Saturday 28 January 2017

Welcome to the blog for the Ynot Squad Benchmark.

I'm just getting started forking the awesome Squadron Benchmark app created by Denis Wings.  Unfortunately he went silent after October 4th and I haven't been able to contact him.  I've sent him messages but they have not been answered.  I hope he is okay above all.

The fork was renamed to Ynot Squad Benchmark so there is no confusion and just in case Denis comes back to it at some point in the future.

Please use the new URL below to access my version of the game.

Ynot Squad Benchmark

Keep an eye out on this blog for further info and feel free to comment with bugs.

If you do post a bug report, please ensure you include what version of the App you have showing up as well as what Web Browser you are using.

With all the bugs I have been squashing, it is a good idea to refresh the game page and clear out cache to ensure you have the latest version running in your browser.  Some browsers cache differently and won't check for a new version of the files.

Hope you enjoy playing it!
Ynot




118 comments:

  1. I just wanted to say a huge thank you to Ynot for taking the reigns on this project. I use benchmark a hell of a lot and so appreciate all the effort you have been putting in.



    Issues that I have found whilst playing:

    - arc170 teleporting

    - defenders teleporting

    - Awing extra ept from title doesn't appear in game

    - interceptor extra mod from title doesn't appear in game





    I hope that's of some help to you. If I think of anymore I'll let you know.

    I wonder if it would be possible to make it playable online PvP? Doubtful but worth asking.



    Cheers

    Chris

    ReplyDelete
    Replies
    1. I've fixed those bugs in my version. Have you run this version yet? It is not the same url as the old app. I have my own url for it.

      Delete
    2. I've just checked and they appear to be completely fixed. Thank you very much indeed. I'm really looking forward to Wave 10 being added. :)

      Delete
  2. First of all, so incredibly awesome that you mantled this project. Thanks a lot!

    Then to a couple of bug reports:
    * Asteroids sometimes (always?) lose their position when using the permalink or back button.
    * B Wing/E2 loses Sabine Wren and Bombs when using the permalink or back button. This might have something to do with the order the cards are equipped using permalink.
    * Several times using my phone, "Stay on target" maneuver selection prompted one additional time after I choose a relevant maneuver, which lead to a very long maneuver (I choose 2 straight and it turned into 4 or 5 straight).


    In the cases it matters I use this squad:
    Biggs Darklighter + R2-D6 + Trick Shot + Integrated Astromech
    Warden Squadron Pilot + Extra Munitions + Intelligence Agent + Cluster Mines + Advanced SLAM
    Keyan Farlander + Stay On Target + Advanced Sensors + Extra Munitions + B-Wing/E2 + Sabine Wren + Thermal Detonators

    ReplyDelete
  3. Hi! First of all, a big THANK YOU for keeping this train moving. Good job!

    I was playing vs the AI and when I tried to flip down the "loose stabilizer" crit with my mindlinked Palob, everything froze. I tried to go back to a previous turn, and all the asteroids moved around. I tried to flip the crit again, and froze up again!
    Cheers!
    P.S I was playing with my Ipad using safari

    ReplyDelete
    Replies
    1. I'll look into the Loose Stabilizer crit as it sounds like it is not working properly.

      Delete
    2. This should now be fixed.

      Delete
  4. I also remembered:
    When Kaa'to tries to use his ability to steal a focus or evade from a friendly ship that has BOTH a focus and an evade, he always steals an evade. Is there a way to make the program ask me which token I want? Thanx!

    ReplyDelete
    Replies
    1. I'll take a look at Kaa'To's code and fix it.

      Delete
    2. Same thing happens with Palob's ability.

      Delete
    3. I looked into this. The code looks to see if an evade is there first and takes that. If there are no evades it then goes on to check for a focus. There doesn't seem to be an option of what token to take at this time. I'll have to see how I can change this but it might make it tougher for the AI so more code may be needed there too.

      Delete
    4. It also "forces" you to use Kaa'to's ability BEFORE Palob's, which isn't always the best option. Same thing with Manaroo.
      Thanks again for all the hard work!

      Delete
  5. Attanni Mindlink is currently available in the squad builder for non-scum lists.

    ReplyDelete
  6. If a ship that has already fired in a combat phase later gets a damaged cockpit crit, it allows that ship to shoot again.

