.
- Added support for multiple auto save files. The default is now 3 and can be changed in the console and misc settings. https://tabletopsimulator.nolt.io/582
- Broadcast message now appear at the top to better match up with the sliding out animation and fades out smoother. https://tabletopsimulator.nolt.io/448
- Renamed save file "Expand" to "Search" to better reflect what it does.
- Added Custom Music to the save file "Search" to make it easier to bring over music from one save to another.
- Added Music to Workshop asset tags.
- Added "chat_input_clear_on_dismiss" console property. May be set to OFF to allow clicking away from the chat input field without losing partially written chat messages.
- Rotation values now store their data as strings instead of objects in the save file.
- Added EpochTime to save files.
- Changed misc option / console command "keyboard_single_digit_draw" to "keyboard_single_digit_by_default" - it is now used whenever you type on any component (e.g. when changing component states). If enabled you can still type higher numbers by starting with a `0`. https://tabletopsimulator.nolt.io/187
- Added "end_turn" command. https://tabletopsimulator.nolt.io/130
- Grouping individual cards will now give the formed deck any tags which *all* the cards share. https://tabletopsimulator.nolt.io/657
Optimizations
- Greatly reduced the lock up when spawning lots of objects, such as when loading a save file.
- Reduced ram usage by about ~100 MB thanks to shader stripping.
- Save/Workshop file "Search" is now much faster with less chance of a hard lock up.
- Optimized network serialization to generate less garbage and cause less stutters.
- Optimized under the hood cloning code.
- Save file info now caches significantly faster (Less waiting when opening the Games menu).
- Reduced network bandwidth for impact sounds.
Lua
- Added previous turn color player as second param for onPlayerTurn event.
- Added Object.getZones() that returns all the zones that the object is interacting with. https://tabletopsimulator.nolt.io/219
- Added onObject(Enter/Leave)Zone that works on all zones instead of just scripting zones. https://tabletopsimulator.nolt.io/85
- Added support for all zones with getObjects(). https://tabletopsimulator.nolt.io/613
- Added UI.loading bool to see if the UI is still loading on this Object.
- Added lua object.getJson(bool indented) to disable indenting.
- Added (Global) tryObjectRotate(object, spin, flip, player_color, old_spin, old_flip). spin & flip values [0, 360] degrees.
- Added (Object) tryRotate(spin, flip, player_color, old_spin, old_flip).
- Added (Universal) onObjectRotate(object, spin, flip, player_color, old_spin, old_flip).
- Added (Object) onRotate(spin, flip, player_color, old_spin, old_flip).
- Added (Universal) onPlayerPing(player, position). https://tabletopsimulator.nolt.io/28
- Added (LayoutZone) `object.LayoutZone.getOptions()`, `.setOptions({options table})`, `.layout()`
- Added (LayoutZone) `onGroupSort(table group, bool reversed)` and `onZoneGroupSort(object zone, table group, bool reversed)` lua events: return table in desired sorted order, or false to allow default zone behaviour. If present they take precedence over the selected sort in the zone options.
- Ensured LuaWebRequest's text no longer raises a null reference exception when no downloadHandler is set.
- Object.getData() now correctly omits null value keys.
- Fixed being able to addAttachment with the Table bricking the game. https://tabletopsimulator.nolt.io/413
- Fixed being unable to lua object.deal() to index hands greater than 1. https://tabletopsimulator.nolt.io/400
- Fixed issue with on[Enter/Leave]ScriptingZone was firing multiple times in a row. https://tabletopsimulator.nolt.io/176
- Fixed Book setHighlight()/clearHighlight() bug. https://tabletopsimulator.nolt.io/270
- Fixed minor bug whereby RPCLookAt was using the yaw after validating the pitch (instead of validating the yaw).
- Fixed lua Player.getAvailableColors() can have repeats. https://tabletopsimulator.nolt.io/536
- Fixed issue with tryObjectEnter/tryObjectEnterContainer only firing for the first object dropped in a bag. https://tabletopsimulator.nolt.io/150
- Fixed tryObjectEnter/tryObjectEnterContainer not being passed the object entering when the container was a stack. https://tabletopsimulator.nolt.io/477
- Fixed data/JSON round-tripping i.e. spawnObjectData({data=JSON.decode(JSON.encode(container.getData()))}).
- Fixed Lua core mishandling of nil table inserts i.e. table.insert(tab, 1, nil).
Lua Player Action APIs
An API that fires when a user performs an action. You may return false to prevent the action. As opposed to onObject* events, actions are fired once per user action, rather than once per object affected. Added (Universal) onPlayerAction(player, action, targets). targets is a list of Objects and action will be one of:
- Player.Action.Select
- Player.Action.PickUp
- Player.Action.RotateIncrementalLeft (Q)
- Player.Action.RotateIncrementalRight (E)
- Player.Action.RotateOver (Alt + F, whilst held)
- Player.Action.FlipIncrementalLeft (Alt + Q, whilst held)
- Player.Action.FlipIncrementalRight (Alt + E, whilst held)
- Player.Action.FlipOver (F)
Player.Action is not a table, but you may still do:
- for name, value in pairs(Player.Action) do
- log(Player.Action)
Nolt Links:
- https://tabletopsimulator.nolt.io/35
- https://tabletopsimulator.nolt.io/69
- https://tabletopsimulator.nolt.io/379
Lua Value and Value Flags
- Value now persisted in ObjectState.
- Summing of Value now takes into consideration stacks. https://tabletopsimulator.nolt.io/12
- Objects with differing Value or ValueFlags are no longer stackable.
- Selected objects will now have their `value` summed according to their tags.
- value_flags will continue to work like before, but are now deprecated in favor of object tags.
Fixes
- Fixed an issue loading custom assetbundles when they were created and destroyed in very quick succession. https://tabletopsimulator.nolt.io/486
- Fixed a potential memory leak with custom assets.
- Fixed voice chat not working with MacOS 10.13 as minimum.
- Fixed global contextual menu bugging out. https://tabletopsimulator.nolt.io/428
- Fixed issue with objects not hiding as fast inside hidden zones. https://tabletopsimulator.nolt.io/249
- Fixed issue with lua onLoad() not triggering when the game has been running for a while. https://tabletopsimulator.nolt.io/437
- Fixed {verifycache} on url checking Last-Modified header being case sensitive. https://tabletopsimulator.nolt.io/521
- Fixed Fog Of War not working correctly with multiple collider objects.
- Fixed GM pointer not hiding in fog of war zones.
- Fixed Fog of War revealer contextual text being offset.
- Fixed stacking of objects (stacks) in the presence of tags.
- Fixed a event memory leak on Tablet.
- Fixed inversed hiders i.e. Hands.hiding = 2 (Reverse) hiding mode.
- Fixed destroy all text tools not working. https://tabletopsimulator.nolt.io/253
- Fixed issue with mahjong tiles rotating strangely. https://tabletopsimulator.nolt.io/140
- Fixed snap visualizer revealing hidden objects in hands.
- Fixed issue with Custom AssetBundles hierarchy being indeterminate when using a secondary bundle. https://tabletopsimulator.nolt.io/637
- Fixed bug with chips stacking with wrong names and wrong objects. https://tabletopsimulator.nolt.io/478
- Fixed typo in LayoutZone HorizontalSpread value, you might need to set this value again for your save file. https://tabletopsimulator.nolt.io/585
- Fixed zone click interactions.
- Fixed objects hiding when they shouldn't.
- Fixed missing "Pass Turn" option in hotseat mode. https://tabletopsimulator.nolt.io/595
- Fixed 3D pointer being visible beneath 2D pointer when using picture-in-picture. https://tabletopsimulator.nolt.io/397
- Fixed highlighting not working in VR. https://tabletopsimulator.nolt.io/425
- Fixed XML UI buttons not working correctly in Hotseat mode. https://tabletopsimulator.nolt.io/243
- Fixed user defined hotkeys not working while hovering over UI. https://tabletopsimulator.nolt.io/519
- Fixed tags not syncing on player connect. https://tabletopsimulator.nolt.io/431
- Fixed player hands failing to load when loading a save file. https://tabletopsimulator.nolt.io/492
- Fixed issues with translated URLs: not cleaning up correctly and not working for UI assets.
- Fixed issue with music persisting through loading different mods. https://tabletopsimulator.nolt.io/107
- Fixed issue with the table and some objects being white when connecting to host. https://tabletopsimulator.nolt.io/432
- Fixed reverse Hidden Zones overlapping stopping hiding. https://tabletopsimulator.nolt.io/456
We have a new DLC game available for you today - Rise Of Tribes Only the host needs to own the DLC 2 - 4 Players | Ages 13 & Up | 30-60 Minutes Playing Time In ancient prehistoric times, you have discovered a new land with plentiful lakes, mountains and forests (and apparently many stone rocks that shall be called dice). Your people can develop new things like basketry or find oxen or simply GROW and conquer. In Rise of Tribes, players control a tribal faction in prehistoric times looking to GROW, MOVE, GATHER, and LEAD their people. The board is modular, composed of hexes in various terrain types. Each hex has a population limit. Players manage the number of tribe members they place on any one hex to either trigger or avoid conflict. Check out Rise Of Tribes here: https://store.steampowered.com/app/610709/Tabletop_Simulator__Rise_of_Tribes/
Tabletop Simulator is joining Steams Remote Play Together Event by going on sale!
Now through the 29th at 10 am PDT, Tabletop Simulator is 50% off and all DLCs are on sale (excluding One Night Ultimate Werewolf).
https://store.steampowered.com/app/286160/Tabletop_Simulator/
We have a new DLC game available for you today - One Night Ultimate Werewolf! Only the host needs to own the DLC 3 - 10 Players | Ages 13 & Up | 10 Minutes Playing Time This DLC includes the Daybreak expansion. One Night Ultimate Werewolf is a fast-paced game for 3-10 players where everyone is dealt a secret role. Many of these roles have special abilities that will aid that player in gaining information. In the course of only one night and the following morning, the players will determine who among them is a werewolf...hopefully. One Night Ultimate Werewolf is a condensed version of the party game Ultimate Werewolf that does not require a moderator. There's no elimination, and each game lasts about 10 minutes. Check out One Night Ultimate Werewolf here: https://store.steampowered.com/app/610708/Tabletop_Simulator__One_Night_Ultimate_Werewolf/
We have a new DLC game available for you today - Mistborn: House War Only the host needs to own the DLC 3 - 5 Players | Ages 13 & Up | 60-120 Minutes Playing Time Become the head of a Great House of Luthadel in this game of negotiation and betrayal set in the world of Brandon Sanderson's Mistborn novels. Contend with myriad problems plaguing the Final Empire rampaging koloss, disease, social unrest, even the heroes of the novels and with every step jockey for the Lord Ruler's favor. At the end of the story, will you rise to power and prestige or fall in ruin and disgrace? Mistborn: House War is a resource-management game set during the events of the first Mistborn novel. Three to five players assume the roles of various factions and must work together to solve the "Problems" facing the Final Empire. In order to solve these problems players must expend a certain combination of resources, but in return they receive Favor from the Lord Ruler. Each round, players produce resources (food, money, prestige, skaa, warriors, and atium) in different proportions and combinations based on their faction. You can convert between different resources to get something that is missing, but in the long run the players must work together, pooling their resources, to succeed. Check out Mistborn: House War here: https://store.steampowered.com/app/610707/Mistborn_House_War/
Lunar New Year Sale!
To Celebrate the Lunar New Year Tabletop Simulator is 50% off! All DLCs are on sale (excluding Down In Flames: Locked- On). No matter where you are in the world, kick off the Year of the Ox by playing games with friends and family near and far.
Shop Now!
https://store.steampowered.com/app/286160/Tabletop_Simulator/
We have a new DLC game available for you today - Down In Flames: Locked-On Only the host needs to own the DLC 1 - 6 Players | Ages 13 & Up | 15-30 Minutes Playing Time Down in Flames: Locked-On brings the Down In Flames system to the jet age, by adding missile combat and range. The "one hit one kill" sudden death nature of modern combat, makes this game very different than earlier versions of Down In Flames! Multiple campaigns from the 1970s through modern day give players a variety of scenarios. During these campaigns, players will perform air combat missions to escort their strike aircraft to the target. Down in Flames: Jets provides the fast-paced feel of air combat developed during the other games in the series, with streamlined rules and an intuitive, fast-playing game system. Check out Down In Flames: Locked-On here: https://store.steampowered.com/app/610706/Tabletop_Simulator__Down_in_Flames_LockedOn/
Hey everyone it's been a while, but we have a huge patch for you guys today!
The headline feature is Tabletop Simulator now supports translations for all 29 languages supported by Steam. The game has been translated with the help of google translate but we also added support for creating your own translations and sharing them on the Workshop. Using google translate is an exciting jumping off point for a more global user friendly experience, however, recognizing google translates limitations we are also excited to see what native speakers in the community can come up with for the most authentic multilingual game play experience. Furthermore, the translation support is extended to all of your great mods out there. Now players can participate in the same game with different localized text or assets based on their selected language. We've also upgraded the game's engine (everything should run smoother), added layout zones (automatically lay out cards easily), and added object tags (easily filter system interactions). We have a bunch of other great new features, upgrades, and fixes you can read about all below. Finally we are launching a new method for collecting user feedback and bug reports found at https://tabletopsimulator.nolt.io/. This will allow us to better connect with the community for a more fluid and streamlined feedback loop, including increased visibility into our process. The new system allows you to easily make suggestions and upvote and downvote other community member ideas in a similar style to reddit. Additionally, the community will now be able to see our progress on implementing suggestions, fixes, and new features through the roadmap tool.
Updates, Optimizations, and Cleanup
- Updated Unity version to 2019.4 LTS.
- Enable graphics jobs, free performance by multi-threading the rendering (benchmarked up to 25% increase in fps).
- PhysX version upgrade gives better accuracy and performance in a variety of cases.
- Video player is now using hardware decoding on the gpu making video textures more performant.
- Updated tablet chromium version which now supports mp3.
- Updated Dissonance voice chat plugin.
- Voice chat is now working on Linux again.
- Updated Lua Moonsharp to 2.0.
- Lots of code refractoring and cleanup to facilitate faster updates in the future.
- Reduced ram usage, by lower the number of variants for our custom DXT5nm Standard shader.
- Optimized a lot of physics code to use non gc allocing functions.
- Greatly sped up updating Workshop mods on initial load.
- Optimized the netcode to be more performant on the cpu.
Translation
- Added translations for most common languages using google translate. Access Language menu via the button in the bottom right of the main menu, or in the menu bar of the Configuration window.
- Added the ability to create your own translations for the default UI and share them on the Workshop.
- Added localization support for your text fields. This allows you to translate your mods for different languages. Example: {en}Hello {fr}Bonjour {de}Hallo
Dutch, [es-419]Spanish (Latin America), [da]Danish, [fi]Finnish, [nb]Norwegian, [ro]Romanian, [uk]Ukrainian, [el]Greek, [vi]Vietnamese, [bg]Bulgarian, [arb] Arabic
Object Tags
New mechanics which allows objects to selectively interact with game systems. If a system (e.g. a hidden zone, a hand zone, etc.) has a tag set, then only objects which share a tag with it will interact with it. Taggable systems:
- Hidden zones
- Randomize zones
- Hand zones
- Layout zones
- Fog-of-War zones
- Scripting zones
- Snap points
Zones
Hand, Hidden, and Random zones should perform much faster and no longer slow down the game. Zones now work correctly when there are multiple colliders attached to the same Object. (TODO: LayoutZone and FogOfWarZone) Zones now all have a right-click context menu. Left-click will open the zone-specific menu that used to be on right-click.
Layout Zones
New Zone tool (in the zone tool popout) which allows you to automatically lay out objects (primarily cards) across the table. Deploy like any other zone, then left-click and hit the cog to change its settings. Especially useful for card games in which you lay melds on the table (like Gin) or which have trick-taking (Whist, Bridge, etc.), but can also be used to simply arrange a bunch of objects in a grid without locking them to it. Features include:
- Filter affected objects (face-up/down, non-cards, etc)
- Split/Combine decks.
- Set to Manual Only for one-off arranging.
- Automatic sorting of objects inside groups based on Name, Description, etc.
Hotseat
- Improved turn transitions.
- Added ability to set player names.
- End Turn button now shows current player instead.
- Added some Misc Settings, detailed below.
- Fixed object visibility.
- Fixed a bunch of bugs in the Lua API relating to Hotseat mode.
General
- Added "Order" option to contextual menu for bags (LIFO, FIFO, and Random).
- Spawn mode now works off objects in the void.
- Picking up objects that are teleported from out bounds now snap to the mouse nicer.
- When cloning/spawning objects you may hold the left mouse button down and move the mouse to spawn multiple objects.
- Buttons will now only appear on Books (i.e. PDF objects) when you hover the mouse over them. This can be disabled in Misc Settings.
- Decks now have a Spread action in the right-click menu; spreads the cards out across the table. Distance between cards is set in Misc Settings.
- NGUI now shows up on objects in the onscreen hand view and optimized it when alt zooming. (XML UI still doesn't work)
- Added description to the tooltip when searching a container.
- Workshop loading wheel above chat is always spinning now when updating.
Lua:
- HandZones are now Objects like everything else.
- Added Lua Hands.getHands() and get/setValue() string Color for Hands Objects.
- Added Lua WebRequest.custom(string url, string method, bool download, string data, Dictionary
headers, Closure callbackFunction) - Lua getAllObjects() is now instantly updated to add or remove when an object is spawned or destroyed.
- Added Hands class to Lua with members (bool enable, bool disable_unused, int hiding) sames as the hands menu.
- Deck no longer populates cards with its script and script state.
- Added tryRandomize(player_color) and tryObjectRandomize(object, player_color) for when someone tries to shuffle/roll/randomize an object. Returning false will prevent randomization.
- Added onBlindfold(player, blindfolded) event, triggered when a player puts on or takes off blindfold.
- Added object.alt_view_angle property: when non-zero the Alt view will use the specified Euler angle to look at the object.
- Added object.getPositionSmooth() and object.getRotationSmooth() return the current smooth move target and null if not moving.
- Added object.isDestroyed() returns true if an object is (or will be) destroyed.
- Deprecated object.tag property: use object.type instead.
- Deprecated filter... commands: now use prefix try.... e.g. tryObjectEnter.
- Added object.memo, a string you can store info in on an object.
- Stopped the ability to spawn Tables using spawnObject.
- string getTable()
- bool setTable(string name)
- string getCustomURL()
- bool setCustomURL(string url)
- Object getTableObject()
- Backgrounds:
- string getBackground()
- bool setBackground(string name)
- string getCustomURL()
- bool setCustomURL(string url)
- string name
- string type
- string complexity
- int[] playing_time
- int[] number_of_players
- List
tags
- object.getTags() -> Table gets the Tags attached to an object.
- object.setTags(Table tags) sets the Tags attached to an object.
- object.addTag(string label) adds the Tag to the object.
- object.removeTag(string label) removes the Tag from the object.
- object.hasTag(string label) -> bool checks if the object has the Tag.
- object.hasAnyTag() -> bool checks if the object has any Tags.
- object.hasMatchingTag(other) -> bool checks if the other object has a matching Tag with this object.
- scripting_zone.getObjects() will utilize Tags attached to the zone, unless you override with scripting_zone.getObjects(true)
- deck.spread(distance) uses the spread action on the deck.
- getObjectsWithTag(string tag)
- getObjectsWithAnyTags({tag, tag...})
- getObjectsWithAllTags({tag, tag...})
Fixes:
- Fixed network sync bug with Xml UI by adding null check to Xml setAttribute(s) and setValue.
- Fixed object.getSnapPoints() throwing when having no snap points.
- Fixed loading_custom to work with custom decks and cards.
- Fixed object.clone() sound parameter not working.
- Fixed MusicPlayer.playlistIndex to MusicPlayer.playlist_index (old way still works).
- Fixed Grid calls not working over network.
- Fixed Grid.snapping not working.
- Fixed showHotkeyConfig working over network. Added color parameter; dialog will be shown to that player.
- Fixed onObjectRandomize and onRandomize not returning correct player colour.
- Fixed Physics.cast not returning list in correct order.
- Fixed Group action ignoring tryObjectEnter and tryObjectEnterContainer.
System Console
- Added commands for options detailed in Misc Settings above.
- Added language, language_... commands for selecting current language.
- Added translation_export, translation_import, translation_for... commands for working on translations.
- Added translate command to translate an English term into the current language (if TTS knows it).
- Added hotseat_name_..., hotseat_start_turn, and hotseat_end_turn commands.
- Added pointer_position command.
- Added lift_height and rotation_degrees commands.
- Added action_spread and action_layout commands.
- Added ui_clear command to clear UI generated by other commands (e.g. ui_button)
Fixes
- Fixed major bug when saving stuff to cache not overwriting but writing on top of and maybe deleting garbage at the end.
- Fixed url redirect issue when trying to load assets from the web with expired certs error. (Curl error 51: Cert verify failed: UNITYTLS_X509VERIFY_FLAG_EXPIRED)
- Fixed chat breaking and being uninteractable.
- Fixed bug when uploading steam cloud image thumbnail for Workshop by only allowing local files.
- Fixed being unable to click through magnify ui to pick up objects.
- Fixed issues with states number 95 being 96.
- Fixed rotation values not syncing on connecting client.
- Fixed null reference when downloading old workshop files that had null width and height deck info.
- Fixed issue when downloading a bunch of mods with the games menu open causing an insane number of threads to spawn and blow up the game.
- Fixed bug with FogOfWarZone and child colliders not working correctly.
- Fixed objects with Measure Movement working on clients.
- Fixed measuring tool logging revealing hidden object info.
- Fixed Lift Height slider not hiding when you click away from it.
- Fixed Pan key not working while holding a object (as long as it is not on the same binding as Flip)
- Fixed Camera Hold Rotate key not working while holding a object (as long as it is not on the same binding as Tap)
Hotfix v13.0.1
- Fixed not being able to put objects back into infinite bags.
- Fixed card peek not working correctly.
- Fixed cards not flipping correctly in Hand Zones.
- Fixed {verifycache} not working on URLs.
- Fixed scripting zones getObjects() not working on interactable == false.
- Fixed VR highlighting displaying incorrectly.
The Winter Sale is here for all the last minute shoppers!
Bring your family closer this holiday season through the gift of playing games together even while being apart. Head over to the Sale Now!
Check out Tabletop Simulator's Ultimate Gift Guide for Board Game Lovers for any other last minute gifts too!
https://store.steampowered.com/app/286160/Tabletop_Simulator/
Autumn Sale!
Start your holiday shopping early with the Steam Autumn Sale. Get Tabletop Simulator for half off and all DLCs at discounted rates. Take advantage of Black Friday prices from November 25th, 9:55 am PT through December 1st, 10:05 am PT.
Head Over to the Autumn Sale Now!
https://store.steampowered.com/app/286160/Tabletop_Simulator/
Steam Digital Tabletop Fest Sale!
Starting today, get Tabletop Simulator and all DLCs for 50% off while exploring and enjoying a weekend dedicated to all things Tabletop Games! Sale runs the length of the event starting 10/21/20-10/26/20. Join in the Tabletop Fest for in-depth panels, play sessions, and more!
Explore the Steam Tabletop Fest!
Take Advantage of the sale now!
https://store.steampowered.com/app/286160/Tabletop_Simulator/
This weekend Tabletop Simulator is 50% off starting today and ending Tuesday 8/25/20 at 10 am pst. Enjoy online board games for a virtual school year.
We are also excited to announce the winners of our $1000 MEME and GIF creation competition! Congratulations to our top three entries and thank you to the entire Tabletop Simulator community for all of your amazing work.
First Place
Second Place
Third Place
This is the first of many contests so make sure to follow us on Instagram and Twitter for future announcements! We look forward to featuring many of the MEMEs and GIFs collected and any future content the community tags us in!
We are celebrating the launch of our Instagram @tabletop_simulator by holding the first of many contests to showcase the communitys work!
Share your cleverest Tabletop Simulator memes and goofiest gifs using all three hashtags: #tabletopsimulatorcontest, #tabletopsimulator, and #boardgames ending Monday 8/17/20. Make sure to follow us to see the announcement of the winners and different upcoming contests!
First prize - $500, Second prize - $300, Third prize - $200
Gifs and memes can be posted on Instagram, Twitter, or Facebook using the hashtags.
Hey everyone, hope you're all doing great this summer!
The Steam sale is live and we've got some big discounts for you to enjoy. Tabletop Simulator is 50% off and our entire DLC library is on sale with discounts up to 80%! - Check out our DLC deals here! https://store.steampowered.com/app/286160/Tabletop_Simulator/ Check out our official Discord over at discord.gg/tabletopsimulator Have a great summer and enjoy lots of tabletop games!
We've got a new DLC game available for you today - Dawn of the Zeds! The postcards in every local drug store read, "Welcome to Fabulous Farmingdale!", an ad campaign that was the brainchild of Mayor Hernandez (who coincidentally employed his wife's public relations firm to market their community). But right now, things are far from fabulous in Farmingdale and, for once, everyone isn't blaming the Mayor. Some kind of virus or poison is turning ordinary people into vicious, zombie-like killers. It is not clear how the disease spreads (though it seems that physical contact is certainly one way), but it is obvious what the illness does to its victims. These undead, nicknamed "Zeds" from the local newscasts as the acronym for "Zombie Epidemic Disease," are now converging on your corner of the world around Farmingdale. As best you can tell, you have been left to your own devices to stop them while the National Guard organizes a relief column, but that could take days, perhaps weeks, for them to fight their way to you and until then, what can you do? With little choice between survival and a gruesome (un)death, you realize that you must coordinate the defense of the town of Farmingdale and its surrounding villages. You must lead the good citizens and emerging heroes of these communities to halt the Zeds' advances by (re)killing them, attempt to coordinate the discovery of a cure to this vile scourge, and preserve as much of the area and as many of its inhabitants as possible. There's no time to lose... Check out Dawn of the Zeds here: https://store.steampowered.com/app/610705/Tabletop_Simulator__Dawn_of_the_Zeds/
Hey everyone, hope you're all doing good! We got a great patch you guys today with a ton of great features, improvements, and fixes.
Summary:
You can now make your games friends or invite only, no longer requiring a password. We have a ton of great new features to the line tool making it awesome for all your wargaming needs. There are a lot of great physics improvements to make everything feel a lot more stable. Workshop tags have been revamped and have many more options making it easier to find your games. Custom Card shapes have been added hex, circle, and square. Spawning overhaul where you can see a ghost preview where the object will appear. And much more all covered below!
General
- The game will now show a ghost object where your object will drop when snapping to grid or snap points.
- You may still drag components out of the component window, but if you click one instead you will enter Spawn mode. Click the left mouse to place a copy of that object. Hit right mouse or escape to end.
- New context menu for objects: Clone. Puts you in Spawn mode for that object.
- When holding an object, hitting escape will return it to where you picked it up.
- Snap points are now editable for promoted players.
- New feature where when you press a number key while holding a bunch of objects it will arrange it in a grid based on the number of rows specified with the number key.
- Settings added for various new features present in the patch.
- Misc setting added to make containers (decks, bags, etc.) respond to the first number typed on them.
Server
- Added new server types public, friends, and invite.
- Public servers are just how you are used to anyone can join, but you can have an optional password.
- Friends server means only friends can join, no password required.
- Invite server means only people you choose to invite can join the game, no password required.
- Server browser loading should be faster because there will be less public servers that need to fetched with the new friends and invite servers.
- Server browser will now always get your friends servers instantly first.
- Server browser is now available while you are in a game, in the escape menu.
- Server browser now shows the total number of people in-game.
- Fixed connecting to a new game while you are already in one.
Line Tool
- Moved measurement options from Misc menu to the Line Tool button.
- Added Grid units alongside Inches and Metric, Will measure according to the size of the grid.
- Added 2D/3D modes. In 2D all measurements are flattened to the horizontal plane. In 3D height is included.
- Added ruler mode: Auto or Free. In Auto mode the ruler will take advantage of objects you hover over, snapping to them where appropriate. You can hold down ctrl to override this behaviour.
- Objects now have a Measure Movement toggle, which if enabled will mean whenever that object is picked up (and you are in Auto mode) a measurement will be started.
- When in Auto mode, if you start measuring while holding an object (by holding tab), it will measure from the pickup location.
- You may hold down shift while measuring to view the orthogonal axes (2D mode) or the flat distance + height (3D mode). Holding ctrl at the same time will show the other.
- Fixed being stuck in Line Tool after using it while holding an object.
Line Tool: Options
Line Tool: Object Snapping
Line Tool: Orthogonal Components
Line Tool: Flat Distance + Height
Pure Mode
- Added Pure Mode, a simpler view of the table, tunable in the Theme Editor. Supports all built-in tables.
Pure Mode: Light Theme
Pure Mode: Dark Theme
Hand Zones
- On-screen Hand View now shrinks when you are not hovering over it.
- Optimized Hand Zones with lots of objects in them.
- Hands Zones are much snappier with their movement.
- Fixed issue where object you were holding would go below objects in your Hand Zone.
- Fixed sub components of cards/dominoes/pachisi (drawings, decals, attached objects, etc.) not hiding in hands.
Spectator View
- Picture-in-Picture window now allows you to interact with the game through it.
- For example, you could set it to look at a dice, and whenever you want you can hover over the dice and hit R to roll.
Physics
- Greatly improved the reliability of physics collisions especially for thin objects.
- Consolidated physics settings under a new menu called Physics.
- Gravity slider goes twice as high now for stronger gravity.
- Cards collider thickness is now the actual size instead of being much thicker.
- Cards will no longer stack if their scale differ by 15%.
- Made it so you have to be more precise when placing objects into a bag / infinite bag to reduce accidents especially on large objects.
- Revamped teleporting when objects fall off the table to now place it floating at the edge of the table where it flew off to reduce disruption.
Tags
- Revamped the workshop tags with a bunch more and now available in the new Options -> Info menu.
- These tags are now embedded in the save file and will be in the future searchable and filterable in-game just like the Workshop.
- New tags categories: Type, Game Category, Complexity, Number of Players, Play Time, and Assets.
UI
- Add an all search to the games menu.
- Objects menu revamp completed by merging all Object Menus into the same menu that is searchable.
- Search for Games and Objects menu has been improved.
- Physics options have now been moved into Options -> Physics.
- When you have a folder open on the UI popup menus will have it default selected for you.
- Added hover icons for buttons and input fields for 3d Xml UI matching 3d NGUI.
- Added tooltips to Tablet UI buttons.
- Renamed vector paint to just draw.
- Can now hold down rotate snap point buttons for continuous rotation.
- Fixed Saved Objects that are wider than taller now save their thumbnails correctly.
- Fixed decks making shuffling sounds in the components menu.
- Fixed PDF popout window working at any UI scale.
- Fixed hand opening up like you can grab on a 3d UI element overlapping an object.
- Fixed scaling alt zoom on UI objects.
- Fixed performance issue when alt zooming objects on the UI.
- Fixed when having the Components -> Boards open causing snap in the middle of the table.
New Searchable Objects Menu
Custom Objects
- Added Custom Card/Deck shape types: Rectangle (Rounded), Rectangle, Hex (Rounded), Hex, Circle.
- Added Stand Up toggle to Custom Token, that stands the token up like a meeple.
- Optimized Custom Token to load instantly for images with no transparency.
- When updating an Custom Object, if there exists any objects with matching custom object properties, a popup will appear and ask if you also want to update them.
Lua
- Updated Color and Vector types: https://github.com/Berserk-Games/Tabletop-Simulator-Lua-Classes
- object.measure_movement - access the Measure Movement object toggle.
- Vector held_position_offset - position offset from pointer, lift height and object bounds still modify distance from surface.
- Vector held_rotation_offset - rotation offset from pointer. This in combination with held_spin_index and held_flip_index determine rotation.
