Tabletop Simulator - Kimiko


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.
Tabletop Simulator - Kimiko


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



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.

Stay up to date on development by following us on Twitter and Facebook!
Tabletop Simulator

Unlike movies so bad they’re good such as The Room or Trolls 2, you have to interact with a bad game. We can look away from Tommy Wiseau's bare ass or a particularly corny sex scene and the movies keeps trucking along, ready for us when we are. A bad game laughs at you while you struggle with its controls or wade through slow, tedious design. You have to push it along and bear the full weight of its flaws, rarely leaving enough energy left to laugh back. But a few games manage to stay just playable enough, or revel in their badness so much, that they’re still possible to appreciate. 

If you’re the type that can see beyond hideous graphics or nonsensical dialogue and still find something to love in a messy game, then we have a few suggestions for your playlist. 

Earth Defense Force 4.1: The Shadow of New Despair 

EDF thrives on badness. This dead simple game is about blowing up as many alien bugs as you can with comically overpowered weapons, and it's full-tilt ridiculous at all times. But the great part is that its story pretends to take itself seriously, with melodramatic voiceover and dialogue playing out over every mission while you blast giant ants with a rocket launcher. Ugly, simplistic graphics are its most noticeable quality, but those graphics allow EDF to pack hundreds of enemies on screen. That scale is pivotal to how fun and frantic the sandbox combat ends up being.

The bad English VO is really what does it for me, though. It's either delightfully cliche or brilliantly self-aware, but either way, I love love love the clunky voice command system that lets players sing, line-by-line, the EDF anthem. What a game. —Wes Fenlon

Layers of Fear 

Some people will tell you Layers of Fear is a horror masterpiece. I’d guess those people don’t watch much horror. If you don’t know, it’s a first person haunted house game where you play as a tortured artist slowly losing their mind. If anything, I’m less scared of having a psychological breakdown now because I know what to expect: animated baby dolls, hallways that change when you look away, and plenty of messages left on the wall in something that looks like blood. But through its parade of horror cliches, Layers of Fear transcends. 

Once you realize everything can be predicted and that the scares are lined up one after another, each subsequent attempt comes closer to feeling like you’re watching a hooded teen showing you the scary magic they learned online. You’ve seen these tricks hundreds of times over, but the earnesty and enthusiasm with which they’re thrown at you is endearing enough to hang around. Sometimes it will be hard not to laugh (especially when one of the baby dolls sprints down the hall and bonks their head on a dresser), but don’t feel bad. It’s effective horror, just not in the way it was meant to be. —James Davenport

Deadly Premonition 

I’ll start by saying I don’t think Deadly Premonition is bad by any measure, but I’m in the minority. Many are resistant to its sparse, janky-looking PS2-era open world, not to mention the stiffness of its characters. But I love these things: they contribute to the uncanny, edge-of-reality atmosphere this game is so adept at conveying. The sleepy town of Greenvale, Washington is as dream-like and unreliable as its bumbling, goofy characters, and the way protagonist York brushes through these oddities with the calm, authoritative smarts of Twin Peaks’ Agent Cooper (a very obvious inspiration) is hilarious but also, offputting. 

Everything is offputting about Deadly Premonition: the weird repetition of its enemies’ groans, the way they’re too high in the audio mix, make this game feel like outsider art more than a piece of designed mass market entertainment. It’s the closest a game has come to capturing the mood of, yes, Twin Peaks, but also a Franz Kafka novel. It’s a masterpiece the way it is, should never ever be fixed, and if you advocate for the latter then please stay away from this very bad but also perfect video game.  —Shaun Prescott

Tabletop Simulator  

Try hopping into an open D&D server in Tabletop Simulator. It's hilarious, and you will definitely never play D&D. First, the DM will struggle to help everyone manage the custom, editable character sheets. How do you edit your class field? Click on it, which pops a Go piece into existence, then right click on the piece and edit its description in a tiny field that you can't see if you clicked it too near the bottom of the screen. Do that for all the fields. Now find your feature and spell cards in a stack that takes ages to load, but as you're doing that, accidentally drop your character sheet into one of 10 nearby bags and boxes. As the host looks for your sheet, watch their ping skyrocket as they get DDOSed and everyone disconnects. It's D&D, baby!

But Tabletop Simulator is great. For all its many flaws, get a group of friends into a room and you really can play D&D (I doubt it'd be fun to play with strangers anyway). Or you can play any other tabletop game you can think of, so long as you take the effort to make the custom boards, cards, or pieces you need. It's one of the best multiplayer 'sandbox' games on Steam, and it's infinitely customizable. Just be prepared for when someone picks up an unlocked bowl full of dice and it decides to eject all of them like popcorn for some reason.  —Tyler Wilde

Amazing Frog?