    ReplyDelete
    Replies
    1. Chrome, Benchmark 0.9.6

      Manaroo + Push the Limit + Recon Specialist + Unhinged Astromech + Feedback Array + Engine Upgrade
      Dengar + Lone Wolf + Plasma Torpedoes + Zuckuss + R5-P8 + Glitterstim + Countermeasures + Punishing One

      Maarek Stele(TIE Defender) + Juke + Twin Ion Engine Mk. II + TIE/x7
      Rear Admiral Chiraneau + Veteran Instincts + Targeting Coordinator + Gunner + Rebel Captive + Engine Upgrade
      (I used Target Coord in place of Hotshot Copilot and just manually spend the focus token).

      Delete
  7. Question. The old Squadron benchmark saved every game that was ever played to a google doc. specifically https://docs.google.com/spreadsheets/d/1KR1uc7QgbiDkxCU5J1rm9qBMMjwKC0WyfAuDhnrbgAA/edit#gid=1461593919

    Does yours also do this? I'm asking because I found that exact spreadsheet in your code

    ReplyDelete
    Replies
    1. I haven't changed that part of the code yet but need to look into it.

      Delete
  8. What great news! Thank you for your effort in keeping this great codebase alive!

    Noticed a bug (feature) while playing: If you set up the human as player 2 and have a docked Attack Shuttle, it auto undocks the shuttle.

    I think I remember there was something about the computer needing to do this in the original version, but I don't remember it happening to me before.
    If you need more testing with this, or further info, please ask!

    Thanks again.

    ReplyDelete
  9. Looks like Thane Kyrell is not working properly. His ability reads "After an enemy ship inside your firing arc at Range 1-3 attacks another friendly ship, you may perform a free action." Right now it is giving him an action after a friendly ship performs an attack which is the opposite of how he should work.

    Great work getting this back together, it's really appreciated!

    ReplyDelete
  10. In the combat phase, if you tractor beam an enemy ship into the firing arc of another friendly ship that has not fired yet and that did not have arc on the enemy ship before the tractor beam, the second ship cannot fire at the tractor beamed ship.

    ReplyDelete
    Replies
    1. This isn't the only thing that works strangely. I need to look into how he wrote the "valid target" portion. It looks like it does it right after the maneuver and it should do it during combat phase. Hopefully it isn't a bit rewrite to fix this but it will fix a bunch of issues.

      Delete
  11. Pure awesomeness!

    Thank you for continuing the Squadron-Benchmark!

    ReplyDelete
  12. Playing in chrome, looks like v 0.9.6.

    Thane Kyrell's ability isn't triggering properly. His ability is triggering after a friendly ship makes an attack, instead of when another friendly ship gets attacked by an enemy ship

    ReplyDelete
  13. Glad this is back on track. Also, Deathfire's ability is bugged :D

    ReplyDelete
    Replies
    1. I'll need more info on the deathfire bug. What browser? What exact upgrades on him and what exactly happened?

      Delete
    2. Chrome browser, I think I had engine mod, ex munition and cluster mines. The ability to drop action bombs when you reveal your maneuver IS working, but the ability to drop a bomb as a free action after performing an action doesn't. The first time I boosted and I thought maybe because it wasn't a native action it didn't trigger, but it seems no matter what action I perform, it skips the option to trigger the bomb free action.

      Delete
  14. Nothing to report that I've noticed yet. Just wanted to jump on the "thank you" train. Looking forward to play testing a build with Capt Rex. Keep up the great work and expect some support my next payday.

    ReplyDelete
  15. Hey Ynot,
    great you offer the benchmark again. Thank you.

    It seems that it still has got the problem with features that let you get upgrades, like R2-D6 i.e. I like to give a Grey Squadron Y-Wing Deadeye and just end with the Droid but without the EPT. Actually I diddn't check for things like the B2-title or the TIE-shuttle yet. But iirc there were problems too in the old program.
    I use chrome on Android.

    Cheers
    Joscha

    ReplyDelete
    Replies
    1. I can't reproduce this. I just tried to put deadeye on the Grey Squadron and it worked fine.

      Delete
    2. In the old branch any mod that added upgrade slots failed to keep the upgrades you assigned to them on launch. Now it's working for me on launch, but if I refresh or go back to a previous turn or to setup, those non-default upgrades are dropped.

