X-Wing Vassal module 8.6.0 (Mouse driven Tallon Rolls, Probe Droid, Buzz Swarm)

Usual links

X-Wing guide to installing and playing:  xwvassal.info/guide

Module alternate download (fast) page: https://github.com/Mu0n/XWVassal/releases/

X-Wing Vassal league (new website!) (season 7 has ended) hub:
https://listfortress.com/league

Module download page (1-2 day delay): http://www.vassalengine.org/wiki/Module:Star_Wars:_X-Wing_Miniatures_Game

Found a bug? Missing art? Please report it here or see if someone did already: https://github.com/Mu0n/XWVassal/issues

Patreon page: https://www.patreon.com/mu0n

Paypal Tip jar: http://paypal.me/mu0n

Is it important to update to v8.6.0 or can I stick with v8.5.4; bottom line:

  • Always update. You know that by now.

Cliffsnotes of this update?

  • Tallon Rolls now trigger a mouse interface event, letting you choose one of the 3 positions offered by them;
  • If you CTRL-left-click on a remote (probe droid or buzz swarm), you start a mouse interface that lets you relocate them
  • Tons of overlap bugs/missing interactions have been fixed/added
  • This was a technically heavy update – lots of case scenarios to cover (which I mostly thought about alone, so this is prone to error) and information to dig out for players as probe droids are launched, relocated, overlapped during movements, etc. I may have missed some cases. As always, please report them in the issues page linked above.

How to Tallon Roll with clicks

Most people will activate Tallon Rolls when they super-reveal a dial (CTRL-S) on the map. With this module update, a new mouse interface will intercept the event before it resolves normally. You’ll be offered the 3 possible positions, each with a silhouette of your ship as well as a clickable dot. Each dot can be white if the position is unobstructed or red if it is. After you click on your chosen dot, the movement is performed and no maneuver template is spawned (prior to this update, tallon rolls would always spawn the template which was used in a centered tallon roll).

Captain Nym revealed a Tallon Roll 3 Right and clicked on the ‘as forward as possible’ option

All of this new functionality also works with the (little known among the Vassal players) direct keyboard shortcuts for Tallon Rolls.

How to attach a buzz swarm on a ship with clicks

After a ship passes through the swarm, an overlap event is triggered (the buzz swarm and the ship flash red, as well as the maneuver template shape). You then ctrl-left click on the swarm token, get presented with white dots on every ship. Once you left click on such a dot, 2 more dots appear in front and back of that ship.

These dots are white if the final position of the swarm token is unobstructed and red if they are. A message informs all players and observers of what’s going on – that an attachment is being attempted and how many legal positions are available. This way, everyone can learn about failing swarms if both dots are red.

How to relocate a DRK-1 Probe Droid with clicks

Same deal here; ctrl-left click on the Probe Droid to activate the mouse GUI. You’ll be presented with the 5 directions it can go towards. After you click on one of them, you get the three choices with white dots that are generally suggesting where the template would pass through (without giving too much information on their precise location).

Automated smart ship mouse GUI placement

While the ship mouse GUI shows a lot of promise, it wasn’t without its hiccups over the last 2 updates. People reported that if you activated a ship that was too close of the top border of the map, the red ‘x’ button that closes down the popup would be out of bounds and unreachable, forcing you to choose a reposition option in order to dismiss the window. This has been fixed by never spawning the popup out of bounds.

A new script has been put in place – it will attempt to spawn the window to the right of the ship by default, sweeping across a 40 degree angle while maintaining a short distance to the ship you activated. It will pick the first position that does not overlap other objects. If it fails to find one, then do 2 more sweeps at increasing distances to the right. If it fails that, redo the whole thing to the left of the ship.

If indeed there are no positions that do not overlap another clickable object, then use the position which had the least amount of them. Here’s the algorithm in action:

Stay tuned for the next update as I’ll roll out the outstanding new look of this ship mouse GUI, done by Jomblr! Can’t wait. You have to realize that the current ship mouse GUI is a totally crappy looking placeholder just as a technological proof-of-concept. You didn’t think I was going for this look forever, huh?

FULL PATCH NOTES:

@Mu0n

Probe Droid Token functionality:

  • CTRL left-click activates a mouse GUI that pop 5 dots around the probe droid to let you pick a direction with a left click. Once this is chosen, a set of 3 dots in that general direction appears and lets you left-click on one of 3 maneuver choices (straight 2, bank 2 left and right) in order to relocate the token.
  • During the 2 steps of that process, if you click on empty space, it cancels the process.
  • A ship landing on, moving through, repositioning (final position and/or template used by the reposition) on it triggers an overlap event.
  • A ship can spot-check an overlap with a remote (with alt-c)
  • A movement template (even those spawned after a ship bumps a ship) can spot-check an overlap with a remote (with c)

Buzz Droid Swarm Token functionality:

  • CTRL left click activates a mouse GUI that pops one big dot on every ship on the map to  let you select the ship which will get attached to the buzz swarm droid token. Once the ship is selected, a pair of dots appear in the front and back of that ship, letting you left click your choice.
  • If the positions are compromised (ie the buzz swarm droid would overlap with an object if it were positioned there), the player activating this GUI will see a red dot appear instead of white. Both players will get a chat log message saying how many positions are possible.
  • If a red dot spot is chosen, the token will be moved there and trigger an overlap event. (currently forbidden by the game rules, but still there for future proofing and as a teachable moment to players)
  • During the 2 steps of that process, if you click on empty space, it cancels the process.
  • A ship landing on, moving through, repositioning (final position and/or template used by the reposition) on it triggers an overlap event.
  • A ship can spot-check an overlap with a remote (with alt-c)
  • A movement template (even those spawned after a ship bumps a ship) can spot-check an overlap with a remote (with c)

Tallon Roll resolution with the mouse:

  • If you super-reveal a tallon roll move with a dial associated with a ship (on the map, using the recent CTRL-S), instead of performing the move and spawning the template, it will offer a visual of the 3 Tallon Roll position choices with a shape, along with clickable dots in order for you to confirm your choice
  • If you know the keyboard shortcuts that lets you perform a tallon roll, you can also reach the same behavior with them
  • The illegal (obstructed) positions will be shown with a red dot and the legal ones with a white dot.
  • If there are no legal positions, you’re forced to go along with it, then click on the ship and perform a ‘c’ (collision resolution) like before.