- int held_spin_index - 0-23 value, 15 degrees Y axis. Upside down is 12, right side up is 0. Changes when a player rotates.
- int held_flip_index - 0-23 value, 15 degrees Z or X axis depending on the object. Face down is 12, face up is 0. Changes when a player hits flip or alt + rotate.
- Vector pick_up_position - The position the object was picked up at.
- Vector pick_up_rotation - The rotation the object was picked up at.
- bool held_reduce_force - When the Object collides with something while moving this is automatically enabled and reduces the movement force.
- Added Object.getData() and spawnObjectData({ data = Object.GetData()}), which is the same thing as getJson() and spawnObjectJson() except that is working with tables and you don't have to convert in Lua which should be more performant.
- Added type to getCustomObject() from cards.
- Fixed filterObjectEnter and filterObjectEnterContainer not working while game is loading.
System Console
- Added action_cut, action_deal, action_draw, action_flip, action_group, action_lock, action_randomize, action_rotate, action_search, action_split, action_state_next, action_state_prev commands, which will trigger that action on the currently selected object.
- For example, you could do bind f action_search, and then would open the search window.
- Fixed edit command messing up {` `} characters.
Fixes
- Fixed Fog of War sync on load.
- Fixed objects not revealing when being dragged out from underneath Fog of War.
- Fixed Cloud Manager not loading for people that had a corrupted cloud after uploading a save.
- Fixed Search and expand working with non decks that aren't loaded already on the table.
- Fixed black spectator hidden zone bug.
- Fixed SSAO not being enabled correctly for cameras besides main.
- Fixed bug with PDFs breaking in search / expand and dummy mode.
- Fixed networking issues with the attach tool.
- Fixed AssetBundle not hiding correctly that don't have a mesh filter.
- Fixed AssetBundles that are attached not having colliders.
- Fixed Fog of War cut paste issue.
- Fix FoW issue where the fog was not lifting for clients
- Fix FoW issue where the faraway objects were incorrectly not revealed
- Fixed color picker display of low-alpha colors.
- Fixed Attached Objects not getting converted when doing upload all on the cloud manager.
- Fixed up issues with stacking custom tiles as chips.
- Fixed rotation of cards in hands on the poker table.
- Fixed touchscript exceptions being thrown.
- Fixed timer sound not playing the digital clock.
- Fixed putting objects into the search windows for decks or bags not deleting the object for clients.
- Fixed visual objects now working decals in Search, UI, Attach, etc.
We've got a new DLC game available - Dungeon Drop including all the current expansions and deluxe version components. Check it the game here: https://store.steampowered.com/app/610704/Tabletop_Simulator__Dungeon_Drop/
Tabletop Simulator is currently on sale for 50% off during the Weekend! Check out the sale here https://store.steampowered.com/app/286160/Tabletop_Simulator/
Hey everyone, hope you are all doing ok in these crazy times! We have another great update for you guys today that adds a brand new tool called Attach which lets you stick objects together. We also have a much needed performance optimization on the server browser due to all the new players joining us! Welcome everyone new hope you all our enjoying the game! We have a ton more below in the full patch notes.
Attach Tool
- The new tool is used for combining objects into a single object.
- This attach is in a parent child relationship where one object is the owner of the other.
- Want to add modular pieces to your figures? This is the perfect tool.
- You might be thinking this sounds like the old joint tool but this lets you merge objects and even put them in and out of bags.
- This is also much more performant compared to the old joint tool because it's just one object with multiple visuals combined.
Combine Tools
- Includes the Attach, Fixed Joint (old joint tool), Hinge Joint, and Springs Joint tools.
- Exposes the Hinge Joint and Spring Joint tools without being hidden in a menu.
- Hinge joints are just like a door, but they can even have motors!
- Springs joints are just like sound objects are connect with a spring.
- All joint properties can be configured in the right click contextual menu -> Joints.
Server Browser
- Improved Server Browser performance.
- Server Browser window is now resizable.
- Server Browser search text is now persistent.
- Server Browser search now looks in country codes if you use square brackets, i.e. [GB]
- Fixed some search bugs in Server Browser (also, see below).
Search
Search inputs are now more powerful (applies to Server Browser and in-game Search dialog).
- Ignores case and inflections: A and will both be found by a.
- Will filter to entries which match all space-separated words in search.
- Use comma to add another set of words.
- Start a word with - to negate it, removing any entries which it matches.
- Negation only applies to the set of words it is grouped with.
- A set of words which are all negated will apply to every set of words.
Spectator View
- Fixed alt-zoomed objects not displaying on spectator view.
- Fixed objects in hidden zones showing when view restricted.
- Spectator Zoom may appear at cursor or at a fixed position.
- Spectator Zoom may be restricted.
- See System Console section for details.
VR
- Changed Wall Mode to Tilt Mode, and added Tilt Angle setting.
General
- Special thanks to modzero for helping us track down a security vulnerability that we hotfixed.
- Added Drag Selectable toggle to components: when disabled the object will not be included in a drag selection (unless SHIFT held).
- Alt-zoomed books (i.e. PDFs) may now be page-turned with the mouse wheel.
- Split Zoom Toggle key binding into Zoom Toggle and Pan actions.
- Alt-Zoom may now be fixed in place on the screen instead of following pointer (see System Console section below)
- Made collapsed context menus more obvious.
- Added entry in Misc settings to set size of collapsed menus.
- Objects which can go in hand will be drawable by hitting 1 on them, like cards etc. Can be disabled in Misc settings.
- Fixed context menus being stuck.
- Fixed turn indicator not displaying.
- Fixed scaling on custom figurine colliders.
- Fixed BBCode showing up in steam/discord rich presence.
- Fixed some UI theming issues.
Lua
UI
- Fixed a bunch of bad interactions between 2D XML UI, 3D XML UI, the normal UI, and invisible objects. Everything should now behave as you would expect.
Object values
Allows objects to behave similarly to poker chips: when set, the object will display its value when hovered over, and if multiple objects which share a flag are selected the total value will be displayed.
- object.value - integer value of object.
- object.value_flags - flags for object values.
Book objects (e.g. PDFs)
- book.page_offset - Offset virtual book numbers are from numbers rendered on pages.
- book.getPage(offsetPageNumbering = false) - Get current page. If offsetPageNumber is true then factor in the page_offset.
- setPage(page, offsetPageNumbering = false) - Set current page.
- setHighlight(x1, y1, x2, y2) - Set highlight box on current page.
- clearHighlight() - Clear highlight.
Browser objects (e.g. Tablet)
- browser.url - URL which currently wants to display.
- browser.pixel_width - The pixel width the browser is virtually rendering to.
Attach Tool
- To go along with the new Attach tool there is new Object functions available to create these bindings in script.
- object.addChild(Object) - The Object supplied as param is destroyed and becomes a dummy Object child.
- object.removeChild(index) - Use getChildren to find out the index property.
- object.removeChildren() - Detaches the children of this Object.
- object.destroyChildren() - Destroys the children objects without detaching them.
- object.getChildren() - Returns a table in the same format as getObjects() for containers.
Grid Global Class
- Grid options menu is now available to scripting as Grid.show_lines = true
- int type
- bool show_lines
- Color color
- float opacity
- bool thick_lines
- float offsetX
- float offsetY
- float sizeX
- float sizeY
Misc
- object.drag_selectable - Drag Selectable toggle of object.
- object.getSelectingPlayers() - Returns table of players currently selecting the object.
- object.addToPlayerSelection(player_color) - Add object to player's selection.
- object.removeFromPlayerSelection(player_color) - Remove object from player's selection.
- player.clearSelectedObjects() - Clears a player's current selection.
Fixes:
- Fixed log not outputing to external API.
System Console
- cam_load, cam_load_zero, cam_save, cam_save_zero - Load and save camera positions.
- dev_autoconfirm_browser_url_change - Disables browser page load confirmation. Use with caution!
- hand_component_hotkey_draw - Controls whether objects which can go in hands will respond to the draw 1 hotkey.
- load & save - Load and save games.
- spectator_restrict_zoom - Restrict view of spectator zoom if object should be hidden to spectators.
- spectator_show_zoom - Display alt-zoom in spectator window.
- spectator_zoom_follows_pointer - Alt-zoom aopears at pointer position in spectator window.
- spectator_zoom_position - Position on spectator window alt-zoom appears if above is turned off.
- ui_context_menus_collapsed_height - Height of collapsed context menus.
- ui_games_window - Visibiliy of Games window.
- ui_server_browser_search - search text in Server Browser.
- ui_server_browser_window - Visibility of Server Browser window.
- zoom_position - Position on screen to display alt-zoom if above is disabled.
- zoom_follows_pointer - Alt-zoom follows mouse pointer.
- vr_tilt_mode, vr_tilt_angle - VR Tilt Mode toggle, and angle setting.
We're happy to announce the release of our latest DLC game - Wingspan, created by Elizabeth Hargrave & Stonemaier Games. This release includes the European Expansion and our usual digital flair to enhance the digital play experience. Grab a copy from our Steam store page here - https://store.steampowered.com/app/610703/Tabletop_Simulator__Wingspan/
Tabletop Simulator and DLC is on sale for up to 50% off during the Winter Sale! Check out our discounts here: https://store.steampowered.com/dlc/286160/Tabletop_Simulator/
We've got a new DLC available for you today: Unearth is a bend-your-luck game of dice placement and set collection. Designed by Jason Harner and Matthew Ransom, it plays in under an hour with 2-4 players. Each player leads a tribe of Delvers, represented by five dice (3 six-sided, 1 four-sided, and 1 eight-sided). Players take turns rolling and placing dice in an attempt to claim Ruins. The game's elegant core mechanic is accessible to players of all skill levels. High rolls help players claim Ruins, while low rolls help players collect Stones. This opens two paths to victory: claiming sets of Ruins or using Stones to build Wonders. Delver cards help you affect your dice rolls or dice in play, and Wonders can grant abilities that impact the late game. https://store.steampowered.com/app/610702/Tabletop_Simulator__Unearth/
We've got yet another great update for you today featuring a Custom Theme Editor (dark mode included), Global Chat Filter, Picture-in-Picture and many scripting improvements!
Theme Editor & Dark Mode
Alongside the new Dark theme, you may now edit the colours of the user interface however you wish using the Theme Editor. Find it in the Configuration->Interface window.
Global Chat
The Global Chat now has a Profanity filter that the user can enable to filter out profanity, spam and misbehaviour. Can be enabled/disabled in chat settings, or with /filter & /nofilter
Picture-in-Picture / Spectator View
- Spectator view can now be used for picture-in-picture, if you are not using it on another monitor. Can be enabled by right-clicking background in game and selecting Picture-in-Picture.
- Console commands added for this, and some spectator commands reworked. See below.
- Fixed restricted visiblity (which shows the world as a Grey player sees it).
- Fixed fog-of-war view.
- Fixed pointer visibility.
General
- Images assets are no longer resized to the nearest power of 2 thanks a bug fix by Unity. (Unity version 2019.1.14)
- Lowered max angular velocity cap to make dice feel better and more like previous versions.
- Various UI improvements and fixes, most notably on Color Picker, Server Browser, and Script Editor.
- Custom Figurine object now has a Card Scale property, so the figurine card can be scaled independently from the base.
- GM Notes section added to bottom of right-click context menu for Black player (can be disabled in Misc settings)
- Each section in the right-click context menu can be collapsed by clicking the line above it (can be disabled in Misc settings)
- Misc setting to control mouse shake threshold.
- Misc setting to control whether games can add items to context menus.
- Misc setting to control whether games can show the game-specific keyboard controls config window.
- Misc setting to control whether a single card will behave as a deck when you type a number on it. If ON then you will draw the card. If OFF then it will change state / rotation value, etc.
- Fixed blindfold in right-click menu not working.
- Fixed spectators (grey players) seeing things they shouldn't (in fog-of-war for instance).
- Fixed game freezing when you hold a stack of two objects and use alt+right-mouse to drop one.
Lua
New API events:
- filterObjectEnterContainer(container, object) - Global version of object.filterObjectEnter
- onPlayerChangeTeam(player, team) - Called when a player changes team.
- onObjectHover(player, object) & object.onHover(player) - Called when a player moves their pointer over an object.
- onObjectNumberTyped(object, player, number) & object.onNumberTyped(player, number) - Called when a player types a number on an object. Uses new property object.max_typed_number
- onObjectStateChange(object, old_guid) & object.onStateChange(old_guid) - Called when an object changes state, after it is in its new state.
- onObjectCollisionEnter(object, collision_info), onObjectCollisionStay(object, collision_info), onObjectCollisionExit(object, collision_info) - Called when an object collides with another. Objects must be registered with the collision handler before they will trigger these events.
New API commands:
`onNumberTyped` example:
[previewyoutube=oP1qDCrqzqI;full][/previewyoutube]
- player.setUITheme(theme_script) - Sets the player's UI theme.
- object.addContextMenuItem(label, function, keep_open = false) - Adds a right-click context menu to the object.
- object.clearContextMenu() - Clears all items added by above.
- addContextMenuItem(label, function, keep_open = false, require_table = false) - Same as above, but global (when user right-clicks empty space, or the table).
- clearContextMenu() - Clears all items added by above.
- addHotkey(label, method_name, trigger_on_key_up = false) - Add a bindable control. User may assign a key to it in Options->Game Keys.
- showHotkeyConfig() - Shows the config window described above.
- clearHotkeys() - Remove all controls created by above.
- container.remainder - After using container.takeObject, if there is only one object left in the container (which means the container will be destoyed in the next frame) then this will be set to that last remaining object.
- object.getGMNotes() & object.setGMNotes(notes) - For new GM notes feature.
- object.registerCollisions(include_stay_events = false), object.unregisterCollisions() - Objects must be registered in order to trigger the global collision handler events detailed above. Stay events are particularly expensive, so only set that parameter to true if you absolutely require it.
Fixes:
- Fixed filterObjectEnter not working under certain conditions.
- Fixed decals not cleaning up correctly when using setDecals
System Console
Spectator command rework:
- spectator_window now controls the picture-in-picture mode.
- spectator_screen can be used to open spectator view on another monitor.
- spectator_activate_with_resolution now has -p parameter to specify picture-in-picture. This command can be used to open picture-in-picture with specific position and size.
New commands: (for more info see above page, or use help )
- ui_main_flip, ui_main_modding, ui_main_music, ui_main_notebook, ui_main_objects, ui_main_options - Control visibility of buttons on top menu bar.
- spectator_panel_buttons - Whether picture-in-picture window has buttons to control it.
- spectator_panel_corners - Whether picture-in-picture window has corners to resize it.
- spectator_panel_locked - Whether picture-in-picture window can be moved.
- ui_theme_color_
- Color of specified selector. - ui_theme_batch_start & ui_theme_batch_end - Group multiple ui_theme_color_ commands together.
- ui_theme_count - Number of themes.
- ui_theme_from_game_auto - Whether games can set the theme colors.
- ui_theme_is_
- Sets current theme. - ui_theme_index - Index of current theme. Set to change theme.
- ui_theme_name - Name of current theme. Set to change theme.
- chat_filter - Whether the chat filter is enabled.
- chat_refresh_filter - Refresh the chat filter rules.
- card_is_a_deck_for_hotkeys - Whether the setting described above is enabled.
- game_hotkey_bind - Bind a key to a game-generated control.
- game_hotkey_list - List bindable controls generated by loaded game.
- ui_context_menus_from_games - Whether games can add items to context menus.
- game_hotkey_config_can_open - Whether games can show the game-specific control binding window.
- ui_context_menus_can_collapse - Whether context menu section can be collapsed.
- ui_context_menus_show_gm_notes - Whether GM notes are displayed at bottom of context menu for Black player.
We've got two new DLC additions in store for you today - Blood Rage and Boss Monster In Blood Rage, each player controls their own Viking clans warriors, leader, and ship. Ragnark has come, and its the end of the world! Its the Vikings last chance to go down in a blaze of glory and secure their place in Valhalla at Odins side! For a Viking there are many pathways to glory. You can invade and pillage the land for its rewards, crush your opponents in epic battles, fulfill quests, increase your clan's stats, or even die gloriously either in battle or from Ragnark, the ultimate inescapable doom. https://store.steampowered.com/app/610700/Tabletop_Simulator__Blood_Rage/ Inspired by a love of classic video games, Boss Monster: The Dungeon Building Card Game pits 2-4 players in a competition to build the ultimate side-scrolling dungeon. Players compete to lure and destroy hapless adventurers, racing to outbid one another to see who can build the most enticing, treasure-filled dungeon. The goal of Boss Monster is to be the first Boss to amass ten Souls, which are gained when a Hero is lured and defeated but a player can lose if his Boss takes five Wounds from Heroes who survive his dungeon. https://store.steampowered.com/app/610701/Tabletop_Simulator__Boss_Monster/ Only the host needs to own the DLC for everyone at the table to play
Hey everyone, we got another great update for you today! We have added 2 very long requested features a Music Player and PDF support! There are also a ton of great additions and improvements listed below in the patch notes.
Music Player
- The music player let's you play audio files (.mp3, .wav, .ogg, ogv) which are synced for all players.
- Great for room music or so your DnD campaign has the right mood!
- Supports playlists with ordering, shuffling, and looping.
Custom PDF
- New object Custom PDF, that allows you import a PDF onto a tile.
- This converts the PDF into a series of images, to make it easy to import your rule books!
- Supports multiple pages: swap between them with the contextual menu, next/previous state hotkeys, or the buttons on the left and right side.
- Can popout the PDF to the screen by hitting the hidden UI button on the top left of the PDF object.
- You can joint this to any objects to add any visual flair you would like to match the game.
Cloud Manager Folders
- Cloud manager now supports folders just like Saved Games/Objects.
- When you import all loaded assets into cloud it puts them in a folder defaulting to the Game name.
- Can now name files that are uploaded to the Cloud instead of just using the file name on disk.
Sound Improvements
- Custom Objects that are set to dice or coin will now get that correct sounds for their selected material type.
- Improved sounds for objects interacting with locked objects.
- Added glass material type for Custom AssetBundle and Custom Model.
Alpha Transparency Support
- Added alpha support to the color picker.
- Can now draw with semi tranparency.
- Can color tint objects to have alpha transparency, which goes nicely with the new glass material type.
- Objects with alpha transparency will not cast shadows.
Magnify Revamp
- Magnify (hotkey m) overhauled to be round.
- Scroll up or down to control the zoom level of the magnify.
- Fixed visual issues with previous magnify.
General Improvements
- Added loading percent next to the player names on the top right.
- For the top bar in-game the Scripting, Workshop Upload, and Cloud Manager menus have been moved under "Modding".
- Improved auto-raise to work better with overhangs.
- Added a workshop indicator next to the chat window that you can hover over and get info about how far along the workshop subscription check is at.
- Moved physics mode (semi-lock, locked, etc) from Configuration to Server Options.
- Greatly improved compatibility with old AssetBundles shaders. This will fix a lot of broken DLCs.
- Improved Fog of War performance.
- File Browser now remembers the last opened path.
- Updated Voice Chat plugin.
- Voice chat is now using a higher quality setting.
- Added hidden zone opacity sliders to Misc settings.
Scripting Improvements
- New global class Vector:
Constructors:
Vector(num, num, num) --> return a vector with specified (x, y, z) components
Vector(table) --> return a vector with x/y/z or 1/2/3 conponents from source table (x/y/z first)
Vector.new(...) --> same as Vector(...)
Vector.max(vec1, vec2) --> return a vector with max components between vec1 and vec2
Vector.min(vec1, vec2) --> return a vector with min components between vec1 and vec2
Vector.between(vec1, vec2) --> return a vector pointing from vec1 to vec2
vec:copy() --> copy self into a new vector and retur it
Component access:
vec.x, vec.y, vec.z --> read/write component
v[1], v[2], v[3] --> read/write component
vec:get() => num, num, num --> returns x, y, z components of self
Methods modifying self and returning self:
vec:setAt(key, num) --> same as "vec[key] = num"
vec:set(num, num, num) --> set x, y, z components to passed values
vec:add(otherVec) --> adds components of otherVec to self
vec:sub(otherVec) --> subtracts components of otherVec from self
vec:scale(otherVec) --> multiplies self components by corresponding compnents from otherVec
vec:scale(num) --> multiplies self components by a numeric factor
vec:clamp(num) --> if self magnitude is higher than provided limit, scale self down to match it
vec:normalize() --> scale self to magnitude of 1
vec:project(otherVec) --> make self into projection on another vector
vec:reflect(otherVec) --> reflect self over a plane defined through a normal vector arg
vec:inverse() --> multiply self components by -1
vec:moveTowards(otherVec, num) --> move self towards another vector, but only up to a provided distance limit
vec:rotateTowards(otherVec, num) --> rotate self towards another vector, but only up to a provided angle limit
vec:projectOnPlane(otherVec) --> project self on a plane defined through a normal vector arg
Methods not modifying self:
vec:dot(otherVec) --> return a dot product of self with otherVec
vec:magnitude() --> return self magnitude (length)
vec:sqrMagnitude() --> return self magnitude (length) squared
vec:distance(otherVec) --> returns distance between self and otherVec
vec:sqrDistance(otherVec) --> returns squared distance between self and otherVec
vec:equals(otherVec, num) --> returns true if otherVec same as self (optional numeric tolerance param), false otherwise
vec:string(str) --> return string describing self, optional string prefix
vec:angle(otherVec) --> return an angle between self and otherVec, in degrees [0, 180]
vec:cross(otherVec) --> return a cross-product vector of self and otherVec
vec:lerp(otherVec, num) --> return a vector some part of the way between self and otherVec, numeric arg [0, 1] is the fraction
vec:normalized() --> return a new vector that is normalized (length 1) version of self
vec:orthoNormalize() --> return three normalized vectors perpendicular to each other, first one being in the same dir as self
vec:orthoNormalize(otherVec) --> same as vec:orthoNormalize(), but second vector is guranteed to be on a self-otherVec plane
Operators:
vecOne + vecTwo --> return a new vector with added components of vecOne and vecTwo
vecOne - vecTwo --> return a new vector with subtracted components of vecTwo from vecOne
vecOne * vecTwo --> return a new vector with multiplied components of vecOne and vecTwo, NOT a dot product (!)
vec * number --> return a new vector with all components from vec scaled by a numeric factor
number * vec --> same as "vec * number"
vecOne == vecTwo --> return true if both vectors identical or within a small margin of each other, false otherwise
tostring(vec) --> return a string description of a vector
- New global class Color:
Constructors:
Color(num, num, num) --> return a color with specified (r, g, b) components
Color(num, num, num, num) --> return a color with specified (r, g, b, a) components
Color(table) --> return a color with r/g/b/a or 1/2/3/4 components from source table (letter keys prioritized)
Color.new(...) --> same as Color(...)
Color.fromString(colorStr) --> return a color from a color string ('Red', 'Green' etc), capitalization ignored
Color.fromHex(hexStr) --> return a color from a hex representation string (e.g. '#ff112233'), hash sign and alpha are optional
col:copy() --> copy self into a new color and return it
Color.Purple [etc] --> shorthand for Color.fromString('Purple'), works for all player and added colors, capitalization ignored
Component access:
col.r, col.g, col.b, col.a --> read/write component
col[1], col[2], col[3], col[4] --> read/write component
col:get() => num, num, num, num --> returns r, g, b, a components of self
col:toHex(includeAlpha) --> returns a hex string for self, boolean parameter
col:toString(num) --> returns a color string if matching this instance, nil otherwise, optional numeric tolerance param
Methods modifying self and returning self:
col:setAt(key, num) --> same as "col[key] = num"
col:set(num, num, num, num) --> set r, g, b, a components to passed values
Methods not modifying self:
col:equals(otherCol, num) --> returns true if otherCol same as self, false otherwise, optional numeric tolerance param
col:lerp(otherCol, num) --> return a color some part of the way between self and otherCol, numeric arg [0, 1] is the fraction
Operators:
colOne == colTwo --> return true if both colors identical or within a small margin of each other, false otherwise
tostring(col) --> return a string description of a color
Other:
Color.list --> table of all color strings
Color.Add(name, yourColor) --> add your own color definition to the class (string name, Color instance yourColor)
- Added an overload to UI.setXml() and UI.setXmlTable() to take a CustomAssets as the last param.
- Music Player exposed to Lua.
- Added logString function, which returns a string representation of a lua object (the same representation the log function uses)
- Fixed cleanup issue with Xml custom assets UI from lua for clients.
- Fixed turns not network syncing for Lua.
VR
- Improved movement - added movement inertia. Can be calibrated or disabled in VR settings.
- Grid overlay now renders in VR.
- Fog of War now renders in VR.
- Added VR documentation to api website: https://api.tabletopsimulator.com/vr/
Spectator Mode
- Spectator window may now display the view grey players have (for example, cards in your hand will be hidden). Enable with +spectator_restrict_view
- Spectator window now renders the grid. May be turned off with -spectator_show_grid
System Console
- Added documentation for system console to tabletop api website: https://api.tabletopsimulator.com/systemconsole/
- Inline variable evaluation changed to use { and } (instead of < and >). See above page for details.
- You may now use alias to run commands when a toggle variable's value is changed.
- skip now allows for various comparisons, and fuzzy equality check.
- Added ui_anchor, ui_label and ui_toggle commands (to accompany ui_button), allowing you more options for easily running commands / changing setting during play.
- append - Adds text, or the last entered command, to a text variable.
- camera_reset_on_load - Whether the camera resets its position when you do a Save & Play in Atom.
- chat_input - Activates chat input box.
- component_examine - Sets game component currently being examined.
- component_move, component_rotate, component_position, component_rotation - Apply movements to components.
- eval - Evaluates an expression and stores it in a variable.
- examine_position, examine_rotation - Return information on the currently examined component.
- hidden_zone_showing_opacity, hidden_zone_hiding_opacity - Set visual opacity of hidden zones.
- lua - Execute a lua statement.
- music_add, music_mute, music_next, music_pause, music_play, music_prev, music_repeat, music_shuffle, music_timecode - Commands to control new music player.
- spectator_restrict_view - Whether the spectator window shows your view, or that of a grey player.
- spectator_show_grid - Whether the grid is rendered in the spectator window.
- team - Stores / sets team you are currently on.
- ui_anchor - Sets position UI elements are made relative to (default is 0,0 - the center of the screen)
- ui_label - Add static text UI element.
- ui_toggle - Add checkbox UI element.
- vector_x, vector_y, vector_z - Return an individual axis from a vector variable.
- vr_move_with_inertia - Whether you have inertia in VR.
- vr_move_friction - When you have inertia, how quickly you slow down.
- vr_scale_rotate_rate - How much smoothing is applied during scaling/rotating.
Fixes
- Fixed scroll wheel being inverted for Linux.
- Fixed Components menu chess Wood White King being missing.
- Fixed search and expand for Games menu.
- Fixed misc issues with spectator camera.
Tabletop Simulator is on sale now for 50% off!
You can buy the individual game, or the 4-pack at the discounted price.
https://store.steampowered.com/app/286160/Tabletop_Simulator/
Additionally, almost all DLC are on sale for up to 50% off.
Visit the DLC Steam Sale Page
Sale ends 7/09/19 at 1pm EST.
Hey everyone, this is one of our largest updates yet! We've updated the game engine massively to the latest version of Unity 2019.1 which will give us overall better performance and features. There has also been an optimization pass to reduce stutter causing situations, so everything can be as silky smooth as possible. That's just the tip of the iceberg: reduced game size 4gb, AssetBundle materials, spectator camera improvements, and ton more covered below!
Unity Engine Upgrade:
- Upgrade Unity version from 5.6.6 to 2019.1.
- Dx11 on Windows, OpenGLCore on Mac and Linux.
- FPS should be overall faster. Can be twice as fast in really specific scenes.
- Physics performance improved.
- Video textures much faster with more formats support (.m4v and .mov)
- Incremental garbage collector greatly reduces the game's stutters.
Changes:
- Dx9 support has been dropped (only 0.01% of players have a gpu that is only Dx9). Dx10 is minimum requirement now.
- Windows Xp support dropped and with Steam not supporting it anymore either this isn't a surprise.
- All custom images are now resized to a power of 2 internal, so avoid using non power of 2 images if you can. This is due to Dx11 bug this might be changed back in the future if Unity fixes this.
- RAW cache from Images and Models had to deleted to due incompatibilities with the engine upgrade.
Known Issues:
- AssetBundles using crunched textures will not load correctly and need to be re-exported from Unity 2019.1 with the updated Modding Project.
- AssetBundle mesh colliders might behave differently due to physx upgrade.
Performance Optimizations:
- Saving mod asset to disk is now async and will not sutter the game.
- Greatly reduced the time it takes to destroy objects reducing the lag when changing mods.
- Made the Games & Saved Objects menu async to fix stutters when opening them.
DLC Improvments:
- DLC are no longer included in the game install and will be downloaded when played the first time.
- This has reduce the install size of the game by 4 gigs.
- We can also now update and add new DLCs without having to update the game.
- Can now have multiple DLCs loaded up at once.
AssetBundle Materials:
- Added support for loading AssetBundle materials into any Custom Object Image slot.
- Create holographic playing cards or add normal maps to your custom dice!
- Works by assigning your material to an AssetBundle and then exporting like normal.
General Improvements:
- Custom Card added so you can create cards one at a time.
- Added /rules to global chat which opens a link to the rules on our knowledge base.
- Update DLC Three Cheers for master with scripted components.
- Disabled being able to load local files with the Tablet due to javascript exploits.
- Opening urls now only open steam links in the overlay and all others open in your default browser.
- Secured many networking related functions from hackers.
- Added .json to Steam Cloud upload file types.
- Steam Cloud now supports uploading files greater than 100mb.
Lua:
- Added filterObjectEnter(object) event: Place it on an object, and it will prevent any objects from being able to enter it. For example, placing it on a deck will not allow cards to enter it. If you return true in the function, the item will be allowed in.
XML UI:
- Updated plugin to the latest version.
- Can now get the click button for events like onClick with the value param passed.
- Xml UI image assets are now no longer compressed to make them look nicer.
- Xml UI errors now print to chat, to make it easier to debug Xml UI.
Caching Improvement:
- Added support for adding {verifycache} in front of your urls to have the game check the last-modified header of a url to update the local cache if it is stale. Only does this check once per game session.
- This is an advanced feature for people that want to host content on there own servers and make sure people get updates without having to change the URLs.
- https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Last-Modified
VR
- Added a warning message when you do not have any control bindings (typically because you are using unsupported hardware), instructing you on how to set the bindings up in SteamVR.
- Fixed objects not clumping when you shake the controller.
- Fixed stack/deck grab not working with laser pointer.
Spectator Mode
Spectator mode now works when you use a different resolution than your main display. It has had an overhaul, and now works using these commands:- displays - Lists all available displays. ID 0 will always be your main game screen.
- spectator_window - Turn on to activate the spectator window.
- spectator_activate_with_resolution - Use instead of above to specify display, resolution, etc.
- vr_spectator_replaces_main_window - In VR, controls whether spectator mode makes its own window or just uses the desktop mirror.
- spectator_camera_follow_player - When ON the camera will follow your point-of-view.
- spectator_camera_attachment - Lets you specify a component or pointer to attach camera to.
- spectator_camera_follow_attachment - When ON the camera will follow the above object.
- spectator_camera_dolly - When camera is following an object, it will be offset this far in the direction it is facing.
- spectator_camera_offset_position - When camera is following an object it will be offset by this X Y Z.
- spectator_camera_offset_rotation - When camera is following an object its facing will be offset by thus X Y Z.
- spectator_camera_load - Set the camera to a saved camera position.
- spectator_camera_load_zero - As above, but the position is zero-indexed (useful when coupled with certain commands like Add).
- spectator_camera_smooth_on_load - Whether smoothing is applied during above.
