Sunday, February 28, 2016

JumpMaster5000 pilots



Version v0.8.2 has a number of new features and corrections.







 

 

 

New ships and upgrades

Pilots implemented: Zuckuss, Maranno, Contracted Scout, Tel Trevura, Dengar
Hera with a docked shuttle 
Upgrades implemented: 'Zeb' Orrelios, 4-LOM, Agent Kallus, Guidance Chips, Hound's Tooth, Juke, Kanan Jarrus, R4-B11, R7 Astromech, Sabine Wren, Tactical Jammer, Targeting Astromech, Targeting Coordinator, TIE/D, TIE/x7, Weapons Engineer, Punishing one, Attani Mindlink, Rage, 'Gonk', Ghost, Phantom, Tractor Beam.

For Hound's Tooth, a Nashtah Pup is added to the squad list automatically. It is docked on the YV-666 and will be active once deployed. For Ghost, Phantom is not automatically added. You have to create a list with both Ghost and an attack shuttle. The Phantom title is not added automatically. 
For the tractor beam, the token is shown as a red V in the status of the unit.

Battle Log

The list of the different combat is available now for each unit, in the main window. Just select the book icon to view all combats that have involved the squad. For each combat, the first number of the score corresponds to the score of the squad, while the second value is the opponent score. 
The score is in bold font if the squad was played by a human, in normal font if played by the AI. 

** The battle log is working again ! The previous battles, and the previous links are not longer working however ! Sorry for the inconvenience !
Everything is not completely lost however, at some point, I can try to correct the previous links so that they work again, at least in the battle log.
Let's see first if there are other bugs appearing...
For those interested, the log of all battles can be found on google drive:
The spreadsheet changes every 2000 entries. 

Modification of interface

In the main window, Squad #1 and #2 indications have been replaced by 1 and 2 in colored circles. 

New interface for managing squad lists
In the combat, there is a new subphase during combat:
  • When attack dice are rolled, the defender can first apply effects (such as Elusiveness), and then the attacker applies modifiers
  • When the green dice are rolled, the attacker can first apply modifications (such as R4-B11) and then the defender applies modifiers.
When there is no modifier, the subphase is silently skipped. 

In the  squad builder, it is now possible to clone a non-unique unit. All non-unique upgrades are also copied. 

All fonts have been modified, to provide a more controlled layout. The interface is a bit more responsive than before. 

Several new maps are available, corresponding to different background images

There are also several bug corrections, thanks to your reports, and thanks for the contributors ! Any feedback welcome, bug reports, suggestions !

59 comments:

  1. When building a squad, it seems that the links are broken. When I try to select a ship and it's pilot, it always comes up with the wrong ships and pilots. Generally from a different faction that what I have selected. (Example; when trying to select Col Vessery in TIE Defender, I get Dace Bonearm in the HWK-290)

    I have tried deleting any cache in my browser and I was getting the same issue. I tried this on Chrome, and even fired up IE to try it, and was getting the exact same problem.

    ReplyDelete
  2. I am getting the same bug as Anthrawn.

    ReplyDelete
  3. I am getting the same bug as the people above.

    ReplyDelete
  4. Same bug on Chrome

    ReplyDelete
  5. Same bug, except on Kanan Jarrus.
    otherwise awesome tool!

    ReplyDelete
    Replies
    1. Yes, there was a bug in the links and to solve it, I had to break the previous links. Sorry for that, links and battle log are still alpha !
      Old links are not completely lost, if I find the courage to do it, I can make a correction so that at least you can find them again in the battle log.
      Let's first check that there are no more big bug in the current version :-)
      Cheers !

      Delete
  6. I am also getting a bug now where at the start of an activation phase or even during movement, ships will randomly jump positions and end up someplace completely random during a game, it ends up being entirely unplayable.

    ReplyDelete
  7. I seem to be getting a bug where firing through the new asteroids is not triggering an extra dice for the defender.

    I have really been enjoying this tool, it has been great!!

    ReplyDelete
    Replies
    1. Thanks ! For the asteroids, that's strange, I only changed the texture. I've quickly checked though and it seems to work for me (I'll check more deeply later)

      Delete
  8. I'm getting a bug with Omega Leader (regardless of upgrades equipped): when using omega leader, no asteroids spawn. Also, omega leader (and any other ships with that squad, but repeatable with just omega leader) spawn on the top left, regardless of which player it is.

    ReplyDelete
    Replies
    1. Indeed ! It's working now. Thanks for the bug report !

      Delete
  9. When I use Dengar it seems that his second attack deducts from his own shield and hull rather than from the opponent.
    Apart from that, I'd like to say thanks for all the hard work! I love using the app. :)

    ReplyDelete
  10. Same Dengar bug, he seems to hit himself instead of the ship that just attacked him

    ReplyDelete
    Replies
    1. Repaired ! Dengar can fire and it is possible now to choose the weapon for this fire.
      Cheers !