Squashed Bugs:

  • The Ship Mouse GUI activated with ctrl-left click will now attempt to avoid “unpleasant” places: where the ‘x’ close button would be out of sight above the map, where the outline is out of bounds. It tries to have no clickable objects underneath it in regions to the right, then to the left of the activated ship; failing that, it minimizes them.
  • If a ship landed on a gas cloud, it wouldn’t trigger the automatic overlap warning event. The maneuver template used in the movement would do it, but not the ship alone if it was the only one overlapping.
  • If an obstacle or a remote was already previously rotated using the free rotator functionality (CTRL-R), it would then translate weirdly with the nudge commands (shift-arrow keys).
  • The ‘Clear Actions’ button on the map toolbar, which is used to clear the side action icons on ships (cycled with shift-a, ctrl-a, etc.)  would interact with your opponents dials if they were on the map; you got scolded for attempting to mess with dials which were not your own. This global map command is now ignored.
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X-Wing Vassal module 8.5.4 (4 bug fixes + autorange from stuff)

Usual links

X-Wing guide to installing and playing:  xwvassal.info/guide

Module alternate download (fast) page: https://github.com/Mu0n/XWVassal/releases/

X-Wing Vassal league (season 7 is ongoing now) hub: xwvassal.info

Module download page (1-2 day delay): http://www.vassalengine.org/wiki/Module:Star_Wars:_X-Wing_Miniatures_Game

Found a bug? Missing art? Please report it here or see if someone did already: https://github.com/Mu0n/XWVassal/issues

Patreon page: https://www.patreon.com/mu0n

Paypal Tip jar: http://paypal.me/mu0n

Is it important to update to v8.5.4 or can I stick with v8.5.0; bottom line:

  • Always update. You know that by now.

Cliffsnotes of this update?

  • You can now check the range FROM: asteroids, debris, gas clouds, remotes TO: ships (CTRL-SHIFT-S) or everything (again, asteroids, debris, gas clouds, remotes) (CTRL-SHIFT-L). There are no lines to show you the results (way too difficult geometry problem), only a text report.
  • 4 bug fixes related to the mouse GUI, duplicate chat reports during dial reveals, incorrect overlaps with gas cloud 3 or with freely rotated obstacles. See below in the patch notes for more details 

New feature, autorange from some tokens

range_from_tokens

As you can see from this image:

  • You can check out the range FROM a token – the Probe Droid token in this example
  • CTRL-L gives you the toggleable visual gfx, but CTRL-SHIFT-L will give you the detailed text report in case the visual isn’t easy to interpret
  • The first time you invoke a range report, it’ll have to produce some shapes for a few seconds, during which Vassal will become unresponsive. The delay is very reasonable and a text message will tell you what was going on right after. It will no longer need to generate those shapes after the first autorange detection use of THAT token
  • Detection at range 0 is included in the report (and will always report the token itself)
seismic

This is another usage of this technology. Is the asteroid being blown away by a seismic charge close enough to this Z-95? Hit CTRL-SHIFT-L while the asteroid is selected and you’ll know from the text report.

buzzoverlap

Mouse GUI, second iteration:

(this section is a repetition from the last 8.5.0 update’s article – since 8.5.4 is some sort of hotfix and this section is a major new feature, I don’t want people to miss this text. It’s important!)

I introduced a mouse GUI in the last 2 modules (the short lived 8.4.0 followed by the hotfix 8.4.1). A lot of people were confused by it (having not read the 8.4.0 blog post which hurriedly got buried by the 8.4.1 post) and would summon the mouse popup interface for a ship by mistake and not know how to turn it off. Here’s a short list of before (8.4.1) and now (8.5.0) comparison list:

Activating the GUI, Before: Hold CTRL and left-click on a ship

and now: same thing. You also get a message telling you what’s going in the chat window (message just for you, the activator of the GUI)

Clicking on a button, Before: Hold CTRL and left-click on a button

and now: Left-click on a button

After clicking any button, Before: it would dismiss the popup, even if you messed with the + and – button that adjusted the hull and shields

and now: You can also adjust the charge and the force charge, but the popup won’t dismiss itself right away; you can spam those buttons. The other buttons do dismiss the GUI.

