Vassal module v5.5.0 is now out!

By Mu0n729, in X-Wing

Usual links

X-Wing guide to installing and playing: http://s93768914.onlinehome.us/xwing/

Module download page: http://www.vassalengine.org/wiki/Module:Star_Wars:_X-Wing_Miniatures_Game

Tip jar: http://s93768914.onlinehome.us/pub2/500release/index.html

(I'd like to call upon your generosity this time so I can properly support my helpers. I'd rather keep them happy and interested and even though we're all invested unhealthily in the physical game with our big enough disposible incomes, just the idea of getting a free "module" ship has been appreciated in the past by my helpers. I get a lot more done with their help and work faster because of the invested time they did for groundwork files (ie photoshop templates) and fast card hunts). It would be absolutely discouraging to think of an alternate Universe where I didn't get any of their help. I've able to barely amass funds for a 1 ship gift + shipping in the last 2 releases of the module.)

newcore.png

Cliffsnotes of what's new with this one?

Force Awakens new core set is 100% complete. T-70 X-Wing (+dial) and TIE/FO fighter (+dial) are now fully playable. The new damage deck is fully integrated with its new art on the back. The old damage deck is still present. The 6 new asteroid shapes have been added in Pieces/Chits, complete with their horizontal mirror shape flip (CTRL-S) and their range 1-2-3 finder (CTRL-L).

For firespray fans, the auxiliary arc is now decoupled from the front one in its shortcut. Toggle the front one with CTRL-F like always, but toggle the back one with CTRL-V.

Mission fan? I think I got most of what's needed for the Raider campaign, as well as the new F# missions in the new core set.

Early new core set adopters were timely

Target stores are no longer present in my country (Canada), so I had no direct access to the new core set. I will have to wait until September 18th + a certain number of delay days since I don't live in the US.

Getting scanned images of the new core set is one thing, but getting some flatbed scanner produced images that do not require a TON of image editing steps is a real gift for my work on the module. Otherwise, I'd be stuck rotating, resizing, skewing, brigthness and contrast adjusting, sharpening, etc. This is NOT trivial work when the amount of cards get in the dozens and more. It just stacks up in work time with everything else and it's pretty boring to do.

Fortunately, pcgamerpirate provided the bulk of new stuff, with rurouni contributing a handful of workable images.

Radarman5 was, as usual, on top of things with graphic art for the new ships, as well as maneuver reference cards for them.

A few loose ends in wave 7, now finished

First, this very useful token (Pieces/chits) which will make Corran Horn and K-Wing users happy, the Weapons Disabled Token:

weaponsdisabled.png

Still found in the same area (Pieces/Chits), ordnance maniacs will now be able to use the official token, rather than using a weird replacement, like the energy token, or the reinforce token (those are two I've seen players actually use). I was partial to just copying the ordnance cards personally, but I might use this official ordnance token now.

ordnance.png

Want to play the Raider campaign missions? Grab your booklet (since that mountain of rules and details will be found there) and use the module's newly added missions tokens for R3B, the dormant and active Sentries, complete with range 1-2-3 finding areas toggled with CTRL-L:

The same treatment was done for mission R4 and the Raider debris tokens - NOTE, they can be flipped horizontally with CTRL-S, just like our regular asteroids and debris:

A few bugs crept up in the last v5.4.0 release, they are all fixed:

  • The CR90 damage deck got a card from the raider damage deck (oops)
  • The Punisher didn't have the barrel roll icon for Deathrain's ability
  • The yellow border, to make selection visible and fast, has just been contracted by 1 pixel and also made 1 pixel wide (rather than 2) for all ship silhouettes (small, large, both types of huge) so that it doesn't interfere with collision management. Indeed, the yellow border of v5.4.0 bothered me whenever I wanted to do some precision placement during collisions, barrel rolling, decloaking, etc.