- spectator_camera_target - Lets you specify a component or pointer for the camera to track.
- spectator_camera_tracking - When ON the camera will track the above object.
- spectator_camera_look_at - Make spectator camera look a component or pointer.
- spectator_camera_override_player_with_look - When ON the look at and track commands will work when camera is following player.
- spectator_show_ui - Whether the UI is displayed on the spectator window.
- spectator_post_processing - Whether post-processing effects are applied to spectator window.
- spectator_camera_smooth_position - Positional smoothing factor.
- spectator_camera_smooth_rotation - Rotational smoothing factor.
- spectator_camera_stay_upright - When ON the camera will not go upside-down.
+spectator_window -spectator_show_ui # Make easier to type versions of spectator_camera_ commands. # i.e. cam_load instead of spectator_camera_load alias cam_* spectator_camera_* +cam_stay_upright # make right control have camera follow player while held # @ makes it not output to console bind +right_control @+cam_follow_player bind -right_control @-cam_follow_player # make semicolon look at object under pointer # need to start line with > to stop
being evaluated, # and exec to make it evaluate when activated >bind semicolon exec cam_look_at # make period toggle object tracking, and comma set tracked object bind period !cam_tracking >bind comma exec cam_target # make right shift cycle through first 3 camera positions alias next_camera add cam_load_zero 1 3 bind right_shift next_camera # make some buttons to load specific camera positions ui_button 1 600 0 cam_load 1 ui_button 2 600 -30 cam_load 2 ui_button 3 600 -60 cam_load 3 System Console
- '/' commands now worked when typed into console tab
- Fixed color command ignoring permissions
- chat_font_size - The size of the font in the chat windows.
- say_global, say_game, say_team - Transmits text to specified chat channel.
- subtract - Like add, but allows you to subtract current value from another (good for ping-ponging between two numbers).
- vr_steamvr_bindings - Lists all current steamVR bindings.
- ui_button - Lets you make a button on your screen which will perform a command.
- highlight - Highlights specified component.
- mod_caching, mod_caching_raw, mod_threading, and mod_thread_count. Last three variables are typically used as parameters in other commands, buy enclosing them with << and >>.
- find - Call with parameters to find a component. Will then be set to that component.
- grabbed - Equals the component you are currently holding.
- hovered - Equals the component you are hovering over.
find -name "Blue Player Token" highlight <
If you want to set up a binding/alias/button in a script then you need to start the line with a >, surround the variable with < and > instead, and use exec.> >bind right_control exec spectator_camera_attachment
Fixes:
- Fixed blury comfirmation UI for tablet.
- Fixed saving .rawm to disk when regular caching.
- Fixed random sort for Games and Saved Objects is now actually working correctly.
- Fixed custom objects not probably being positioned on the UI correctly.
- Fixed the black background fade stuttering on when open exist to main menu window.
- Fixed some format stuff for file browser or tooltips. Added back .jpeg.
- Fixed line tool, including flick and joint.
Hey there everyone! This is one of biggest updates yet, we have a lot of great stuff coming for you guys in this update, but we want to make sure it's stable before pushing it live. So, we are doing a public beta first and we want to hear from you about any issues!
To opt into the beta:
* Right click on Tabletop Simulator in your Steam library. * Choose Properties -> Beta. * Then in the drop down for "Select the beta you would like to opt into:" choose "public_beta".
Unity Engine Upgrade:
* Upgrade Unity version from 5.6.6 to 2019.1. * Dx11 on Windows, OpenGLCore on Mac and Linux. * FPS should be overall faster. Can be twice as fast in really specific scenes. * Physics performance improved. * Video textures much faster with more formats support (.m4v and .mov) * Incremental garbage collector greatly reduces the game's stutters.
Changes:
* Dx9 support has been dropped only 0.01% of players have a gpu that is only Dx9. Dx10 is minimum requirement now. * Windows Xp support dropped and with Steam not supporting it anymore either this isn't a surprise. * All custom images are now resized to a power of 2 internal, so avoid using non power of 2 images if you can. This is due to Dx11 bug this might be changed back in the future if Unity fixes this. * RAW cache from Images and Models had to deleted to due incompatibilities with the engine upgrade.
Known Issues:
* Due the massive engine upgrade AssetBundle are the most effected due to Unity changes you might have to re-export your AssetBundle from 2019.1 with the updated Modding Project. * Old AssetBundles using crunched textures will not load correctly and need to be re-exported. * AssetBundle mesh colliders might behave differently due to physx upgrade.
Performance Optimizations:
* Saving mod asset to disk is now async and will not sutter the game. * Greatly reduced the time it takes to destroy objects reducing the lag when changing mods. * Made the Games & Saved Objects menu async to fix stutters when opening them.
DLC Improvments:
* DLC are no longer included in the game install and will be downloaded when played the first time. * This has reduce the install size of the game by 4 gigs. * We can also now update and add new DLCs without having to update the game.
AssetBundle Materials:
* Added support for loading AssetBundle materials into any Custom Object Image slot. * Create holographic playing cards or add normal maps to your custom dice! * Works by assigning your material to an AssetBundle and then exporting like normal.
General Improvements:
* Custom Card added so you can create cards one at a time. * Added /rules to global chat which opens a link to the rules on our knowledge base. * Update DLC Three Cheers for master with scripted components. * Disabled being able to load local files with the Tablet due to javascript exploits. * Opening urls now only open steam links in the overlay and all others open in your default browser. * Secured many networking related functions from hackers. * Added .json to Steam Cloud upload file types. * Steam Cloud now supports uploading files greater than 100mb.
System Console:
* Added `mod_caching`, `mod_caching_raw`, `mod_threading`, and `mod_thread_count`. * Added `say_global`, `say_game`, `say_team` commands. * `/` commands now work when typed into system console. * Added subtract command. * Renamed vr_bindings command to vr_steamvr_bindings * Added say_global, say_game, say_team commands.
Spectator Mode:
* Spectator mode should be working correctly with differing monitor resolutions. * Added `displays` command, reworked `spectator_activate_with_resolution` command (can now specify display) * `spectator_camera_attachment` - sets component or pointer for camera to attach to. * `spectator_camera_follow_attachment` - when this is on the camera will move as if attached to above entity. * `spectator_camera_follow_player` - renamed, was `spectator_camera_follow`. * `spectator_camera_dolly` - distance camera is offset along the direction it is looking. * `spectator_camera_offset_position` - vector3 positional offset from attachment. * `spectator_camera_offset_rotation` - vector3 rotational offset from attachment. * `spectator_camera_look_at` - make camera look at specified component or pointer. * `spectator_camera_target` - sets component or pointer for camera to track. * `spectator_camera_tracking` - when ON the camera will constantly track the above entity. * `spectator_camera_override_player_with_look` - when ON look and track commands will override follow_player. * `spectator_camera_stay_upright` - when ON the camera will avoid being upside-down.
Lua:
* Added onObjectTryEnter(object) callback: if present on an object then it will be called when another object would be inserted into it (like a card into a deck or a token into a bag). If it returns false then the item will not be able to enter.
XML UI:
* Updated plugin to the latest version. * Can now get the click button for events like onClick with the value param passed. * Xml UI image assets are now no longer compressed to make them look nicer. * Xml UI errors now print to chat, to make it easier to debug Xml UI. * Fixed line tool, including flick and joint.
Caching Improvement:
* Added support for adding {verifycache} in front of your urls to have the game check the last-modified header of a url to update the local cache if it is stale. Only does this check once per game session. * This is an advanced feature for people that want to host content on there own servers and make sure people get updates without having to change the URLs. * https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Last-Modified
Fixes:
* Fixed blury comfirmation UI for tablet. * Fixed saving .rawm to disk when regular caching. * Fixed random sort for Games and Saved Objects is now actually working correctly. * Fixed custom objects not probably being positioned on the UI correctly. * Fixed the black background fade stuttering on when open exist to main menu window. * Fixed some format stuff for file browser or tooltips. Added back .jpeg. * Fixed line tool, including flick and joint.
Oh my! More optimizations are always nice, as the community continues to produce fantastic and more technically complex creations. But if youre hungry for a new feature, we hope youll enjoy the new Video Images, which allow you to use videos as textures for assets. Plus, a long requested feature: Spectator Mode! Whatever your taste, we think this patch has a little something for everybody.
As usual, included in the patch is our latest DLC: Deck Quest!
DLC - Deck Quest
https://store.steampowered.com/app/610699/
- Deck Quest is now available for $7.99 with a 20% launch discount.
- Scripted setup to help get into the game quickly.
- Select your seats and click the Shuffle button in the middle of the table.
Loading Improvements:
- Overall loading should be much faster and smoother than in the past!
- New image caching folder Images RAW that stores .rawt files to speed up loading by up to 20 times.
- General optimization to use less memory when loading your games up.
- Greatly reduced custom image ram usage by ~50%.
- AssetBundles now load in async and with less stutters.
- Loading generates much less garbage for the garbage collector to clean up to reduce stutters.
- Fixed normal maps for Custom Models not working correctly and being slow.
- Better error handling when trying to load assets with an unsupported file type.
- Added CMYK JPG detection to avoid game crash.
Video Images:
https://giant.gfycat.com/RightJointAchillestang.webm
- Enjoy animated textures for you assets or play jigsaw with animated video!
- Import videos (.mp4 and .webm) into the image slot on any custom asset.
- Note: Linux does not support .mp4.
Graphics:
- New sharpen post processing to enhance the overall clarity of the game.
- Configuration graphic changes are instant now without having to hit apply.
Improvements:
- Reduced CPU usage when lots of objects are loaded up.
- Added game load time to system console.
- Optimized DLC Cosmic by removing all the extra scripting zones from each expansion.
- Added console commands rewind_interval and unload_interval.
Scripting:
There's now a way to interact with Unity's built in components using this new API. You can control all aspects of your assetbundles for example changing the light settings, all from Lua. You can read more about it on the API page. self.getComponentInChildren("Light").set("intensity", 20) Object and GameObject:
- getComponent(name) return Component
- getComponents(optional name) return Component[]
- getComponentInChildren(name) return Component
- getComponentsInChildren(optional name) return Component[]
- getChild(name) return GameObject
- getChildren() return GameObject[]
- name return string
- game_object return GameObject
- get(varName) return value
- getVars() return Dictionary
- set(varName, value) return bool
- name return string
- Fixed Component UI menu triggering onObjectDestroy lua events.
- Fixed XML UI syncing issue for connecting players.
Spectator Mode
Spectator mode provides a second fullscreen viewport to be used for streaming / recording. The UI can be shown or hidden on it, and its camera can follow your own or be set to any stored position. Spectator mode requires a second monitor to display on. If you only have one physical monitor then you can use something like spacedesk.net to get around this limitation. Spectator mod is controlled via the following console commands:
- spectator_window - turn on to activate the spectator window
- spectator_show_ui - whether the UI is displayed on the spectator window
- spectator_camera_follow - when enabled spectator camera will follow your view
- spectator_camera_load - set spectator camera to a stored position
- spectator_camera_load_zero - same as above, but zero-indexed (so 0 = slot 1, 1 = slot 2, etc.)
- spectator_camera_smooth_position - factor used to smooth spectator camera movement
- spectator_camera_smooth_rotation - factor used to smooth spectator camera rotation
- spectator_camera_smooth_on_load - when enabled smoothing will be applied when loading camera positions as well as when following player
- spectator_post_processing - whether post-processing effects are applied to the spectator window
- vr_spectator_replaces_main_window - in VR, controls whether spectator mode makes its own window or just uses the desktop mirror.
+spectator_window
-spectator_show_ui
+spectator_camera_follow
spectator_camera_smooth_position 0.1
spectator_camera_smooth_rotation 0.1
# set right control key to toggle player follow
bind right_control !spectator_camera_follow
# set space to make spectator camera follow player while it is held down
# @ = silence command in console
bind +space @+spectator_camera_follow
bind -space @-spectator_camera_follow
# set keys to jump to specific camera positions
bind comma spectator_camera_position 1
bind period spectator_camera_position 2
bind semicolon spectator_camera_position 3
# set right shift key to cycle through the first 3 camera positions
alias next_camera add spectator_camera_position_from_zero 1 3
bind right_shift next_camera
Fixes:
- Fixed memory leaks with custom assets when changing urls on an already loaded custom object.
- Fixed ui search overlapping issues.
- Fixed with hackers being able to delete objects without being admin.
- Fixed hand zones not working on colliders that where child objects.
- Fixed flick tooltip showing garbage.
Update v11.1 New DLC - Tortuga 1667, and SO... MANY... IMPROVEMENTS!
This patch is filled to bursting with general improvements that you, the community, have been asking for. Better Fog of War, useful scripting additions, better VR, game chat announcements of clearing and measurements, Jigsaw puzzle improvements and MORE! If you don't see the improvements you were hoping for in this update, we're still hard at work on even more improvements for the future!
And what's this?! It is a great official DLC release: Tortuga 1667
DLC - Tortuga 1667
https://store.steampowered.com/app/610697/Tabletop_Simulator__Tortuga_1667/
- Tortuga 1667 is now available for $6.99 with a 20% launch discount.
- Scripted setup to help get into the game quickly.
- Select your seats and press one of the on-table buttons to begin.
- Read the Notebook for additional info.
Jigsaw Puzzle Improvements
- The game can now detect if the jigsaw puzzle is complete.
- The "Shuffle" and "Check" commands can be found if you right-click on the puzzle box.
- The UI that opens when a new puzzle is created now remembers the settings you used on your last puzzle.
- Pieces will rotate to nearest 90-degree rotation when snapping in place.
Improved Fog of War
- Higher maximum reveal range!
- Field of View (and field of view offset) added!
- You can cause items in the Fog to become hidden again if a "reveal" moves off of them. This works like Fog of War in many RTS games. You can enable this feature by right-clicking the Fog of War Zone with the Fog of War Zone Tool and enabling it.
- Some performance improvements have been made as well.
- Revealer Objects can now also be hidden from each other.
Miscellaneous Settings Menu
Some new features, as they are worked on, do not have their own UI menu yet. We've got them collected in the "MISC" setting menu!
- To locate the menu, go to: "Configuration > Interface > Misc..."
- Tweak the camera rotation speed.
- Hide VR players.
- Center on mouse when zooming.
- Switch from "inches" to "metric".
- You will see some other patch notes that mention the "MISC" menu. They can be modified here as well.
General Improvements
- If you press a number key when over a single card, it will draw that single card (like it would if the card was part of a deck).
- Dice rolling in high-gravity rooms has been improved.
- New "Sort" categories have been added to various menus. "Classic" now has "Last Played", "DLC" now has "Purchased", and "Workshop" now has "Downloaded".
- When you open the search menu, the keyboard cursor will jump up to the Search box. This is so you can just start typing to begin a search, rather than needing to click in the "Search" text box.
- Both "Previous State" and "Next State" options have been added. They have keyboard shortcuts, PgUp and PgDn by default. You can change which keys scroll through the states of an object in the Configuration menu. You can change if they wrap (the last one leads back to the first) in the Misc menu.
- The line tool is now able to log its measurements, printing them to the Game tab. This is off by default, but can be enabled in the Misc menu.
- Server Browser sorting now works during the refresh.
- You can now use Ctrl-F6 to toggle all UI panels on/off.
- The tablet should now work on Linux. This is experimental.
- The on-screen hand interaction area is now much smaller if nothing is currently in the hand to avoid accidental interactions.
- Added chat message notifying if someone deletes all vector lines, 3d texts, or decals.
- You can now Shift+F keys to cycle through your tools in reverse order.
- The version number on the bottom right of the main menu is now click-able to bring up patch notes.
- Fixed objects getting stuck above tiny play areas.
Scripting
- Added group(table). This allows you to group a table of objects, in the same way the "G" key would for a player! It returns a list of the grouped objects.
- Added addDecal(table), getDecals(), and setDecals(table). Now scripting can add decals into the game world.
- Added object.getJoints().
- When a table of parameters for a joint is returned, it now includes joint_object_guid. This is the GUID for the object which is attached by the joint.
- Added desired_position to the list of parameters returned by .getCustomObject() when it is used on a Jigsaw Puzzle piece. This parameter is the "solved" position for the piece.
- New Time class added, used to easily fetch information like os.time(), but also other informations like time passed since last frame, total frames passed, etc.
- pingTable(vector) added to the Player class. Now a script can emulate a player pinging.
- Added setComponentVar(componentName, varName, value) and getComponentVar(componentName, varName) as an object function. This allows you to access components that you have made part of your AssetBundle via scripting. For example, changing lights or colliders on the fly. These functions will also work on the components of default objects like "Collider" and "Light".
Bugs Fixed
- Scripting can now properly read whose turn it is (according to the Turns system).
- Fixed custom objects in scripting zones failing to trigger events.
- Fixed items that are hidden being revealed for a frame when switching states.
- Prevented "scaling permission" pop-up when using Vector paint.
- Removed Grey player's ability to delete notebook pages.
- Improved snapping for very small and very large objects.
- Thief animation fixed. (poor little guy gets sick during Unity changes for some reason)
- Fixed shuffling deck from right-click menu not triggering OnObjectRandomize.
- Fixed collisions trigger when loading custom objects.
VR
Keep tabs on VR improvements on the discussion page.
VR Improvements
- Updated to SteamVR action+binding system.
- VR controllers can now act as a joypad for control binding; turn on Joypad Emulation in the VR settings, and make sure the Controller option at the bottom of the Controls window is ticked.
- Using above, most normal control bindings should work where approriate in VR (e.g. Copy, Paste, Flip, etc.)
- Can now attach the VR UI screen to a controller: rotate your wrist as if you were looking at your watch.
- Added Drawings, Text, Gizmo, Snap, and Decal tools.
- Fixed Zone tools, Line tool (displays measurement, arrow ping).
- Fixed objects (such as chess pieces) warping into upright rotation on grab (now smooth-moves).
- Trigger Click Effect now known as Orient Object.
- Orient Object action should now work on all card-like objects (dominos, mahjong tiles, etc). Also works on jigsaw pieces: will rotate them to next 90-degree angle.
- Fixed snap points.
- Made resize room visual effect less opaque.
- Fixed non-hands objects being picked up by VR virtual hand.
- Fixed tooltips & icons on Oculus Rift.
- Pad bindings now use compass notation (i.e. vr_left_pad_north = left controller, up on pad)
VR Settings
- Physical UI Screen, Attached UI Screen, UI Scale - Control how the VR UI Screen is displayed.
- Display VR Players - Can select whether other VR players are visible (off, hands-only, hands+headset)
- Wall mode - will rotate room so the table is vertical.
- Align Zoomed Object - Zoom object now matches rotation of the object it is displaying.
- Grabbing Hides Gem - Hides controller gem when holding on object.
- Hover Tooltips - Display UI hover tooltips above controller.
- Interface Click Threshold - When the interface click action is bound to an analog input it will use this value.
- Laser Activation Threshold - When laser activation is bound to an analog input it will use this value.
- Laser Beam Thickness, Laser Dot Size - Control how big the laser pointer is.
- Left Tool Hotkeys & Right Tool Hotkeys - Bind the default tool select hotkeys to the pad.
- Tooltips Action Enabled - Can be turned off here to disable tooltips (instead of having to unbind the action).
- Floor of mist - change the floor.
Console Commands
All New Console Commands
- camera_clear_saved_positions
- camera_load_rotation_rate
- camera_restore_saved_positions
- camera_store_saved_positions
- component_default_autoraise
- component_default_grid
- component_default_hands
- component_default_ignore_fow
- component_default_reveal_fow
- component_default_snap
- component_default_sticky
- component_default_tooltip
- component_override_defaults
- component_state_wrapping
- drawing_erase_all
- drawing_render_fully_visible
- dice_roll_height_multiplier
- jigsaw_randomize
- jigsaw_validate
- measure_in_metric
- measure_logging
- mouse_wheel_zoom_and_center
- sendkey
- ui_config_misc
- ui_panel_chat
- ui_panel_main
- ui_panel_notepad
- ui_panel_player
- ui_panel_tools
- vr_display_network_players_off
- vr_display_network_players_hands
- vr_display_network_players_all
- vr_grabbing_hides_gem
- vr_hover_tooltips
- vr_interface_click_threshold
- vr_left_controller_bind_tool_hotkeys
- vr_mode_display_network_players
- vr_mode_ui_attachment
- vr_joypad_emulation
- vr_laser_activation_threshold
- vr_laser_beam_thickness
- vr_laser_dot_size
- vr_right_controller_bind_tool_hotkeys
- vr_tooltips_action_enabled
- vr_ui_attach_left
- vr_ui_attach_right
- vr_ui_detached
- vr_ui_floating
- vr_ui_scale
- vr_ui_suppressed
- vr_wall_mode
- vr_zoom_object_aligned
Renamed Console Commands
- vr_trigger_click_effect_delay -> vr_orient_object_delay
- vr_thumbstick_repeat_duration -> vr_interface_repeat_duration
Removed Console Commands
- vr_cards_held_like_in_hand
- vr_tooltips_when_gripping
- vr_trigger_activates_laser
- vr_trigger_activates_ui
- vr_trigger_click_effect
Tabletop Simulator is on sale now for 50% off!
You can buy the individual game, or the 4-pack at the discounted price.
https://store.steampowered.com/app/286160/Tabletop_Simulator/
Additionally, almost all DLC are on sale for up to 50% off.
https://store.steampowered.com/dlc/286160/
Sale ends 2/11/19 at 1pm EST.
Tabletop Simulator and its DLC is one sale now for 50% off!
You can buy the individual game, or the 4-pack at the discounted price.
https://store.steampowered.com/app/286160/Tabletop_Simulator/
Additionally, almost all DLC are on sale for up to 50% off.
https://store.steampowered.com/dlc/286160/
Congratulations to all the Steam Award winners, and Happy Holidays to our fantastic community. We continue to plug away at improving the game, so keep your ideas and your feedback coming. We'll catch you in the new year!
Sale ends 1/3/19 at 1pm EST.
Tabletop Simulator and its DLC is one sale now for 50% off!
You can buy the individual game, or the 4-pack at the discounted price.
https://store.steampowered.com/app/286160/Tabletop_Simulator/
Additionally, almost all DLC are on sale for up to 50% off.
https://store.steampowered.com/dlc/286160/
We hope you enjoy your Autumn and any turkeys you may or may not be devouring.
Sale ends November 27th at 10am (PST).
It has been a while since the last update, because we've been plugging away at making it a big one. Fog of War, Play Area control, Line Tool improvements, Additive Loading, VR Improvements, and much of it covered in our brand new Knowledge Base. Oh my!
We're also back at it with a new official DLC: Draco Magi!
DLC - Draco Magi
https://store.steampowered.com/app/610696/Tabletop_Simulator__Draco_Magi/
- Draco Magi now available for $6.99 with a 20% launch discount.
- Includes the base game, as well as the expansion.
- Scripted setup to help you get into the game quickly.
- Select your seats and press one of the on-table buttons to begin.
- Read the Notebook for additional info.
Fog of War:
- Found under the Zone tools, Fog of War acts similarly to a hidden zone, with the zone hiding objects that are within it.
- You can right click any object to enable "Reveal Fog Of War" in its Toggles menu. This object now reveals fog, instead of being hidden inside of it.
- Right clicking it again shows options for visibility range as well as what color objects are revealed for.
- The piece reveals area of the fog, which is represented by a black plane.
- Did we mention it can be accessed via scripting? See below.
- GM (black seat) players can see everything in the fog.
- Objects also have a "Ignore Fog of War" toggle, to disable the hiding effect on that piece.
- All "Boards" are unaffected by fog, and are still visible. You can set your Custom Models or AssetBundles to be "boards" if you want them visible as well.
- Read about other options and system details on the Zone Tools section of the new Knowledge Base.
Credit to B.I.O.S. for the table.
Play Area:
- Want the camera to move further from the table? Or not be able to? Play area lets you set that distance limit.
- Use this to make a small room that the player can't sneak out of.
- Use it to make even BIGGER setups.
- The setting can be modified under **Options** at the top of the screen, then under the **Game** settings.
Improved Line Tool:
- Your measurements with the line tool are now visible for all players!
- The line never covers the number.
- It is not blurry. What more could you ask for from a line?!
Additive Load:
When in the Game menu, when clicking the 3 dots that appear in the upper right of a Game when you go to select it, you will see a new option: Additive Load.
- Clicking this option causes all of the game pieces from the save to be loaded into your CURRENT game.
- So all your current game objects remain where they were and the ones from the save you Additive Loaded from will appear as well.
- An ideal use for this is to save different dungeon/map setups, then load them into your current game after clearing space.
New Knowledge Base:
The new Knowledge Base.
- The old Knowledge Base was built to explain the many systems in Tabletop Simulator.
- A replacement for the old Knowledge Base, the new Knowledge Base has a fast, much more modern setup.
- It is patterned on the update API.
- There have been some additional documents created, updates to classics and more.
- It also allows you to submit improvements via GitHub.
VR Improvements:
- On-Screen Keyboard:
- Turn on in Interface settings. Displays an on-screen keyboard - mainly for use in VR (makes searching a lot easier). Can be toggled in VR with button on right of screen.
- VR Settings UI:
- You no longer need to use console commands to configure your VR experience.
- Accessible through Interface settings, or in VR with button on right of screen.
- Added setting to disable displaying network player VR peripherals; accessible in VR settings or via console command vr_display_network_players
- Added settings for how selection works: either a box with a fixed height (as it has been), a box exactly as you draw it, or a box anchored to the table surface.
- Long hover tooltips now wordwrap.
- System Console:
- A number of commands are now persistent: you do not need to add them to your autoexec to set them at startup; instead they will remember their setting between sessions.
- help will show which commands persist.
- New Commands:
- reset
- ui_config_vr
- ui_keyboard_default_state
- ui_keyboard_show
- ui_keyboard_scale
- ui_keyboard_echo_duration
- vr_display_network_players
- vr_mode_selection_style
- vr_selection_style_anchored
- vr_selection_style_exact
- vr_selection_style_fixed
Scripting Changes:
Not as much here as in some other patches. But we made sure you had access to some of the new toys.
- Added Physics.play_area
- Added object.setFogOfWarReveal(table)
- Added object.getFogOfWarReveal()
- Added object.ignore_fog_of_war
- Read more about these in the API.
Bug Fixes:
- Peeking cards no longer causes their name/description to become available for all players to see for a few moments.
- Improvements to the console's color changing commands to prevent abuse.
Hey everyone got meaty patch for you guys this time focusing on improving the drawing tool with improved visuals and functionality. We also got a plethora of great VR improvements that can be seen below like virtual hands. Also like normal we got a bunch of great scripting improvements.
Drawing Tool:
- Sharper less blurry look.
- Added line, box, and circle tool.
- Can now control thickness using +/-.
- Added draw indicator to easier to see where you will be drawing.
- Can now draw on any angled surface on objects.
- Pixel paint removed.
- Fixed up bugs plaguing lines on objects.
General:
- Added Steam rich presence to see what games your friends are playing and if there is any room!
- Server browser now streams in results instead of in one big chunk.
- You can stop this refresh by clicking the refresh again.
- Raised max packet size from 1 mb to 10 mb allowing you to load larger save files when promoted.
- Input fields are now auto selected for popup dialogs.
- Removed "Hacking in Unity" discord message.
- Objects will now have their face hidden while face-down (set per object, defaults to on for objects such as cards / decks / dominos)
- Rotation Value identifiers which begin with `#` will not be displayed in tooltip.
- Tutorial now always uses Museum backdrop (as it has good text contrast)
Scripting:
-
Updates to the new Wait class:
- Added repetitions to Wait.time to better emulate Timer. Wait.time(func, time, number_repetitions).
- Using -1 will cause infinite repetitions
- Improvements to stop() so it should work more as expected. Returns from getObject and getStates improved to a common standard, includes:
- Name and Nickname
- Description
- Lua Script and Lua Script State
New Object functions:
- obj.drop() causes the item, if held by a player, to be dropped.
- setHiddenFrom(players) Hides objects from a specific player/players. Uses "hand zone" hiding.
- setInvisibleTo(players) Hides objects from a specific player/players. Uses "hidden zone" hiding.
- attachHider(...) and attachInvisibleHider(...) are more advanced version of
- setHiddenFrom and setInvisibleTo, there to help handle complex situations easily. Old Object Functions (with new features!)
- setRotationValues() now allows you to start a name/value with a # and it won't display the value in the tooltip.
- randomize(color) Now an optional string can be added so that
- onObjectRandomized will trigger, indicating that player color triggered it. New base function:
- get/setVectorLines() Allows for lines to be placed via scripting using the new vector line tools` New Spawnable object: Custom Decks!
- Technically this was added before, but now it works and is documented!
- Spawn using spawnObject then set it using setCustomObject Clarifications to the Object class
- Some functions, let setSnapPoints or call, work on both Object and Global.
- To highlight which Object functions can be directed at the game world, they have been broken out on the Object page into a "Global Functions" section. New Object member Variables
- use_rotation_value_flip can be used to modify which direction objects flip.
- is_face_down determines if an object's "face" is pointed down (like with cards). The face is the direction that faces the positive Y value.
- hide_when_face_down hides an Object when it is face-down. Objects are hidden like if in a hidden zone. The face is the direction that faces the positive Y value. New Event
- onObjectEnterContainer has long been a requested event, and it is now available!
VR:
- New virtual hand feature that lets you interact with your hand just like if it was attached to your left controller.
- Click trigger while holding a card to straighten it and hide it from other players. Click again to toggle.
- When you pull an object out of the search inventory (for example, removing a card from a deck) it will appear at the controller tip, and be grabbed if possible.
- Improved controller tooltips.
- Tooltip showing click button for Vive on main menu.
- Fixed VR tutorial.
- Flick and Line tools now working properly.
- Reduced jitter on scale + rotate.
- Up no longer defaults to teleport (but that can be re-enabled with `vr_teleport_with_pad`)
- Down on pad now defaults to Zoom, on both controllers.
- Pad now has context commands when hovering over objects.
- Lots of other VR changes/improvement that can all be found here.
Stats Monitor:
- Added a stats monitor for fps, memory, and sound.
- Activated with stats_monitor console cmd.
Fixes:
- Fixed auto raise over tablet freaking out.
- Fixed input bug spamming hotkeys into input fields when first selecting.
- Fixed locking object while it then unlocking it dropping through world.
- Fixed splitting into 10 decks merges some of the decks.
- Fixed decal on flipped cards bug.
- Fixed vector, decals, infinite bags hiding bugs.
- Fixed onscreen hands not showing decals and vector lines.
- Fixes convert URL to steam cloud now works on UI custom assets.
- Fixed string size limit over the network being increased for large xml.
Hey we got another great patch for you guys today with a ton of great scripting changes, give host, and a brand new file browser!
Give Host:
- Allows the host of game to pass the hosting off to another player that is connected to them.
- The selected player will receive a confirmation dialog to accept the new host and can accept or decline.
- If accepted all players will disconnect and then have the choice to reconnect to the new host in the exact same setup and layout they were just playing in.
- Everything will be preserved from the previous host.
New File Browser:
- Brand new file browser.
- Can search and favorite folders to easily find your assets.
- Works in VR now.
Split & Cut:
- New split added to contextual menu that let's you split a deck / stack in a certain number of stacks.
- Cut has been improved by letting you choose at what proportion you want to split the deck / stack.
Scripting Improvement:
-
Lua
- putObject() now returns an Object.
- Using it to combine two cards will return an object reference to the newly formed deck.
- Using it to put an object into a container/stack/deck will return the container/stack/deck it was made part of.
New class Notes
- Contains notebook and set/getNotes functions.
- Deprecated the old "Base" versions of these functions. New class Wait
- This new class allows you to easily trigger functions after some form of delay.
- Contains frames, time, condition, and stop functions.
- Deprecated Timer class entirely. New Object functions
- obj.cut(int) - Cuts a deck at the given card index.