Dismissing the GUI, before: Hold CTRL and left-click in an empty area

and now: left click on the red X button in the top right corner

@Mu0n:

New features related to autorange from a token (asteroids, debris, gas clouds, remotes, seismic charge, proton bomb, bomblet and future proofing for ion bombs, thermal detonators)

  • CTRL-SHIFT-L gives you a text report of the ranges to other obstacles/ships/remotes (37 new range-specific images were generated to help with this detection)
  • CTRL-SHIFT-S does the same but limits itself to ships

New overlap spot checks for ships:

  • A ship can do ALT-C to see if it overlaps a remote (on top of the existing checks for ships, obstacles and mines)
  • A ship moving through a remote will trigger the overlap detection (helps for buzz swarm attachment detection)

Probe Droid Token functionality:

  • TO DO (next module version): a mouse GUI that pops up and lets you manage all 5 movement directions times 3 maneuver choices (straight 2, bank 2 left and right) in order to relocate the token

Buzz Droid Swarm Token functionality:

  • TO DO (next module version): The same overlap event should also trigger a mouse GUI that lets you select the front or back of the ship that passed through in order to attach it automatically, translated and rotated right. The 2 choices will offer a silhouette of the token and a clickable white or red dot, depending on space availability.

Spare Parts Token functionality:

  • TO DO (next module version): add it to the autospawner so it appears in your player window
  • TO DO (next module version): give it a mouse GUI shortcut which will then ask you to click on a ship so that it can be attached, translated & rotated properly, behind it. Do the same with the big Debris Cloud associated with Rigged Cargo

New Global Obstacle functionality:

  • Free Rotate is back for all asteroids, debris, gas clouds, remotes. I can’t keep the keyboard-driven rotations on top of this without screwing up overlap detection. Sorry!
  • The keyboard driven translation nudges are still here though (shift-arrow keys)

Miscellaneous:

  • The 1.0 and TFA damage deck dispenser buttons are pushed to the far right and the TFA deck is named as “TFA” instead of “2nd”

Squashed Bugs:

  • Multiple chat log reports when a dial is revealed. What was happening: the players and observers with 8.5.0 would do an “echo message” when the dial reveal command was sent to all observers. This is hopefully a thing of the past now.
  • Non-rotated Gas Cloud 3 (aka “Bacon Cloud”) used the horizontally flipped version for overlap detections – this is now fixed
  • Keyboard-rotated obstacles used the initial orientation for collision detection. This has been fixed by bringing back the free rotate (CTRL-R, or activated through the right click menu) that uses the mouse to rotate the pieces
  • Only player 1 could fully complete a mouse GUI-launched ship reposition without a java null crash. All non-p1 players would instead get the crash and not be able to click on the pieces on the map without first relaunching vassal. The workaround was to ask p1 to do all these repositionings. It is now fixed and everyone can do it without issue now.

@Jomblr:

Mouse interface design:

  • Has started a few design mockups for the mouse interface and WOW, I can’t wait to implement it. Not this module version though… I think everyone will be happy when it comes.

X-Wing Vassal module 8.5.0 (wave 3, Mouse GUI v2, 5 bug fixes)

Usual links

X-Wing guide to installing and playing:  xwvassal.info/guide

Module alternate download (fast) page: https://github.com/Mu0n/XWVassal/releases/

X-Wing Vassal league (season 7 is ongoing now) hub: xwvassal.info

Module download page (1-2 day delay): http://www.vassalengine.org/wiki/Module:Star_Wars:_X-Wing_Miniatures_Game

Found a bug? Missing art? Please report it here or see if someone did already: https://github.com/Mu0n/XWVassal/issues

Patreon page: https://www.patreon.com/mu0n

Paypal Tip jar: http://paypal.me/mu0n

Is it important to update to v8.5.0 or can I stick with v8.4.1; bottom line:

  • Always update. You know that by now.

Man, that seems like a big update!:

  • Indeed. It required a lot of effort. Those 5 bug fixes mentioned in the patch notes below may seem like one liners when you’ll read them, but some of them are easily 3 weeks of pain where I almost searched through lots of dead-ends in vain, dug deep through the vassal engine code and requested programming help from the tech channel from the vassal slack
  • Once the mouse GUI is more advanced and running more smoothly, I’ll slow down on the new features and finally return to being a player. As a matter of fact, I’ll partially do that right away because I’m feeling the beginnings of a burn out on vassal development. No one wants that.

New Wave 3 Stuff:

The ship, pilot and upgrade data have been slowly added to the xwing-data2 project led by Guido Kessels and his army of contributors over the past months. You could already spawn placeholder objects with varying levels of graphics (depending on how fast I was to add them in the web-based content checker). But now, you can peruse them all. Let me know in the Issues Page linked above if I missed anything.

Ships, Dials, Pilots, Upgrades of Wave 3

The Vulture droids are a new 2-state ship and like all others before it (T-65 X-Wing, T-70 X-Wing, U-Wing and Customized YT-1300), you can visually alter with ALT-U to toggle between the grappling struts modes (open and closed):

There are several new tokens – strain, a spare parts debris, 3 gas clouds and 2 remotes and can be found in the old school way in the Pieces Window:

However, you may find it easier to spawn remotes and the spare parts with the bomb spawner, since it’ll be automatically oriented with the ship. The right click menu of the bomb spawner was finally revamped (and some wayward entries have been put back in the submenu):

Take note that the Cargo Debris has also been added to the list (instead of the old 1st edition CTRL-SHIFT-ALT-C shortcut, you can simply get it from the bomb spawner with CTRL-G).

Some people will not read these blog posts and inevitably ask you how to properly orient and translate a token behind a ship – it’s NOW POSSIBLE to translate and rotate ANY obstacle token (asteroids, debris, gas cloud, spare parts and even the Epic C-ROC container debris token). I added the same controls you use for ships. Here’s a short list:

  • Translation Nudges (pixel per pixel): SHIFT + any arrow key
  • 15° rotation clockwise (CW): Right arrow key
  • 1° rotation CW: CTRL – Right arrow key
  • 15° rotation counter-clockwise (CCW): Left arrow key
  • 1° rotation CCW: CTRL – Left arrow key
CTRL-B for the backward bomb spawner; CTRL-Shift-B for the launch bomb spawner;
Even the Spare Parts Token can be dropped with this, but it’ll only make sense if you keep the forward 1 template for the bomb spawner.

