X-Wing Vassal module 8.7.1 (Hotfix – bottom edge bug in mouse interface)

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 8 will start soon!) 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 v8.7.1 or can I stick with v8.7.1 bottom line:

  • Always update. You know that by now.

Cliffsnotes of this update?

This scenario would be bugged and not show the mouse interface under yesterday’s 8.7.0 module version

X-Wing Vassal module 8.7.0 (Mouse Ship interface revamp + full wave 4 mechanics + echo decloak)

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 v8.7.0 or can I stick with v8.6.0 bottom line:

  • Always update. You know that by now.

Cliffsnotes of this update?

  • The mouse interface EXPLODED into its 3rd iteration (from 15 buttons to 103 buttons, including 5 pending) with a hot new look from Jomblr and tons of new buttons (and pages of buttons!)
  • Fuse tokens are here as well as the Electro-Proton Bomb, making this update wave 4 feature complete
  • Echo decloak is now possible with automation and is supported by the ship mouse interface
  • All ships can activate all the arcs (present and future proofing – think about Sinker, the ARC-170 republic pilot), including full 180 degrees arc front AND back, left arc and right arc. Some autoranges are not ready but will be eventually in a next update.

Designed by Jomblr

This new original design is thanks to Johan aka Jomblr. He offered to create a new popup window for the ship mouse interface, which you can activate with a CTRL-left click on any ship. In case you weren’t aware, an older style of ship mouse interface has been present for the last few module updates. Here are some aspects for the interface:


-Only one ship may have an interface popup display at once

-You can close the interface with the little red x button

-You can toggle between whole pages of buttons with the toggles found under the center ship base shape

-The ship interface will always try to pop in space which minimizes an overlap with ships/obstacles/clickable objects

-Some buttons appear as grayscale – this means they’re not implemented yet

-If you’re a grizzled veteran who knows many shortcuts by heart and have done so for years, you can still use them. Some new stuff DON’T have shortcuts though (starviper barrel rolls, echo decloaks) so you MUST use the mouse interface to do them quickly.

-The goal for this interface is to completely replace the old (still present!) menu you get from right clicking on a ship – we’re almost completely there at making it completely obsolete. If you hated how you could never remember keyboard shortcuts for barrel roll straight 2, or starviper barrel rolls, or rear arc graphic toggle, this interface makes it all possible with mouse clicks instead.

-The mouse interface is a BIG GAME CHANGER for Vassal. I’ve dreamed of doing something like this for years, even before we were able to add in custom java code in March of 2017. From my timid first steps at the start of 2019 where I was able to detect mouse click events, the mouse interface steadily grew to this current form. It should be much easier than ever to bring in and teach new players to the platform. Please spread the word, please tell newer players that they should ctrl-left click on ships to get that going.

Default page of buttons you get when you summon the mouse interface for ships – Arc toggles and auto-range checks. Also always visible, ship stats tweaks for shield, hull, charge and force

Arc checks + auto-ranges: This interface gives EVERY ship access to every main arcs, even if they don’t have them. This was prompted by Sinker, the republic ARC-170 pilot, whose special ability makes you check his side left and right arc to find buddies of his. As you can see, you can toggle these arcs, along with every other: rear arc, full front arc, full back arc.

I did not have time to program the auto-range for these new arcs (I also need to debug the full front arc, which is different in 2nd edition compared to first edition) – it’s among the most complicated parts of java code I’ve done for the module back in late 2017. Most people don’t understand how many corner cases there are when you involve the side arcs when you try to find the best firing line. They will be coming in a future update. For now, they’re marked as unavailable in grayscale color.

Ship Reposition page of buttons for barrel rolls, decloaks and standard boosts

Ship reposition page: The layout by Jomblr makes it clear in a minimalistic way which way your ship will barrel roll by the position of the button relative to the central ship base graphic in the middle. Standard boosts are provided because future proofing against potential weird boosts is a losing battle. If you need to perform a hard turn 1 boost (ie Daredevil), just go to the movement/slam page (see below)

Turret page of buttons

Turret page: Not much going on here but many players will appreciate not having to learn the turret rotation keyboard shortcuts. Once the auto-range is solved for left and right arc, it’s going to be a cakewalk to implement it for single turret, then it shouldn’t be too hard for double-turrets. The turret arc toggle graphic works perfectly though – like before.