Amazing Frog knows what kind of game it’s trying to be—some wacky, unpredictable physics playground for ragdoll frog puppets—but the menus and interactions are so difficult to decrypt that it even fails to be a goofy toy in the way of Goat Simulator. But Amazing Frog somehow works despite itself. Play long enough and you'll eventually get lost in the menus or layers deep into the exploration of its many massive landscapes. Soon, it starts to feel like you’re playing one of the games you see depicted on shitty criminal investigation series. 

Amazing Frog is a videogame that looks and plays like the perfect psychic replica of what my dad things videogames might look and play like. It’s a squeaky toy that weighs 1000 pounds and actively hates you. It’s a jungle gym designed only to be observed. It's an lucid dream at the supermarket. It’s pretty bad, and I like it.  —James Davenport 

Goat Simulator 

Goat Simulator's viral popularity ruined it for a lot of people—it got a reputation as just another dumb game for loud men to be loud at on YouTube. And it is a dumb game, but it's a profoundly, wonderfully dumb game. It takes the part of open-world games people actually like—mindless destruction—and makes that the whole thing. No characters, no cutscenes, no driving to the place where the mission intro happens so you can drive from there to the place where the mission actually starts. Goat Simulator is Grand Theft Auto minus the time-wasting guff. Let's go one better: Goat Simulator is Grand Theft Auto, only with a likeable protagonist.

The thing that made Goat Simulator go viral, the performative aspect of it, is significant too. You don't have to be a streamer to realize it's fun to watch. Get a friend who hasn't played it, sit them down with Goat Simulator, and you'll be laughing together in no time. It's a bit sad that simple pleasure is alien to good games and instead has to come to us via this deliberately bad one made as a joke.  —Jody Macgregor

Resident Evil 6 

I should arguably save this one for a 'games that are so bad they're actually bad' list, but I do have genuine affection for Resident Evil 6. Of its four bloated campaigns, about one-and-a-half are good, and the rest is punctuated by noisy action that doesn't always see the series at its best—the Chris campaign is a particular low point. With some careful editing, Capcom could've had a more refined, balanced action/horror game that cut between the different characters and only kept the best set pieces.

Indeed, the controls in Resident Evil 6 allow for a lot more self-expression and mastery for the player than any previous games. You can slide around, crawl on your back, use deadly melee moves (while keeping a stamina meter in check), perform quick counter shots. It's bad, but it's also good, then. If you've got it in your Steam library, consider giving it a second chance and checking out the Mercenaries mode.  —Samuel Roberts

Ricochet 

Most people don’t even know Ricochet, Valve’s failed multiplayer experiment, exists. A first person disc-thrower set on a series of platforms suspended in an infinite void, Ricochet looks like baby’s first Quake, but with colored jumpsuits and much less variation. At the edge of each platform are a few arrows that shunt you to the next one, or pinball you up to the second level. There’s little room to maneuver on each, which means to take your opponents out you either need to knock them out of the air or ping them off their platform with a disc or two. 

But because Ricochet is so simple, nearly anyone can jump in and start affecting the match. The small play space almost ensures chaos, which is always amusing to watch. Layered over with some lo-fi sound work (and the best death cry in any game ever, maybe), Ricochet may not be much fun to play as a purely competitive FPS, but it sure is entertaining to be a part of, like a loose bolt among a dozen others in a cheap pinball machine.  —James Davenport 

Tabletop Simulator

D&D and other tabletop games are best played sprawled across a dining room table, but I wondered how close we could get to that in-person roleplaying experience without spending 10 grand flying PC Gamer's remote staff to my house. I didn't want to just find the most efficient way to play D&D online (see our guide to services like Roll20.net and Fantasy Grounds for that), but to really emulate a tabletop session. So I gathered a few PC Gamer editors from around the US, Canada, and Australia for a little experiment: D&D 5e in Tabletop Simulator. And it worked! Surprisingly well, even. 

Tabletop Simulator is just what it sounds like, a virtual table where game boards, playing cards, dice, figurines, and other objects can be picked up, dealt, rolled, and chucked around. There are built-in rulesets for common games, but everything down to the lighting and individual object physics can be customized. It's powerful—and frustratingly janky, which is why I worried the whole thing might be a bust. If you instinctively hit Ctrl-Z to undo a line you drew, for example, the whole table reloads, and dropping items near boxes sucks them in nearly instantaneously, making all containers dangerous black holes. My players also had atrocious pings, especially our poor indie editor, Jody, who was connecting to me from Australia.