      Delete
  16. And I played a weapon engineer on an ARC (Shara Bey) and I wasn't able to choose two targets. :( ;)

    ReplyDelete
    Replies
    1. I can't reproduce this either. I tried Weapons Engineer on Shara and it was fine. Also tried it on the U-wing with fcs and that worked fine too. What extensions do you have installed on your browser? Are you sure you don;t have something that may be causing issues with javascript?

      Delete
    2. Thank you for checking. I will check my browser then. Hope I can find the problem as I really like the possibility of playing on this site.

      Cheers

      Delete
  17. Version 0.10.2

    Seems to be a timing issue with Kanan (crew) and Inertial Dampeners. Kanan shouldn't clear the stress gained from it but seems to here, allowing actions to be taken afterwards.

    ReplyDelete
    Replies
    1. Kanan does get rid of the stress from Inertial Dampeners.

      Delete
    2. He doesn't, actually. Kanan triggers during cleanup which is a substep in the execute maneuver step and the stress from ID comes after the entirety of the execute maneuver step has already happened, which means AFTER Kanan has a chance to proc. Looks like this:

      Execute Maneuver:
      a. trigger ID
      b. Move ship (but not really)
      b. check pilot stress
      c. clean up (Kanan triggers here)
      [End of Execute Maneuver Step]
      Receive stress from ID

      Delete
    3. The text of ID is as follows "When you reveal your maneuver, you may discard this card to instead perform a white [Stop 0] maneuver. Then receive 1 stress token." You are confusing "Execute a Maneuver" with the perform the white stop which is in your "Move Ship" step. Kanan triggers after check pilots tress as you stated but you are confusing the difference between Execute a Maneuver step and perform a white stop. You have to do as they say, not how you interpret them. This is the current accepted ruling in the game and is staying that way.

      Delete
    4. ID and Daredevil both have the same "perform white maneuver and then receive a stress" wording. Daredevil and Kanan do not work as per this ruling from Frank Brooks:
      https://community.fantasyflightgames.com/topic/232632-kanan-jarrus-doesnt-work-with-daredevil-per-frank/

      With Daredevil and ID having the same wording, it means that Kanan and ID do not work either.

      Delete
    5. And by your logic of perform vs execute, Kanan does not work either.

      Kanan text reads:
      "Once per round, after a
      friendly ship at Range 1–2 executes a white maneuver, you may remove 1 stress token from that ship."

      Since the ship with ID "performed" a white maneuver, it means that it did not "execute" a white maneuver which is the trigger for Kanan. No trigger, no Kanan.

      Delete
    6. The problem also is that Kanan has the same wording "Once per round, after a friendly ship at Range 1-2 executes a white maneuver, you may remove 1 stress token from that ship." but they FAQ'd it to be in the "Cleanup Phase" which it clearly is not according to the wording.

      I'm not going to be able to do anything about it at the moment as the different timing intervals are not there in the code right now. Denis has comments in there that he was planning to do it but never did.

      Delete
    7. An email response isn't really an official FAQ update though and based on the wording alone it can be ruled either way. I really hate when they make rulings like this as they aren't usable. They really need to update the FAQ as an email from Frank Brooks is just an email and not an official ruling until it makes it into the FAQ.

      You could just as easily argue that the wording of all of them implies in the "Cleanup Phase" since Kanan was FAQ'd like that which then allows you to decide which way you want to resolve it. Currently there is no direct ruling in the FAQ for ID or Daredevil.

      Delete
    8. OK so while the example given isn't currently an official FAQ, that's how it is interpreted and played by the majority.

      Also, if it comes from the mouth of Frank Brooks, that's how it was intended so will likely appear in the next FAQ.

      No Big deal if you won't change it, I just ignore the action step and act next turn as if I'm stressed.

      Delete
    9. I'm actually on the side that it Kanan should not work at this point based on how some other interactions work and their timing. Changing it isn't as easy though as there are no actual "timing" steps in the code so I'll have to rewrite some of it to put steps in where these kind of interactions can take place.

      Delete
  18. Dash Rendar pilot is not working properly. If he overlaps an obstacle during activation and barrel rolls off it he cannot fire in combat even though he is no longer on the asteroid.