      Delete
  11. Same Dengar bug with a bonus: if he gets shot by a TLT in his arc, the game will not proceed except by ending the combat phase.

    ReplyDelete
  12. Great job with the game mate. Its been really helpful for testing list ideas and practicing moving around. Since the latest update I've been noticing quite a few bugs regarding switching between ships automatically in either the activation or shooting after selection an icon. eg. After the first ship shoots it will not move on to the next ship in PS order. usually the only option available in this situation is skipping to the next step. small issues mate, keep up the good work.

    ReplyDelete
    Replies
    1. Ah, that's annoying. Post another message if this appears again. This was not stable recently, I hope I fixed it.

      Delete
  13. After the latest update, squads cannot be deployed in Google Chrome. Squads can be selected and compiled, but when you click next to begin the simulation, no ships for either squad are identified, and green ships are stacked in the upper left hand corner. It does seem to work correctly in Explorer; I have not tested Firefox.

    ReplyDelete
    Replies
    1. The site was in an unstable state recently, sorry for that. This should be better now (I hope ! )
      Cheers !

      Delete
  14. Hi there. I really think this site is amazing and it's getting better and better but is there someway to turn off the sound effects??

    ReplyDelete
  15. I've been fairly consistently running into a game-breaking bug whenever two computer pilots of equal pilot skill shoot at the same time. Haven't been able to find a workaround for this and usually just end up restarting / avoiding computer squads with multiple pilots of the same pilot skill level.

    ReplyDelete
    Replies
    1. The version around Feb 29-March 4 ? was unstable. Normally, if I believe the battle logs, this works better now.

      Delete
  16. just noticed: large-base barrel rolls are only going a half-small-base forward and back for the "all the way forward" and "all the way back" barrel rolls. There should be no overlap between those positions.

    ReplyDelete
    Replies
    1. Yes indeed, thanks a lot for finding this !! This is corrected, with 5 positions at each side now.
      Cheers !

      Delete
  17. It seems only the large base scum ships can equip the cloaking device at the moment. The small ships don't have the option.

    ReplyDelete
    Replies
    1. Thanks, it was not working for cloaking device, juke and few others. Fixed now !
      Cheers !

      Delete
  18. discovered today:
    - Dengar will not shoot back at Chiraneau with Vader crew. Might be Vader crew code is bypassing Dengar's opportunity.
    - Fired at Soontir Fel with Autoblaster. Next shooter at Fel got Autoblaster effect with normal weapon.
    - AI-controlled Lambda shuttle ran itself up to 6 stress doing stops over and over again while facing the board edge.

    ReplyDelete
    Replies
    1. - For Dengar, he cannot shoot back if Chiraneau is not in his (Dengar) firing arc. Was it the case ? I've tried similar case but seems to work for me. Normally, there is no interaction here with Vader.
      - For the Autoblaster, indeed, the effect was dispelled only at the end of the attack...of the target unit. Wrong timing...The same bug occurred for Autoblaster turret. Corrected!
      - For the Lambda shuttle being stressed with no move: normally it should exit from the game area. But the game engine does not make the distinction between a move exiting the area and a forbidden move (red while stressed). Here the shuttle has no other possible move, and picks the first one (0, +1 stress). The correction requires several modifications, this will be done soon.
      Thanks for these clear reports !
      Cheers !

      Delete
    2. Chiraneau was in arc.

      check this game: http://bit.ly/1M0D9iR
      turn 5, Howlrunner gets a shot at Dengar, in his arc, and Dengar just sits there.

      I've been noticing that he consistently gets his return shot when the shooting ship is the last (or only) enemy shooter, but he pretty consistently does not get it when there is another AI ship to take a turn.

      Delete
    3. Yes, Dengar works now (works better at least)
      Cheers !

      Delete
  19. Dengar doesnt seem to be shooting back at all now.

    Building new lists after selecting a pilot you cant see the box with in order to upgrade slots.

    ReplyDelete
    Replies
    1. For the list building, it's corrected !
      For Dengar (pilot), I've just checked but it seems ok for me. Dengar can only shoot back when the enemy is in his firing arc. You then see the icon to select a weapon and the console says "2nd attack". If this still doesn't work for you, can you provide more details please ?
      Cheers !

      Delete
    2. It says Dengar 2nd attack in the console correctly, but no dice rolls ever come up and it moves to the next shot. Enemy is in arc

      Delete
    3. I can confirm that Dengar's second attack does not happen (even when enemy is in arc).

      Cheers!

      Delete
    4. Ok, Dengar finally works !
      Cheers !

      Delete
    5. I can confirm that Dengar now works!