Players will never have to go searching for a D12, because you can copy and paste 50 of them into a pile if you want.

Yet despite a couple disconnects, the session went at about the pace of any in-person D&D session I've played. Tabletop Simulator has some advantages over a real table, too. Players will never have to go searching for a D12, because you can copy and paste 50 of them into a pile if you want. You can quickly upload prepared battle maps, and cover the table with character sheets, DM cheat sheets (which can be hidden from players), and even 'tablets' open to Google Docs or D&D Beyond if you need to look up a spell or monster stats or pass notes to the players.

Above: I quickly made this battle map with Dungeon Painter Studio and Photoshop, along with Tabletop Simulator's hex grid overlay.

Our biggest issue didn't have much to do with Tabletop Simulator itself: it was getting over the awkwardness of roleplaying over voice chat. As our heroes began their journey—each of them out of gold, stranded on a dirt road near a remote inn with a storm approaching—they hesitated to speak first to introduce themselves and make a plan. I quickly moved on to a few perception checks followed by a surprise attack to get everyone rolling and making decisions, and after that, the party met a mysterious dwarf and started to loosen up. If we'd gone for a couple more hours, I think the issue may have resolved itself.

Much of the fault for our hesitant start rests on my inexperience as a DM, but the weirdness of the players being disembodied didn't help. In a typical D&D session, they'd be able to make eye contact with the DM before asking questions, or with each other to indicate they're about to speak. We also jumped right into the game without the socializing and feet dragging that typically precedes an in-person game. Next time, I may mix in video chat—it doesn't totally solve the problem, but could help—and make time for chit-chat as I set up the table, so that the players can discuss their characters and get into the right mindset. And rather than the cold open I attempted, I'd have them metagame a little and introduce their characters to each other as players, so that they can more comfortably assume their roles.

Above: While it looks mostly illegible from here, you can zoom in super close to imported images to read them.

The pros and cons of using Tabletop Simulator 

Roll20.net is the cheaper, more practical solution for remote D&D.

Roll20.net is the cheaper, more practical solution for remote D&D: a clean mapping interface, easy access to official reference material, built-in video chat, and quick dice rolls. More serious players will probably prefer it, and Tabletop Simulator leaves much to be desired despite its frequent patches. Though the Steam Workshop provides a bounty, I'm surprised by how few high-quality fantasy figurines, backgrounds, and table styles are included by default. Clicking links in the tablets sometimes stops working, and the browser is just about featureless: no tabs, no history, no bookmarks. It's also terrible at handling editable text.

So why use Tabletop Simulator? Primarily, to approximate the feeling of being around a real table, with all the goofing off that goes with it: players ignoring the DM and stacking dice, flicking downed monsters off the table, arguing about whether a dice roll was really a roll. And secondarily, because you love spending hours creatively setting up your play space, which I do.

Above: I made this board using the Divinity: Original Sin 2 mod tools. Because you can't quite get a perfect topdown view, it didn't really work, but it was a fun experiment.

The best thing about Tabletop Simulator is that only the host has to have any Workshop or custom assets used in the game—it's all uploaded to the Steam Cloud and shared with the other players. At the moment, I'm building a multi-layered battle map using hovering boards and a 3D ladder model I imported, and recently, I had some players take on a trio of half-orcs in a game of 'harky,' making them roll d20s to pass and shoot a 'puck' I made by resizing a checkers piece. I'm arguably making it harder for myself by using 3D models and not just a digital pencil, a 2D grid, and a bit of imagination, but the 'physical' space of Tabletop Simulator has only encouraged my creativity, not hampered it. I'm not always going to use maps, but they're useful for keeping track of my more complicated ideas.

As part of the experiment, I also wanted to have as much of my reference material as possible in the game (you can't alt-tab out of a dining room table, and that was the experience I was trying to replicate). So rather than having a physical DM screen cheat sheet awkwardly balanced behind my monitor, or the Monster Manual open in my lap, I put everything I thought I'd need into my Tabletop Simulator setup, including a tablet open to my campaign notes. If you use high-res PNGs as the custom art on in-game 'tiles,' and hold Alt to view them as flat images, or zoom way in, they're perfectly legible. I recently bought the D&D 5e Humble RPG Book Bundle, for instance, created PNGs out of four pages pages of the Kobold Press Book of Lairs, and then created custom tiles in Tabletop Simulator for myself to reference.

Above: Be sure to grab the mod that's just a framed photo of Nicolas Cage.