    As well, if he activates and moves not onto an asteroid and then barrel rolls onto one, he can still fire once combat comes around.

    I also think that I saw him take a damage from overlapping an asteroid. No stunned pilot on him, but I was unable to reproduce that, just thought that I would mention it.

    ReplyDelete
    Replies
    1. This isn't new and is actually something I reported to the original guy Denis. I'll look into this as I work on adding some timing steps in.

      Delete
  19. 2 bugs that I found. 1) Latts Razzi's ability persists through both attacks of a Twin Laser Turret. This should only occur for the first of the 2 attacks.

    2) Drea Renthall's ability isn't triggering at the correct time. Drea Renthall's ability should trigger every time a target lock is spent, not at the end of an attack. If implemented correctly, an attack from Drea Renthall with R4-B11 should be able create 2 stress (and consequently 2 target locks), or 4 with a twin laser turret. I think a trigger style similar to the R4 Agromech would work here.

    ReplyDelete
    Replies
    1. There are some issues with TLT right now that need to be fixed. I'll look into the Drea issue.

      Delete
  20. A bug I just found: When a ship overlaps the same obstacle twice (such as from performing a 0 stop maneuver), it will not roll for damage the second time.

    Version 0.10.2 on Chrome

    Game Log:
    https://ynot6517.github.io/bench/?AwGgjALAnOAcDsIIXMAbOeaBcbT1CmAG5RIYpEwEkUx1Mc9wBWAJhCNPGk6puSoMYLLlBsAzHVgkAZGDZgesVBGyw2ZdiAC0XTSjYcFEkAfWaQBXVzBSeE9RHH29cyePinJIEjvjGXiASxsTMLEqKZsQQKrAoEKYSxJqmCiowEMQiiDrxcCAssgBmAIYANgDOAKayAC4ATgCutQDC5aWVlQCWAMayAPo6AAo6YGNDo+Nsk2M6ErPjEANsOgC2OgAqADKrwGMBKzoAYgDyA-tnA+NX4xvH4-sKwNcn5-v3j2OaF28DLOsdAAhXY6J7wKD-P4SQFAgBKMPB8AGMKuEEBxwB+zYzgG6LROlKG1geB0EBY2IIeJ0AGVNosdCxZqsFiMdKtlqsNiCvpAwEdNmTXtyEWD2SJXkT-MgyWh0XYmR8TryfvtBcsARsdoj2cAmQCrjDuaCnhJIajzuitdsvkRmYyUTpigB7R3FMX8-aVCYw91PI51IWrd3y6nel7ogAWE3R3v5qwAIhNxnHXgBJMNg6nRz06QPLfYhmM6cPZ4s5zO5pP89EAEyzbJhrNGMOWdy2No9EheN3ef1WVy5yo9P1WgoWSvhvIgufHUK1ouxeqhhthnf28VmMKZvvZWdWgYWwddY-mR3diMdqfGLtec-Gh9eF4bo3RzbJQsncOnudu-f-1q8t2wodkBPZbGemrAt+Hoziu5xGsC666rM6I7k6Hq-Kmu7+l6yYYZeMLYSWEyFq6hbzFmRFUToFZsgC74ApygI7GBRxXJc5y9iBOx7P4MzjPWLxKg8I7CX8UGbIuur6tCa68sA-IWrMAKKk6roAn6WZ4UpGG4SR4kVr6ro4aRBm-BWx7npRLzUbZtE+uZMK9OyjoVhRhFOQ5ulGToQmzGgZ5soFBYYiq4mCkyQ68R6hwDn2VySdJdgBQ6ml7i8AJ0lCgozAa5xWaeUUYViszwEFozlaFGwANLyjI7K4vs2XjNlqxtSxyF2C8qyVHU7EJecWX0my5XFe6pUAqm+yBmpt5qg6M2LSVWZTRMa38mysAVXkn6dWxXr9QtxUbDSoLUOCkLxb8iWwtJijIhtszbcVs3nieEHjYyq0kbmE0-ama2ZToLlgGgUJ0aMUDzLIshAA#

    The YV-666 is currently overlapping a rock and will perform a 0 stop maneuver this round.