Miscellaneous page of buttons

Miscellaneous page: This is for the unclassifiable utility buttons – toggle sfoils (works for T65, T70, Scum Falcon, Vultures, Hyenas – basically every ship that have 2 graphic states) launch device, drop device, manual translation of ship per pixel and manual ship rotation by 1, 15, 90 or 180 degrees. Many people were not aware of the 90 degrees rotation (brought in summer of 2018 in preparation for the U-Wing’s pivot configuration ability), hopefully this mouse interface will bring these possibilities out of the shadows.

Mouvement/slam page of buttons

Movement/SLAM: these are all the possible movements in the game. Access this when you want to move a ship without using a dial – during the place forces step, when you perform a SLAM action, when you boost with a hard turn 1, etc. You should keep using a super-reveal (CTRL-S on a hidden dial placed on the map) on a dial to automate movements during the activation phase. This page of buttons is only here for some special needs outside of regular dial usage.

Free page of buttons

Free page: symmetry demands I have another button at the left side, but I have no idea what to do with it for now. What should it carry here? Leave a comment down below to tell me!

Wave 4 complete

The last bits needed to make wave 4 complete is the fuse token, the electro-proton bomb token (can be spawned by the bomb spawner) which required a new range 2 check. You can toggle it with CTRL-L and check autorange from the bomb token with CTRL-SHIFT-L (this feature was added a few modules ago). Some 40-or-so pilot and upgrade cards were also added to the autoupdater, but you’ll just get them already included in this 8.7.0 module anyway.

Vassal league season 8

It’s still time to sign up for the 8th season, but you HAVE to move fast. Go to https://listfortress.com/league to get all the details – this is the new league webpage from now on, managed by Antigrapist.

FULL PATCH NOTES:

@Mu0n:

Revamped look for the Ship Mouse GUI

  • 3rd iteration of this GUI
  • Sharp new look by Jomblr (yay @ Jomblr)
  • Non-boxy buttons (grr @ Jomblr)
  • Toggleable pages of options (arcs, reposition, turret, maneuvers and misc)
  • Curvy bank barrel rolls now include echo decloaks (see below)

New arcs

  • Left and Right Arc (42 new svg graphics = 7 factions * 3 sizes * 2 arcs)
  • Full-Rear 180 degrees arc (21 new svg graphics = 7 factions * 3 sizes)
  • Can be triggered from the new mouse GUI
  • Auto-ranges to follow in a later module version

New Electro-Proton Bomb token

  • Can be spawned from the bomb spawner
  • New range graphic goes to range 2 (CTRL-L)
  • Works with the existing auto-range detection (CTRL-SHIFT-L on a mine token)

New condition token + condition cards

  • Since these don’t work with the auto-updater yet, they were added manually (it doesn’t happen that often so it’s not too annoying)
  • Compromising Intel, Decoyed, It’s the Resistance!

Echo decloak resolution with the mouse:

  • The Ship Mouse GUI can now deal with echo decloaks (akin to curvy barrel rolls with bank 2) left and right, going forward or backward and each of the triple choices (centered, as forward as possible and as backward as possible).
  • Those 12 end position choices are reposition choices that CAN’T be done with keyboard shortcuts. You must go through the Ship Mouse GUI

Miscellaneous:

  • Added the bullseye colored highlight on the Nantex-class ship base (ships that don’t have a full standard arc while still having a bullseye arc was a totally new case not covered by my ship base auto-generating code – so I just dealt with it manually here)
  • The splash screen image (when you decide to go online or offline) no longer contains a copyrighted image and makes it clear it’s not official
  • Included a new message in the module launch popup that tells you this is an unofficial module (ie not endorsed by FFG)
  • On Windows machines, if your module is in the /program files/ directory, Vassal might not have permission to write files there, resulting in an inability to spawn squads because it can’t fetch the local data. Other OSes may have similar problems in some spots as well. A new popup will show up and tell you what to do to remedy the situation.

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.

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