- obj.split(int) - Splits a deck in a number of stacks.
- obj.getRotationValue - Returns the current rotationValue of an object (see: gizmo tool).
- This function existed previously, but was not documented. Event Functions
- Added onObjectPeek(object, player) - Triggers when peek is used by a player.
- Added object.onPeek(player), object.onRandomize(player). Misc
- Player Color strings convert automatically
- Example: printToAll("Hello", "Green").
- Snap points created on objects use Vectors local to the Object, rather than global.
- This applies to both position and rotation.
- Fix for optional parameters of spawnObjectJSON().
- Fix motor_force not working on jointTo(). New Object Member Variables
- loading_custom - Indicates if the assets of a custom element are being loaded.
- spawning - Indicates if any object is currently in the process of spawning.
- These are helpful to determine if elements are loaded into the game fully
- Especially useful with the new Wait class! Callback Changes
- Callbacks are being overhauled to use brand new syntax where you directly pass the function instead of the function string name, function owner, and params.
- Ex: Wait.time(|| print("Done"), 1) or Wait.time(function() print("Done") end, 1)
- Effected are spawnObject/Json(), takeObject(), and Webrequests. Custom UI:
- New Lua function:
- UI.setValue(string id, string value) - Updates the value that appears within element tags {>>(ex:
THIS )<<}- UI.getValue(string id)- Obtains the value that appears within element tags {>>(ex:
THIS )<<}- Both support Rich Text!
- Added get/setCustomAssets() with keys named and url.
- New InputField attribute placeholder- Greyed out text that appears in the input if there is no text present.
Chat Improvements
- Added optional timestamps for chat found in chat settings.
- Improved black outline around text in chat.
- Numbers in chat are now monospace.
Onscreen indicators
- Added on screen indicators to the edge of the screen for ping arrow and peek icons.
- Never miss a notification because you were looking at the wrong direction.
UI Improvements
- Add clear input x button to all search inputs.
- Added a scale animation to popup menus.
- Added a safe guard to restore UIs dragged off the screen.
VR Fixes:
- VR Beta info & settings (+how to revert to original controls)
- Fixed cards and decks rotating on pickup.
- Fixed zoom scale speed being framerate dependent.
- Fixed Custom Xml UI not working.
- Fixed file browser not working.
Steam's Summer Sale is here and Tabletop Simulator is 50% off!
You can get both the individual and the 4-pack at this discounted price.
http://store.steampowered.com/app/286160/
Additionally, all our DLCs are on sale up to 50% off!
https://store.steampowered.com/dlc/286160/
Hope you guys are having a great summer!
Sale ends July 5th at 10am PST.
Hey everyone we got another great patch for you guys focused on a broad range of things, but a lot had to do with spring cleaning and keeping everything running great.
We got a couple of great Custom Xml UI examples below to help you started getting your feet wet. They are also very functional and could be useful for your games.
Xml UI Example:
- Score Tracker https://steamcommunity.com/sharedfiles/filedetails/?id=1415879101
- Dice Roller https://steamcommunity.com/sharedfiles/filedetails/?id=1393821479
- Flip now actually flips the dice instead of increasing the number value (rotate right still does this).
- Optimized away all garbage allocation per frame to improve overall smoothness.
- Optimized 2D UI rendering to be more performant.
- Overall lots of code cleanup to improve our workflow in the future.
- Visibility attribute now supports admin, host, and team names.
- Clicking button won't block your hotkeys anymore.
- Added getXmlTable() setXmlTable().
- Fixed onValueChanged recursive event loop.
- Fixed setAttribute() not working if it thought there wasn't a change.
- Fixed not being able to setXml() with an empty string.
- Fix support for RichText in Get/SetXmlTable().
- Fixed zombie Xml UI when opening File Browser.
- Added Player.getAvailableColors() and Player.getColors().
- Added SetSnapPoints() and GetSnapPoints().
- Added JointTo().
- Lots of scripting improvements to make it easier to convert between Lua Tables and C# types.
- Fixed Hotseat crash when using scripting input fields.
- Fixed camera triggering scripting zone.
- Fixed Turns.getNextColor() returning name instead of color.
- Added feedback with a onscreen popup warning when trying to do
- something that is blocked by a permission.
- Permission save objects / saves to block saving objects to chest.
- Permission peek to block alt+shift looking at the backside of an object.
- Permission nudge to disabling all nudging with N.
- Atom will now warn you when you try to Save & Play after creating an object in TTS without saving.
- Lua error reporting improved.
- Various fixes.
- Zoom object: by default bound to pad-down on the left control. Touch it to display the last examined object (with either controller). Click it to lock in this mode; click again to exit. While locked, pad-left and pad-right will scale the object.
- Fixed rift hotkeys.
- vr_left_hand_pad_down_bindable
- vr_left_hand_pad_down_zoom
- vr_left_hand_zoom_scale
- vr_right_hand_pad_down_bindable
- vr_right_hand_pad_down_zoom
- vr_right_hand_zoom_scale
Hey everyone we got another patch for you guys today focused on improving the new Custom UI by adding the ability to attach them to 3d objects in the game. Also many VR Improvements especially for Oculus. Last and not least a new looking for players indicator on the server browser.
Custom UI
- Supports 3D UI attached to Objects.
- Each object can have its own assets (images)
- UI.getXml() and UI.setXml() added, allows for dynamic UI creation from a string. Expect more ways to dynamically spawn to added in the future.
- Click sounds added for the UI.
- Player colors now match TTS colors. For example, "red" is now equivalent to the player color red exactly.
- Dragging is improved so the element doesn't snap to its rectAlignment when dragged.
- Fixed changing active attribute from scripts the visibility attribute would sometimes not work correctly.
- Added position attribute and fixed rotation to work like you would expect.
- Scale of onscreen UI based on resolution height instead of width.
- Custom UI hides correctly whenever there is a popup dialog.
- Scripting editor now has two modes Lua and UI that let you edit their respective scripts per Object or Global.
VR Improvements
- Fixed grabbing objects messing with rotation.
- Selection box will use laser position if laser is on.
- Fixed selection box placement bug.
- Added icon showing current tool mode. Fixed Rift controls:
- Gem now defaults to angled and is better positioned
- Trigger activates laser and UI objects
- Stick controls activate properly (teleport works on click, rotation will repeat on hold)
- Stick UI becomes visible when stick touched. New console commands:
- vr_card_in_hand
- vr_laser_beam_opacity
- vr_laser_beam_visible
- vr_mode_icon_colored
- vr_thumbstick_icons_constant
- vr_thumbstick_repeat_duration
- vr_trigger_activates_laser
- vr_trigger_activates_ui
Looking For Players
- New looking for players indicator on the server browser. This will be default on for all servers.
- This can be changed in game by going Options -> Server.
- Can also be set from scripting with setLookingForPlayers(bool).
General
- Updated to Unity 5.6.6.
- Fixed thumbnail preview image causing image to being lower resolution than it should in the world.
This patch includes creating Custom UIs using Xml giving you the power of Unity's UI system with an easy to use format.
We also have a brand new API documentation that is much more feature complete with examples and better looks. Can be found here: https://api.tabletopsimulator.com/
Read about the new VR Controls at the bottom of the patch notes!
Custom UI
- Custom UI added using Xml.
- Gives the power of Unity's UI system.
- Docs can be found here: https://api.tabletopsimulator.com/ui/introUI/
Scripting
- object.randomize (or shuffle/etc) now returns 'true' if shuffle occurred. For example, a deck currently being searched by a player will not shuffle, so 'false' is returned.
- Added search events: onObjectSearchStart, onObjectSearchEnd, onSearchStart, onSearchEnd
- Button callbacks now have a third parameter which will be set to true if the button was right-clicked or long-pressed.
- createButton now lets you specify 'hover_color' and 'press_color'
- Added getJSON() to Object and spawnObjectJSON() this is the same format as Objects are saved in the save files.
- Turns class added to let you controls the turns menu from scripting.
- Event onPlayerTurn(player) added.
Voice Chat
- Team icon is now working.
- Updated to latest version of voice chat.
- Fixed more bugs with Voice Chat.
Fixes
- Fixed items appearing faded in Search window.
- Fixed Search window not working in VR.
- Fixes to cosmic encounter.
VR Controls Update
The goal is to provide a more intuitive VR experience; closer to how you would play a board game IRL. This is still in development, feel free to leave us your feedback about how it feels! To enable the old control scheme type +vr_controls_original into the system console.
Note
Various commands in the system console govern vr behaviour: type help vr to see them. For example, turning 'vr_sticky_grab' on will mean you do not have to hold the trigger to maintain grip on an object; instead you press to grab, then press again to release. If you want these commands to persist then add them to your autoexec (type 'edit autoexec' and enter them there). You can quickly switch between old and new controls if you do something like 'bind right_control !vr_controls_original' (...you can then hit right control to toggle)
Changes
Laser pointer now turns on and off as the player touches the touch pad, and is oriented like a pointer rather than a gun (it now matches the default steam keyboard laser). Selection box now drawn from controller position instead of laser position.
Controls
Touchpad when not holding an object: Center = click (buttons, UI, etc.) Up = teleport Left & Right = Mapped tool. Hold left or right to bind current tool to that button. Touchpad when holding an object: Center = flip Left & Right = Rotate Grip buttons now let you move (holding one controller) or rotate/scale (holding both). Holding any grip button will display control layout. Holding menu button will reset your position. Trigger now used exclusively to interact with 3D world
Advanced
The touchpad controls when not holding an object are set using the console bind command, and can be overwritten, so you can bind any command you want to the touchpad if you wish (left, right, and up if you disable teleport; down and center are reserved). For example: 'bind vr_right_pad_left !vr_laser_constant' will toggle the laser on and off when you hit left on the right controller's touchpad. You can use -, +, and ! bind prefixes to bind to press, release, and long press respectively. Use 'vr_unbind_all' before binding your own to remove the default bindings. Example autoexec -vr_controls_original vr_unbind_all bind +vr_right_pad_left tool_grab bind -vr_right_pad_left tool_revert bind +vr_right_pad_right tool_paint bind -vr_right_pad_right tool_revert This will mean for the right controller, as long as you hold the left pad you will be in grab mode, and as long as you hold the right pad you will be in paint mode.
This patch includes some good upgrades to the tablet and the ability to increase player counts beyond the current 10 using the console!
The other great new is that we have revamped and upgrade Cosmic Encounter with great new graphics and effects. We didn’t stop there either! We are bundling the expansion Cosmic Eons for free with the base DLC!
We are getting this patch out before GDC expect some good stuff soon in the following patch. If you are going to be at GDC this year let us know.
DLC Cosmic Encounter Upgrade
- Free expansion Eon now included with the base game!
- Custom thematic table and environment ( + animations and particle systems).
- Full revamp of all game components to match the theme. Scripting additions: - Highlighting planets using the hyperspace gate - Tracking amounts of player ships - Scripted rulebooks - Scripted Alliance Dials
Tablet Upgrade
- Updated version of Chromium browser.
- Mac should be working correctly.
- More stable and less rendering issues.
- No linux support just yet.
Console Commands
- Added host_max_players to change the max number of players that can connect to the server. This can increase the player count above the current 10 limit.
- Added host_name to change the name of the server.
- Added host_password to change the password of the server.
VR
- Laser now oriented like a remote. Let us know if you like this new position.
- Removed the vive wand head for more visibility.
- Expect more VR improvements in the next patch.
Improvements
- Mousing over an object in your onscreen hand will now lift it above the rest.
- Joining a steam friend with the game closed with load up the game and join them.
- Scripting added events onPlayerConnect(Player) and onPlayerDisconnect(Player).
Fixes
- Fixed duplication bug with deck / bags with alt right click when searching.
- Fixed bug with password mismatch even though they should match.
- Fixed certain text label being messed up.
This is our first update in 2018 and while this patch may not seem too exciting, it’s because we spent a lot time cleaning up underlining code to facilitate better updates for the future. We hope you do like any of the changes and updates that have been added thus far.
Our next DLC, Pillars of Eternity: Lords of the Eastern Reach, is a 1-4 player card game based on Obsidian Entertainment's best-selling Pillars of Eternity computer role-playing game.
And a big thing we’ve added to TTS is Discord integration, so you can see what game your friends are playing, what they are hosting and the number of seats available, and much more. Hope you enjoy!
DLC - Pillars of Eternity: Lords of the Eastern Reach
-
http://store.steampowered.com/app/610695/Tabletop_Simulator__Pillars_of_Eternity_Lords_of_the_Eastern_Reach
- Now available for $7.99 with a 20% launch discount.
- 1-4 Players | Ages 13 & Up .
- Approximately 60-120 minutes.
- Only the host needs to own the DLC for everyone to play.
Discord Integration
- You can now click on a user in Discord and see what game they are playing within TTS.
- You can see when players are hosting a game, the number of seats available and their color.
- You can also see how long that particular session has been going as well as if they are in singleplayer or multiplayer.
DLC Battle For Souls Update
- Fixed bouncing rulebook when changing states.
- Added info to the Notebook.
- Made background objects non-interactable.
Scripting Improvements
- Added custom deck setCustomObject() and getCustomObject() support.
- Fixed takeObject() collision issue with concave colliders.
- Fixed sync input fields on late joining people.
- Fixed null reference with Player.getSelectedObjects().
- getCustomObject() will return a list of these keys because it could be multiple decks combined:
- string face, bool unique_back, string back, int width, int height, int number, bool sideways, bool back_is_hidden
Chat Improvements
- Added a ‘System’ tab console (icon is a tilde ~).
- This gives better user experience with errors and reports for players.
- Color of chat window will be different to differentiate between this tab and the others.
Hotkey Improvements
- Added hotkeys to toggle UI elements on and off: ctrl-f1: Tools ctrl-f2: Top Menu ctrl-f3: Players ctrl-f4: Notepad ctrl-f5: Chat
Improvements
- You can now modify custom decks with by reopening the custom menu.
- Enter key now works in password dialog.
- Duplicate errors logged to any chat tab now collate, rather than spamming the chat box.
Fixes
- Fixed issue with Text editor text invisible when it has too many characters.
- Fixed bug with 3d pointer sometimes not showing up onscreen hands.
- Fixed DLC custom assetbundle textures not getting converted correctly by making the secondary bundle load first.
- Fix chat settings and host server UI overlap.
- Fixed chat yellow indicator disappearing for all tabs when changing tabs.
- Fixed global chat history being lost when exiting to main menu.
Steam's Winter Sale is here and Tabletop Simulator is 50% off!
You can get both the individual and the 4-pack at this discounted price.
http://store.steampowered.com/app/286160/
Additionally, all our DLCs are on sale for 20-60% off!
Here's wishing everyone a very Merry Christmas and Happy New Year!
Sale ends January 4th at 10am PST.
It’s hard to believe how fast this year zoomed by and we want to wish everyone a very Merry Christmas and Happy New Year. Holidays are a special time to be with loved ones and friends and we are happy to have you all as part of our community.
It’s been awhile since we’ve had a new DLC, so this time around we have Tiny Epic Quest by Gamelyn Games! This one is exciting, because it includes the ITEMeeples where you can attach and detach weapons. We hope you like our rendition of the game!
If you haven’t seen it yet, our latest tutorial video is now available. This tutorial goes over how to create a custom game from start to finish. Check it out and let us know what you think. We hope it helps you get started on creating your own custom games!
https://youtu.be/_xbED5HDSYU
DLC - Tiny Epic Quest
-
http://store.steampowered.com/app/610698/Tabletop_Simulator__Tiny_Epic_Quest
- Tiny Epic Quest now available for $6.99 with a 20% discount.
- Includes ITEMeeples where you can easily attach the weapons to the meeples.
- Scripted elements for your convenience and enjoyment.
- Choose your color and press the game modes you want and start game.
- Read the Notebook for additional info.
Scripting Improvements
-
External Editor:
- ASCII to UTF8, atom will work with all languages now.
- Save file path added sent to external editor.
- Added sendExternalMessage(Table) and event onExternalMessage(Table).
- Added remote script execution from external editor. Scripting:
- Added Playercolor.getHoverObject()
- Added static WebRequest class
- Global script now has self, which is just the same thing as Global.
- takeObject() now default smooth moves objects unless you supply smooth = false
- Added sound property to spawnObject() to disable spawn sound. Global Class WebRequest:
- Get(string url, Object owner, string function)
- Post(string url, Table form, Object owner, string function)
- Put(string url, string data, Object owner, string function)
- Callback function has property with keys string url, bool is_done, float download_progress, float upload_progress, bool is_error, string error, string text.
Improvements
- Spawn dropdown added to spawn an object in its exact saved spot.
- This is great when trying to spawn a compound object.
- Fixed issue with one of the colliders in the Indonesia DLC.
Fixes
- Fixed custom assetbundles not loading in cloud manager.
- Fixed issue with custom objects starting with 2 dummy objects.
This tiny update was mainly to get VR and Touch working again after the slight downtime with v10.0. Thanks for your patience!
General Improvements
- VR is now working.
- Touch is now working.
- Doubled the max size of the packets so you can search and save larger things.
- Improved sorting for server browser.
- Servers that have a friend in it now have green text.
- Added an invite icon on the top right, so you can easily invite your friends once all the slots are full, then it disappears.
- Ping is more accurate and less jumpy.
- Fixed issue with 50 value poker chip not showing properly for clients.
Steam's Autumn Sale is here and with that, Tabletop Simulator is 50% off!
You can get both the individual and the 4-pack at this discounted price.
http://store.steampowered.com/app/286160/
Additionally, all our DLCs are on sale for 30-50% off!
Here's wishing everyone a very Happy Thanksgiving, no matter where you live!
Sale ends November 28th at 10am PST.
Hey everyone, v10.0 will be our largest patch ever added to the game! This update’s focus was on completely rewriting and optimizing the netcode on Tabletop Simulator to help solve a lot of the connection issues. If you helped us test on the beta, thank you very much for your input as we needed all the extra testing we could get to ensure things were cleaned up smoothly. This is a major update, so if you encounter any issues, please let us know on our forums with as much detail as possible before we head into the holidays. We also have a free update to Viticulture by Stonemaier Games, which adds in the expansions Tuscany and Moor Visitors! And finally, we have made a few UI improvements which we hope you like. The main menu has changed for simplicity and to match the rest of the UI, and the host options menu has been split into Game, Server and Permissions. We’ve added some additional features to these menus as well. VR and Touch is currently not working in this update, but we plan on adding it back in very shortly. Please be sure to post your feedback and suggestions on our forums.
Networking Overhaul
- Networking has moved over to Steam.
- Reduced overall networking traffic.
- Alleviates host desync issues.
- Reduces stutters and FPS loss when hosting.
- Optimized cpu usage for networking.
- Better game security against hackers.
- People that had problems with server browser before should now work for everyone.
DLC - Viticulture Expansions: Tuscany & Moor Visitors
- The Tuscany & Moor Visitors expansions to Viticulture has been added as a free update!
- You can now have even more fun with these two anticipated expansions.
- Minor update to the DLC itself and additional tables.
- Scripting has been added for your convenience.
UI Improvements
- Updated the main menu to match the rest of the UI and simplicity.
- The Join button takes you directly to the server browser.
- The Create button gives you the option for Singleplayer, Multiplayer and Hotseat.
- The Host Options has been separated into the Game, Server and Permissions menus.
- The Game menu let’s you change the game and gravity for that session.
- The Server menu let’s you change the name of the server, password and max players in real time.
- The Permissions menu leaves us options to add in more permissions. Separated the Tablet from Digital to be its own permission.
- The Physics option has been moved to the Configuration menu as it is global.
- The Server browser no longer has tabs. Use the friend check box to find servers with just your friends.
DLC - The Great Dinosaur Rush Improvements
- Locked down the green bone tray and the token bag.
- Fixed issue where some pieces are locked in place when starting the game.
Improvements
- Updated to Unity 5.6.4 which fixes some bugs.
- Updated the voice chat to fix some extra bugs.
Fixes
- Fixed issue with spamming click while initial loading breaks it.
- Fixed issue with scripting objects teleporting not syncing correctly.
- Fixed issue with Go bowl’s pieces not going in.
- Fixed issue with Linux typing random characters.
- Fixed issue with Linux fullscreen not working.
Hey everyone, v10.0 will be our largest patch ever added to the game! We are replacing and optimizing the netcode on Tabletop Simulator to give you guys the best possible experience. Due to the vastness of these changes, we decided to have an open beta to test and make sure nothing has slipped through the cracks. Additional features and fixes will also be included in the patch’s final release. We want as many people as possible to help us test the networking rewrite, so we can work out any kinks before it goes live. We have commenced closed beta testing and are now opening this up to everyone. We would greatly appreciate your help and feedback to ensure this is a smooth process. To access the open beta:
- In your Steam Library, right click on Tabletop Simulator and click on Properties.
- Click on the BETAS tab.
- Click the drop down arrow and choose public_beta - Public beta branch.
- Give it time for the update to take place and then play as normal.
- Be sure to play in multiplayer for efficient testing.
- You can join through Steam friends or via the Server browser.
Networking Overhaul
- Networking has moved over to Steam.
- Reduces the overall bandwidth to host a server.
- Alleviates host desync issues.
- Improves game security from hackers.
- Reduces stutters and FPS loss when hosting.
Not ready yet
- Hotseat
- Touch
- VR
- Host Options
A new feature in this update is Onscreen Hands! This allows you to see and play from your hand from any position. This is great for those who prefer to have their hands in a static position on screen. Now everyone can have the best seat! We also focused on figuring out where any networking issues are coming from, so we have added networking indicators next to your names on the top right, so you know exactly what’s going on. Type /debug in chat and take screenshots of your readout if any networking issues come up. Use the following networking chat commands to help make adjustments when clients are connected.
Network Commands
- /networktickrate 20-120 (default 60) - this is how often the network will transmit data each second.
- /networkpackets 1-5 (default 2) - how many packets per tick to send out. Higher values make it so more objects can be synchronized each tick. (Host only command)
- /networkinterpolate 0-5 (default 1.1) - the amount of time for interpolation, increasing this value increases smoothness but also increases input lag for the clients. (Client only command)
- /networkquality 0-2 (0=high, 1=medium, 2=low) - changes the overall quality presets. If you are having networking issue try: /networkquality 2 This will require 4 times less bandwidth than the default. Restarting the game will reset these commands to default.
Onscreen Hands
- New feature onscreen hands that allow you to see and manipulate your hand from any location.
- The onscreen hand functions just like it does normally.
- Everything you do in your onscreen hand will be shown in your regular hand, so other players will still know what you’re doing.
- This allows you to view your camera in any direction or zoomed in, yet still see your hands.
- Objects can also go in your onscreen hand.
- Mousing over an object in your hand will show you the full view of the object.
- When you pull cards & objects into your onscreen hand, you will see a line indicator so you know it is there and the max size it can be.
- If you want a larger onscreen hand, you will need to extend the size of your regular hand zone.
- Cards will scale based on the size of the hand zone.
- You can toggle the onscreen hand by pressing H.
Network Indicators
- Added new network icon indicators so you can tell what is happening with the host or client.
- Hover over the icons for more detailed info.
- The icons will show for each person, to show what your connection is to a particular person.
-
- This shows when you are connecting to this player. -
- This shows when you are connected to this player through Steam’s relay servers. Performance is not optimal. - Open the following ports if you are still having connection/network issues: UDP 3478 (Outbound) UDP 4379 (Outbound) UDP 4380 (Outbound)
-
- This shows when you are disconnected from this player.
DLC - Darkest Night Improvements
- Updated tokens that needed to have the proper green & gold backs.
- Updated token rotations.
- Some tooltips have been updated.
- Some snap points have been adjusted.
- Added camera states for quick views.
UI Improvements
- Updated all custom content menus to match rest of UI.
- Updated chat settings to match rest of UI.
- Updated icons next to names to have outlines for better readability.
Scripting Improvements
- createInput()/editInput() added int tab (None = 1, Select Next = 2, Indent = 3)
- inputs now default to tab select next.
Fixes
- Fixed issue pressing A with a controller resetting pointer position.
- Fixed issue with scripted movement of an object not always syncing to clients.
A major part of this update focused on rewriting and optimizing the net code for object position synchronization which makes up the majority of the game’s network traffic. You will notice a huge improvement as the client when moving objects around with reduced input lag. This data will also now pass through Steam’s P2P network backend. Slowly but surely we are going to migrate all the netcode to use the Steam P2P.
We also have some additional fixes and improvements for Voice Chat that should hopefully resolve the last of the issues.
Thanks for your patience and post on our forums of any issues that come up along the way so we can make sure it is working properly.
DLC - Darkest Night
-
http://store.steampowered.com/app/433520
- Darkest Night has gotten a complete overhaul with a brand new look!
- We have also added expansions #2-5 for free as part of this update. (#1 was already included)
- Read the notes in the Notebook for additional info.
- As this DLC was updated, please note that any existing save files will no longer work.
Networking Rewrite
- Reduced bandwidth usage for moving objects by around 300%.
- Upped tick rate to 60Hz from 30Hz.
- Greatly reduced the input lag of moving objects around for clients with better interpolation, tick rates, and unreliable packet.
- Less chance of the network getting backed causing everything to be massively delayed forcing a reconnect.
- Added a smart system to dial back the send rate on objects when having to synchronize hundreds of objects per second.
- Host no longer has to network sync other players pointer that info is now directly communicated between each player saving bandwidth.
- Overall players should be able to host more with less connection issue with these improvements.
Voice Chat Improvements
- Hopefully fixed up the last of the P2P errors.
- Dynamic quality adjustments based on packet loss.
- Improved voice quality slightly with newer Opus version.
Configuration Menu & UI Improvements
- Updated Configuration menu to add in a Sound tab.
- You can now adjust various volumes and choose your microphone from this menu.
- The Game tab has been updated with some additional options like Look Speed, Invert, Field of View and Movement Speed.
- The Pointers have been moved to the Interface tab.
- Updated all sliders and scrollbars.
Scripting Improvements
- Improved 3d UI Interactions.
- Fixed editInput() bugs.
- Fixed scripting zone bug with cameras
DLC - The Great Dinosaur Rush
-
http://store.steampowered.com/app/610694
- New Model and image for the board to fix misprint, new tracker cube asset bundles
- The player mats have been moved down closer to the Hand Zone, the hidden zones are a lot bigger now, about 2x as big, and moved above the player mats.
- Bones and Notoriety Tokens are smaller so they all fit into the hexes on the board now.
- "Start Game" script has been modified to adjust to board and other changes.
- Fixed green hidden zone so it's no longer reversed.
3D UI Interaction Improvements
- Backside of 3d UI is no longer interactable.
- Can now pick up object on top of 3d UI.
Improvements
- Optimized hand performance with lots of objects.
Fixes
- Fixed issue with Steam Authentication Failed messages.
In the last update we ran into crashing issues using Steam’s voice chat, so we temporarily turned off voice chat while we investigated. After working all weekend and implementing a brand new system, we think we have something even better! Crystal clear voice using the latest Opus codec, the gold standard of voice chat. This new voice chat should sound better and perform better than Steam Voice or our old system. Currently, Team Voice Chat icons do not show for other players. Disable voice chat only disables your voice. Click on a name to mute individual players in the meantime. Thanks for your patience during this time. Hopefully the new voice chat works well for you all. If you have any feedback, please post on our forums.
Voice Chat Commands:
- /mics (will return a list of available mics with a number.)
- /setmic # (to assign your new mic as default.)
- This will be moved into the configuration menu in the future.
Other Additions
- Scripting inputs now support BBCode.
- Fixed movement/jitter with scripting 3d ui.
- Fixed auto save not occurring during a table flip.
- Fixed steam authentication issues when reconnecting to server.
Linux Troubleshooting
- If you are having problems talking to others players make sure your GLIBCXX_3.4.20 is on this version. This might change in the future.
We’ve been working on a lot of stuff these past few weeks to finally use Steam networking. We’ve got a great head start by converting our old voice chat over to Steam Voice, so you’ll see a great improvement! We’re still working on the full conversion, so let us know what you think thus far.
So many of you have been asking for the ability to create character sheets since nearly the beginning and it hasn’t been easy to come up with something that was feasible, but now we have! Through scripting - createInput(), you can now create your own custom character sheets.
The Great Dinosaur Rush by Ape Games is now in Tabletop Simulator as DLC!
The Great Dinosaur Rush, or the Bone Wars as they’re otherwise called, were a period of incredible advancement in paleontology (discovery of fossils).
NEW DLC - The Great Dinosaur Rush
-
http://store.steampowered.com/app/610694/Tabletop_Simulator__The_Great_Dinosaur_Rush
- Now available for $6.99 with a 15% launch discount!
- 2-5 players, ages 10 & up.
- Only the host needs to own the DLC for everyone else to play.
- Click OPEN on the bottom right of the rulebook to open it.
- Press the bottom left and right corners of pages to turn them.
Voice Chat Revamp
- We are now using Steam Voice Chat and p2p.
- Better quality and less bandwidth used.
- No strain on the host’s bandwidth with true p2p.
- Client players can mute other players. Host will mute/unmute for everyone.
- Volume input/output can be controlled in the Steam voice chat settings as shown above.
- You might hear a few pops here and there, so we’re still working out the kinks.
- Please leave us any feedback you encounter with the new voice chat. Thanks!
Scripting Improvements
-
Player:
- Updated getHandObjects(int index = 1).
Events:
- onChat(string message, Player).
- Added onUpdate() deprecated update().
- Added onFixedUpdate() deprecated fixedUpdate(). Object:
- setValue() and getValue() works with hidden zones now.
- putObject() works with infinite bags. UI:
- Added tooltip variable to createButton().
- Added createInput(), getInputs(), editInput(), removeInput(), clearInputs(). Improvements:
- Optimized lua events calls if not being used.
- Save and play doesn't update thumbnail.
- Improved the global starter script.
Steam Improvements
- Added better error handling for Steam api calls.
- More verbose Workshop uploading and updating in chat.
- Fixed a potential achievement issue losing progress.
Camera Mouse Control Improvements
- Frame rate independent (No more slow down or speed up based on FPS).
- No smoothing and more responsive.
Improvements
- Character Sheets can now be created with scripting createInput()
- You can now change colors in Hotseat mode.
- Increased camera render distance by double for large games.
- Auto save will no longer clutter chat
- Cloud Manager will now automatically preview .obj and assetbundle files.
- Reduced the input lag of moving objects around for clients.
- Improved colliders on deal color wheel.
- D6 now has consistent dot orientation to match the rest.
- Improved lighting for UI 3D objects in menus.
Fixes
- Scripting menu is now properly disabled for promoted players.
- Fixed double enter on text tool.
- Fixed decals not being uploaded to cloud with the upload all button.
- Fixed issue with expanding a save or mod after searching causing it to go back to the Games menu.
- Fixed issue with being able to exploit names on player list.
- Fixed issue with name getting stuck on the table & UI when disconnecting.
- Fixed issue with player names containing ":" messing up name coloring in chat.
- Fixed sideways piecepack dice rotation values.
- Fixed d4s rolling behavior.
- Fixed UI layering order with 3D objects so they don't have to be disabled anymore.
Another week is upon us and with that, a new patch! This update brings in a new DLC by SlugFest Games. We’re happy to bring you The Red Dragon Inn: Battle For Greyport! Now available in Tabletop Simulator!
You and your adventuring companions are just returning to the bustling city of Greyport after your latest adventure. You are all looking forward to relaxing and spending some of your hard-earned loot at The Red Dragon Inn. The party will have to wait, though, because the city is under attack by evil monsters!
We also have an exciting update to Hands, where you can now bring any object into them! Your hands aren’t just for cards any more! And not just that, but you can now draw and deal from loot bags, infinite bags and stacks!