    ReplyDelete
  21. Ketsu Onyo's ability is bugged and/or shadow caster. Sometimes I can assign the tractor beam token sometimes not. You don't have the possibility to not to the tractor maneuver, you are forced to do it even if you don't want to. Sometimes after doing the tractor maneuver the other ships are no longer allowed to shoot, thus ending the shooting phase...

    For the rest: keep it up :)

    ReplyDelete
  22. After using the squadbuilder to make a scum list, an empty rebel list (rebel icon, 0 ships / upgrades) ends up in my pile of available squadrons. Using Version 0.10.2 on chrome

    ReplyDelete
  23. Could there be some way to cancel a boost/barrel roll and take another action? Several times I find myself trying to use the action in hopes that I can move one way but end up having the ship automatically move in the opposite, only legal way.

    For example, I want to try to barrel roll left, but cannot actually fit. In a real game I would check if I can fit and when I see I cannot, I can take another action. In the benchmark, if there is only a single legal spot for me to barrel roll, even if it is on the opposite side that I would want, it moves me without any confirmation.

    Same with boosting. If I want to try to boost, but only one of the three options are available, the benchmark just boosts you without asking.

    It would be useful if it showed the available spots for boost/barrel roll or gave you a cancel button as well where you can go back to the available actions if you do not see the desired direction available.

    ReplyDelete
  24. pilots for tie striker???? Duchess , sabbac and countdown???

    ReplyDelete
  25. Some bomb related bugs: When action mines (cluster mines and conner net confirmed) are dropped directly onto ship, the console says that the mines explode, but nothing happens to the target ship.

    Whenever action mines (cluster mines and conner net confirmed) are anywhere on the map, all ships treat all attacks as though there were an obstacle in the way

    Using Chrome on version 0.10.2

    ReplyDelete
  26. Wouldi t be possible to make the AI's "I have no idea what to do" maneuver not red maneuvers? I've definitely caught the AI spamming 0 stops for almost entire games. It leads to really dumb situations where the AI stacks 4-7 stress tokens when it should be doing something else, or instead performing white 2 straights (as per the new faq)

    I've also had several instances of plasma torpedos not doing their extra shield damage

    ReplyDelete
  27. When Quickdraw takes her normal attack, the program locks. I've seen this in multiple games with different squads.

    ReplyDelete
    Replies
    1. I can't reproduce this. You'll have to provide the complete builds and conditions. Also, did you try clicking on Quickdraw or any of the other ships after this?

      Delete
  28. Hi,

    Just to thanks for this job regarding all the little bug we ask you to look.
    Do you know if "expertise" and some new car will be implemant soon?

    Thx for all mate.

    ReplyDelete
  29. Just want to thank u for your work and time!

    ReplyDelete
  30. Thank you for carrying on this awesome project :)

    Do you know when you will be able to add the rest of Wave 10?

    ReplyDelete
  31. Palp still has effect after being killed. EX: Was testing a list VS palp defenders. Popped OGP first, but Ryad kept palping crits after.


    Also, in another game happened when OGP flew off board.

    ReplyDelete
  32. Seismic torpedos (used at least by jumpmasters, have not checked other cases) ignore the primary firing arc when checking for obstacles

    ReplyDelete
  33. The sidebars for ships don't fully update after taking plasma torpedo damage. They take the base damage visually, but not the extra shield, even though the full damage has actually been done to the rest of the ship.

    ReplyDelete
  34. Excellent work and thank you for carrying this project forward. Can't wait for all the pilots to be added! Great job!

    ReplyDelete
  35. It seems as the previous one, Denis doesn't carrying this project anymore...Hope i'm wrong.

    ReplyDelete
    Replies
    1. Well that's not fair to say so quickly. He seems really excited about working on this again, and he already fixed most of the largest bugs from the previous version.

      He has a whole wave to try and implement which includes some very interesting new mechanics (reverse, adaptive ailerons, captured tie, etc).

      I'm sure that the greatest value he can implement right now is this new wave and THEN go back and address bugs and the last few missing upgrades.

      Two and half weeks since his last comment shouldn't be enough to state the project abandoned.

      Delete
  36. In this case i have been wrong and i will be happy mate. Neverthe less as i said before that's a lot of job and nobody could critic if he decided to stop and certainly not me. i just hope he will tell us in this case cause i should find an other way to test squad as good as that's possible now.