I plan to do some level of automation for these remotes for the next module version. See the patch notes below, they’re my TO DO entries.

For now, though, we’ll suffer a bit in order to use the DRK-1 Probe Droid. Here’s an example usage and its required steps in order to perform its relocation

  • Forward facing bomb spawner: CTRL-SHIFT-B (or right click menus, as always)
  • Shift-3 to select the straight 3 template on the bomb spawner
  • CTRL-R (drop drk-1 probe droid) on the bomb spawner
  • Drag and drop a bank 2 template from the Pieces/Movement-ranges tab
  • Rotate it so that it aligns with this particular face; arrows for 15° rotations as well as CTRL-arrows for 1° will both be necessary
  • Copy the Droid token (CTRL-C) or just drag n’ drop it to the other end of the template as well as rotate it, similar to the previous step
  • Utter expletives as you await the next module version which will automate this through mouse interface steps! (I now have a stable technology for it)

The Buzz swarm droid token will be roughly similar when it’s time to attach it to the front or back of a victim ship; the spare parts canister is much easier – you only need to spawn it from the bomb spawner and then won’t have to move it for the rest of the game.

Mouse GUI, second iteration:

I introduced a mouse GUI in the last 2 modules (the short lived 8.4.0 followed by the hotfix 8.4.1). A lot of people were confused by it (having not read the 8.4.0 blog post which hurriedly got buried by the 8.4.1 post) and would summon the mouse popup interface for a ship by mistake and not know how to turn it off. Here’s a short list of before (8.4.1) and now (8.5.0) comparison list:

Activating the GUI, Before: Hold CTRL and left-click on a ship

and now: same thing. You also get a message telling you what’s going in the chat window (message just for you, the activator of the GUI)

Clicking on a button, Before: Hold CTRL and left-click on a button

and now: Left-click on a button

After clicking any button, Before: it would dismiss the popup, even if you messed with the + and – button that adjusted the hull and shields

and now: You can also adjust the charge and the force charge, but the popup won’t dismiss itself right away; you can spam those buttons. The other buttons do dismiss the GUI.

Dismissing the GUI, before: Hold CTRL and left-click in an empty area

and now: left click on the red X button in the top right corner

Decloak or Barrel rolls with the straight 2 template, along with StarViper style barrel rolls (with bank templates) are now possible for small ships

When you select a reposition button (for now, barrel roll with straight 1, 2 and bank 1), you’ll get a second stage of the mouse interface showing you visually which positions are legal only to you, the activator of the mouse GUI. However, since you can’t freely go around and check every reposition with impunity (not allowed under the game rules), a chat message will tell you which reposition is being checked out and how many legal positions (unobstructed) are possible, which could bind you into commiting to one of them.

This is still a beta mouse interface: this means the size will be adjusted, the graphics will be improved and a TON MORE functionality will be added. The popup will adjust itself in an empty area instead of being at a fixed offset to the right of the ctrl-clicked ship.

Now that I mention it, I would greatly appreciate someone who could help me build the graphics of this mouse interface. I’m more interested in building the back code of it rather than mess with graphics. At minimum, I’d want:

  • a photoshop file that has all the various buttons in separate layers
  • individual png files for the buttons themselves
  • nothing fancy for the button areas, must fit inside rectangles (doesn’t need to be a standard size)
  • Must be big enough to be seen and clicked with a map window that encompasses the whole height of a regular 1920 x 1080 monitor; must not cover a too large area either
  • I’m thinking of making a 2nd popup and maybe even a 3rd popup level for some obscure functionalities you don’t need every day

I regularly get offers for help with the module. In the code department, it’s a nightmare to set up because of the vassal engine which has a huge learning curve, which is itself completely shadowed by our mixture of amateur (me) and professional (some helpers since 2017) code; it’s a serious chore getting even professionals up to speed with this.

But graphic work? I know there are a lot of talented designers out there who could land a hand and make this happen more than 10 times faster than I could, at a quality that I can’t reach.

New ship base graphics

Two things were requested right at the start of 2nd edition on vassal. Better rear arc lines and clearer colored arcs. Both have been addressed. You could only see the Front Arc in color for every ship before, but now, the colored arcs reflect the physical pieces. These configurations are now supported:
– Front arc only (ie T-65 X-Wing)

  • No base arc at all (ie RZ-2 A-Wing or YT-1300)
  • Full Front arc (ie Auzituck gunship)
  • Front and Rear Arc (ie Lambda-class Shuttle)

Patch Notes:

@Mu0n:

New pieces added via the Content Checker (could be downloaded a few days before this release with previous module versions):

  • Sith Infiltrator
  • V19-Torrent
  • Vulture-Droid (2 states, toggle between them with ALT-U)
  • Republic ARC-170
  • Belbullab
  • Aethersprite

New map, perfect for Wave 3:

  • 3’x3’ Kamino, provided by Chris Allen, quality downscaled and gfx tweaked by Mu0n

New Token:

  • Strain token in Pieces/Chits/SecondEdition
  • Will be autospawned if you use these cards which are associated with it: Treacherous, K2-B4, Dedicated, Clone Commander Cody (new cards can easily be associated with this token through a simple file edit somewhere on the web)

Gas Cloud functionality:

  • Can be found in Pieces/Chits/Gas Clouds
  • Can be flipped horizontally with CTRL-S (‘Cycle Shape’)
  • CTRL-L to toggle a graphic to check range 1-2-3 around them
  • Autospawn can now spawn them. Their xws names are gascloud1, gascloud2, gascloud3. YASB2 has been updated to support them as well as provide a correct link for Vassal’s autospawn.
  • A ship repositioning, or maneuvering over them or through them will trigger an overlap event (red flashing shapes, chat log message)
  • An autorange firing line (or band of lines between parallel ships lined up right) passing through a cloud will be marked as obstructed.
  • Typing ‘c’ with a movement template overlapping a gas cloud will say if there’s an overlap or not

Probe Droid Token functionality:

  • Can be found in Pieces/Chits/Remotes (use this as last recourse)
  • Can be automatically dropped from a bomb spawner with CTRL-R
  • CTRL-L to toggle a graphic to check range 1-2-3 around them
  • TO DO (next module version): a chat window report of autorange 1-2-3 of ships within range of it
  • TO DO (next module version): a mouse GUI that pops up and lets you manage all 5 movement directions times 3 maneuver choices (straight 2, bank 2 left and right) in order to relocate the token

Buzz Droid Swarm Token functionality:

  • Can be found in Pieces/Chits/Remotes (use this as last recourse)
  • Can be dropped from a bomb spawner with CTRL-W
  • TO DO (next module version): A ship repositioning, or maneuvering over them or through them will trigger an overlap event (red flashing shapes, chat log message)
  • TO DO (next module version): The same overlap event should also trigger a mouse GUI that lets you select the front or back of the ship that passed through in order to attach it automatically, translated and rotated right. The 2 choices will offer a silhouette of the token and a clickable white or red dot, depending on space availability.

Spare Parts Token functionality:

  • Can be found in Pieces/Chits/Debris
  • A ship repositioning, or maneuvering over them or through them will trigger an overlap event (red flashing shapes, chat log message)
  • An autorange firing line (or band of lines between parallel ships lined up right) passing through a cloud will be marked as obstructed.
  • Typing ‘c’ with a movement template overlapping a gas cloud will say if there’s an overlap or not
  • TO DO (next module version): add it to the autospawner so it appears in your player window
  • TO DO (next module version): give it a mouse GUI shortcut which will then ask you to click on a ship so that it can be attached, translated & rotated properly, behind it. Do the same with the big Debris Cloud associated with Rigged Cargo

Cargo Debris Token functionality:

  • Is now associated with the Bomb Spawner (invoke the spawner with CTRL-B, drop the cargo debris from the bomb spawner with CTRL-G)

New Global Obstacle functionality:

  • All asteroids, debris, cargo debris and gas clouds can now be nudged and rotated using the same commands you could with templates and ships. Shift-Arrows to translate. Left & Right arrows for 15 degrees rotations. Ctrl-Left & Right Arrows for 1 degree rotations.
  • Rotated mines, asteroids, debris and gas clouds (using the nudges mentioned in the last items) will now properly trigger collisions with their slightly rotated angles.
  • I had to remove the free rotation that was manipulated with the mouse in order to make all of this work (the one initiated with CTRL-R and then chosen with a movement of the mouse and which was ended with a click) – sorry!
  • TO DO (next module version): a chat window report of autorange 1-2-3 of ships within range of it

Squashed Bugs:

  • Large ship repositions would trigger false overlaps under a very rare circumstances
  • Single or double turret ships would trigger rare false overlaps when repositioning
  • Obstacles no longer spawn multiple times (n times, where n was the number of ships in your squad) when loading from YASB2
  • The ship base graphics are now much more similar to their real life counterparts: instead of having a normal colored front arc for all ships, only the ones that actually are supposed to have one do now. No colored arc ships are present (ie YT-1300), full front arc ones are present (ie YV-666) and front & rear arc ones are present (ie FS-31). On top of this, the rear arc lines are much more visible and full.
  • Autorange lines will now turn off during a playback of a logfile instead of accumulate and pollute the map.

@mwhited:

Squashed Bugs:

  • Helped on 3 occasions to bring critical ideas which led to finalize the eradication of 3 bugs.

@Kerbocat:

Squashed Bugs:

  • Helped add missing headers to card image requests

@MrMurph:

Squashed Bugs:

  • Helped find a solution to the upgrades not being processed for the content management tool he wrote – this helped bring all the new upgrades to the Content Checker repository.

@Consentinon:

Provided scans of the tokens for wave 3 when a call for help was made on Reddit


X-Wing Vassal module 8.4.1 (Squad Escrow HotFix + Squad Pts when spawning)

Usual links

X-Wing guide to installing and playing:  xwvassal.info/guide

Module alternate download (fast) page: https://github.com/Mu0n/XWVassal/releases/

Module download page (1-2 day delay): http://www.vassalengine.org/wiki/Module:Star_Wars:_X-Wing_Miniatures_Game

X-Wing Vassal league (season 7 starting very soon!) hub: xwvassal.info

Patreon page: https://www.patreon.com/mu0n

Paypal Tip jar: http://paypal.me/mu0n

Is it important to update to v8.4.1 or can I stick with v8.4.0 bottom line:

  • If you care about using the Escrow Squad feature which was announced with v8.4.0, then yes, do update. In v8.4.0, it only really works with the player that clicks on the last button of the Escrow process. The other players receive broken dials they can’t interact with.
  • If you care about seeing the squad points when squads spawn (escrow or regular fashion), then this is for you
  • If both of these features aren’t interesting to you OR your opponents never bug you to use Escrow, you can wait until the next module version.