We also have a new tool for you in the gizmo side menu - Rotation Values! What does this mean? You can now create custom tooltips for your dice or anything else that needs a tooltip that changes depending on the rotation of the object. Names or numbers are allowed!
Read on for the full details!
DLC - The Red Dragon Inn: Battle For Greyport
-
http://store.steampowered.com/app/610693/Tabletop_Simulator__The_Red_Dragon_Inn_Battle_For_Greyport
- Battle For Greyport by SlugFest Games is now in TTS.
- Available for $7.99 with a 20% launch discount.
- 2-5 players, 12 & up.
- Only the host needs to own the DLC for everyone else to play.
- To use the scripted rulebook scroll, just click the NEXT and BACK text.
- You need a minimum of 2 players, but if you want to check out the scripted functions in single player, once you choose your character, change seats to choose another character and then click confirm.
Hand Improvements
- Hands can now work with any object if enabled in the toggles menu.
- Deal and draw works on individual objects like a singular card.
- You can now deal and draw from bags, infinite bags, and stacks.
- Works with arbitrary rotation and sideways cards.
- Improved spacing with hands to work better and on dynamic sized objects.
- Improved hands reacting to manipulation with the gizmo tools better.
- Optimized performance of hands.
- Improved lift height when grabbing something from a hand.
- Fixed issue when dealing / drawing that the wrong hand could grab the object.
- Fixed clipping issues when flipping / rotating cards in your hand.
- Fixed object stacking together when they were in a hand.
Set Rotation Value on Object Tooltip
- This allows you many options like custom dice tooltips or custom tiles with different tooltips depending on what side its laying on.
- Number or name values are both allowed.
- You can mouse over any object with rotation values and press a number to make it change to that. Or use the contextual menu and Rotation Value to the number.
- It will try to add up totals on the same objects just like the built in dice do.
Scripting Improvements
-
Object:
- Added bool use_hands
- Added deal(int number, string player_color = "Seated", int index = 1)
- Added setRotationValues(Table), getRotationValues() Player:
- Added getHandCount()
- Updated getHandTransform(int index = 1)
- Updated setHandTransform(Transform, int index = 1)
Three Kingdoms Redux DLC Improvements
- Adjusted the initial number of dealt cards.
- Fixed issue with the deck labels for the Generals.
- Fixed scripting issue with cards being dealt sideways.
Khronos Hunter DLC Improvements
- Three marked spaces have been added with snap-points.
- An extra rescaled version of the square-marker bag has been added to each player area so level-ups can be marked on these extra cards.
- The mana-coin bags in each player area have been moved to make room for these spaces.
UI Improvements
- You can now use BB Code colors on black text. Ex, works in Notebook now.
- Black text is more readable in chat.
- Fixed being able to move a file / folder to the same location it already is at.
Improvements
- First loading scene is now async and has a spinning loading wheel.
- Optimized CPU usage with lots of objects by 10-20% reduction.
- Uncapped FPS will no longer cap to 144 but unlimited.
- Quarter now has heads or tails tooltip.
Fixes
- Fixed auto raise so that you can't pick up an object over and over again to make it fly upwards.
- Fixed issue with Sticky toggle not working properly on bowls.
- Fixed flickering with 2D pointer when using tools.
This is a big update in that we updated our engine to a new version of Unity. This gives us better cpu multi-threading utilization for better performance in scenes with lots of objects. The game should overall be on a better foundation than ever before.
We’re happy to announce our latest DLC, Three Kingdoms Redux by Starting Player is now live!
Three Kingdoms Redux is a board game that seeks to recreate the tripartite between the states of Wei, Wu and Shu. You assume the role of one of the three lords – Cao Cao leading Cao Wei, Sun Jian leading Eastern Wu or Liu Bei leading Shu Han.
And for our VR users, rejoice! Oculus Touch support is now officially here! VR performance in general should also be improved up to 30% faster. Check it out and let us know how it is. Of course, there’s still more to come as well!
And lastly, our tutorial series is currently undergoing a revamp since we’ve changed so much and added new features. Here is the first episode in the new 2017 Tutorial Series - Basic Controls.
https://www.youtube.com/watch?v=SGPdpGn0DCM
DLC - Three Kingdoms Redux
-
http://store.steampowered.com/app/610692/Tabletop_Simulator__Three_Kingdoms_Redux
- Created by Starting Player.
- Now available for $7.99 with a 20% launch discount!
- Only the host needs to own the DLC for everyone else to play.
- This game is for 3 players only.
- To begin, follow the instructions on screen or open up the notebook when the on screen notes disappear.
- Make sure to hover and read tool tips as some things have specific instructions that need to be followed.
- High quality and detailed with a lot of scripted elements to play around with.
Unity 5.6.2 Update
- Improved CPU Multi-threaded rendering (up to 50% performance increase when there are lots of objects).
- Improved physics calculations at high speed.
- Greatly improved camera collision code to reduce jitter and clipping. (This will also stop cheating by trying to clip under the table to look at cards)
- Chat colors have changed due to the update (are a bit darker).
- Custom AssetBundle project has been updated to the new Unity version as well.
- TTSAssetBundleEffects adds animator support.
- Assetbundles with custom shaders might be pink (Either don't use custom shaders or re-export your Assetbundles with the updated project).
VR Improvements
- Added support for Oculus Touch.
- VR performance improvement up to 30% faster.
- Controllers now animate to match your controller in real life.
- You can toggle UI mode to have a floating UI that can be dragged into position.
- Alt Zoom works a lot better now on everything.
- Hover tooltip text now works with description.
- Fixed resizing game view breaking the UI interaction.
Scripting Improvements
-
Event:
- onObjectTriggerEffect(Object, int index)
- onObjectLoopingEffect(Object, int index)
- onObjectRandomize(Object, string player_color)
- Player.getSelectedObjects()
- Player.getHoldingObjects() Physics.cast():
- Added bool debug to cast() to visualize the cast
- Fixed size parameter in cast() being double in size than it should all script must be updated
- Increased the number of hits from 100 possible to 1000
Lighting Improvements
- LUTs (look-up textures) have been added to the lighting menu.
- This gives you a wider variety of lighting and color choices from one extreme to the other.
- You can choose from over 100 different LUTs or import your own (256x16).
- You can read more about LUTs here.
Cloud Improvements
- Added “Upload all loaded files” button on the Cloud menu.
- This takes all the files in the mod and uploads them directly to your Steam Cloud.
- This is useful when a mod has a broken file and there’s no other way to fix it.
- This is also great for transferring your local files automatically to the Cloud when you’re ready to play your game in multiplayer.
- Custom files must be cached to your disk in order to work, so make sure to search any bags to force a cache.
- Keep in mind that it will upload ALL files to the Cloud. There’s no way to pick and choose individual files.
UI Improvements
- Tooltip text is now aligned left instead of center.
- All menus in the Options folder, as well as the Workshop Upload menu have been slightly updated to match.
- Updated Teams menu.
DLC Improvements
- Scythe - Updated lighting for better presentation.
- Warfighter - Updated lighting for better presentation.
- Warfighter - Fixed issue with tokens not turned the correct way.
- Updated Tiny Epic Western and In the Name of Odin DLCs so there are no longer any pink elements for Mac & Linux users.
General Improvements
- Added support for 5 teams - welcome, Team Jokers!
- Replaced tablet with a new one that is thinner with smaller bezels.
Fixes
- Fixed assetbundle name conflict when reloading an object.
In case you haven’t heard (ha ha), the Steam sale has arrived, and with that, Tabletop Simulator and most of our DLCs are on sale 20-60% off! Get it while it’s smokin’ hot!
http://store.steampowered.com/app/286160/Tabletop_Simulator
Our latest DLC is Cavern Tavern, created by Final Frontier Games, now available in Tabletop Simulator!
In a war torn land, a magical land of heroic feats and epic quests, there is a place that has never felt the wrath of the ongoing and everlasting war between the five realms. Hidden in the hills of Strongcliff, deep in the shadows of a cavern lies the best kept secret for many years.
We also made some great improvements to the Turns Menu. You can customize your turn orders, disable interactions and enable players to pass turns to another!
DLC - Cavern Tavern
http://store.steampowered.com/app/610691/Tabletop_Simulator__Cavern_Tavern
- Created by Final Frontier Games
- Now available for $7.99 with a 20% launch discount!
- Only the host needs to own the DLC for everyone else to play.
- Can be played solo or with up to 6 players.
- If playing solo, just press the Start button for auto setup and follow the instructions on page 18 of the rulebook.
- For multiplayer, each player must select a character first, then press start for the automated setup.
Turns Improvements
- Updated the menu to match the rest of the UI.
- You can now create custom turn orders.
- You can now Disable Interactions for players when it’s not their turn.
- Moved end turn button higher up, so it doesn't block broadcast messages.
- Pass turns from the player names (if box is checked).
- Player names are ordered the same way as turn order on the top right.
- You can change the turn order by moving the color circles in the menu after choosing Custom.
Scripting Improvements
- Documentation on github: https://github.com/Knils/Tabletop-Simulator-Lua-Documentation
- Feel free to make pull requests to improve the documentation.
- Cast now returns the table as a hit object.
- Player class: Added getSpectators()
- BBCode now works on creatButton().
- Fixed getBoundsNormalized() center being wrong.
UI Improvements
- SAVE & EXIT removed from Grid, Lighting & Hands Menus as it will now automatically save each setting.
- Updated Hands menu to match the rest of the UI.
- Reset button added to Grid, Lighting & Hands menu.
- Smooshed thumbnail images instead of cutting them off in the Games Menu.
- Lots of miscellaneous improvements throughout.
Improvements
- Improved player contextual options to match what is available.
- Alt Zoom doesn’t clip super wide objects offscreen.
Fixes
- Fixed issue with not being able to see Rotation Snap points when placed.
- Fixed issue with custom infinite bags spawning objects with the wrong rotation.
Our latest DLC is by GARYKIMGAMES and published by Korea Boardgames, Abraca...What? is a family game of deduction and spellcasting. Now available in Tabletop Simulator with a 15% launch discount!
An exciting new feature that a lot of you have asked for is the ability to adjust the lighting! You no longer have to rely on the 8 different backgrounds for the only light source. You can customize your own and combining that with Assetbundles, you can create some pretty nifty things. We can’t wait to see what you come up with!
Thanks to all of your feedback, we made a lot of improvements as well as additions to scripting and we’ve added the much requested hotkeys to scripting (so keybinds had to be reset - sorry!).
DLC - Abraca...What?
-
http://store.steampowered.com/app/468739/Tabletop_Simulator__AbracaWhat
- Designed by GARYKIMGAMES and published by Korea Boardgames.
- Now available for $5.99 with a 15% launch discount!
- Only the host needs to own the DLC for everyone else to play.
- The dealing of spellstones is automated through the clicking of the relevant spell scroll, as is temporary blindfolding when taking a secret spellstone.
- The health tokens can also be added/removed by buttons, and will be refilled at the start of every new round.
- This is a game where you aren’t supposed to see your own pieces. To prevent pieces from getting knocked out of your hidden zones, the host should set the physics to either semi-lock or locked.
Lighting
- You can now adjust the lighting by going to Options -> Lighting.
- You can adjust the intensity of the light shining from above.
- The color of the light shining from above can be changed with the color picker.
- Choose between ambient light from the default backgrounds or gradient with 3 colors.
- Choose how strong you want reflections on shiny objects to be.
- You can load lighting from a save file by expanding it.
- You can read all about Lighting in our Knowledge Base: http://berserk-games.com/knowledgebase/lighting
Scripting Improvements
-
Doocumentation:
- Added type Color and Vector to documentation to cleanup all duplicate documentation.
- Event: fixedUpdate() onScriptingButtonDown(int index, string player_color) onScriptingButtonUp(int index, string player_color)
- Player: Transform getHandTransform() bool setHandTransform(Transform)
- Object: BoundsTable getBounds() BoundsTable getBoundsNormalized() Vector(Direction) getTransformForward() Vector(Direction) getTransformRight() Vector(Direction) getTransformUp() Vector positionToLocal(Vector) Vector positionToWorld(Vector)
- Bounds Table: Vector center Vector size Vector offset (transform offset from bounds)
- New Class Lighting: float light_intensity Table getLightColor() setLightColor(Color) float ambient_intensity int ambient_type Color getAmbientSkyColor() setAmbientSkyColor(Color) Color getAmbientEquatorColor() setAmbientEquatorColor(Color) Color getAmbientGroundColor() setAmbientGroundColor(Color) float reflection_intensity apply()
- New Class Physics: HitTable cast(Table Cast) Vector getGravity() setGravity(Vector)
- Cast Table: Vector origin Vector direction Vector size (Box and Sphere) Vector orientation (Only Box) float max_distance int type (1 Ray, 2 Sphere, 3 Box)
- Hit Table: Vector point Vector normal float distance Object hit_object
- Fixed: Improved erroring when trying to Json.Encode() a table with string and number keys. Editing a button not changing its color.
Cloud Manager Improvements
- Revamped cloud manager menu to match the rest of the UI.
- You can now see previews of your cloud images.
- To see previews of the OBJ files, click the triple dot icon and choose "preview".
- Clicking on the file will copy the URL to the clipboard.
Blocked Menu Improvements
- Updated the block menu to match rest of the UI.
- Added ability to block people manually with a name and steam id.
- You can find the Steam ID in Steam by going to View -> Players -> Recent.
UI Improvements
- Scrolling the games menu with your middle mouse now properly scrolls on the background/dot icon not just on the buttons.
- DPI works in non auto scaling mode.
- Added help and knowledge base articles to missing menus, as well as updating old ones.
- Fixed miscellaneous blurry parts of the UI.
- Fixed some click colliders to be more accurate.
- Fixed some UI glitches on high resolution screens.
- Fixed jittering when removing blindfold.
Improvements
- Moving objects around should feel much more smooth.
- Chip stack alt zoom will always look down from the top.
- Saved object will no longer be automatically unlocked when spawned.
- Grouping cards while holding them will now hold the deck created from that grouping.
- DLC - Indonesia: Set the point tokens to not be sticky for easier player movement.
- Fixed table & objects disappearing when using gizmo tool & top down camera.
Fixes
- Fixed AssetBundles or obj files in bags having colliders.
- Fixed Rotation in bags being bugged.
- Fixed AssetBundles that are loaded in hidden zones not being hidden.
- Fixed issue with Hand Zone creating card copies when grouping them.
- Fixed Custom Token collider issues.
- Fixed issue with clients getting stuck loading when rewinding.
Our latest DLC, Khronos Hunter is now available in Tabletop Simulator! This is our first DLC to include both English and Japanese. Enjoy!
The Empress of Time inadvertently triggers a malfunction that causes different time intervals and parallel worlds to intersect. You are an adventurer who is unwittingly sucked into this time spiral. Your objective is collecting a form of energy called mana and bringing the world back to order, allowing you to return to your own time.
We’ve also made a huge improvement to the Grid system with a lot more options for you to choose from. Try it out and let us know what you think!
We are also investigating various networking solutions to improve the netcode. Some of the improvements would be network stability, connection issues, voice chat, bandwidth reduction, security, and server browser issues. If we find a good solution, this would be a major change to the game and will take a lot of time to develop and beta test to ensure stability.
DLC - Khronos Hunter
-
http://store.steampowered.com/app/610690/Tabletop_Simulator__Khronos_Hunter
- Khronos Hunter by Sorisuto is now available with a 15% launch discount!
- Designed by Hiroyuki Okinoi, this game is published in a Japanese / English edition.
- Scorecard is scripted and coin values are automatically calculated.
- Notification banner that you are close to winning if you reach 100 points.
Grid Improvements
- The grid now projects onto the surface on objects instead of being static (Great for uneven terrain)
- Grid projection needs to be turned on via toggles for individual objects, but will always project onto the tables.
- Updated the grid ui to include a lot more options and improved visual look.
- In addition to the old horizontal hex grid, you now can use a vertical hex grid.
- You can now change the color & opacity of the grid.
- You can now choose between a thin or thick grid line.
- Line snapping has been added to the hex grid.
- Fixed hex snapping issue with offsets.
- Fixed box snapping issue when dropping object in same spot.
New 2D Pointers
- Added new 2D pointers for the Gizmo, Snap Points, Decals, Vector Paint, & Zones.
- Updated 2D pointers for Joints and Rulers.
- Removed the mini fog icon when in the Zones mode since there is a new pointer (2D pointer only).
- You can now differentiate between the Vector Paint and the Pixel Paint tools.
- We plan on updating the 3D pointers as well in the near future.
Infinite Bag Improvements
- Custom Infinite Bags will no longer load the infinite object into memory.
- Reduced network bandwidth of infinite objects.
- Fixed issue with infinite object positioned in the wrong spot for clients
Decals Improvements
- Added ‘delete all’ to Decals.
- Fixed issue with decals on infinite objects breaking.
- Fixed decals not hiding in the hand.
Scripting Improvements
- Timers are much more optimized.
- Added color and font_color to ui buttons.
- Added alpha to color table values accessed with either "a" or 4 entry.
- Added grid_projection object member variable.
- Fixed issue with timer not cleaning up correctly and other bugs.
Chat Improvements
- Increased history log of chat window to 400 messages.
- Eliminated lag when changing tabs that have lots of chat entries.
Updated JSON Reader
- Faster.
- Less bugs.
- Less memory issues.
Revamped Company Video at Launch
- This change should prevent those who would sometimes crash at launch with the old intro video.
- Less annoying sound and more minimal fade in and out.
Improvements
- Made it easier to update your workshop mods by adding an easy way to get your ID in the Update Workshop section.
- Mousing over 3D buttons will not show an icon like it does for bags, Assetbundles, etc.
- Reduced stuttering caused by Gizmo tool.
- Added DirectX11 launch option (beta).
- Updated Warfighter so that the tokens in the two boxes are now facing the player names.
Fixes
- Fixed skip empty hand in Turns.
- Fixed bb code name exploit.
- Fixed issue when saving a hidden object, it would reveal its name in the input field.
To celebrate International Tabletop Day on April 29th, Tabletop Simulator is having a 50% off weekend deal. In addition, most of our DLCs are also on sale from 20-50% off! Check it out and tell your friends! Sale ends Monday, May 1st!
http://store.steampowered.com/app/286160/Tabletop_Simulator/
In today’s update, we’ve got our latest DLC, In the Name of Odin by NSKN Games! In the Name of Odin is a strategy game for 2-5 players, each with a claim to become the new Jarl. You are all brave warriors, shrewd traders and bold explorers, but only one of you will become the new Jarl to rule in the name of Odin!
And our newest feature is Decals! With Decals you can now stamp or stick images to any object. Need stickers for cards and have them stick on when shuffling? Now you can do that. Creating a western theme and want to add bullet decals to your scene? Now you can! Have fun with it!
DLC - In the Name of Odin
-
http://store.steampowered.com/app/468720/Tabletop_Simulator__In_the_Name_of_Odin/
- Decks automatically shuffle when loaded.
- Press the button to randomly select the viking token markers.
- 2-5 Players | Ages 13 & Up.
- Only the host needs to own the DLC for everyone to play.
New Feature - Decals
- You can now place decals on any object.
- Access the Decal tool in the side menu.
- Decals are saved per game.
- When a save is loaded, everyone will have access to the decals in that save.
- Click the plus sign to create new decals.
- The decal you select with have a “Selected” text on it.
- You will see a ghost of your decal so you know how it will look when you place it down.
- The placement will be affected by your camera position.
- Decals will stick to cards and can be shuffled in the deck.
- Decals can be placed on any surface, vertical, horizontal and angled.
- Click a decal to delete it.
- You can rotate decals by using Q and E.
- You can scale decals with the + and - keys.
- When ALT Zooming, you’ll be able to see the decal on the object.
- To disable decals in permissions, it is under the Paint section (just for now).
Debugging
- Added new launch commands to help debug issues and figure out what’s going on.
- If you are having any type of crashing or problem with something, then using these launch options will help us track down issues that we cannot reproduce on our own.
- Input these in Properties, General and click the SET LAUNCH OPTIONS button.
- You can input multiple launch options by putting a space in between them.
- Remove the quotes before entering them in.
- “-nothreading” - Disables loading system in the backload.
- “-nosteam” - Disables all the steamworks related stuff.
- “-notablet” - Disables the tablet.
- “-nosubscription” - Stops steam from checking your workshop subscription.
Improvements
- Added an empty table option called None so you can place your own custom tables (or anything) in its place.
- Scaling object will scale all of its states as well.
- Updated link in the Notebook for Scythe DLC to ensure the latest rules are available.
- Optimized C# calls to Lua that don't have parameters.
Fixes
- Fixed crashing issue with tablet (if still occurs, use -notablet launch option for now).
- Fixed issue with Steam avatar portraits being mirrored.
This update we’ve added in one of the most requested improvements to Tabletop Simulator, 64-bit! If you are unfamiliar with what this means for the game: more stability thanks to being able to use all system memory, faster mod loading, and support for larger & crazier mods.
We mentioned in the last update that we would have to drop support for Windows 32-bit (0.8% of our players), but we have good news! We were able to create both 32-bit and 64-bit Windows builds of the game and Steam should provide you with the proper version of the game. But, if you are having any trouble playing the game after the update try reinstalling the game to force it grab the correct version.
Overall this patch was all updating all the old and much needed items of repair to make the game overall more stable, smooth, and perform better.
New DLC Indonesia
Indonesia by Splotter Spellen is now available on Steam for $6.99 with a 10% discount! Once players are seated, pressing the "Shuffle First Turn" animated button will randomly select a player order and place colored tokens onto the board. Decks will be shuffled. The button will then switch to allowing you to raise or lower hidden zones over the player mats, to suit player preference.
64-bit Support
64-bit support added for Windows, Mac, and Linux. Window 32-bit will still exist, while Mac and Linux will be 64-bit only. Better game stability due to being to able to use all system RAM. Create larger and more detailed mods due to the ~3 gb limit being removed. Faster loading time for mods with larger images. Less stutters when loading images.
Unity Engine Upgrade to 5.3.8
Overall improved fps. Better game stability due to fixes on Unity’s end. Fixed https ssl loading issue for Mac and Linux. Host of other small improvement and fixes.
New Tablet Browser
Migrated from Awesomium to Embedded Browser. Works on Mac now. More update to date browser will cause less issue loading websites. Perform better compared to the old implementation. 64-bit support.
New Steamworks Wrapper
Migrated from Ludosity to Steamworks .net. More up-to-date feature set. Ability to add new Steam related features in the future. Better Steam related stability. 64-bit support.
Fixes
Fixed searching a deck and cards weren’t being scaled correctly to match the deck. Fixed scrolling or opening a folder the triple dots wouldn't appear on menu buttons.
This update focused on a lot of behind the scenes stuff that will really help the way we test and release patches in the future.
We’re also looking into getting Tabletop Simulator upgraded to 64 bit as only .8% of our player base is on 32 bit. We will not be offering both, so once we upgrade to 64 bit, we will phase out 32 bit support. So if you are on a 32 bit OS we recommend looking to upgrade.
There is still a lot of work to getting Tabletop Simulator 64 bit, but the advantages of using more than ~3 gigs of ram will greatly improve the game’s stability and allow you guys to be more creative with your mods.
New DLC - Xia: Legends of a Drift System
- Xia by Far Out Games is now available on Steam for $7.99 with a
- 20% discount!
- This is for the base game only - the expansion is not included.
- High quality and detailed with a lot of scripted elements.
- Auto-shuffle of decks.
- Color protection so only the Game Master or the seated player can operate their own buttons.
- Drawers that open and close and contain bags of items.
- Trash chute that, when you close it, deletes the contents.
- Scroll through your ship/npc/ability cards.
- Triggering animation and highlighting when a victory is achieved.
- Xia is for 3-5 players, ages 12 and up.
- Only the host needs to own this DLC.
Updated DLC - Cosmic Encounter Expansion #5 - Cosmic Dominion
- Cosmic Dominion has finally been released in Tabletop Simulator!
- Now available for $2.99 on the Cosmic Encounter store page.
- 30 new aliens - Thirty new aliens blast their way in!
- 32 Reward Cards - Brand new deck!
- 30 Flare Cards - Wacky new powers and flares.
- 8 Ship Markers - New ship markers to create your own variants.
- Cosmic Encounter is required to play Cosmic Dominion.
- Only the host needs to own Cosmic Encounter and its expansions.
DLC - Warfighter Improvements
- Reset card with the sideways setting back to normal.
- Removed the Infinite Bag type from the Warfighter main rulebook cover.
- Main board is now locked in place.
- Returned XP and SUPP tokens to their original Chip setting.
- Tooltip added to the Designator Board to aid clarity.
- Warfighter includes expansions #1-9.
Workshop, Saves and Saved Objects Improvements
- Improved name sorting of folders in saves, workshop, and saved objects.
- Preview games menu now includes save/workshop files that are in folders.
- When searching in Workshop, Saves, and Saved Objects it will search all files in your folder or below.
Steam Cloud Improvements
- Major increase from 1 gig to 100 gigs in the Steam Cloud.
- This should fix issues people had when they reached the 1gig limit.
- 1,000 file limit to 10,000 file limit.
- No need to use external web hosts if you don’t want to.
- Steam Cloud now syncs thumbnail images.
Gizmo Improvements
- The Gizmo Tool now works for Promoted Players.
- When an object is selected with the gizmo tool it will also be highlighted by the player’s color.
- Gizmo Tool swapped hotkey with Snap Points to now be F9.
Mac & Linux Improvements
- Fixed Tabletop Simulator documents location for Mac and Linux.
- Should automatically move files.
- Mac: ~/My Games/Tabletop Simulator to ~/Library/Tabletop Simulator
- Linux: ~/My Games/Tabletop Simulator to ~/.local/share/Tabletop Simulator
Improvements
- Saves folder can now have save files with any format name - they no longer have to be TS_Save_#.
- Added delay for download progress appearing onscreen.
- When searching the new menus, thumbnails should flicker less.
- Added scale property to createButton() and editButton()
Fixes
- Fixed duplication exploit.
- Fixed some potential issues with TTSAssetBundleEffects with null references.
- Fixed Saved Objects not loading for some people.
- Fixed grid hex setting being lost when opening the grid menu.
Warfighter: The Tactical Special Forces Card Game by Dan Verssen Games, has been in the works for a long time, and we’re happy to finally have this game released! Warfighter includes not just the base game, but also expansions 1-8, so you get a jam packed game for one price!
Warfighter is a card game for 1 to 6 players. You play cooperatively with your friends against the system to complete present day squad-level combat missions.
We also have some great improvements this week with the addition of creating folders in the Games Menu for Workshop and Saved Games! The Saved Objects Menu got a much needed overhaul with improvements to the entire folder system. Keep reading on for full details!
DLC - Warfighter: The Tactical Special Forces Card Game
- Warfighter by Dan Verssen Games is now available for $14.99 with a 20% launch discount.
- Warfighter includes the base game plus expansions #1-8.
- Warfighter can be played solo or up to 6 players.
- Only the host needs to own this DLC.
Workshop & Saves Folder Creation
- You can now create folders and sub-folders in both Workshop and Saved Games.
- Folders and Save Files can be moved from the root directory to any folders in the respective category.
- Use the Options menu (Triple dots icon) to move files.
- Folders will always default to show on top, except on the main Games Menu.
Saved Objects Menu
- Revamped the Saved Objects menu to reflect the updated UI.
- You can now create sub-folders in the Saved Objects menu, as well as move objects around.
- There are now thumbnail preview images.
- A warning pops up when you try to overwrite an object with the same name.
- A warning pops up when you try to move an object into a folder with the same name.
- You can sort the objects by name, updated, loaded and random.
UI Improvements
- Updated checkboxes and radio buttons throughout the UI.
- Thumbnails for Saves and Workshop items have been moved out of the thumbnails folder and into the same folder as the Save and Workshop files.
- Image quality of Workshop/Saves thumbnail is less shimmery.
- Added icons for custom table and custom background expand saves.
- Added tooltips to the Server browser Country section.
Text Tool Improvements
- You can now move the text with the Gizmo Tool.
- Updated the UI menu.
- Fixed up flickering background.
- Fixed late joining players breaking the Text Tool.
Gizmo Tool Improvements
- You can now use the Gizmo Tool with the Text Tool.
- You can now move the Hand Zones with the Gizmo Tool
- You can now use the box select tool to select multiple objects to use the Gizmo Tool.
Box Select Improvements
- Improved visuals of the rectangle Box Selection.
- It no longer scales based on distance to camera.
- It has a sharper look with the fill color.
- Removed misleading hover highlighting.
Improvements
- Improved text selection to highlight all for certain input fields.
- Thumbnails will be removed when deleting files.
- Cleaned up project files by deleting old files and rearranging other files.
Fixes
- Fixed issue with Hotseat not working properly.
- Fixed thumbnail not updating correctly when overriding save.
- Fixed camera colliding with invisible bounds.
We’ve got a brand new DLC by Jelly Bean Games that’s a great game for the whole family. Scuttle! is a card game for 1-5 valiant pirates, suitable for players as young as 6. In this fast-playing card game, players scheme, battle and steal to be the first to collect 21 doubloons.
We’re also excited that we’ve got some great new tools and improvements with the Gizmo Tool and Hidden Zones! You can now modify zones and objects to a whole new level - even inputting exact values that you want.
We have also updated the Chest (now Components) menu to match the rest of the UI and it’s setup very similar to the Games menu.
New DLC - Scuttle!
- Scuttle! is a pirate themed card game for ages 6 and up and created by Jelly Bean Games.
- Now available for
$4.99 with a 20% launch discount. - Scuttle! includes the base game and 2 free expansions, The Curse of Jack Black and Scurvy!
- Only the host needs to own the DLC for everyone to play.
New Gizmo Tools
- The Gizmo tools have been overhauled to be more easy to use and give you more flexibility and control.
- The Gizmo will always be the same size on screen.
- The Gizmo tool can move non-interactable items.
- It works on all objects including zones (excluding Hand Zones).
- You can now use the Gizmo tool on multiple objects.
- CTRL + Click to multi select objects. Move Tool:
- Use to move an object in space.
-
Snap move. Screen space translation. Rotate: - Use to rotate an object.
Snap rotate. Scale (NEW): - Use to scale an object.
Snap scaling. Uniform scale. Volume Scale (NEW): - Use to scale an object by stretching its sides.
Snap scaling. Scale from center. Transform Space (NEW): - Local: Gizmos are in selected object's rotation.
- Global: Gizmos are in global rotation.
- Pivot Point:
- Center: Gizmos placed at the center of the selection.
- Pivot: Gizmos placed at selected object's pivot point.
Transform Menu
- Added Transform menu to Gizmo tool.
- When using the Gizmo Tool, click an object and a menu pops up so you can input the values for the X, Y & Z axis.
- This will let you place, move, rotate or size objects to your exact specifications.
- Drag the x, y, or z label for each component to increase or decrease the value.
- Easy to select and copy (for pasting into Lua scripts) or click to copy it all to clipboard.
Hidden Zones Improvements
- With the improvements to the Gizmo Tool, comes improvements to the Hidden Zones.
- You can now use the Gizmo tools to have precise control of the zones.
- Create your Zones, then switch to the Gizmo Tool (you can use any of them).
- Use Volume Scale to really get the precise size and placement that you want.
- You can also input exact values into the Transform menu if you know the sizes you need.
- Zones no longer have a larger invisible collider (new zones will be default taller).
Revamped Chest Menu
- Renamed Chest to Components.
- Updated the Components menu to match the rest of the UI.
- Larger buttons for bigger previews.
- Improved drag & drop spawning positioning.
- Updated category menu icons.
Scythe DLC Improvements
- All doubled separator dash lines have been removed from Tool Tip texts.
- The "Innovative" and "Militant" Mat running order has been switched to match the numbers on the Selection cards.
- Fixed issue with snap points on the Mechanical game mat.
- Fixed typo for 'Innovative' in Mat tooltip.