      Just would like to mention how brilliant this tool is, thanks for all your hard work. BTW, really like the implementation of the Top 10 :)

      Delete
  20. A couple of bugs:

    When rolling to repair a critical damage effect, the game will hang. This problem was fixed once but is back.

    Jan Ors's ability (as a pilot) doesn't work. It used to not work right; then it worked; now it doesn't work at all.

    Thanks for all your work on this.

    ReplyDelete
    Replies
    1. Thanks for the report, these bugs are due to code refactoring :-( but are easy to correct. Both should be ok now.
      Cheers !

      Delete
  21. Two more bugs:

    Swarm Tactics should expire at the end of a turn, but doesn't.

    Range checking for target locks isn't timed quite right. If a ship can take two actions (PtL, Vader, whatever), the ranges are checked only before the first. But if a boost or barrel roll as the first action puts the ship within range 3 of an enemy, the TL action should be available for the second (but currently isn't).

    ReplyDelete
    Replies
    1. Ok for swarm tactics, corrected.
      For range checking and TL, I've tried with Vader+PTL, or just Vader, but it seems to work: TL is enabled only if Vader is in range 3 of another unit, after a barrel roll. Maybe I missed something ?
      Just in case, conditions for activating attack/defense modifiers are now checked after each use of a modifier. Before, these conditions were only checked once.
      Cheers !

      Delete
    2. EDIT: Attack/Defense modifiers are not checked after each use. May trigger multiple times the same mod...

      Delete
  22. Just noticed that on Guri (StarViper) with Sensor Jammer and Glitterstim, that the sensor jammer stops working after using glitterstim.

    Further, glitterstim also does not function correctly after use.

    ReplyDelete
    Replies
    1. Corrected for glitterstim and Sensor Jammer. However, sensor jammer may not work correctly with IA (IA ignores "cannot modify" effects so far).

      Delete
  23. Guidance Chips is either not working or is working automatically ahead of its best timing window (which is after using a Target Lock). This is further exacerbated by not being able to manually edit dice results after using a Target Lock.

    ReplyDelete
    Replies
    1. Corrected ! In fact, the icon for Guidance Chips was not showing (at target symbol). You can activate when the red dice are rolled. You cannot choose which die to transform. It changes, in this order, a blank if any, or a focus if there's no blank, or a hit if it turns it into a critical and there's neither blank nor focus.
      And yes, it's not possible to change dice that have been rerolled. I need to change that.
      Cheers !

      Delete
  24. What a great tool! Excellent work!

    Some bug reports:
    * Lt. Colzet have an Elite upgrade (he shouln't).
    * The maneuver used when Adrenaline Rushing gets a PERMANENT color change.
    * A ship using "Genius" droid to drop a bomb after moving, cannot perform any actions afterwards (it should be able to do that).
    * You cannot drop bomb with "Genius" after bumping or when stressed (but you should be able to do that)
    * Program hangs if "Deathrain" drops bombs

    ReplyDelete
    Replies
    1. Thanks! All corrected, dropping a bomb after the move, with Genius, was handled as an action. Now, it's just dropping a bomb.
      Cheers !

      Delete
  25. Some more reports:
    * Ships using Advanced sensors to perform an action before they move will also be able to perform an action after they move.
    * Ships cannot drop bombs before moving if they are stressed (but they should be able to)
    * Ships with Stay on Target can use it even when stressed (technically you can but then you would have to hand the dial to your opponent, and you don't deal with this situation in this program anyway). Note that this would be legal if you have crew Hera

    ReplyDelete
  26. This comment has been removed by the author.

    ReplyDelete
  27. Today I saw a 1-hull, 2-shield Poe Dameron die to Stunned Pilot damage going directly to his hull.

    ReplyDelete
  28. Large ships are suffering the effects of ion tokens after only getting one ion token. Had a Feedback Array BumpMaster go right off the board after one zap.

    ReplyDelete
  29. 4-Lom is 27 points, not 26 as you have it.
    Great program - keep it up!

    ReplyDelete
  30. The game errors (does not fully load all units & asteroids) if the ghost is equipped with accuracy corrector.

    Also, Kanan's pilot skill is 5, but is shown as 4 in the system.

    ReplyDelete
  31. Using Firefox, the program errors for me (does not fully load all units & asteroids) when Manaroo (Attani Mindlink, K4 droid, Unhinged Astromech, Punishing One) is included in a squad. Also, the program will occasionally error when Redline gains double target locks with Fire Control System.

    Great work- I appreciate having access to this resource!

    ReplyDelete
  32. A couple of bugs (sorry if dupes):
    -Y-Wing with BTL-A4 Y-Wing Title and Ion Cannon glitches on primary attack (don't see fire button)
    -Stealth Device doesn't deactivate on hit taken

    Also not an actual bug, but it seems that the AI will bee-line for you regardless of asteroids (sometimes taking damage on 1st or 2nd round).

    Great program!

    ReplyDelete