CliffsNotes (the TL;DR version)

Escrow Squad bug fixes:

  • Players who did not push the ‘Spawn’ button in the ‘Escrow Squad’ window can now interact with their dials ;
  • Players getting ‘Set’ in the ‘Escrow Squad’ window will now display their module version number to ensure compatibility between players ;
  • Squad points are shown when the info is available from a squad spawned using a URL, or a direct XWS json paste. They aren’t calculated nor shown from a squad originating from the internal squad builder though.

Misc Bug Fixes:

 A ship moved from a dial ‘Super-Reveal’ (Ctrl-S) that overlaps a ship is now ready to accept the ‘C’ key (overlap resolution) right away – no need to click on the ship first. The selected dial you just interacted with can pass that command through. v8.4.0 mentioned it would provide that feature but this fix was lost in the shuffle. It’s now back with this v8.4.1.

Helped test out this hotfix (big round of applause for these fine people):

  • Incard_Matt S
  • antigrapist

X-Wing Vassal module 8.4.0 (Squad Escrow + Mouse Interface Debut)

Usual links

X-Wing guide to installing and playing:  xwvassal.info/guide

Module alternate download (fast) page: https://github.com/Mu0n/XWVassal/releases/

Module download page (1-2 day delay): http://www.vassalengine.org/wiki/Module:Star_Wars:_X-Wing_Miniatures_Game

X-Wing Vassal league (season 7 starting very soon!) hub: xwvassal.info

Patreon page: https://www.patreon.com/mu0n

Paypal Tip jar: http://paypal.me/mu0n

CliffsNotes (the TL;DR version)

Escrow Squad:

  • Each player sends a squad to escrow ;
  • They indicate that they’re ready to spawn their list;
  • The last player to indicate readiness is able to spawn everyone’s list at once;
  • Prevents players from spawning counter lists to a list that’s already spawned

Mouse interface demonstration debut:

  • Ctrl-Left click on a ship to see a crude beginning of a ship popup. You can’t do much yet with it, but have fun trying out the various barrel rolls and stats alterations in there.

Bug Fixes:

  • (Dial) The proper name of a dial revealer is used rather than “your” name (even if you were an observer!)
  • (Dial) If you reveal a move with CTRL-S and your ship bumps, you can type ‘c’ right away to resolve the collision instead of having to click select the ship and do so.
  • (Dial) You can now safely rerorient a dial with the arrow keys and the dial will properly work
  • (Dial) Undo commands and recorded logfiles will now properly work with dials
  • You can now drop down 2nd edition damage cards into player window deck trays, including the observer window, which is a required step to resolve “I’ll Show you the Dark Side” condition card (see: https://www.youtube.com/watch?v=v5n8i9P0Cxg )

Escrow Squad, the Steps

Important:

  • Both players must have a simultaneous active connection in the game room for this whole process to work
  • Do not send a squad to escrow before your opponent is present

Step 1: Go to ‘2.0 Squad Spawn’ in your player window and selecte ‘Send to Escrow’ instead of ‘Spawn Squad…’

Player 1 chooses to use method 1 by pasting a YASB2 squad URL and clicks on ‘Send to Escrow’

Step 2: The ‘Escrow Squads’ window in every player’s window should be updated with the new status of player’s 1 sent squad

Step 3: Player 2 should also send a squad to Escrow

Player 2 chooses to paste a squad in XWS json format into method 2, then clicks on ‘Send to Escrow’

Step 4: The ‘Escrow Squads ‘ window is once again updated with the new info

Step 5: both players click on their respective ‘Set’ button in the ‘Escrow Squads’ window

Both players are now marked as ‘READY for Escrow’

Step 6: the last player to click on ‘Set’ in the ‘Escrow Squads’ window will see the ‘Spawn’ button (in the same window) as clickable – once clicked, that button will spawn all the readied lists in each player’s windows.

Debut for the mouse interface

This is only a crude demonstration to get the mouse interface started when you interact with ships. Nothing is set in stone, but so far:

-You have to hold CTRL while you left click a ship while it’s on the map

-You have to hold CTRL while you click on one of the buttons in the popup

-You can hold CTRL and click anywhere that’s not a button or a ship to dismiss the popup

Available: the 6 possible regular barrel rolls and +/- for hull and shields

Complete list of changes:

@Mu0n:

New Dial feature:

  • Escrow Squad:
    1. Each player sends a squad to escrow ;
    2. They indicate that they’re ready to spawn their list;
    3. The last player to indicate readiness is able to spawn everyone’s list at once;
    4. Prevents players from spawning counter lists to a list that’s already spawned
  • Mouse interface demonstration debut:
    1. Ctrl left click a ship when it’s on the map;
    2. Keep Ctrl held down to interact with the few buttons in the popup;
    3. Ctrl-click anywhere else to dismiss the popup
  • Improved ship gfx:
    1. Modified TIE/ln fighter ship graphic (s&v)
  • Minor UI fixes
    1. The order of buttons in the Player Window is now: “2.0 squad spawn”, “Say Set”, “Escrow Squads”, “Activate Epic”, “1.0 Squad Spawn”

Squashed Bugs related to the new dial style:

  • When someone reveals a dial on the map, the message no longer uses *your* name in the sentence which was weird when you weren’t the owner of the dial, or just a mere non-player observer.
  • Super-revealing makes a ship move – but what if the ship bumps on another ship? Vassal players expect to press ‘c’ to resolve the bump right away, as they are instructed to do so thanks to a chat window message. However, with this new way of moving ships, the dial is selected, not the ship. Therefore, ‘c’ wouldn’t work unless you manually left clicked the ship first. Therefore, you can now also instruct the ship to resolve its bump via its associated dial by pressing ‘c’. The command will now reach the ship despite the latter not being selected.
  • A dial whose orientation was tampered with (using left arrow or right arrow) would not refresh its selected move properly. This is now fixed.
  • Undo is now possible for Dial Reveals, Dial Hides and Dial Move Select commands
  • A recorded logfile (that you can start with File/Begin Logfile and replay with Load Game) can now properly record everything that happens with the new dial’s usage (in 8.3.0, it would simply show as a static, frozen object that would never update)

Squashed Bugs miscellaneous:

  • 2nd edition damage cards can now be inserted into your own player window’s tray as well as the observer’s window tray (the latter being useful when you resolve “I’ll show you the dark side” ability since from there, you can fish out a specific card from a list)

@mwhited:

Squashed Bugs:

  • Greatly helped to track down the bugs related to the new dials’ behavior inside the logfile – this might in turn help remove a pesky bug related to the autorange lines which don’t toggle off inside a replay, see this page for more details: https://github.com/Mu0n/XWVassal/issues/205

X-Wing Vassal module 8.3.0 (Brand New Dials)

Usual links

X-Wing guide to installing and playing:  xwvassal.info/guide

Module alternate download (fast) page: https://github.com/Mu0n/XWVassal/releases/

Module download page (1-2 day delay): http://www.vassalengine.org/wiki/Module:Star_Wars:_X-Wing_Miniatures_Game

X-Wing Vassal league (season 7 coming soon!) hub: xwvassal.info

Patreon page: https://www.patreon.com/mu0n

Paypal Tip jar: http://paypal.me/mu0n

CliffsNotes (the TL;DR version)

New type of dial:

  • Looks like a 2nd edition dial ;
  • Full range of movement visible at all times, even in hidden mode ;
  • Auto-moves the ship when revealed on the map ;
  • Selected move in the center, in a much bigger size only visible to owner in hidden mode or visible to all in revealed mode ;
  • Stronger anti-cheat protections, doesn’t rely on mask gfx ;

Just watch the video demo

Complete list of changes:

New Dial feature:

  • Dials are now 2.0 style (full wheel visible when selecting a move) instead of 1.0 style (only 1 move shown, back plate shown to others while hidden)
  • Stronger anti-cheat measures built-in
  • Larger than before so the wheel can be seen at a distance
  • The front wheel plate image will now be added to the stuff the Content Checker looks for when a new ship trickles into the game
  • Reveal mode for all: the selected move appears larger in the center
  • Hidden mode for owner: changing the move with ‘,’ and ‘.’ changes the visible orientation of the dial and its selected move only for the owner
  • Hidden mode for non-owner: the full plate is still visible but locked in the initial orientation and an icon says the dial is in hidden mode
  • Dials can only be hidden/revealed by its owner who spawned it
  • Old style reveal still present: the movement is shown to all, the chat log says which ship and which movement happens
  • New style reveal with CTRL-S (the old style is still present) makes the linked ship automatically move with the chosen movement, if both the dial and the ship are on the map

Squashed Bugs:

  • Debug message that sometimes appeared when activating autofiring ranges is now gone
  • The Vulture-class Droid Fighter ship graphic no longer fails when the Content Checker tries to generate and keep it inside the module


X-Wing Vassal module 8.2.5 (quick launch and fixes)

Usual links

X-Wing guide to installing and playing:  xwvassal.info/guide

Module alternate download (fast) page: https://github.com/Mu0n/XWVassal/releases/

Module download page (1-2 day delay): http://www.vassalengine.org/wiki/Module:Star_Wars:_X-Wing_Miniatures_Game

X-Wing Vassal league (currently off season between season 6 and 7) hub: xwvassal.info

Patreon page: https://www.patreon.com/mu0n

Paypal Tip jar: http://paypal.me/mu0n

CliffsNotes (the TL;DR version)

  • The launch time of the module reduced from several minutes to a few seconds; the content self-check is much smarter now.
  • Autospawning now accepts URL squads from both the official FFG squad builder and from Yet Another Squad Builder 2.0 as well
  • A new “say set” button in all player windows; chat messages when ships reposition, change stats
  • Dial mask gfx are back to make it less awkward to play
  • Many bug fixes or features that were in 1.0 and brought back to 2.0

Much faster launch time

Player Tsukuda_Joe (and a few others) reported that the module was taking a long time to load whenever you launched it. This was for every launch, not just for the first time you open your module after a fresh download and you get this image tiling process for every art asset in the module. It got as bad as taking a full five minutes on some occasions. This has been completely been brought down to mere seconds this time around. Arguably, this is the most complex change brought to the module for this release. If you’re curious, read the rest of this section. If you’re merely happy about it and want to read the other features, feel free to skip to the next section.

Why it happened: Upon loading, the module went into a forced integrity self-check for its art assets. It would look at both the community’s xwing-data2 repository, figure out the official list of ships, pilots and upgrades and check if the module carried every single card graphic + ship base graphic + dial graphic, etc. It would also in parallel look at another depot (which I personally manage) to find out about 2-state ship graphics (such as the T-65 X-wing, U-Wing, etc.) and check for the presence of those files as well inside the module. It would stop at the first occurence of a missing item, and then let the user know something was missing through flashing the ‘Content Checker’ button in the main window. Upon downloading those new things on the fly and adding them to the module, the alert that something new was available would then stop.