- Fixed minor scripting issues.
Tiny Epic Western DLC Improvements
- Made the Influence and Industry tokens not sticky, so that manipulating them is easier when trying to move stacks.
- Fixed Colored zones for Red/Green being mixed up.
- Fixed rotation snap points for the porch slots of the player mats so the cards face the correct way.
Scripting Improvements
- getStateId()
- onObjectLeaveContainer(Object Container, Object LeaveObject)
Improvements
- Fixed Superfight DLC so table and backgrounds can't be clicked on and accidentally deleted.
- Camera reset position for colors that don't have hands is now calculated based on the positions of the hands on the table.
- You can now ALT zoom objects in the UI menus.
- Improved rotation on objects in the UI to match ALT zoom (Sideways cards, figurines, tools, etc).
- Loading local assetbundle that is already in the caching location will use the shorthand version.
Fixes
- Fixed issue with ALT RMB dropping both cards when the deck gets down the last two.
- Fixed copying Text Tool guid to clipboard.
- Fixed issue with drop sound for Assetbundles not working.
- Fixed issue with Assetbundle point filter texture being weird.
- Fixed issue with Workshop search tooltips being messed up.
- Fixed issue with loading assetbundles from your local disk.
- Fixed issue with saving in VR.
- Fixed bizarre camera spinning when pressing the spacebar to reset the camera.
Today's update focuses on improvements galore! We’ve improved some of the UI based on feedback, improved loading quite a bit and even VR got some love! We also made some additions and improvements to scripting.
And our DLC, Scythe, got an update, to not just make it more user friendly and pretty, but to add in the expansion, Invaders from Afar for free! You will see some great improvements and additions to Scythe and we hope you like the changes.
DLC - Scythe Expansion: Invaders from Afar
- This is a free update for the base DLC game, Scythe, by Stonemaier Games.
- Scythe has been updated to be more user friendly and is our first DLC to include scripting.
- Invaders from Afar adds two new factions, Albion and Togawa.
- The Invaders from Afar rules are incorporated into the existing two rule books.
- Automa cards have been updated to incorporate the new Factions.
- The table is restructured to accommodate the two new factions, turning it from a 5 max to a 7 max player game.
- The Tablets have been removed from the retail box and the links to the PDF's have been added to the Notebook.
- The bulk of the factions elements now start the game off the table.
- Each player has an animated button in front of them with a scripted control that only they can press. This will spawn all their standard faction components as well as one new addition for each player.
- Each player is now given a two button box that controls the hidden zone over the player’s Power Dial, which only they can manipulate.
- These buttons allow the player to raise and lower this Hidden zone at will during the combat phase and completely replaces the old method of combat power revelation.
- To play Scythe properly in Single Player mode, the player must take the Black (game master) color to enable full control over all faction specific buttons on the table.
- All assets overhauled with brand new materials and shaders.
- Note: Old Scythe saves will not work. Please update to the latest version.
UI Improvements
- Added text to the main Top Menu for ease of use.
- Added date to delay tooltip for Games menu - Workshop and saves
- Added tooltips to main menu selections.
- Cleaned up various areas of the UI so they are all matching.
- Games menu can now sort by the last "Loaded".
- Auto save can now be deleted and expanded like other save files.
- Improved spacing of tooltip when adding a delay tooltip like description.
- Renamed Custom Tile type ‘Mat’ to ‘Rounded’.
- Renamed Saves/Chest folder to Saves/Saved Objects and moved all files over.
Scripting Improvements
- Greatly cleaned up overall code base for faster iteration times in the future.
- Clicking copied to guid to clipboard closes the contextual menu.
- print() goes in all chat tabs now.
- Optimized an empty global script from being executed
- Fixed some bugs with auto play scripts Event:
- All past tense events made present tense (ie, onPickedUp() renamed to onPickUp()) deprecated old calls
- onObjectSpawn() Object:
- setVelocity(table velocityVector) setAngularVelocity(table angularVelocityVector)
- resting (set)
- getStates() name, guid, id
- reload()
- randomize()
- putObject()
Loading Improvements
- More reliable without getting stuck loading.
- Unified all loading under one system for better maintainability.
- Loading progress more accurate to how many unique assets are having to be loaded.
- Fixed issues when changing from one game to another while loading.
- Normal maps load much faster.
- Objects that fail to load will no longer fall through the table but will be locked in the correct position.
- Loading progress will inform you if mod caching is turned off.
- Added a better DLC loading progress indicator.
- Almost eliminated massive lag right when DLC finishes loading.
VR Improvements
- VR players can peek when zooming an object by turning their hand. This will no longer hide the object and the peek symbol will show on the item so others are aware.
- VR Alt zoom now works on assetbundles.
- Search and Peek icons show up correctly in VR.
- Fixed VR so it can interact with 3D UI elements just like regular mode.
Improvements
- Updated most DLCs with links to rulebooks in the Notebook.
- Turn order is now based on the position of the hands on the table instead of a preset list.
- Shaking a stated object will no longer shuffle it.
- Improved sharpness of Assetbundle textures by adding negative mipmap bias to main texture.
- Increased states and effects selection menu from 50 to 99 cap.
- Added better error handling and reporting for Workshop downloading.
- Added broadcast message when copying something to your clipboard.
- Updated Help Menu with Top Down camera info.
Fixes
- Fixed DLCs with Tablets not loading Rulebooks.
- Fixed issue with returning to main menu with a DLC loaded breaking that DLC in future loads.
- Fixed some selected drop shadow issues with overlapping windows.
- Fixed issue with ‘End Turn’ getting stuck on screen / broken turns.
- Fixed issue with Camera bouncing off non locked objects.
- Fixed issue with Alt zoom on jigsaw puzzle box being upside down at default position.
- Fixed potential memory leak from spotlight.
- Fixed issue with users choosing game master when not the host.
- Fixed issue with Tooltip word wrap not ignoring bbcode and causing weird spacing.
- Fixed issue with Table getting destroyed by falling through the world and breaking the game.
- Fixed issue with 3D objects clipping and overlapping 2D menus.
- Fixed issue with Custom boards not resizing correctly.
- Fixed issue with Korean characters not working correctly in the chat.
- Fixed promoted player spawning custom table / background from expanding a save.
- Fixed loading .cjc error with corrupt custom decks.
Happy 2017! Here’s to another great year of gaming! To celebrate the new year, we’re having a giveaway for Tabletop Simulator and its DLCs, so be sure to check that out here.
This update focuses a lot on cleaning up the UI and existing functions as we really want TTS to look nice and clean. If you come across any funny looking bugs be sure to post them on our forums here.
Have suggestions for new features you’d like to see? Then post them either on our official forums or in the latest pinned thread on our sub-reddit.
New Camera Mode - Top Down
- You can now use the new Orthographic camera.
- This keeps the camera locked in top down 2D view.
- This is great for games that require more of a top down view or for placing down and aligning objects perfectly.
- Press P to toggle between the camera modes or right click on a non-object to bring up the Global Contextual Menu.
ALT Zoom Revamp
- Orthographic camera so everything is perfectly flat and readable at any angle.
- Improved object clipping prevention.
- You can now see objects as they are supposed to be.
- It will use the entire screen if it’s supposed to.
- This now works on animated objects and the 3D UI.
UI Improvements
- Added Spotlight section on the Main Menu for any relevant news, updates & community spotlights.
- Updated the Main Menu and Multiplayer sections to fit with new UI.
- Improved sharpness of sprites throughout the UI.
- There are a still a lot more updates that need to be done.
Scripting Improvements
- setPositionSmooth() / setRotationSmooth() works on locked objects and they stay locked
- Added isSmoothMoving()
- Added getLock() and setLock(bool)
- Added highlightOn(table color, float duration (Optional)) and highlightOff()
- Fixed issue with cards in new decks not being given a unique GUID.
- Fixed scripting exploit to spawn objects when they are destroyed.
- Fixed not cleaning up Lua coroutines properly.
Sorting & Saving Improvements
- Sorting in the Games menu will now save between sessions.
- Games Menu will not forget search term when reloading the UI after expanding mods & saves.
Loading Screen Improvements
- Fixed issue when resizing the game wouldn't update video / loading image size.
- Fixed load screen for 21:9 aspect ratio.
Improvements
- Objects are now highlighted the player color when they do any functions - scaling, rolling, color tinting, under, locking, etc. This will allow you to see who are doing things when they aren’t supposed to.
- Improved all 3D object previews.
- Optimized physics sleep settings for better performance.
- Optimized stutters.
- You can now load custom tables when expanding a mod.
- You can now expand and load custom backgrounds from the Workshop.
- Improved protection against corrupt player prefs.
- Added safe guard for objects falling forever if colliders are lost.
- Better error handling when saving long name URLs to disk.
- Added mouse scrolling to the Games Menu so you can use your scroll wheel to quickly scroll through the pages, as well as on the front menu with the categories.
- Moved Saved Slot number to the top left of thumbnail instead of in the name to give more space for the text.
- Saved objects added to Objects menu in the top bar, so you no longer need to go to the Chest to access it.
- Added confirmation button when loading a save to prevent accidental missclicks.
- Added a /debug command to highlight objects red that are moving. Great for tracking down objects that are causing network and physics overhead.
Fixes
- Fixed UI issues with the mp3 player.
- Found lost card (Solar Engineering) inside the table and added it to the Research deck for Darkrock Ventures DLC.
- Fixed issue with building cards locking into place upside-down in Tiny Epic Western.
- Fixed issue with the possibility of DLCs breaking when changing from one DLC to another.
- Fixed having to exit to main menu when having a DLC breaking loading.
- Fixed custom token not resizing correctly with more than one in save expand or bag search.
- Fixed expand save / bags not working correctly on old cjc files.
- Fixed issue with closing a custom model menu that hasn't loaded correctly not being properly deleted.
- Fixed issue with Tooltips being behind elements.
- Fixed issue where the camera spins like crazy when pressing space when at 0.
- Fixed spectator error message when they try to move a piece.
- Fixed issue with Ellipse ... text not wrapping correctly.
- Fixed deck override sideways property on card.
- Fixed locked object in deck / bag.
- Fixed issue with Games Menu not refreshing correctly when you save as Promoted.
- Fixed pixel paint drawing not loading between saves.
- Fixed create folder and saved objects appearing behind the UI.
- Fixed tooltip getting stuck on the tools menu.
Tabletop Simulator was nominated for the “Game Within A Game” award on Steam and today is the day! Voting is only for 24 hours so cast your vote here!
Thanks for your support and be sure to help spread the word!
It's that time of year again, the Steam Holiday Sale!
Tabletop Simulator is 50% off for both the individual and 4-packs.
All of our DLCs (other than the newest ones) are 30-50% off.
We're also excited to find out that Tabletop Simulator was nominated for the "Game Within A Game" award and you'll be able to vote on Dec. 27th, so be sure to come back then!
Here's wishing everyone a very Happy Holidays and thank you for your support!
This is the probably the longest we’ve gone without an update, so thanks for your patience! We’re all set up in our new little studio in Austin, TX and while we’re not completely situated, we’re happy to be in one place! We’re still looking for programmers, so if you’re in the area (must live in Austin already!), then please send us your info.
Our latest DLC Tiny Epic Western by Gamelyn Games is now live! Tiny Epic Western marks the 4th game from Gamelyn Games we have released. We’re looking forward to seeing what else the future holds.
We have made some major changes to our Games menu which now houses the default “Classic” games, DLCs, Workshop mods and Saves. You can now easily find all your games in one spot along with thumbnails! We can finally get rid of those old ugly Workshop and Save/Load menus! We have also updated the Top menu and ESC menu, with more changes to come!
This will be our last update of 2016 as we go home for the holidays. We wish you all a very happy holiday and we look forward to seeing you next year. Lots more great things to come in 2017, including updates to VR and getting Oculus Touch users up and running.
New DLC - Tiny Epic Western
- In Tiny Epic Western, you are the boss! And upon your boss card, you will keep track of your posse and your influence.
- Now available for $4.99 with a 10% launch discount.
- 1-4 players, Ages 13 and up.
- Only the host needs to own the DLC for everyone to play.
Games Menu Overhaul
- Updated the Games menu to be more user friendly.
- New Games menu showcases the base "Classic" games, the DLCs, your Workshop mods you've subscribed to and your Saved games.
- Each section highlights the first games listed on each respective list.
- When you click on one of the categories, you will see your games listed in a grid style in default order.
- Workshop and Saved games are now shown with a thumbnail.
- Old save files will not have a thumbnail until resaved.
- Pages have been implemented so you can easily scroll through the different pages without having one continuous scroll.
- Unowned DLCs will have a lock icon.
- Depending on the game category, you can sort by Name, Random, Date Released, Recently updated games, the Slot number, and the Date created.
- This is still a work in progress as we add more features to the menu, like creating folders and favorites. If you have suggestions, please post them below.
Hover over a game for different options: WORKSHOP
Top Bar and ESC menu Overhaul
- Updated Top Bar menu & icons to give it a cleaner and more streamlined look.
- Each icon represents a category and either a window will pop up or you will get a drop down menu with more options.
- This helps keep everything more organized and quicker to find what you’re looking for.
- ESC menu has also been updated to reflect the new UI changes.
- You can bring up the menu by pressing the ESC key or pressing the menu icon on the Top Bar.
- To change your color and team, you can now find this by clicking on your name in the top right.
UI Improvements
- Fixed some UI elements not being as sharp as they should have been (especially noticeable on text).
- Improved the sharpness of the hover tooltip.
- Color picker: Fixed drop shadow, added tooltips, adjusted placement.
- Search Menu: Fixed clipping.
- Fixed and cleaned up miscellaneous UI elements.
High Quality Screenshots
- You can now take high quality screenshots of your games at twice resolution and x8 msaa.
- The UI is ignored, so you don’t need to worry about turning it off.
- Press SHIFT + F11 to take the pictures.
- Screenshots are located in your Documents/My Games/Tabletop Simulator/Screenshots folder.
Darkrock Ventures Improvements
- Fixed scaling on Research Deck.
- Changed grey pips to black on the mining dice for easier readability.
- Reference Card is now able to be Alt Zoomed.
Spirits of the Rice Paddy Improvements
- The Water Tokens custom bag is now a normal bag, not an Infinite one, and contains the correct limited number of Water Tokens for a legal game.
- Various pieces have been drawn from their bags to form piles beside the main board for the convenience of players when a game begins.
- Each player's starting Laborer, Gate, Wall and Rock Tokens have been added to their areas to reduce set-up time.
- The player-color-marked pieces set before each of the four Spirit-Card slopes at the back of the table have been moved forward to reduce interference with cards.
- The tray for the Rice Token-bags has been moved forward to be more convenient to reach.
- The bags for Laborer, Growth and Livestock Tokens, and for Achievement Tiles, have been moved forward to be more convenient to reach.
- The offering-bowl object containing the Water Tokens bag has been moved to the other side of the table for convenience.
- The reflective setting on the Round Marker piece has been altered slightly to make it appear more authentically wooden and less shiny.
- The scale of the Water Tokens has been reduced slightly to make them more manageable on the player-boards.
Other DLC Improvements
- Added information to the Notebook’s Key Points about the corridors in the Wizard’s Academy DLC.
- Fixed typo for the “Acolyte” character sheet in the Darkest Night DLC.
- Fixed spacing in the tooltip for the “Anna & Wojtek” figurine in the Scythe DLC.
Improvements
- Added a tooltip in the chat settings to include a link to the global chat rules.
- In global chat your name is highlighted purple when someone mentions you.
- Added Peek option under Modifiers in the Help Menu.
Fixes
- Fixed issue when searching objects would add random snap points.
- Fixed zombie search icon getting stuck on object.
- Fixed issue where blindfolded users were able to see peek and card search indicators.
- Fixed issue with Tutorial being stuck on ? mark stage because ESC Help Menu didn't work.
- Fixed issue with loading a new save not clearing out any drawings from the previous save or game.
- Fixed search clipping on different aspect ratios.
- Fixed search lighting being too bright.
- Fixed issue with Tooltip getting stuck on pointer.
- Fixed issue when searching a bag that contains a custom infinite bag.
You guys have all been talking about it, so we thought we'd help spread the word!
Tabletop Simulator is a game, or rather a platform where you can do a multitude of things, but one of them is being able to play any kind of board, card and tabletop game you can think of. There are thousands of great mods on the Workshop along with 15 classics and 20 (with a lot more on the way) DLCs you can play.
To vote just go to our store page and choose "Nominate this game for an award". Choose "The Game Within A Game" award and voila! We'll see what happens. Nominations close on November 29th.
Thanks for your support and don't forget you can still get TTS and all our DLCs for 30-50% off!
http://store.steampowered.com/app/286160/
Tabletop Simulator is 50% off during Steam's Autumn Sale! You can get both the individual and the 4-pack at this discounted price.
http://store.steampowered.com/app/286160
Additionally, all of our DLCs are on sale for 30-50% off!
Here's wishing everyone a very Happy Thanksgiving, no matter where you live!
Sale ends November 29th at 10am PST.
Happy Halloween! It’s that time of year again and while this is a small update, we’ve got some great things in the works.
First up, our latest DLC, Darkrock Ventures by Magic Meeple Games is now available with a 10% launch discount!
Darkrock Ventures is a worker placement board game about deep-space asteroid mining. Each player takes control of their own Asteroid Mining operation with little more than a ship and a skeleton crew. Corporate Sponsors are assigned to give each player some resources or credits to start the game with and then it is a race to extract as much wealth from the Asteroid as you can before the game ends when the Asteroid is nearly depleted.
Our next focus will be on overhauling the weaker parts of our UI. Here’s a sneak peek of what’s to come.
This isn’t complete yet, but you’ll have a menu just like this for your Workshop Mods and Saves as well. And the game you are hovering over will stand out a bit more, like in the gif below. Let us know what you think!
It may be some time until our next update, as we are finally getting our game dev studio all situated in Austin, TX. If you’re a game developer in Austin and would like to work with us, please send your resume to business@berserk-games.com.
DLC - Darkrock Ventures
- Darkrock Ventures by Magic Meeple Games is now live!
- 2-5 players with a solo variant, ages 14 and up.
- Available for $5.99 with a 10% launch discount.
- Only the host needs to own the DLC.
Wizard’s Academy Improvements
- Added names to cards that didn't have them.
- Fixed spelling errors in tool tips.
- Fixed some punctuation in the Notebook.
Viticulture Improvements
- Added link to the rulebook in the Notebook.
- Unlocked white starting pieces.
UI Improvements
- Improved draggable windows look and clarity.
- Drop shadow added on focused window.
- Improved window focus recognition.
- Swapped out all background menus for an improved look.
- Improved look of close buttons.
Fixes
- Fixed issue with drawing on interactable = false objects not working.
- Fixed pointer position on interactable = false objects not being aligned properly.
- Fixed custom model and custom tile sharing an image together having messed up aspect ratios.
- Fixed issue with tabs influencing other windows
Tabletop Simulator is 50% off on Steam for the week!
http://store.steampowered.com/app/286160
Additionally, our DLCs are on sale for 30-50% off!
Sale ends on Monday, October 24th at 10am PST.
Here’s a quick patch as we’ll be heading to Seattle next week for Steam Dev Days.
Our latest DLC, Spirits of the Rice Paddy by Ape Games is now in Tabletop Simulator! Spirits of the Rice Paddy is a strategy game, where you must compete with fellow rice farmers to construct and tend rice paddies. Available now for $5.99.
We have also added some improvements to both global chat and scripting.
We’re always listening to your feedback, so be sure to always post your suggestions on our official forums or in the pinned thread in our sub-reddit.
DLC - Spirits of the Rice Paddy
- Spirits of the Rice Paddy by Ape Games has been released!
- Now available for $5.99 with a 10% launch discount.
- 2-4 players, ages 13 and up.
- Only the host needs to own the DLC.
Global Chat Improvements
- Developer and Moderator tags added to Global Chat [DEV] & [MOD].
- Developers now show up as red and Moderators are now orange.
- The bot Berserk will show up as red but without any tags.
- Fixed Global Chat mods/devs coloring not working consistently.
Scripting Improvements
- Added setCustomObject() getCustomObject() assetbundle, image_secondary.
- Added AssetBundle trigger and looping effects.
- Improved the look of smaller scripting buttons to allow smaller sizes and reduced pixelations at further away zooming.
- Fixed issue with scripting button at zero size not hiding for clients.
Improvements
- Peek now works in searching, so you can see the front and backs of objects.
- Improved icon indicators for Peek and Search for better tracking.
- More hover over icons have been added to dice, RPG figurines, the clock and effects for AssetBundles.
Fixes
- Fixed issue with Broadcast messages getting stuck on screen if disabling the UI with F11.
- Fixed issue with Viticulture DLC colors of textures being off.
- Fixed text in tooltip for Automa cards in Viticulture DLC.
- Fixed issue with AssetBundle physics material setting not working.
- Fixed issue with Particle effects not triggering with TTSAssetBundleEffects.
- Fixed issue with custom model flying up when removed from bags.
- Fixed issue with Vector and Paint tool being seen in solid hidden zones at certain camera angles.
Another quick update for you this week to release our latest DLC, Tiny Epic Defenders, a cooperative board game! In Tiny Epic Defenders, players must select their class and work together to defend the foreboding horde and slay the Epic Foe. Now available for only $4.99!
In addition, we have added a new Peek feature, where you can look at the backside of cards and other objects!
Thanks the great community feedback, we were able to correct mistakes that came up in our Viticulture DLC. Remember to let us know if you encounter any issues as we’ll never know unless you tell us!
One last thing - It’s very important to update your AssetBundle projects because any AssetsBundles you create will not work on other platforms, so before doing anything else, update your project and make sure to update all your AssetBundles!
DLC - Tiny Epic Defenders
- Tiny Epic Defenders by Gamelyn Games is now released!
- Available for $4.99 with a 10% launch discount.
- 1-4 players, ages 13 and up.
- Only the host needs to own the DLC.
DLC - Viticulture Improvements
- Added snap points to the mats for worker placement.
- Fixed sizing to make the board more proportional to the table.
- Fixed Mama & Papa cards to be in the proper orientation and placement.
- Fixed coloring of all textures.
Peek Cards/Objects
- You can now view the backside of a card or object with Peek.
- In conjunction with ALT Zoom, hold shift while alt zooming to see the backside.
- Similar to the Search, players will be notified when someone is peeking an object with an eye icon over the object.
- Eye icon will disappear after 3 seconds when the player done peeking.
- Also works with custom figurines to see the other side of the image.
- Spectators will not able to peek objects to avoid information being passed along to other players.
AssetBundle Project Improvements
- Updated alert script to check github to see if there is a new version.
- Confirms you have the correct version of Unity installed.
- Tries to verify your project install.
- Make sure to update to the latest version.
AssetBundle Improvements
- Bag searching now works with AssetBundles.
- Changed AssetBundle model default to a cube.
- Added AssetBundle URLs to multiplayer local file check.
- Fixed duplicate AssetBundle on client breaking the download tracker.
- Fixed pink texture bug on Mac / Linux by including shaders with build.
- Fixed issue with AssetBundle bag numbering not working.
- Fixed issue when importing AssetBundle with looping effects and no trigger effects.
Improvements
- Control Scheme updated with Peek info & updated Tips section.
- Added a hyperlink to the blue helper question marks on certain menus that goes to the Knowledge Base, appropriate for that menu.
- Improved depth sorting of snap points.
Fixes
- Fixed Custom Tile image messing up.
- Fixed issue with Custom tile ‘Mat’ as stackable not working properly.
- Fixed issue with custom tiles stacking and changing the image when they have different back images.
- Fixed issue with custom models stacking incorrectly.
- Fixed custom model color tint applying to all sub models.
- Fixed custom model searching not working.
- Fixed sub-meshes in custom models being tinted incorrectly.
- Fixed scripting related crashes that has to do with buttons.
- Fixed issue with script button not working on custom objects.
- Fixed script buttons causing weird physics.
- Fixed issue with Unique backs and Back is hidden as false not working properly.
- Fixed issue with client creating tabs in notebook getting duplicated.
- Fixed issue with cards being too “sticky”.
- Fixed calculator so it works again.
- Fixed issue with Team Text Chat tab disappearing when switching teams.
- Fixed issue with icon showing up when searching in hidden zones.
- Fixed bag duplication exploit.
8.0 is here! This update brings you the fun wine-making game, Viticulture, by Stonemaier Games, now available for $7.99 with a 20% discount!
In Viticulture, the players find themselves in the roles of people in rustic, pre-modern Tuscany who have inherited meager vineyards. They have a few plots of land, an old crushpad, a tiny cellar, and three workers. They each have a dream of being the first to call their winery a true success.
We also bring you the next exciting expansion to Cosmic Encounter - Cosmic Storm! This turbulent addition brings in new aliens, space stations and even more fun! Now available for only $2.99.
And what makes v8.0 so special? AssetBundles! This is an advanced feature for those who want to have complete control over their custom objects. Giving you the power of the Unity game engine. Take your mods and games to a whole new level by adding animations, sounds, lights, particles and much more! You can read all about it at our Knowledge Base, full of images and examples.
Viticulture DLC
Cosmic Storm Expansion
Cosmic Encounter Improvements
AssetBundles
Custom Figurine Improvements
Improvements
Fixes
Hurrah! Our latest DLC, The Captain is Dead by The Game Crafter, is now available!
Attention Crew! The captain is dead! Our jump core is offline. There is a hostile alien ship off our port side. We need to get our jump core back online so we can get out of here. You have trained for this. You know what needs to be done. Go do it!
We’re also excited to announce that both the Yellow and Green decks have been added to our Superfight DLC for free! So if you currently own Superfight or plan to buy it soon, you’ll be getting these additional decks as a bonus!
Read on for some other great improvements!
The Captain Is Dead DLC
- Now available for $5.99 with a 10% off discount.
- Co-op game for 2-7 players, Ages 12 and up.
- Only the host needs to own all our DLCs.
Superfight DLC Free Update
- Both the Challenge (Yellow) and Green decks have been added as a free update.
- The Challenge deck adds 100 new victory conditions for your fights.
- The Green deck adds 100 kid-friendly cards to Superfight.
- Updated Table texture with all deck info.
- Only the host needs to own all our DLCs.
Updated Control Scheme
- Improved Control Scheme for better visibility.
- Different category sections, making it easier to find what you want.
- Tooltips added to all sections with more info on what each option does.
Chat Improvements
- You can now change the color of your chat in the Chat Settings menu.
- This will change the chat background, chat icons and scrollbar.
- Using this along with the Chat Opacity will give you more control in how readable your chat is.
- Improved chat tabs text to be more readable and highlighted correctly.
Improvements
- BBCode for colors now works in Notecards.
- You can now see players’ highlighted objects being manipulated by flip / rotate in games.
Fixes
- Fixed issue with objects not always being picked up if grabbing on the very edge when highlighted.
- Fixed issue with pickup assist not working properly.
- Fixed issue with Camera twitching when resetting in certain scenarios.
- Fixed issue with cards going off screen when hovering over them when they were enlarged in the deck search.
This update brings you a brand new Color Picker! We promised an improvement to the Color Picker in the past and now it’s here and better than ever! You can now choose the exact values you want to use for your objects without ever wondering if the color matches or not.
We also have improvements to the Pickup Assist, making it easier to pick up objects. Also, we have improved Impact sounds - giving your ears much love!
New Color Picker
- Improved color picker to be more advanced.
- You can change the RGB, Hex Code & HBS options.
- Default colors are listed for your convenience.
- This has been updated in the Contextual Menu Color Tint, Vector paint, Text Tool & Custom
- Object Specular color.
Improved Pickup Assist
- This makes it easier to pick up objects giving a slight leeway on how close your mouse must be.
- Objects will no longer accidentally be picked up when an object is not highlighted.
- This will now scale based on the distance between the pointer and camera.
- The object will now be highlighted if it will pick up with assist to avoid accidental pickup.
- This has the same precision of the previous method, but now with an assist.
Chat Command Improvements
- Reformatted the /help on both the Global and Game tabs to be easier to read.
- Added /resetallsaved to the Global Chat command, so it can be used on both tabs.
Impact Sound Improvements
- Clamps loudest sound possible.
- Removed high pitch doppler sound effects.
- Reduced overall amount of sounds that can occur at the same time.
- Overall, the sound should be much nicer on the ears.
Improvements
- Improved accuracy of camera movement code so it isn't slightly off.
- When loading saves, it will let you know of any saved cameras the game has.
- Made it impossible to resize chat window to be blocked by the top bar or go beyond the game itself.
- Improved table flip so that the table doesn’t get stuck on flipped objects.
- Optimized raycasts throughout code.
Fixes
- Fixed the text in the helper tooltip for Teams.
- Fixed collision issues with the Three Cheers For Master DLC.
- Fixed issue with being able to instantly pull item from stack or deck if you grabbed it slightly away from the object.
- Fixed issue with sliding cards to bottom of decks not smoothly moving into the deck.
- Fixed issue with Lift height and Rotation degrees randomly changing.
- Fixed issue with the specular color messing up if reimporting in the custom model material menu.
- Fixed collision clipping issue when using right click to pickup more than one object.
- Fixed issue with not being able to remove more than one person from your Blocked list.
- Fixed issue with Nudge not working on cardboard objects.
We’ve got some great overall improvements and cleanups in Tabletop Simulator this update. Touch support has been added back in so be sure to play the tutorial to find out all the controls.
There are some great improvements to the Saved Camera feature, Scripting, and much more!
Our latest DLC, Three Cheers For Master by Atlas Games is now live!
Three Cheers For Master is a hilariously fun card game for 2-6 players with gameplay lasting anywhere from 20-45 minutes. The rules may be daunting at first, but after your first play of the game, you’ll see how much fun and easy it can be.
Three Cheers For Master DLC
- Three Cheers For Master is now available for $4.99 with a 10% launch discount.
- 2-6 Players | Ages 13 & Up | 20-40 Minutes
- Read the frequently asked questions and some tips and tricks here.
- Only the host needs to own all our DLCs.
Wizard’s Academy Update
- The order of the faculty boards now matches the listing in the cover Index.
- Tooltips are hidden for Faculty boards,
- Tooltip State numbers are now completely hidden for the 17 Rooms. A note of which can now be found at the bottom of the game boards description notes.
- The word "Token" has been added to the following Water, Fire, Imp, Troll & Demon token piles for clarity.
Scythe Update
- Tooltips hidden for player mats and structural bonus tiles
Zombicide Update
- Tooltip states hidden for Character dashboards, main mission selector board and large map tiles in the main component box.
Simurgh Update
- Fixed pedestal saying "Wood" instead of "Meat Tokens".
DLC Improvements
- Updated all DLCs to make certain objects not interactable, like the custom floors, backgrounds, tables, etc.
- If you’d like to do this for your own mods, check out our scripting example here.
- This is a very simple script that anyone can use to add to their mods to make any object non-interactable.
TTS Deck Editor
- The Deck Editor created by Froghut has been added to Windows builds in the modding folder.
- Once verified it works on other platforms, it will be added to those folders as well.
- You can download it for yourself here to see if it will work on your system.
- The Deck Editor is a more enhanced and continually updated version of the old Deck Builder.
- You can choose different deck sizes other than 10x7.
- Another nice feature of this editor is the ability to upload exported decks directly to various image hosting sites.
- If you have any issues or find any bugs, please post them in this thread for Froghut to look into and be sure to offer your gratitude for this great program.
Touch Support
- Touch has been added back in.
- Tutorial is now supported; play to learn the controls.
- Supports gestures like pinch to zoom, panning, 2 finger panning, etc.
- You can now swap between touch and mouse smoothly.
- Not all tools are working yet for touch.
Saved Camera Improvements
- Camera states now persist into save files and shared with everyone in the room.
- Camera states are now no longer globally saved.