It worked just fine, though I wouldn't do it exactly the same way again, as it's much easier to just have a browser window open with my notes. A second monitor (or lots of notes on real paper) is definitely the best friend a Tabletop Simulator DM can have, as running it in a small window or alt-tabbing constantly starts to defeat the purpose, barely differentiating it from easier-to-use browser-based solutions. 

If the simpler route sounds more appealing to you, do try out Roll20.net, as accounts there are free, while Tabletop Simulator is $20 on Steam. But if you've made your decision and you've got a DM and some willing but geographically-restricted players, below is a quick guide to getting started playing remote D&D in Tabletop Simulator, as well as links to some of the tools I've used.

Starting a game of D&D 5e in Tabletop Simulator 

1. Have your players make characters with D&D Beyond's step-by-step character creator. If they don't own the digital Player's Handbook, their options will be restricted as they level up, but it's a good way for newcomers to get started. If they're experienced, they can make their characters manually and send you the details.

2. Both the DM and the players will need to reference the character sheets while playing, and there's lots of ways to make this possible. You can upload a PDF of the sheet to Google Drive, share it publicly for anyone with the link, and then open it in an in-game tablet. You can convert the PDFs to PNGs and create custom 'tiles,' then use Tabletop Simulator's counter tools to keep track of gold pieces, HP, and spell slots. You can transfer the information to these editable character sheets from the Steam Workshop. Or you can just print them out, or open them in another window or monitor.

3. Customize your board in a singleplayer session, making sure to check the option to upload any custom images to the Steam Cloud so that all players will see them (unless they're only for you, the DM). I recommend trying out some the pre-made D&D 5e tables from the Steam Workshop and starting there (I used ffrogman's), as the default tables are too small, and many mods already have a hidden DM area set up with tools like a calculator, dice trays, initiative tracker, and note cards. Note that if you click the vertical '...' in the upper right corner of a Workshop mod, you can 'Expand' it to pull the elements you want into your game rather than loading the whole thing.

4. Save your custom table as a 'game' and load it up when you start your multiplayer session. Make sure to password protect your server, as there's apparently been a wave of DDOSing going around. (On that note, I don't recommend trying to play D&D with strangers in a public server. I tried and it went very poorly.) Be sure to save the board state when you're done, so that everything is preserved for the next session. Make lots of backups and save often while you work, too—it is painfully easy to accidentally load a mod instead of expanding it, losing whatever progress you made.

5. Tips for starting your session:

  • Give your players a little time to just hang out and chat. It can take a minute to get into the right mindset.
  • Consider letting your players introduce their characters out-of-character. It may help break the ice—which is a little harder to break when disembodied—if they're allowed to set expectations about who they're roleplaying as.
  • Set clear rules about what constitutes a dice roll (chucking it on the table, right-clicking and selecting 'roll,' placing it in a dice tower). I have players call their roll before they do it, because otherwise I might interpret a die being dropped on the table as a roll.
  • If you're using figurines, name your players' figures (either their name, or the name of their character). Otherwise you'll all have to constantly zoom in to figure out who's who.

Above: If your players can flip the table, they'll flip the table.

Useful tools

Dungeon Painter: Not the best interface, but useful for quickly designing maps that you can export as PNGs and import into Tabletop Simulator. I used the Steam version, plus Photoshop, to make some of my maps.

Inkarnate: A fantastic, free way to quickly create a world map—just sign up for the beta. I imported my world map onto a tile, locked it, and then used the Gizmo tool to prop it up in a corner. Drop a token labled 'You Are Here' on it if you want.

Donjon's fantasy generators: Part of being a DM is thinking on your feet, but when your players really catch you off guard, a little creative assistance can be needed. Donjon offers a great selection of random fantasy and D&D generators. I'll probably get a lot of use out of its random inn generator especially.

RPG Tinker's NPC generator: Need to quickly create an NPC for your players to meet, or generate stats for one you didn't think they were going to fight? RPG Tinker can instantly generate stats and attack abilities for an opponent or ally of any challenge rating.

Tabletop Simulator - Kimiko
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.

Tabletop Simulator - Kimiko


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.
Tabletop Simulator - Kimiko
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.

Stay up to date on development by following us on Twitter and Facebook!
Tabletop Simulator - Kimiko
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.


All feedback can be posted in the dedicated section on our forums, or on our official discord in the #open-beta channel.

Thanks for your help everyone!

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

Tabletop Simulator - Kimiko
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.
Stay up to date on development by following us on Twitter and Facebook!

Tabletop Simulator - Kimiko
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 Assetbundles.
  • 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.

Stay up to date on development by following us on Twitter and Facebook!

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