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

    ReplyDelete
  38. Some new her http://xws-benchmark.blogspot.fr/p/blog-page.html

    Apparently the adventure continue !!! :-)

    Thanks guys !

    ReplyDelete
    Replies
    1. There is nothing new in the link you posted other than what I posted to it.

      Delete
  39. Denis messaged me finally and said he is continuing but I have seen nothing from him and heard very little. I invited him to our dev group but he hasn't posted anything. I was waiting to see how we all move forward but he has been silent so we might just continue with our group and leave it at that. If I don't hear from him before March 25th, we will resume normal development of Ynot Squad Benchmark and just continue our fork normally.

    ReplyDelete
    Replies
    1. Of course there is new !! The dev is not stop like i was affraid :-)
      On your side or on his side. That's the good new mate!

      Take care.

      Delete
  40. Not sure if this is supposed to be here; Conner Net looks not giving 2 ions; Sabine is not working with Conner Net as well (gives 1 dmg only - maybe Conner is broken and Sabine gives 1 dmg but no dmg from Conner Net, who knows)

    ReplyDelete
    Replies
    1. Conner Net seems to working if the ship flies over it, but not if the bomb is dropped on it. Cluster mines also trigger Sabine for each token removed, she should be 1/round.

      Delete
    2. Thanks for the info. I knew about cluster mines but not about Conner Net. We slightly changed the bomb code so we need to tweak it along with other timing related issues.

      Delete
  41. Guidance chips seems to reset whether or not various dice modification options have occured, including focuses, target locks, guidance chips itself, 4-Lom, and R4 Agromech

    ReplyDelete
  42. Reinforced Deflectors still activate after being discarded by Boba Fett. The shield isn't added to the sidebar, but later attacks remove shields that should not be there.

    ReplyDelete
    Replies
    1. Version 0.10.3 on chrome. Worth noting that the additional shield is also not added to the game log

      Delete
  43. AI ships that perform red maneuvers when stressed (namely from the previously mentioned bug where the "default" maneuver is a red 0 stop) don't perform attacks.

    ReplyDelete
  44. Replays from games that last more then 10 turns seem to lose the last 10 turns of the game. Tried to turn a recent 12 round game into a replay link, and the resulting link only had up to turn 1 complete. More specifically, turn 1 finished, it looks like turn 2 had movement finish, and we are somewhere in turn 2 combat, but the game state froze with attanni mindlink not being triggered on the scum side.