- You can now remove a camera state by saving at it's already saved position.
- Camera state 0 will override the space bar position for everyone at the table instead of using the hand location.
- To set Camera state 0, move where you want your space bar position to be and press Ctrl + 0. This is the new space bar position for all users.
- Camera Load hotkey has been changed to due to State conflicts.
- Hotkeys: Camera load - “Shift + #” and Camera save - “Ctrl + #”.
- It’s a great time to update your mods to add camera saves to help people navigate around the table more easily.
Scripting New Features & Improvements
- Refactored code to make adding new features easier.
- Speed improvement.
- Added promoted, host, admin to the player class.
- Object added tooltip bool.
- Object Flip() fixed to function like ingame flip.
- Object SetSmooth() added two optional bools collision, fast move.
- Made x, y, z vectors more consistent so you can use numbered index (1,2,3) or letters (x,y,z).
- Made r,g,b colors more consistent so you can use numbered index (1,2,3) or letters (r,g,b).
- Added broadcastToAll(), broadcastToColor().
- Fixed bug in scale().
- Fixed scale parameter on spawnobject().
Improvements
- Lift height and rotation snap degrees are now saved between games (finally!).
- Joints now survive between State changes.
- Changing the table while having things in your hand will automatically be moved to the new location on the table.
- Improved local files check to be more accurate.
- Improved tutorial wording on certain steps to improve clarity.
- Improved text readability at 2560x1440 resolution.
- Hover flipping / rotating should be much more smooth.
- Improved the landing of stacked objects when hover flipped, so they no longer explode.
- Push changed from Shift to ‘N’ for Nudge.
- Reduced flickering of player names on table surfaces.
Fixes
- Fixed table player names being wrong when joining late.
- Fixed issue with the Notebook tabs being duplicated.
- Fixed issue with “Back is hidden” not working for unique decks.
- Fixed issue with local files checking the wrong input.
- Fixed issue with hands facing the same way.
- Fixed clients being unable to shuffle or shake dice.
- Fixed custom card losing unique back status when saved and then loaded.
- Fixed chat enter button not sliding to match chat size.
- Fixed jointed objects & collision issues
- Fixed bug where snap points and change color were duplicated up above.
- Fixed issue with Contextual menu clumping.
Tabletop Simulator is 50% off during Steam’s VR Weekend Sale!
Want to play Tabletop Simulator in virtual reality mode? Now you can with the HTC Vive! Both VR and regular players can play games together, so take advantage of this and have fun playing and creating board games together.
Sale ends on Monday August 1st at 10am PST!
We’ve got some great improvements and additions this month with the new Under command, where you can now place objects underneath another without manually moving them! We also added some improvements to the contextual menu and of course, lots of VR improvements as well.
Our latest DLC Wizard’s Academy by 3DTotal Games has been released!
Wizard’s Academy had a successful Kickstarter in 2015 and the physical copies are starting to get in the hands of some of the backers! Now we bring Wizard’s Academy to life in digital form!
Wizard's Academy is a co-operative game of magical experimentation for 1-6 players. In each game, the players select a scenario, such as summoning and binding a demon to steal its powers, defending the academy against an attack by an army of Imps, or (in the most difficult scenario) facing an academy inspector whom they must impress with their mastery of magic.
Wizard’s Academy DLC
- Wizard’s Academy is now available for $7.99 with a 20% launch discount.
- 1-6 Players | Ages 12 & Up | 60+ Minutes
- Only the host needs to own all our DLCs.
Mr. Game! DLC Updated
- Enlarged board & tiles for game pieces to fit easily on each space.
- Removed brown & teal seats plus cards/pawns.
- Rotation snap points added on each space and removed the grid.
- Thanks to TheRaven81 for these changes.
Move Under Command
- You can now place objects under others without moving them.
- Great for putting cards underneath another or mat.
- The hotkey for this is “U”.
- Hover over the object you want to place beneath another and press the U key.
VR Improvements
- Added a new transparent floor so you can see beneath you.
- Added better loading screen so you know when the game is loading custom content.
- Can now raise floor higher than table surface.
- Adding sticky points to make it easier to raise the floor to the table surface or return it to the original position.
- Can now text chat in VR with onscreen buttons.
- Scaling up and down will keep you in the same place.
- Hovering over the UI now works.
- 2D Tooltips now work.
- Contextual menu now properly works because UI hovering works.
- 3D Tooltips locked objects now work on locked objects.
- 3D Tooltips swapped to ngui for color support.
- 3D Tooltips black outline to make them
- 3D Tooltips now supports bbcode colors.
- 3D Tooltips now word wrap.
- Improved zoom object hiding to be less sensitive (the point of the hiding is so you can't see the backside of cards/tile).
- Blindfold now works in VR; Added a UI button next to voice chat.
- Selection box matches your player color now.
- When spectator tracked controller properly goes grey.
- Fixed zooming an object in spectator not working.
- Deck search not completely functioning but will no longer be unclosable.
Contextual Menu Improvements
- You can now turn tooltips on/off per object in the Toggles menu.
- Added scaling to the contextual menu.
- You can now press the rotate & scale buttons to continuously use those actions in the Contextual Menu.
Chat Improvements
- Added a chat icon button on the bottom left window.
- You can now click it to bring up the chat window and click the arrow to send the message.
- This also works in VR.
Improvements
- Credits menu revamped to match the rest of the UI with added DLC & Tools sections.
- Added an error message when uploading to Steam workshop or hosting in multiplayer with local files.
- Notecards now hide name and description when flipped over.
- Replaced “Animal” with “Villain” in the RPG Kit in the Chest.
- Updated Steam invite friend message (It will also now show as a broadcast message).
- Function hotkeys for Tools are hidden if not using keyboard or touch.
- Zones are now much brighter and more visible.
- Improved object raise height when doing hover flip / rotate. (Objects should fly around less)
- Slightly improved the responsiveness when moving objects as the client.
- Improved color selection spheres to be more visible.
- Replace {Unique} tag for back urls to be much more robust.
Fixes
- Fixed issue with empty grid axis value causing crashes when lines are visible.
- Fixed issue where Tablet doesn't work correctly when scaled.
- Fixed issue with player name placement being wrong for clients.
- Fixed issue with Name and Description fields breaking.
- Fixed issue with ALT Z rewinding time when typing in chat for some keyboards.
- Fixed issue with clients getting stuck on loading / broken loading when the host rewinds time.
- Fixed issue with the rotation of hands being messed up and facing the same direction for some users.
- Fixed objects in infinite bags having snap points in the world.
The Steam Summer Picnic Sale is here and Tabletop Simulator is 50% off! You can also find all of our DLCs on sale with discounts varying from 30-50% off! This is a great time to pick them up if you've been thinking about it. And remember, only the host needs to own the DLC. Enjoy playing your favorite games with our added VR support with the HTC Vive as well! Both VR and regular players can play together! Have fun! http://store.steampowered.com/app/286160 http://store.steampowered.com/app/468726/ http://store.steampowered.com/app/367330/ http://store.steampowered.com/app/405130/ http://store.steampowered.com/app/468729/ http://store.steampowered.com/app/446980/ http://store.steampowered.com/app/437590/ http://store.steampowered.com/app/458910/ http://store.steampowered.com/app/468727/ http://store.steampowered.com/app/433520/ http://store.steampowered.com/app/457180/ http://store.steampowered.com/app/425960/ http://store.steampowered.com/app/438980/ http://store.steampowered.com/app/417300/
To celebrate all the improvements to VR in Tabletop Simulator, we have a brand new trailer to show all the fun that can be had!
https://www.youtube.com/watch?v=KuUhWPUDpGo
VR is now in beta and while we have improved a lot on it the past few weeks, there is still more to come. Thanks everyone for your feedback during our Alpha stage. Keep them coming!
While the past few updates have focused solely on VR, we will continue as we have in the past with any update in which we focus on a major feature. Upcoming patches will go back to a mixture of features, fixes and improvements (including VR) until the next major feature comes along! Thanks for your patience while we continue to add in all kinds of fun things!
Also, our latest DLC Simurgh has been released!
Simurgh is a game for 2-5 players who become heads of powerful clans in a fantastical world where humans and dragons live, hunt and go to wars together.
Simurgh DLC
- Simurgh by NSKN Games is now in Tabletop Simulator.
- The regular price is $6.99 but there is a 30% launch discount for the week.
- 2-5 players, 14 & up.
- Like all our DLCs, only the host needs to own the game for everyone else to play.
Tiny Epic Galaxies Improvements
- Removed random extra red ship.
- Resized red ship states since they were smaller than the rest.
VR Improvements
- VR players are now semi-transparent to regular players.
- Tooltips added when hovering over an object just like in the base game.
- Sharper image and texture quality thanks to 1.25 resolution scale.
- You can control this resolution scale using /vrresscale # in the game tab. (Be careful with this setting)
- Updated the tutorial to support VR and added VR specific steps for the transform gizmo (scale, rotate, floor).
- Make sure to play through the tutorial to learn all of the controls.
- Lowered the big screen UI to reduce neck strain.
- You can now shrink much smaller using the transform gizmo.
- VR tool support for pixel paint, zones, line, flick, and joint (More coming).
- You can now interact with 3d UI elements like scripts buttons or counters.
- Improved performance due to a smaller resolution on the spectator view.
- Fixed objects getting stuck picking up for a hand.
- Fixed being unable to pick up layered cards like in solitaire.
- Fixed voice chat not turning off if toggle voice was enabled in the configuration menu.
- Fixed tooltips appearing when hovering over with the your regular mouse.
UI Scaling
- You can now scale the UI 75 - 125% of its normal size.
- You can do this in the Configuration -> UI menu.
- This works in both the normal and VR modes.
Improvements
- The tutorial will now know what input device you are using Mouse / Controller / VR and adjust the tutorial and prompts to match the device.
Fixes
- Fixed very large VR vive indicators on Mac and Linux.
- Fixed the messed up order of keybinds in the configuration menu.
- Fixed issue with flipping table clipping and getting stuck in the air.
This update adds a lot of improvements to VR. We’ve added a Transform Gizmo, which allows you to do things like rotate and lift the floor up and down, scale the player up and down and much more. The Transform Gizmo replaces the on screen buttons with a quicker and more intuitive system.
Thanks to everyone who posted their feedback! Please continue to post suggestions and bugs on our official forums or on Steam.
VR Transform Gizmo
- Added a transform gizmo that makes it easy to scale, rotate or lift the floor up and down.
- Holding down both grip buttons activates the transform gizmo.
- Using your controllers to gesture the 3 possible interactions.
- Pinch to zoom gesture will scale the player up and down.
- Up and down gesture will raise or lower the floor.
- Rotation gesture will spin the orientation of the player.
VR Improvements
- Added a voice chat toggle on the UI.
- Added VR text input support using the SteamVR overlay.
- Added finger markings on the trackpads to see where you are touching them.
- Added object highlighting support just like in the normal game.
- You will now automatically teleport to starting position & rotation of the color you choose.
- Reduced the stuttering during loading of mods.
- Improved the resolution of the spectator / recording camera to 1080p.
- Improved resolution of the UI for improved clarity up close.
- Laser line is now hidden for other players but the tip will still be visible.
- Laser tip is now colored to match the player’s color.
- Fixed UI scale being based on resolution of the spectator / recording camera.
- Fixed VR grabbing through a locked object not working.
VR Known Issues
- None of the tools work yet.
- 3D UI interactions don’t work yet
- Tooltips are not working yet.
Loading Improvements
- Improved error handling when failing to load images.
- Fixed issue with Memory leak sometimes occurring when an image fails to load correctly
- Fixed an issue with loading getting stuck on the screen.
Fixes
- Fixed crash for clients connecting to host when there is a visible grid.
- Fixed collider issues with Zombicide.
- Fixed hand rotation on Zombicide.
- Added launched command '-nointro' an alternative to '-novid'.
VR Support is here! We’re happy to announce that the first iteration of VR with the HTC Vive is now live. Please remember that VR is currently in alpha, so we could use all the testing we can get. Post your feedback on our official forums or the new VR sub-forum on Steam. When you start up Tabletop Simulator, you will get a pop up box so you can choose whether to play in VR mode or the normal mode. VR + PC users can play together no problem!
We’re also happy that our latest DLC, Zombicide, is now released!
Zombicide is a fun and easy game with cool miniatures in an archetypical, popular and comics-inspired environment. Ambiance is constantly balanced between “beat’em up” and “survival horror” as survivors keep switching from prey to predators. Humor and gloom happily marry in a zombie-fest.
Remember to subscribe to our newsletter to get the latest news and updates. We send out a newsletter just once a month.
VR HTC Vive Support
- This support is considered an alpha test, we are getting it out early so we can get feedback as soon as possible.
- Note: Mods with tons of assets might lag the game enough to make them unplayable with VR, we cannot ensure a smooth experience on mods.
- All of our content including DLCs should run fine on the recommended VR specs everyone is used to.
- Not everything is working correctly including (3D UI interactions, Any of the Tools, Tooltips, Highlighting, etc.)
- Test it out and post all feedback, suggestions and issues on our forums.
VR Controls
Zombicide DLC
- Our latest game Zombicide by Cool Mini or Not is now released as DLC.
- The regular price is $9.99 but there is a 30% launch discount for the week.
- 1-6 players, 14 & up.
- Like all our DLCs, only the host needs to own the game for everyone else to play.
- The “Gizmo-Tron 9000” on the table uses states to add various missions on the mission board to help set up your games. Hover over it for info.
Superfight DLC
- Updated Superfight to have a proper theme like all of our other DLCs.
- 2 extra seats were added to allow up to 10 players.
- Counters added to the table to keep score easily.
- Active player markers “Champion” & “Challenger” added to go with the theme.
Lua Scripting Improvements
- Added getHandObjects() to Player
- Added onObjectPickedUp() event
- Added onObjectDropped() event
- Fixed issue with Lua interactable not working on clients.
Workshop Upload/Update Improvements
- Automatically subscribe to a mod you uploaded and download it right away.
- Automatically download the update for a mod you just updated.
Improvements
- Removed Public Searching as it was very buggy all around. The new private search was meant to replace the old one.
- Removed physics explosion being possible if moving an object quickly through another, then dropping it.
- Added an error message if a user tries to use an image larger than 10k.
- Optimized network traffic for syncing pointer positions.
- The confirmation dialog now stands out more by darkening the background.
Fixes
- Fixed issue with game crashing when pressing the X button (finally!)
- Fixed issue with ALT Zoom not working for infinite custom objects.
Welcome to The Scoop, our regular community update for Tabletop Simulator and Berserk Games!
Dev Chat
It's been awhile since our last issue of The Scoop and that's because we've been putting out patches nearly every week! So there wasn't really a need for The Scoop when we also have our Monthly Newsletter. But here we are again! It's been a crazy month with lots of patches and lots of nifty new features. Hope you've liked it all! Upgrading to Unity 5 was a smooth transition with hardly any issues, we've added more DLCs, and scripting has been an awesome addition with you guys really making the most of it and creating some really cool things! I can't wait to see what else you guys come up with. The new file browser is amazing and I'm so glad that we added that, giving you more options to choose from. So you can still upload your files to your favorite sites or you can use the file browser to upload it to your Steam Cloud or privately test by using the Local option. Definitely makes testing and checking things much faster and easier all around. What do you think of the new Locked physics mode? Have you tried it yet? In case you didn't read the patch notes, go into your Host → Options menu and in the General tab, you can choose between Full (normal physics), Semi-Lock (reduced physics), and Locked (minimal physics). With the new Locked physics, there is no throwing, clumping, lowering, or pushing and objects will always auto raise. So if you've been wanting to experience Tabletop Simulator without all the physics, then this mode is for you! The following is a gif that demonstrates locked physics mode.
And as promised in the last issue, the last video in our Tutorial Series is now up! This video covers the Steam Workshop - how to use it and how to upload your mods to it. While this is the final episode in this series, there will be other videos that will cover all the new features and other things we may have missed. Enjoy! https://www.youtube.com/watch?v=WSV7aGX8yng Also, don't forget to check out our Knowledge Base. There is a lot of helpful information that you may not have known existed, so be sure to read through it! We're adding things to it all the time, so keep checking back! ------------------------------------------------------------------------------------
DLC News
Next on the horizon, we're happy to announce our partnership with Far Off Games to bring their awesome game Xia: Legends of a Drift System to Tabletop Simulator! Xia is a 3-5 player, sandbox-style, competitive space adventure. Each player starts as a lowly (but hopeful!) captain of a small starship. Players fly their ships about the system completing a variety of Missions, exploring new Sectors, and battling other ships. Captains vie with each other for Titles, riches, and, most importantly, Fame. The most adaptive, risk-taking, and creative players will excel. One captain will rise above the others, surpassing mortality by becoming Legend!
------------------------------------------------------------------------------------ And if you missed our last announcement, we're also working with Atlas Games and will be bringing Three Cheers For Master to Tabletop Simulator! We're super excited to be working with them! In Three Cheers For Master you’re the minion of an evil overlord. When Master's blue, it's the minions who suffer. As a lieutenant in Master's army — a foreminion — it falls to you to cheer him up. Not the easiest task, even in the best of times.
------------------------------------------------------------------------------------
Future Updates
We value our community's feedback and over this past year we have implemented a lot of features and suggestions that you guys have given us. And we're still listening! Please continue to post your suggestions on our official forums. "VR????!?!??! When will Tabletop Simulator get VR? TTS NEEDS VR! Give us VR!" This has been brought up a LOT recently, especially with the release of the Vive. When will we get VR for Tabletop Simulator? VR has been thought about since our Kickstarter 2 years ago. It was one of our stretch goals and just like you, we'd love for it to happen! That being said, we can't give you a date of when it will be done, because we just don't know! However, we ARE working on it! And so far progress is looking good! We are currently working with the Vive, so that will be our focus right now (Sorry Oculus users!). There's still a lot to do, but it really will be a pretty cool experience all around to get VR into Tabletop Simulator! Since VR is our focus, updates will be slowing down, so don't expect to see any patches in the next few weeks. Stay tuned for more information in the future! ------------------------------------------------------------------------------------ Want more? Stay up to date on development and other fun things by following us on Twitter and Facebook!
Have you tried out Cosmic Encounter? It's the award winning game where you become an alien with a special power to break the rules. No two games are ever the same!
Their third expansion, Cosmic Alliance, is now available for $2.99. You can find it on the Cosmic Encounter store page.
Cosmic Alliance adds an 8th player, brings in 20 alien races and a new variant - team rules!
Another great update has arrived with the addition of our latest DLC, Mr. Game!, that has an awesome themed “family game night” room.
We have also added Locked Physics mode, which has been a requested feature for quite some time. While Semi-lock is great for reduced physics, Locked physics takes it even further, giving you more control of placement without having to worry about knocking something over.
With the addition of Global Alert Messages, you will get notifications in the top center of your screen for a brief amount of time that lets you know about any errors that occur. If you miss the message, it will still be posted in your chat messages. You can now also get notified when a new update is out or when we need to reboot the master server. Just be sure to be opted into global chat to receive these notices!
And last but not least is a major increase to stability as we located and fixed a major memory leak that could have been the cause to a lot of those random crashes. Read on below to find out everything in this update!
Be sure to read through our Knowledge Base to find tips, tricks and all kinds of information you didn’t know about. The Knowledge Base is regularly updated.
Mr. Game! DLC
- Our next DLC Mr. Game! by Game Revenant is now live!
- Mr. Game! Is on sale for 30% off its first week of release.
- You can read more about Mr. Game! on the official website.
- Mr. Game! is a modern take on the classic family "roll-and-move" genre of board games. It's a race-to-the-finish where the goal is constantly changing, and so are the rules! An innovative tabletop experience where one player wields the power to dramatically alter the game at a moment's notice. What kind of "Mr. Game" will you be?
Locked Physics Mode
- In the Host -> Options, you have a choice between Full (regular physics), Semi-Lock (reduced physics) and the new Locked (minimal physics) mode.
- Locked Physics is best for serious games or game building where you don’t want the physics to mess you up.
- There is no throwing, clumping, lowering, or pushing and objects will always auto raise in Locked mode.
Global Alert Messages
- You will now see messages on the top center of your screen when there are any errors.
- Messages stay for only a couple seconds before fading out.
- Important messages (updates, server reboots) will be shown in pink with [BROADCAST] next to it in the top center of your screen as well as in global chat.
- To get [BROADCAST] messages, you need to be opted into Global Chat.
- You can opt in to Global Chat by opening the Chat settings and making sure the IRC box is checked.
Stability Improvements
- Fixed memory leak mostly caused from ALT zooming.
- Overall crash reduction.
- Optimized meshes and fixed meshes memory leak.
- This memory leak could be the reason why some of you had random crashes every so often.
ALT Zoom Improvements
- Alt zoom now automatically picks tallest dimension for zoom.
- Optimized ALT zoom performance.
- Tall things like figurines, you’ll now see from the front.
- ALT zoom now works on infinite bags by showing the infinite object.
- Improved object clipping on screen.
Transparent Card Support
- Cards now support transparent images.
- This will work great for any games that require cards that have some type of transparency.
- When transparent cards are stacked, only the top card will be shown as transparent, but cards underneath will not show through.
Lua Scripting Improvements
- Lua Print now works with any color.
- Fixed Moving Objects with Multiple Colliders out of a Scripting Zone fires Enter Event and Leave Event.
- Fixed multiple tabs being selected in Lua editor.
- Fixed Lua interactable locking the object.
- Fixed getScale() returning an incorrect value.
- Fixed yaw and pitch parameters on Player.lookAt().
- Added Timer class.
- Added onLoad() as optional alternate spelling for onload() (they both work and do the same thing).
- Added onSave() event.
- Added optional parameter to onLoad() for the save string.
- Added script_state to Object and Global.
- Added script_code to Global.
- Deprecated callLuaFunctionInOtherScript(). Use obj/Global.call() now. Returns the value returned by the called function.
- Added onAttack() to RPGFigurine.
- Added onHit() to RPGFigurine.
- Added promoted to Player.
- Added team to Player.
- Added kick() to Player.
- Added mute() to Player.
- Added promote() to Player.
- Added changeColor() to Player.
- Added changeTeam() to Player.
- Added player who clicked the button to button click function parameters. For example: {code} function click_function(clicked_object, player) -- body ... end {code}
- Updated and new scripting guides can be found in our Knowledge Base.
Lua Button Improvements
- Text is less pixelated on buttons.
- Increased the max size of the text by 2.5 times.
- Made buttons look more rounded / more like buttons.
Improvements
- Added warning message when playing with someone on your block list when you aren't the host.
- There’s now less explosion for big objects that re-spawn after falling off the table.
- PNGs that have no transparency use less memory and gpu usage.
- Moved the song "On Hold" from the Cinematic category to Children’s (Ha ha).
Fixes
- Fixed issue where all items in the Saved Objects menu would overlap into one line.
- Fixed host ‘Notepad’ permissions, so it now also works on the Notebook.
- Fixed issue with custom objects falling through the table over and over again when spawning on a grid.
- Fixed issue with hover flip bugging out for certain objects before grabbing them.
- Fixed issue when pressing tab in an input field moves the pointer to the center position.
- Fixed issue with the red spacer in public deck searching.
To celebrate International Tabletop Day, most of our DLCs are on sale for the weekend! Check them out and happy gaming! Sale ends Monday, May 2nd at 10am PST. http://store.steampowered.com/app/367330/ http://store.steampowered.com/app/405130/ http://store.steampowered.com/app/446980/ http://store.steampowered.com/app/433520/ http://store.steampowered.com/app/425960/ http://store.steampowered.com/app/437590/ http://store.steampowered.com/app/417300/ Tabletop Simulator isn't on sale because we got our dates mixed up with last year, so we were already on sale, sorry!
Another small update this week to add in some overall game improvements. We’ve updated a couple of our earlier DLCs, like Euphoria and Mistfall and they look awesome! We’ll be updating Superfight in a future patch as well, and then all our DLCs will have their own themes and custom backgrounds.
We also have done a LOT of optimizations and added improvements to the Custom Tile, Cloud Manager and Lua Scripting. Enjoy!
Remember to read our Knowledge Base for tips and tricks on how to properly use Tabletop Simulator. We’ll be starting up our video tutorials again as well, so stay tuned for that!
Euphoria DLC Update
- Added a custom background.
- Added custom table with rotating propellers.
- Added rulebook (states) on the table.
Mistfall DLC Update
- Added a custom background.
- Fixed spelling/punctuation mistakes in tooltips.
- Created new rule books/quest guide as states to match the theme.
- Tablets with rules moved inside the Mistfall game box.
Custom Tile - Mat
- In the Custom Tile object, there is a new type called Mat.
- Check this if you want to create custom Mats with rounded corners.
- Custom tiles will now scale to match the aspect ratio of the image.
Cloud Manager Improvements
- ‘Cloud’ in the top menu has been renamed to Cloud Manager.
- You can now upload files to cloud within the cloud manager.
- Menu now shows your cloud space usage.
- Menu will give a warning when you’re low on space.
- When you click on a file, it will copy to the clipboard.
- Fixed escape key not closing the menu.
Lua Scripting Improvements
- Added TextTool class to Object.
- Fixed getTable() and setTable() when using tables of tables.
- Added next player to onPlayerTurnEnd().
- Added previous player to onPlayerTurnStart().
- Added use_grid to Object.
- Added use_snap_points to Object.
- Added auto_raise to Object.
- Added sticky to Object.
- Added interactable to Object.
- Deprecated getPlayer().
- Made Player class a static global class. For example, use Player.Red.seated to see if someone is seated in player Red.
- Added steam_id to Player.
- Added JSON static global class.
- Added lookAt() to Player.
- Added right Click TextTool to copy GUID to clipboard.
- Added attachCameraToObject() to Player.
- Fixed editButton() swapping y and z axes for position/rotation if they are not provided in the parameters.
- Converted Lua Player class to Global static Player class.
- Fixed issue with Lua scripting buttons not syncing correctly.
- Fixed issue with TakeObject from bag with scripting collision.
Scaling Improvements
- Scaling steps are now much smaller for more accuracy.
- The range you can scale objects is much larger.
- You can now hold down the scaling button (+/-) and it will continuously scale.
Optimizations
- Greatly optimized physics performance when having a lot of unlocked objects.
- Optimized stutter causing garbage collection.
- Optimized physics collision code.
Improvements
- Improved the dealing of cards, by having cards automatically go to the right/end of cards in your hand so you will always know the placement.
- File Browser will now remember the last size and position of the window after closing.
- Vector lines drawn on objects now hide in hidden areas.
- Added sales percentages to DLC menu when they go on sale.
- Reduced physics explosion when multiple objects are trying to snap to the grid.
- Fixed stretching on the Lua Scripting buttons.
Fixes
- Fixed issue with custom tokens duplicating when pressing ALT+right click.
- FIxed issue with custom backgrounds to fix clipping.
- Fixed issue with custom object not being highlighted when custom menu is open.
- Fixed issue with game crashing when lots of jigsaw pieces collide.
- Fixed issue with Infinite bags floating away into the air with certain objects inside.
- Fixed custom tile collision issues.
- Fixed issue with decks taking the name of cards if they both have the same name.
A major improvement this update is the addition of the new File Browser where you can import files from your computer in game. This will make your game creations faster and less reliant on external hosts.
Additionally, we have a ton of updates to Lua Scripting and have improved the Joints menu making it easier for more people to utilize them.
Be sure to check out our Knowledge Base for tips, tricks and a lot of info on how to use Tabletop Simulator.
File Browser
- You can now easily import files from your computer into your games to create custom content.
- You can choose from using Steam Cloud to import files or your local files.
- Use local files for internal testing. (This will not work in multiplayer).
- The browser lets you create favorites, view your recent folders, create folders and much more!
- To bring up the file browser just click the folder icon next to any URL input field.
Steam Cloud
- You can now use the in-game File Browser to import files to Steam Cloud.
- This is a great alternative to using external image hosting sites.
- Use this option when you will be sharing your games for multiplayer use.
- You can manage files uploaded to the cloud with Menu -> Cloud.
- From the Cloud menu you can delete files or preview them by clicking on them.
- There is a 1GB limit on your Steam Cloud.
Lua Scripting Updates
- Fixed setTable() not working correctly when called from the Global script.
- Added default pokerchips' values to getObject().
- Changed spawnObject() to no longer snap objects to the grid by default if the grid is turned on.
- Added optional "snap_to_grid" parameter to allow spawnObject() to snap to the grid if the grid is turned on.
- Added getNotebookTabs().
- Added editNotebookTab().
- Added addNotebookTab().
- Added removeNotebookTab().
- Changed takeObject() to accept an array or table for position and rotation.
- Added clearPixelPaint().
- Added clearVectorPaint().
- Added copy().
- Added paste().
- Added clone() to Object.
- Added RPGFigurine Class.
- Add getLuaScript() to Object.
- Changed scaleAllAxes() to overload scale().
- Fixed 3D UI buttons not hiding in hidden zones.
- Added Lua script_code member variable for Objects.
- Added auto updating to Lua Atom Plugin Editor.
- Added getCustomObject() function to Object.
- Adding script to an object automatically opens it in Atom Editor if Atom is open.
- Loading a game automatically uploads all the scripts to Atom if Atom is open.
- All print() functions upload their messages to Atom's console (ctrl + alt + i).
- All Lua errors are uploaded to Atom's console.
- Added getLuaScript().
- Changed scaleAllAxes() to scale() overload.
- Fixed getCustomObject().
- Fixed issues with Lua Atom Editor plugin.
- Prefer another text editor other Atom? Take look at our External Editor API to make your own plugin.
Joint Improvements
- Joint menu will now be initialized with the value of the current joint.
- The object that it is jointed to is now highlighted in a dark pink.
- This should allow you to figure out how people have created their joints, making it easier to understand and create on your own.
Tiny Epic Kingdoms DLC
- Fixed base game territories to their proper images.
- Added standing/laying down states to Meeples.
- Added Hidden Zones at each seat for dice rolls.
Improvements
- Lua Buttons are no longer visible in Hidden Zones.
- You can no longer activate the UI by clicking the MMB.
- More optimizations to reduce stutters.
Fixes
- Fixed issue with MMB toggle zoom being activated instead of flip when bag search is open.
- Fixed issue with Infinite object preview being massive.
- Fixed issue with the chest saved objects drop down menu trashcan showing and disappearing after hover.
- Fixed issue with late joining player loading google.com on tablet.
- Fixed blocky fonts on Mac.
- Fixed issue with Teal and brown names not showing up on table surface.
- Fixed lift height issues with jointed objects.
- Fixed issue with cloud syncing on Mac and Linux not working.
- Fixed issue with Tablet not working on Mac.
- Fixed issue with search bags with custom objects.
- Fixed camera floating away on certain saves.
- Fixed box selection not working on certain saves.
- Fixed adding object to search menu would flicker and not work.
- Fixed being able to adding an object to itself with search.
- Fixed pointers not hiding in hidden areas.
- Fixed background in the RARRR!! DLC.
- Fixed issue with sliding cards under bottom of decks not working with smaller deck sizes.
- Fixed Semi-Lock not working.
- Fixed certain sounds being 3D positional when they shouldn't.
- Fixed infinite bag objects not being properly scaled down.
- Fixed issue with objects casting shadows with holes.
- Fixed flipping object with middle mouse in search menu.
- Fixed trash cans showing up incorrectly in saved objects.
- Fixed issue with custom material not assigning correctly.
- Fixed issue changing texture on duplicated object change it for clones.