Therefore, a player was punished (timewise) for having everything inside the module already, since it would let the self-check run through the whole list, inducing hundreds of web requests, which can quickly become problematic in some parts of the world.

How was this fixed: Instead of checking every item that needs to exist in the module, it only checks the version number of the xwing-data2 repository and compares it to a local file in the module and knows when to flash the content checker button to indicate that something new must be acquired. The same goes for the over-the-air repository that I manage.

Warning: for the time being, the first launch of this module version will nervously ask everyone to go through the content checker and verify if something new is available. It’s anyhow probably a good idea these days since at the time of writing this, we’re at the end of November 2018 and about to receive wave 2 of the 2nd edition with tons of new cards and many more playable ships for 2 separate factions. After this initial checkup is done, it will only bother you when there’s actual new content to get (touch on wood).

New Autospawner method – squad URLs

The killer feature from the 1.0 era (early 2107 to summer of 2018) in the vassal module is back. The official squad builder is also supported (though some weird squads might not work, we haven’t tested it much), but most players use YASB2 in conjunction with the vassal module from what I’ve seen. Here’s the new look of the autospawn window:

New ‘Say Set’ button

This addition is pretty straightforward, who knows if it’ll catch on and be massively adopted by players, old or new. You can find it in the player windows.

Complete list of changes:

@Mu0n:

New features:

  • ‘Say “set”’ button in the player window that outputs “set” to chat with a timestamp, player name and player number
  • add reported text for when hull, shield, force and charge are changed on a ship. Concerns about even more slowdowns here.
  • 3rd autospawn method: interpret shared URLs from the official FFG builder and  YASB2 url work

Cleanup and Optimizations:

  • Launching the module could take anything between 30 seconds to 5 minutes, since every element (pilot and upgrade card, ships, dials, etc) were verified against the online depots I have set up online. It would stop the scan whenever the first missing element in the list was found. Therefore, a player having everything was punished by having the scan run the whole length. A massive overhaul of this system was remade and local files are kept on hand whenever feasible and a simple version number is compared online to a local copy. The launching time is cut down to mere seconds instead. This was pretty hard to do with the vassal engine limitations and OS write permissions. 2 local files will be created in the same folder as your module. Make sure you have writing permissions in that folder (it should be automatic, since you did put your module in that place…)
  • The Pieces window no longer carries 1.0 ships. Those pieces were not used directly by the 1.0 Squad Spawn anyway, they were deprecated relics.
  • All epic 1.0 ships have been regrouped in the Pieces/Epic 1.0 tab
  • Clicking on another player’s ‘2.0 Spawn’ button will no longer cause a delay (related to fetching the remote data) before telling you you can’t spawn for another player.

Autospawn Bugs Squashed:

  • Dial Mask images are back. A new type of dial will arrive in the module at some point, but for now, old school dials will be used. When hidden, the dials (for most ships) will no longer disappear and only display the dial text tag. This is just a quick, hackjob patch and wave 2-3 ships won’t have proper dials if we ever get to being able to play with them without the next dial type in place.
  • A ship type can now make tokens appear during autospawn (e.g. quadrijet transfer spacetug all requiring a tractor token)
  • Obstacles (asteroids and debris) now spawn with your list if your XWS has them listed (not available with the official builder, but YASB2.0 supports it)
  • The text appearing on upgrade cards (the card title) only shows up if it’s a placeholder card
  • Locks (from squad spawn 2.0) now carry the pilot’s name again in their tags
  • Charge tokens no longer spawn in stacks of n tokens deep, where n = up to the number of pilots used in your squad.
  • Squad Spawn 2.0 didn’t know what to do with a hardpoint upgrade (it only specifies one of three upgrade slots that’s made available on the ship but isn’t an upgrade itself) since it expected cards of that new type. This is now ignored by the module while it fetches the pieces for your list.
  • Shortened name tags are now used (as they were in 1.0) on small ship bases, as well as on their corresponding lock tokens
  • The first upgrade card is no longer weirdly under the pilot card, too far to the left

Ship Pieces Bugs Squashed:

  • The bank barrel rolls are now visible right click menu options (they worked nevertheless in the last 8.2.0 version, but they just weren’t visible).
  • The hull value is now able to go up to 13 (deci + hull upg) for Ahri Kim
  • Ship tokens are now hull and shield adjusted in case there’s the +1 hull or +1 shield upgrade card
  • Cargo Drop functionality is back for small, medium and large (CTRL-ALT-SHIFT-C)
  • Barrel rolls and decloaks now report “This *pilot name* has repositioned” in the chat window

Misc Bugs Squashed:

  • Structural damage is not supposed to be repairable. The card is now fixed (new version provided by Ablazoned, who made the 2.0 deck art images)
  • Both Loose Stabilizer critical cards used the Hull Breach art instead. This has been rectified.
  • Autorange bug uncovered by evcameron: front or back autorange could sometimes miss a better shortest line depending on a specific combination of attacker and defender size. The problem was the criterium which was used to determine the “closest attacker arc edges” and the “closest defender corners”. More lines were added to the pool of lines up for consideration and the function which calculates the best (shortest) distance now picks the correct choice.

@MrMurph:

Tool:

  • Made a standalone tool for adjusting the file images used for pilots and upgrades and destined for the over-the-air content auto-updater; this tool also detects missing files, mismatched entries between the community’s xwing-data2 data repo (managed by Guido Kessels), the module and the over-the-air repo, etc. Really useful for adding new content to the module and making the auto-updater shine even more than ever as well as reduce the stress of making mistakes while processing new content.

Bug Squash Help:

  • Helped locate the bug about missing the pilot tag on the target lock tokens.