Wednesday, July 22, 2015

Version 0.6 is out. Criticals are working !



This version 0.6 corrects many bugs from previous version and offers the following features:
  • Permalink: When you save during the planning phase, you save also the positions of all the units and of all the obstacles. The player selection (human vs AI) can now be done after you save. For instance, try YWing+BTLx4 vs BBBZ list or a Dash+Corran vs Soontir + Oicunn
  • Criticals: all criticals have been implemented. So far, there is only one deck for both sides. Try "Leebo" with Determination or Saboteur to see this work
  • AI player: The AI player has a bit improved. Units are moved in order to stay in the zone of play, avoid obstacles whenever possible and close the distance with enemy units. Only evade and focus actions are selected, and during combat, units will use all possible modifiers/rerolls available. 
  • Plenty of pilots: 122 pilots out of 123 have their effect encoded in the app
  • Outrider + Heavy Laser Cannon donut
  • Plenty of upgrades: 119/133 upgrades with special effects ! 

What's coming in next versions ?

Well, I can put new features but feel free to leave a comment on this page if you want some other features !

20 comments:

  1. Love the app! Not sure where bug reports go so I will simply throw this here. Corran's ability does not work properly. It sometimes allows him to attack in the end step sometimes not. It also sometimes prevents him from attacking even if he did not double tap the turn before. Also, focus and target lock together do not work properly as you cannot reroll just the blanks. Also, wedges pilot ability should not be able to lower agility below 0 (eg: firing on a decimator through a rock, the decimator should still get a defense die.) Lastly, rear admiral chiraneau's ability should turn a focus to a crit, not a hit to a crit. Thanks again for making this great app!

    ReplyDelete
  2. Thanks ! Yes, you can report bugs here. The other place so far is the BCG forum (general x-wings miniature). I'll update this bugs quickly. Thanks again for the feedback !

    ReplyDelete
    Replies
    1. another issue I have run into is that of priority on ships of equal pilot skill. For example, I have had 2 prototypes in a game and one went before the opposing academy pilots while the other went after

      Delete
    2. Yes, there is no initiative yet. When both ships are controlled by human, if they have the same PS, you can select them in any order (before moving, firing). When one is AI controlled (or both), the order is random.

      Delete
  3. Found this site/app last night and the player select function was working. Was really enjoying some practice dog-fighting.. See you pushed out 0.6 today and now the Human vs. Computer selection isn't visible/working. Both sides default to Human. Tried a few diff browsers on both OSX and Win.. Human option only available.

    Great app/tool by the way. Really looking forward to see how it progresses. Cheers

    ReplyDelete
    Replies
    1. Nevermind.. just reread the changelog and see its moved to after save.. cool.

      "these aren't the droids, we're looking for.. move along.."

      Delete
  4. This comment has been removed by the author.

    ReplyDelete
  5. excellent work but bug with sensor jammer, it is activated not on defense but on attavk and réduce the dice of the attacking player instead of changing the dice of an attaking player that is attacking de defendin ship - reverse the effect in defending to modify enemy dice not allied dice.

    ReplyDelete
    Replies
    1. Thanks ! With the sensor jammer, the defending player can modify a hit into a focus before rolling the defense dice. The small greenish icon with a hit, appearing after the attacker rolls, is at the right place and is for the defending player :) The order between attacking/defending players is not enforced however. Besides, the attacker can still modify the die changed with the jammer. This is a bug, to be corrected indeed.

      Delete
  6. another bug : Oicunn touch another Decimator and gave it a damage : on the card it is saif on damage on enemy,not ally ; otherwise very good implementation of critical hit

    ReplyDelete
  7. another bug : Oicunn touch another Decimator and gave it a damage : on the card it is saif on damage on enemy,not ally ; otherwise very good implementation of critical hit

    ReplyDelete
  8. I know you just implemented ACD (seems to work great by the way), but here are a few bugs with decloak and the Phantoms:

    - currently decloak is being presented at the time of activation for the Phantom in question. This was recently changed in the FAQ, so that decloak should be after all other ships resolve any effects "At the start of activation" but prior to any other ship actually moving. see FAQ; http://bit.ly/1MqFLUW This means the phase order should be;

    1. set movement dials
    2. all ships activate any actions that take place "at start of activation"
    3. all Phantoms that want to decloak, do so in order of pilot skill(lowest>highest)
    4 all ships reveal dial/move in order of pilot skill and choose action
    5. combat
    6. end phase

    - Decloak is not considered an action. Currently, all 4 Phantom pilots aren't being offered to select actions after movement..

    - Echo is currently only being offered with the standard 3 directions for decloak. She actually has 6 options using the 2 bank template. see image; http://i.imgur.com/eggoZ6N.png

    Once again, great job on everything thus far. Keep up the good work and fly casual.

    ReplyDelete
    Replies
    1. You're right, a new subphase is necessary in the game. Not yet corrected but this is not difficult.
      - Decloak is indeed not an action, there seems to be a bug there.
      - Echo has the correct moves now.
      Cheers !

      Delete
    2. Fixed the bug with no action after a decloak.

      Delete
  9. Looks great! The AI player is just flying straight off the opposite side of the map.

    ReplyDelete
    Replies
    1. Thanks ! The AI is very basic. Essentially, it flies to the other ships when some positions it can reach are in range of positions your ships can reach. If they are too far away, it just flies straight, trying (not always) to stay on the table :)

      Delete
  10. Veteran Instincts does not remain on any IG88 after hitting Save button. They will show at PS8 before save, then jump back to PS6 after save. If played that way, they move and fire at PS6, so its not just a visual bug.

    ReplyDelete
    Replies
    1. Good remark ! This was the case for Veteran Instincts, for Nien Nunb and others that mofify once the characteristics of the ship. Corrected !

      Delete
  11. On this game :
    http://xws-bench.github.io/bench/?1Q,21,1X%10VHlq;1N,n,1M,1d%10VvoK;z,1W,h%10WXqq;&M,d%LaihO;6,c%LbKju;0%LbymO;0%Lcaou;0%LdCrO;0%Ldqtu;0%LeSwO;&h1Sx4;h1Sx4;h1Sx4;h1Sx4;h1Sx4;h1Sx4

    If you set to both computer player, the game is block after the first fire phase when biggs want to destroy the tie

    ReplyDelete