You can now get Tabletop Simulator for 50% off on Steam as part of their Weeklong Deal! This includes both the individual and 4-packs. Sale ends on April 18th. http://store.steampowered.com/app/286160
We have officially made the jump to Unity 5! Thanks to everyone who opted into the beta and tested it out! We received some great feedback and we feel really positive with this update and going forward. Now that we’re on Unity 5, we’ll be investigating on improving the graphic quality of the game with physics based shaders. We want to make sure everything is running smoothly with the upgrade first. We have an awesome new Lua Atom Editor that you can use outside of Tabletop Simulator. You can read more about it below and in our Knowledge Base. We’ve got two more games available as DLC, Tiny Epic Kingdoms by Gamelyn Games and RARRR!! by Ape Games! We’re excited to see what you think! Only the host needs to own any of our DLCs.
Unity 5 Upgrade
Improvements:
- Overall performance improvements
- Physics stability and performance
- Objects will no longer go through each other
- Optimized many scripts for improved performance
- Loading objects is much faster
- No more hard locks when cleaning up tons of objects
- Stutter reduction from optimizations
- Joints are much more solid and don't jitter like before
- Greatly improved the accuracy of auto raise
- Zones (Hidden, Lua, etc.) are now much more reliable
- Increased the number of objects that can be selected / grabbed from 64 to 128
- Concave/Nonconvex colliders are only supported for locked objects.
- Touch input is currently disabled for porting to Unity 5.
- Linux Tablet not working properly.
- Because Unity 5 doesn’t support concave colliders on non-static objects we now support compound colliders on Custom Models.
- Compound colliders can be used to make an object have concave collision by separating the collider into multiple meshes in one .obj file.
- Compound colliders are only supported when non-convex is not check boxed.
Tiny Epic Kingdom DLC
- In Tiny Epic Kingdoms, you rule! But whether you reign supreme or crumble under pressure is entirely in your hands.
- Tiny Epic Kingdoms is now available for $6.99.
- It includes the Heroes Call expansion.
- 2-5 players, ages 14+.
- Only the host needs to own the DLC.
RARRR!! DLC
- RARRR!! is APE's card game of earth-shaking battles between giant Japanese movie monsters (daikaiju).
- RARRR!! Is now available for $4.99
- 3-6 players, ages 8+
- Only the host needs to own the DLC.
Lua Improvements
- Added onCollision events for objects.
- New scripting example Roulette: http://steamcommunity.com/sharedfiles/filedetails/?id=659349425
- This example demonstrates coroutines and onCollision events.
- Added GUIDs to Lua editor tabs in game.
Lua Atom Editor Plugin
- There is now an Atom plugin for use as an external text editor.
- It supports downloading the scripts and uploading them back into the game with save & play functionality.
- Supports autocomplete for all of the script classes (except player class)
- See how to get it setup here.
Hand Zone Improvements
- Cards in hand will now use the entire width of the hand allowing for massive hands.
- Improved the layering effects to be less linear.
DLC Improvements
- Owned expansions for DLCs now load up automatically when loading from the menu.
- On connecting to server, clients knows all the DLCs the host has.
- Background boxes are more consistent with the rest of games menu.
Improvements
- Lightened the black (Game Master) color so it’s more readable in the Notebook and Names window.
- Optimized garbage collection for less stutters.
- Greatly reduced CPU usage on duplicate objects in the game. You can see upwards of 40%
- increase in performance on super large mods with many similar objects.
- Optimized all cards, bags, stacked objects.
- Optimized hands and joints.
- Reduced hitch when picking up lots of objects.
Fixes
- Fixed issue with delete button for workshop menu not working.
- Fixed issue with expanding the Workshop/Load menu, brings it in the wrong sort order.
- Custom tiles now properly show up when expanding save.
- Fixed issue with bbcode not working for the onscreen notes.
- Fixed rewind arrows being too transparent.
- Fixed issue when using the mouse wheel to scroll on notebook / luascript editor zooming camera in and out.
- Fixed the text error in the rules for Go.
- Fixed "Remove Blindfold" button being stuck when activating F11.
- Fixed issue with Digital Clock being used when digital is checked off in permissions.
- Fixed issue with setting number on massive dice not working.
- Fixed floating hand bug.
- Fixed issue with flipping things with buttons causing them to explode.
- Fixed Lua spawn callback firing too fast.
- Fixed stretching/distortion of cards when threading is off.
- Fixed issue with taking Custom Objects from Infinite Bags via Scripting causes collisions with the bags.
Welcome to The Scoop, our regular community update for Tabletop Simulator and Berserk Games!
Dev Chat
Our last couple of updates have focused on upgrading to Unity 5. It's currently in beta, so if you haven't yet, please opt in to the beta by right clicking on Tabletop Simulator in your Steam library, clicking on properties and the Betas tab and in the drop down menu click on "beta - Unity 5". You do not need an access code, just click close and the update will occur. Keep in mind that there is a 550 meg download to switch between the live and beta build.
Minimum requirements Windows XP SP2 Minimum requirements Mac OS X 10.8 Regardless of which build you're on, you can play with everyone in multiplayer. Test out everything and report any issues and bugs either here or here. We plan to officially upgrade to Unity 5 in the live build soon, so the more people who test and give us input, the smoother the transition will be. Thanks! I highly recommend checking it out. The overall performance and optimization & physics stability is fantastic! Also, upgrading to Unity 5 means we're one step closer to VR support! (No ETA, nor which ones we'll be supporting yet.) It's hard to believe how much we've been improving TTS and it will only get better from here! Also, don't forget to check out our Knowledge Base. There is a lot of helpful information that you may not have known existed, so be sure to read through it! We're adding things to it all the time, so keep checking back! ------------------------------------------------------------------------------------
DLC News
We've got awesome news in the DLC sector! We're super excited to announce that we've partnered up with Cool Mini Or Not to bring Zombicide to Tabletop Simulator as DLC! Currently this will only be the core game, but we'll see how it goes! Are there other games by Cool Mini Or Not that you'd like to see in Tabletop Simulator? Let us know! Zombicide is a collaborative game for 1 to 6 players, ages 13 and up. A game can last for 30min (beginner board) to 4 hours (expert board). Each player controls between one (for 6 players) and four (solo game) survivors, human trapped in a zombie-infested town. In fact, “survivors” quickly change to “hunters” to smash zombies through and through. However, the team must constantly maintain a balance between survival and slaughter, for as the zombicide continues, the Danger Level increases, and the infected grow in numbers. Any misstep can turn to disaster. Zombicide is a fun and easy game with cool miniatures in an archetypical, popular and comics-inspired environment. Ambiance is constantly balanced between “beat’em up” and “survival horror” as survivors keep switching from prey to predators. Humor and gloom happily marry in a zombie-fest.
------------------------------------------------------------------------------------ RARRR!! by Ape Games will be coming soon in our next update. Here are some teaser shots so you can see what's to come! Don't these look good?
------------------------------------------------------------------------------------ Tiny Epic Kingdoms by Gamelyn Games will also be coming soon! This is the second game from Gamelyn Games that we'll be bringing in after Tiny Epic Galaxies. Here's some teaser shots. Enjoy!
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Future Updates
We value our community's feedback and over this past year we have implemented a lot of features and suggestions that you guys have given us. And we're still listening! Please continue to post your suggestions on our official forums. Our main focus is with upgrading Tabletop Simulator to Unity 5. If you didn't notice it yet in the beta branch, hand zones have already been extended so that you can now create hand zones of varying sizes and they won't be capped like they were previously. It's only on Unity 5 though, so be sure to opt in to check it out! Other than that, there are still a lot of things we're working on from before, but until Unity 5 is out, they are currently on the backburner. Stay tuned! ------------------------------------------------------------------------------------ Want more? Stay up to date on development and other fun things by following us on Twitter and Facebook!
This update is only for the Beta branch. We’re asking everyone to please opt in to the beta to try it out and test everything as much as possible. The next major patch v7.0 will make the switch from Unity 4 to 5, so we need everyone to play on the beta branch and let us know of any issues. We will no longer be making any changes to the Unity 4 build. Everyone can play together in multiplayer regardless of which build you use.
To opt in to the beta, right click on Tabletop Simulator in your Steam library, then click Properties. There will be a new “Betas” tab. At the drop down menu choose “beta - Unity 5”. If it asks for a code, you can ignore it, as you will get the download.
You can post any issues and bugs you find here or here Be sure to read the Known Issues in the original thread before posting.
Unity 5 Improvements over Unity 4
Improvements:
- Overall performance improvements
- Physics stability and performance
- Objects will no longer go through each other
- Optimized many scripts for improved performance
- Loading objects is much faster
- No more hard locks when cleaning up tons of objects
- Stutter reduction
- Joints are much more solid and don't jitter like before
- Greatly improved the accuracy of auto raise
- Zones (Hidden, Lua, etc.) are now much more reliable
- Increased the number of objects that can be selected / grabbed from 64 to 128
- Concave/Nonconvex colliders are only supported for locked objects.
- Touch input is currently disabled for porting to Unity 5.
- Tablet screen is not working.
- All sounds aren’t working on Linux.
- LINUX USERS: Add -force-opengl to the launch parameters otherwise the game will crash. This is a Unity bug in Unity 5 that Unity is planning on fixing at some point.
- Minimum requirements Windows XP SP2
- Minimum requirements Mac OS X 10.8
Lua Scripting
Hand Zone Improvements
Improvements
Fixes
This update is a two-parter, the first focusing on the changes in the live build (all scripting) and the second is a beta branch you can opt in to, to test out Tabletop Simulator in Unity 5 (with all the regular updates as well)! Please check it out and let us know in this thread or this thread of any bugs, issues, etc that you find. The more people who test it out and let us know of any problems, the faster we can get it working and implemented into the live build. Also, people on Unity 5 will be able to play with those on the live build. This is our initial upgrade to Unity 5 with all the same graphics. We’ll be looking into physics-based rendering in the future. Keep an eye out.
Thanks for your help and hope you like the changes!
Live Build
Scripting Improvements
- Fixed getSeatedPlayers(). Deep copy of playerlist now.
- Reordered parameters on setGlobalScriptTable().
- Fixed setTable(). It wasn't working right in the first place.
- Fixed setGlobalScriptTable(). It wasn't working right in the first place.
- getPointerPosition() and getPointerRotation() now return nil if passed a player color that is not seated
- colorToPlayerName() now returns nil if the player color is not seated and lets execution of the script continue.
- Removed error message from getObjectFromGUID(). It just returns nil which the scripter can check for.
- onPlayerTurnStart() is now called after player clicks OK in hotseat mode.
- Added "Global" global reference to Object and Global. Should only be used for referencing things that the Global Script owns.
- Deprecated getGlobalScriptVar(), setGlobalScriptVar(), getGlobalScriptTable(), setGlobalScriptTable(). Use Global.getVar(), Global.setVar(), Global.getTable(), Global.setTable() instead.
- takeObject() gains an optional parameter 'callback_owner'.
- Added "resting" member variable to Object script.
- Spectators can no longer click on Lua created buttons.
- spawnObject() now takes a Table for a parameter which includes a callback function.
- You can now call createButton() immediately after clearButtons() in the same frame.
- Added Player class and getPlayer() function.
- Player class can get and set lift height for a player.
- Player class can tell if player is blindfolded. Setting this just calls blind()/unblind().
- Player class has blind() and unblind().
- Deprecated getPointerPosition(), getPointerRotation(), and getPlayerHandPositionAndRotation(). They are now in the Player class as getPointerPosition(), getPointerRotation(), and getPlayerHand().
- Deprecated colorToPlayerName(). It is now in the Player class as steam_name member variable.
- Added Counter class.
- Added Tablet URL to getValue() and setValue().
- Fixed multiple buttons on a single object not syncing to players who joined late.
- Added addForce() and addTorque() to Object script.
- Added getVelocity() and getAngularVelocity() to Object script.
- Added mass member variable to Object script.
- Added use_gravity member variable to Object script.
- Added drag member variable to Object script.
- Added angular_drag member variable to Object script.
- Added static_friction member variable to Object script.
- Added dynamic_friction member variable to Object script.
- Added bounciness member variable to Object script.
- Added held_by_color member variable to Object script.
- Added guid member variable to Object script.
- Added missing parameters for setCustomObject for Custom Model.
- Added spawn Custom Figurine, Custom Board, Custom Tile, Custom Token, and Custom Dice.
- Added onPickedUp() and onDropped() events to Object script.
- takeObject() called from a deck will now take the top card and not the bottom by default.
- Added optional parameter to takeObject() for deck that will take from either the top or the bottom. Defaults to top.
- Fixed setRotationSmooth() and rotate() for (0, 0, 0).
- Objects taken from a container default to the rotation of the container if no rotation is provided in the parameters. If you set the rotation on a card but want to keep it facing (up/down) the same way as the deck, set the z component in the rotation parameter to the the z component of the deck via deck.getRotation().z.
- onObjectDestroyed() now has the object reference as a parameter. It has 1 frame left to live. It fires immediately before the object's onDestroy() event.
- Added getButtons() to Object script.
- Added removeButton() to Object script. It takes a frame for the button to be removed so multiple buttons can be removed in the same frame with their indices being preserved. In the following frame, the indices of any existing buttons are updated to their new locations as children on the object.
- Added editButton() to Object script.
- Calling getObjects() on a deck now returns a list of the cards with their indices inside the deck.
- takeObject() can remove a card from a deck based on its index in the deck.
- Added cut() for stacks and decks.
- Added getStateCount(), shuffleStates(), and setState() to Object script.
Beta - Unity 5
These are the changes that are different from the live build and Unity 5. To opt in to the beta, right click on Tabletop Simulator in your Steam library, then click Properties. There will be a new “Betas” tab. At the drop down menu choose “beta - Unity 5”. If it asks for a code, you can ignore it, as you will get the download. You will need to opt out of beta again to get back to the live build, but all players can play with one another, regardless. Improvements:
- Overall performance improvements.
- Physics stability and performance.
- Objects will no longer go through each other.
- Optimized many scripts for improved performance.
- Stutter reduction.
- Greatly improved the accuracy of auto raise.
- Zones (Hidden, Lua, etc.) are now much more reliable.
- Increased the number of objects that can be selected / grabbed from 64 to 128.
- UI should be much more responsive.
- Box select now works properly when 3D Text is selected.
- Concave/Nonconvex colliders are only supported for locked objects.
- Touch input is currently disabled for porting to Unity 5.
- Tablet screen is not working.
- All sounds aren’t working on Linux.
- LINUX USERS: Add -force-opengl to the launch parameters otherwise the game will crash. This is a Unity bug in Unity 5 that Unity is planning on fixing at some point.
- Minimum requirements Windows XP SP2
- Minimum requirements Mac OS X 10.8
Welcome to The Scoop, our regular community update for Tabletop Simulator and Berserk Games!
Dev Chat
A huge addition we added to Tabletop Simulator was scripting. This is something a large part of our community has been asking for since the beginning. We weren't sure if or how we'd be able to implement it, but we were able to finally make it happen. It's still a work in progress, but we're continually working to make it the best it can be. An option was recently added so scripting can be disabled for those who want a pure "real life" rendition of their board games. You can find that in your host options. We've got a couple example scripts that you can check out on the Workshop: Blackjack and Chess Clock.
It's hard to believe how much we've been improving TTS and it will only get better from here! Also, don't forget to check out our Knowledge Base. There is a lot of helpful information that you may not have known existed, so be sure to read through it! We're adding things to it all the time, so keep checking back! ------------------------------------------------------------------------------------
DLC News
We've got two more partnerships to announce this week! First up, we have partnered with Dan Verssen Games to bring Warfighter to digital life in Tabletop Simulator! Warfighter is a card game for 1 to 6 players. Command the world's best Special Forces operators and complete vital assault missions around the world!
We've also partnered with Game Revenant to bring their first game, Mr. Game!, which had a successful Kickstarter in early 2015, to Tabletop Simulator! Mr. Game! is a modern take on the classic family "roll-and-move" genre of board games. Most of these games follow a pretty familiar pattern: start at point A, get to point B. ONE GOAL, ENDLESS POSSIBILITIES!
Our Scythe DLC released in February and it's a beauty! This is our second game from Stonemaier Games and we'll be recreating Viticulture in the future as well.
------------------------------------------------------------------------------------
Future Updates
We value our community's feedback and over this past year we have implemented a lot of features and suggestions that you guys have given us. And we're still listening! Please continue to post your suggestions on our official forums. We're currently experimenting with Unity 5 and the results are positive so far! There is one roadblock that we're working on with the Unity team to troubleshoot. We want to make sure everything is in 100% working order before we make a commitment to make the changeover, so please be patient while we work on this as it could take some time to get everything up to date. In addition to the major jump to Unity 5, we're also working on an upgraded Turns system and a Game Manager which will make keeping track of your games and mods much easier and will also look a lot nicer, because let's face it, the current menu for Workshop/Save/Load is pretty ugly! Stay tuned! ------------------------------------------------------------------------------------ Want more? Stay up to date on development and other fun things by following us on Twitter and Facebook!
Just a quick patch this week to fix up some performance issues that came up, improved the Scythe DLC, and added improvements to the Scripting API. Thanks everyone for bringing issues to our attention!
Scythe Improvements
- Optimized ram usage.
- Fixed issue with hand zones and cards going into the table.
- Fixed rotational snap points on the engineering player mat.
- Moved all the hidden zones a little bit further from the card decks on the board to stop them swallowing mis-dropped cards.
- Added a qualifier to the custom combat card (no other game rules apply to it).
- Moved the second set of hand zones a bit further back to stop cards accidentally migrating into them.
Battle For Souls Improvements
- Fixed issue with a deck not being named.
- Fixed rules in the Notebook.
API Improvements
- Overall API improvements and unification.
- Will try to avoid breaking backwards compatibility on scripting for future patches.
- Changed createButton(), takeCardFromDeck() removed, takeObject() works for all container.
- Added clearButtons(), onDestroy(), onObjectDestroyed(), onPlayerTurnStart() and onPlayerTurnEnd().
- You can now pull the last card out of a deck if done in the same frame.
- Fixed many broken functions like printToColor().
- Fixed auto run scripts checkbox causing errors.
- Fixed broken tabs in script editor.
- Fixed onload not being called for objects spawned after the initial load.
- Fixed assigning table returned from our function to something else not working.
- Check out our Chess Clock example script on the Workshop.
- Check the updated API page for all the changes.
- If you have any suggestions or find any issues for Scripting, please post in this thread
Improvements
- Improved object spawning positioning (copy paste, saved objects, search, etc).
- Added whispering to Teal and Brown players.
- Increased chat history by 4 times the original amount.
Fixes
- Fixed issue with performance degradation after v6.7 (Ram and stuttering).
- Fixed issue with Tooltip messages getting cut off due to resolution sizes above and below the norm.
- Fixed chat tab lag with a lot of messages in history.
- Fixed issue with digital counters not working after v6.7.
- Fixed issue with Hand Zones are duplicating.
- Fixed issue with cards in hand spazzing out.
Our latest DLC Scythe is now available! Scythe, by Stonemaier Games, is a gorgeous board game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player represents a fallen leader attempting to restore their honor and lead their faction to power in Eastern Europa. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs. The physical copy can be pre-ordered on their website. In other exciting news, we now have support for up to 10 players! Yep you heard it right, 10 players! By default only the Custom Rectangle table supports 10 players, but you can use any table by creating Hand Zones. Keep in mind when hosting whether your computer and connection can handle 10 players. If you had problems with 8 players, then most likely 10 won’t work for you. A ton of changes and improvements have been added to scripting, be sure to read everything so that you are aware of the changes. Existing mods with scripting will need to be updated.
Scythe DLC
- Scythe is now available for $7.99 with a 20% discount for the week.
- Only the host needs to own the DLC.
- Available for 1-5 players and approximately 115 minutes of gameplay.
- When hovering over objects, be sure to leave it there longer to get the full description as there is a lot to read through.
- Start in the middle of the table where the Faction Selection Cards are. Hover over it to read more.
- The rulebooks can be found on the side table.
- The reference guide is available in multiple languages. Scroll through the pages to find your language.
10 Player Colors
- 2 seats have been added to allow up to 10 players.
- The new colors are teal and brown.
- All pointers have been updated with the new colors.
- Color wheel has been updated with the new colors.
- Only the custom rectangle table allows 10 players by default.
- You can use the Hand Zones to create hands on other tables.
- The more players, the more bandwidth that will be used, so use discretion when hosting.
Scripting Improvements
- Lua script API has overhauled to an object oriented approach.
- See Blackjack example on the Workshop.
- Overall API cleanup for improved consistency.
- New functions added to the API.
- Object and Global API unified (only 'self' is unique to Object scripts).
- Removed redundant function calls (all the ForGameObject).
- Added a save and play button to the script editor for improved iteration times.
- Improved debugging with line number and object occurred on.
- Auto run checkbox to stop scripts from automatically firing after loading.
- Scripting can now be turned off in the host options menu.
- New chat command /clear to remove all chat messages from that tab.
- Security and sandboxing improvements.
- Optimized Lua calls to generate less garbage collection.
- Fixed rotation issues on scripting buttons.
- Added resizing for the scripting editor.
- We are working on updating the Scripting page in the Knowledge Base (in progress).
- Fixed issue with scripting button not being created on clients machines all the time.
- Fixed issue with SetSmoothRotate(0,0,0) not working in Lua.
- Fixed issue with Lua SetRotation not working.
- Fixed many other bugs and issues with scripting.
Notebook Improvements
- Added resizing to the Notebook window.
- Notebook has been updated with the new colors.
- Spectators can no longer see the different pages in the Notebook, just the rules tab by default.
Improvements
- Revamped Workshop import/update menu so they now match the rest of the UI.
- Stacked objects no longer offset from mouse when picked up.
- Improved deselect object on search so it doesn't mirror actions onto it.
- Added highlight around Zone dragging for improved visibility.
- Optimized autosave to reduce stutters, especially when using lots of states.
- Vector paint 'delete all' button now gives a yes/no prompt.
- Increased the camera max distance.
- Custom Model now has the option to toggle off casting shadows.
Fixes
- Fixed issue where the client’s search icon was not cleaning up on bag searching.
- Fixed issue where the notebook menu tabs would clump when loading 2 default games in a row.
- Fixed issues with black meshes in certain scenarios.
- Fixed issue with the Workshop upload field being empty.
- Fixed the game name for Cosmic Encounter showing up incorrectly in the Server Browser.
Another exciting update in the land of Tabletop Simulator! First up is we now have scripting support! This is still a work in progress, so this is the first iteration of scripting. Be sure to check out the Blackjack example we have on the Workshop!
Next up we have Bag Searching! Just like the new Private Deck Searching, you can now search the loot bag and custom bags. The layout will be the same as the Deck Searching.
And our 2nd expansion for Cosmic Encounter is now live! Cosmic Conflict is available for $2.99 and adds a 7th player to your games!
We look forward to seeing what cool new things you create with the new Scripting feature!
Scripting (Beta)
- This is an advanced feature for our users who wish to add scripts to their games.
- We are using Lua as our scripting language.
- API is still under development and could possibly change.
- Scripting Zones can be found under the Zones tab in the side menu.
- These zones can be used for whatever scripts you add to this particular zone like adding things up for example.
- Scripting Editor can be found under Host -> Scripting.
- Alternatively, you can right click an object and hover over the Scripting option to either open up the editor or copy the GUID of that particular object to paste into the editor.
- The tab names for each script are named based off the model name or the name you give in the Name area of the contextual menu.
- Object will be highlighted when you click on the scripting tab of that object.
- There is a new section for scripting on the Workshop, so you can tag your games appropriately.
- Example of a script we created in-game for Blackjack. Make sure to have the chat game tab open so you can see the actions.
- More information can be found in our Scripting page of our Knowledge Base and will be continuously updated as we add more options.
- As scripting is still a work in progress, please post any suggestions you may have for improvements and desired features on our official forums.
Bag Searching
- You can now search in bags in a similar fashion as the private deck searching.
- Right click on the back and choose “Search”.
- Just like Private Deck Searching, you can also Name each item prior to putting them in the bag so the names are listed.
- You can also flip objects and use Q/E to rotate them in the Private Deck Searching.
- You can ALT Zoom and scroll in and out as well.
- Custom cards/decks only partially work in bags.
Cosmic Encounter DLC
- Updated Cosmic Encounter to prepare for future expansions.
- Expansion #2 Cosmic Conflict is now available for $2.99.
- This expansion adds a 7th player, 20 new aliens, and the Hazards deck.
- To load expansions, always load the base game first. Then go back to the menu and add in the expansions you want (if you own them).
Card Search Improvements
- You can now flip cards and use Q/E to rotate cards in the Private Deck Searching.
- ALT Zoom now works in private search.
- You can also use the MMB to zoom in and out.
Improvements
- Improved Battle For Souls by adding the player 3 and 4 spots. You will need to join the same team to share hidden info.
- The infinite bag is now animated when you put an item in and resetting the bag.
- Added a confirmation window for ‘deleting all’ in the Tools menu.
- Added a “delete all’ button for Snap Points.
- Cards (not just decks) are now persistent.
- Improved accuracy of sticky object pickup.
- Added a tooltip to Mp3 Player for the current song.
- Improved the stability of loading massive mods with very large textures.
- Snap points now overlap in order of creation.
- Added a pulsing animation to the search icons so they are more noticeable.
- Added blindfold messages so you know that you cannot read others players' blindfold messages when blindfolded.
- Reset deck now preserves all the settings better.
- Objects removed from the search menu will now snap to grid or snap point.
- Graphics.json config file is now always created.
- The tab key now works as ‘indent’ in the notebook / scripting editor.
- Text caret will always remain visible when typing in Notebook/Scripting Editor.
- Snap points can now be dragged around by holding the point and moving it without having to delete and recreating the point.
- Poker table camera revamped to work like traditional tables.
Fixes
- Fixed issue where the custom tile bottom image URL box not highlighting.
- Fixed issue with server browser getting infinite loop.
- Fixed issue with search not working.
- Fixed chest saved object menu being not working.
- Fixed public search being able to rearrange the cards.
- Fixed issue with UI Saved Objects menu messing up.
- Fixed issue with public card search not working.
- Fixed issue with Scrolling card search with MMB breaking after dragging.
- Fixed issue with table player names clipping into objects and disappearing.
- Controller is now disabled by default now due to various issues.
- Fixed issue with hover flipping object falling below table.
- Fixed issue with Line Tool tooltip stuck on pointer.
- Fixed issues loading cached mod if you had special characters in your file path.
- Fixed issue with cards width scaling not working in private search.
- Fixed issue with massive lag when mousing over note cards.
- Fixed issue with Piecepack moons die showing up as arms die (FINALLY! Longest bug ever!)
- Fixed BBcode to not mess up global chat.
- Fixed issue with expansion for DLCs not opening to the correct url when clicked.
- Fixed issue with scrollbar looking greyed out until hovered over.
- Fixed issue with the deleting of Notebook tabs not being networked synced.
- Fixed issue with objects breaking when using group (G) when searching them.
Tabletop Simulator
Berserk Games
Berserk Games
2015-06-05
Indie Strategy RPG Simulation Singleplayer Multiplayer Coop
Game News Posts 108
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Overwhelmingly Positive
(40214 reviews)
https://www.tabletopsimulator.com/
https://store.steampowered.com/app/286160 
The Game includes VR Support
Oculus
 1 
SteamVR
 1 
Room width requirement
 2 
Room depth requirement
 1.5 
Standing
 1 
Seated
 1 
Tabletop Simulator Linux [3.6 G]
Tabletop Simulator - Superfight
Tabletop Simulator - Cosmic Encounter Connector
Tabletop Simulator - Euphoria
Tabletop Simulator - Mistfall
Tabletop Simulator - Darkest Night
Tabletop Simulator - Tiny Epic Galaxies
Tabletop Simulator - Battle For Souls
Tabletop Simulator - Scythe
Tabletop Simulator - RARRR!!
Tabletop Simulator - Tiny Epic Kingdoms
Tabletop Simulator - In the Name of Odin
Tabletop Simulator - Indonesia
Tabletop Simulator - Scuttle!
Tabletop Simulator - Warfighter
Tabletop Simulator - Spirits of the Rice Paddy
Tabletop Simulator - The Captain Is Dead
Tabletop Simulator - Zombicide
Tabletop Simulator - Mr. Game!
Tabletop Simulator - Simurgh
Tabletop Simulator - Wizard's Academy
Tabletop Simulator - Three Cheers For Master
Tabletop Simulator - Viticulture
Tabletop Simulator - Tiny Epic Defenders
Tabletop Simulator - Darkrock Ventures
Tabletop Simulator - Tiny Epic Western
Tabletop Simulator - Xia: Legends of a Drift System
Tabletop Simulator - Abraca...What?
Tabletop Simulator - Khronos Hunter
Tabletop Simulator - Cavern Tavern
Tabletop Simulator - Three Kingdoms Redux
Tabletop Simulator - The Red Dragon Inn: Battle For Greyport
Tabletop Simulator - The Great Dinosaur Rush
Tabletop Simulator - Pillars of Eternity: Lords of the Eastern Reach
Tabletop Simulator - Draco Magi
Tabletop Simulator - Tortuga 1667
Tabletop Simulator - Tiny Epic Quest
Tabletop Simulator - Deck Quest
Tabletop Simulator - Blood Rage
Tabletop Simulator - Boss Monster
Tabletop Simulator - Unearth
Tabletop Simulator - Wingspan
Tabletop Simulator - Dungeon Drop
Tabletop Simulator - Dawn of the Zeds
Tabletop Simulator - Down in Flames: Locked-On
Tabletop Simulator - Mistborn: House War
Tabletop Simulator - One Night Ultimate Werewolf
Endless Games
Tabletop Simulator has it all. The base game includes 15 classics like Chess, Poker, Jigsaw Puzzles, Dominoes, and Mahjong. Additionally, there are thousands of community created content on the Workshop. If you’re the tabletop gaming type, we include an RPG Kit which has tilesets & furniture, as well as animated figurines that you can set up and battle with your friends, with even more options in the Chest. There’s even an option for Game Masters so they can control the table!
Create Games
If you’re into creativity and prototyping, you can easily create your own games by importing images onto custom boards & tables, create custom decks, import 3D models, create scripts, and much more. You can choose to upload your creations on the Steam Workshop or share them privately with your friends.
Fun For All Ages
Everyone can play Tabletop Simulator! Play a classic board game with grandma, have poker night with the guys, or start your epic RPG adventure with your crew. Play almost any tabletop game you can think of! Being a multiplayer-focused game, up to 10 players can play at any given time.
DLCs
Our downloadable content (DLCs) are different from other games, as we partner with developers and publishers to bring their games into Tabletop Simulator. Each DLC is custom created with high quality assets and special themes that match their games. And best of all, only the host needs to own the DLC for everyone at the table to play.
Key Features:
- Online sandbox with unlimited games to play how you want.
- Multiplayer physics with objects that collide and interact just how you would expect.
- Create your own mods easily with full Steam Workshop support and 3D model importing.
- Take games to the next level with Lua scripting support.
- Play just like you do in real life; pick up, rotate, shake, and throw any object.
- Up to 10 people can play together on the same table.
- Team system with voice and text chat.
- Save & load individual objects and complete games.
- Hotseat allows you to play locally on the same computer with your friends.
- Browse the internet, listen to music, and watch videos in multiplayer, in-game on a tablet.
- Perfect for RPGs - build your very own roleplaying dungeons with our modular tileset, RPG Kit, Multiple States and Tablet (useful for character sheets).
- Great admin tools to enable or disable player permissions and to eliminate griefing in public games.
- 360° panoramic backgrounds that change the lighting and atmosphere.
- Included games: Backgammon, Cards, Chess, Checkers, Chinese Checkers, Custom Board, Dice, Dominoes, Go, Jigsaw Puzzles, Mahjong, Pachisi, Piecepack, Poker, Reversi, RPG Kit, Sandbox, Solitaire, and Tablet.
- OS: Ubuntu 16.04+
- Processor: SSE2 instruction set support.Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Graphics card with shader model 4.0 capabilities.Network: Broadband Internet connection
- Storage: 3 GB available space
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