    Here's the link: https://ynot6517.github.io/bench/?AwGgjALAnCUOzgBwLMAbOOaBcbR1CmAG5RIYxlML0QAmVTHPcAVjthLKRUVfFoMyWXKDoBmCJ2IAyNGHDjE2RBDGSQAWiLFx4+hzCMwdROAkq6+UNpJg4+tDDqGJ5s0eCWy7LTpnw9GgIdAh2aPxQkeDEGEYIEAp0xJRSmqz6HOIpjAwc-BDEmlY2qGJmrDIAZgCGADYAzgCmMgAuAE4Ari0AwnU1DQ0AlgDGMgD6mgAKmmCzkzNzdAuzmuIrcxDj4poAtpoAQgAydJrAs3BQ25oAYgDy46f7ACoASqfn9sunNfviaDtgmgLlc5i9XnNPuJgOM5r90pJ0ugQeNzvsbpDZlZUbcHnN7o9ceNWHtbiTznQ1MSiSTnvMSQBlZ7jCCkm7k4pU1kE1kAURZmiZAoJ01WrAFVQA9rDNFKJasYXMGvTZdKSa0VVUFTLlWAZVryStTutRactjt0R9ZnhrgSnppnkdMWBoYSCecCfi8aTHc7XXM6eK0bdndjzoHqS8nWdbNSGq1qQSSfC4IhgawoIhinRxYzmayo5iiEb0vq1bLtUr5ucNUHVTiI+cDWdqQARUsk3Uy2vUuVzZt6ubtvWinYmmY7c0+k4xr7XIXBg4Q2eJHGeomndf7BkzyifS4yiP2pfO1enOnrEn7E+z4B6zsJklJzTwvA7DNQNZgXOC-PToswqOpZzD2-bSgGwGaAAkvq6Qtk20o1qW4aaFsTaoS2pwauspxyueayElqOx6jsXakfMpzDisrLjhhU7XtGnyrqRCY7Fugq7og+6gkSHoPJuDyLoxszAOK9oMu8sxcSipwLr+MpClehxHDs+5wAKhYxsWoqsmJ9Y7HhFaqWW3aQXSWz9hhMLoayMKsu2yyssqdmaAAFvMrLuSOMwkrRJL0cpp4kbxPrLlCirTlac5KgmXprvxG6kscUUHqc8aEthhIRkpbyqda4oFg6wnaT5paslqkI6vMYGmRZDqQc2MKdtWmgamh9Yoe1Wq2SswK0cCAWOilyw7EKx6vHlDDqQJ8Uyuxbx+hF7r-rOrrnOlSHtRekYOhNs4RBpZIxpSgEzOm8qVVWEUjMUEVeQpzLnGN8lzDdiAyvdSHrAhDYEehxHXMq6w7Pd5F6ucVE1SBZmobBPVOS2nkeW5yPOQK92sjdVxI3qrIACaYRWhoGTGp2aHABGihTU5CmCu3DYS6KhjCaUJjNfFzYJbLOsA1maOlSnssdVJU6WuFwRFfb1eKlmGs1TWaDdaDUvdopZrRWY08ydM3kxer2m8DPs0ScU5WFmiIPe-MJmrYutXbhlHkTLbyyrKoE2Tn60Z+Wsypa+0RelcUczN42TfYbpc+CVqew1awtqKqCU4s5y+8GQ2znAywc3FM10zck285zjO3IXLNEon5zioncy0UYsOjdrpISace4onMcnPc9TOztirOR7NwdJcJkDg9bs01w78cwuRM+Ky2IPzDsVGUQRlnGbP1ygyjY+ZT9KHfUZC-88f29o4vwVY1vS+aB7kwAOoP0-miP4nxoyDIQA#

    Version 0.10.3 on Chrome

    ReplyDelete
  45. Hi guys, another one. When Dash moves on top of asteroid, he is able to act and Barrel Roll out of asteroid, but he is unable to attack if he does this.

    ReplyDelete
  46. Just wanted to say I'm so happy to see this back up and running again -- such a useful tool and great way to practice / pass the time ;)

    Only bug I've found *so far* is that sometimes the game doesn't actually "end" -- my phantom kept wanting to move and find more things to shoot, even when there was nothing but asteroids left :P

    (Using Google Chrome)

    Thanks again for all your work in continuing this project! :D
    ~ Alex.

    ReplyDelete
    Replies
    1. Can confirm this bug. There are 2 separate checks for victory When a ship dies, and end of combat. (Which can result in a ship getting blown up and the score being put in the log twice)

      However, no window is thrown up to show off the score.

      Delete
    2. This is fixed. The popup window with the score comes up now at the end. After that, you can click on HOME to get back to the beginning.

      Delete
  47. Picked up an "intermittent" bug where Y-wing with BTL-A4 title sometimes stalls on it's TLT title attack (after performing a primary attack) -- cannot resume combat for any remaining ships, have to hit "next" to continue combat phase.

    Was running it with a Gold Sq Pilot + TLT + R3-A2 -- but regardless if I chose to activate the R3-A2 or not it would still lock up

    ReplyDelete
  48. When you tractor beam a small ship, you should have the option to not move the ship as that is an option with the mechanic.

    If you restart a match, any upgrades that are gained in new upgrade slots are lost (ie. TIE Shuttle, Virago, TIE/X1 etc).

    You've listed only five upgrades that are not yet implemented, but Snap Shot is not listed on that list, nor can I find it to equip in squadron building. Kylo Ren crew and pilot, as well as General Hux crew are both freezing the game when they are assigning the conditions. Rex pilot, while not freezing the game, does not appear to be assigning the condition.

    ReplyDelete
    Replies
    1. I also find that Operation Specialist crashes the game too
      (Deleted previous comment due to poor phrasing)

      Delete
    2. Not all upgrades are listed. If it hasn't been added in any manor it can't show up and tell you it isn't there. Only those that are started but not finished will show up in the console.

      Delete
  49. This list seems to break the game at setup:
    Scimitar Squadron Pilot + Ion Torpedoes + Advanced Homing Missiles + Cluster Mines + Lightweight Frame
    Countess Ryad + Predator + TIE/x7
    Glaive Squadron Pilot + Predator + TIE/x7

    Not sure what's wrong, but I figured I'd report the bug.

    ReplyDelete
    Replies
    1. It was lightweight frame. I think I have it fixed. Please try it again and let me know.

      Delete
    2. Game no longer gets stuck with lightweight frame, but it still isn't implemented properly. Tie Strikers are claiming lightweight frame on literally every attack.

      I admittedly don't know javascript very well, but I'm not sure if comparing getattackdice() and getdefensedice() does anything meaningful as opposed to comparing the lengths of the arrays those would return

      Delete
  50. Rebel's don't have an icon in the squadbuilder

    http://imgur.com/0z9Q84c

    0.10.14 on Chrome

    ReplyDelete
    Replies
    1. It shows up on Firefox - have to investigate Chrome if it is a quick fix.

      Delete
  51. Upsilon Shuttles don't have a title slot

    0.10.4 on Chrome

    ReplyDelete
    Replies
    1. Same issue on 0.10.4 in Firefox

      Delete
  52. A lot of interesting things on this one.

    I had built this list for imperials: http://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!55:-1,-1,-1,132:-1:-1:;227:-1,39,195,212,-1:-1:-1:;240::48:6:&sn=Unnamed%20Squadron

    However, they were apparently never moved from the board origin (0,0) to their side of the table. (I tend to leave ships in their default starting position).

    ReplyDelete
    Replies
    1. There were also no animations and the AI wouldn't activate, but haven't looked too far into that problem yet.

      0.10.4 on Chrome

      Delete
    2. Picture, because I'm dumb

      http://imgur.com/0MtGb6B

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  53. Ships that have their focus token locked up by 4-Lom Crew on defense also can't use that focus token against that ship on offense. This also freezes the computer player on his "modify attack dice" step, preventing evade dice from being rolled. The only way out of this is to end the combat phase prematurely.

    0.10.4 on Chrome

    ReplyDelete
  54. End of Game Replays don't generate a link to a replay.

    0.10.4 on Chrome

    ReplyDelete
    Replies
    1. This is how it is. the link wasn't being generated properly and was preventing this dialog from coming up. I had to remove it to get this to pop up.

      Delete
  55. LightweightFrame doesn't appear to be implemented correctly. Tie Strikers are claiming lightweight frame on literally every attack.

    I admittedly don't know javascript very well, but I'm not sure if comparing getattackdice() and getdefensedice() does anything meaningful as opposed to comparing the lengths of the arrays those would return

    ReplyDelete
  56. Lightweight frame can be put on ships with 3 agility, should only go on ships with up to 2 agility.

    ReplyDelete
  57. Seems my posts are not getting through for some reason.
    - Kylo Ren Crew does nothing when you use his effect and the game is stuck after you use it.
    - Capain Rex Pilot should not have an EPT slot.

    ReplyDelete
  58. Just a note to everyone - Denis gave me access to the original app repository and has updated his app. The goal is for all of us to end up working on the main new updated app. I will keep my fork going until I feel the new app is stable enough. I have applied some fixes to the new app and continue to work on it with Denis. Communication with him is hit and miss. I'm still waiting for him to respond to some questions I posed to him mid last week. I will do some quick easy fixes on my fork in the meantime but probably won't implement any further new upgrades or pilots. We are working on having a test area where we fix stuff and prepare it to publish so we always have a stable working app for everyone to use. I'll publish info as I have it ready.

    ReplyDelete
    Replies
    1. Where would you prefer we report bugs? Don't feel I have the resources to be testing and reporting in both locations.

      Delete
  59. Special Obs training on Quickdraw doesn't work when you want have two shoot, one rear and one front. It works for additional dice in front.

    ReplyDelete
  60. Hi everyone! This app is awesome!
    What is the latest version I should be using?
    There's the other one at xws-bench.github.io/bench/, and over there Adaptive Ailerons (Tie Striker title) works. Here it doesn't. On the other side, Tomax Bren's ability works here, and doesn't on the other site.

    ReplyDelete
  61. I can't get Norra Wexley to do anything after she moves she has no options to choose an action and she freezes the game from progressing.

    ReplyDelete