Finally, using radarman5's ultimate push into making a very useful photoshop template for maneuver reference cards (which have always been based on GeckoTH's design back in wave 2, a user from BGG), I made the Raider reference card, while radarman5 did the K-Wing's for wave 7.

Onward with wave.....7.5? The new core set content!

Meet our new T-70 X-Wing, ship art by radarman5.

newXwing.png With time, every player's eyes will be trained to quickly discriminate between these similar shaped ships!

And our new TIE/FO fighter, again, art by radarman5.

newTIE.png This one's easier to spot.

The new moves are functioning properly in the module. Segnor's Loop 2 had already been added for a long time for Starvipers, but was not visible in the right click menu, nor produced a move broadcast when you did it. You had to know it was there and could be triggered with CTRL-E for left, ALT-E for right. The logic behind Segnor's Loops is: CTRL for left, ALT for right, Q for 1, W for 2, E for 3.

As for the Tallon Roll, it's triggered with CTRL-T for left and ALT-T for right. In the above image, the TIE/FO fighter performed a Segnor's Loop 2 right (ALT-W) and then a 'C' shortkey was made, so that the collision aide be put in. As for the Tallon Roll, the shortcut itself places a Hard Turn template so that you can immediately tweak the final positition. If the move is interrupted, you can always use that hard template to backtrack your ship. Delete it when it's no longer needed (CTRL-D).

TIEsloops.png

We don't know exactly which ship or which upgrade grants the Tallon Roll 2 maneuver, but just in case, it's been added + tested and can be accessed with shortcuts.

tallonroll.png

Here are the new half-dozen asteroids, flippable (CTRL-S) and with range 1-2-3 finding:

newRocks.png

Do you like making everything official with official tokens? You can now use the new core set's initiative token:

init.png

And finally, I'm not 100% sure how they work, but here are the 2 needed tokens for the new core set missions. A Mine that needs information on range 1-2 during placement (toggle CTRL-L) and a Squadmate token that strangely behaves like the old core set's Senator Shuttle, with Forward 2 and Bank 1. You can use the Senator dial. All of this in Pieces/Missions

FULL LIST OF CHANGES

@Mu0n:

Additions

  • Graphics
    • Segnor’s Loop 2 red dial graphics
    • New Damage deck button art
    • Integration of radarman’s T-70 X-Wing art into a ship token
    • Integration of radarman’s TIE/FO art into a ship token
    • Integration of pcgamerpirate’s scanned new core Asteroids (7 to 12) + create their hard white contour + their flipped version + their range finding areas toggled with CTRL-L (that’s 18 new graphics)
  • Pilots
    • Blue Novice (T-70 X-Wing)
    • Red Veteran (T-70 X-Wing)
    • Blue Ace (T-70 X-Wing)
    • Poe Dameron (T-70 X-Wing)
    • Epsilon Squadron Pilot (TIE/FO Fighter)
    • Zeta Squadron Pilot (TIE/FO Fighter)
    • Omega Squadron Pilot (TIE/FO Fighter)
    • Zeta Ace (TIE/FO Fighter)
    • Epsilon Leader (TIE/FO Fighter)
    • Omega Ace (TIE/FO Fighter)
  • Upgrades
    • Weapons Guidance (Tech)
    • Wired (Elite Talent)
    • BB-8 (Droid)
    • R5-X3 (Droid)
  • Tokens
    • Weapons Disabled token from the K-Wing pack, great for post SLAM status and Corran Horn double tap.
    • Active Sentry and Dormant Sentry tokens for Mission R3B of the Raider campaign (proper scales + toggles for range finding 1-2-3)
    • All Three debris cloud tokens for Mission R4 of the Raider campaign (proper scales + acts like asteroids/debris with CTRL-S for horizontal mirror flip and CTRL-L for Range finding 1-2-3)
    • Mine Token with range finding 1-2 for Mission F2 of the new core set
    • Squadmate Token for Mission F3 of the new core set, can move Forward 2 and Banks 1 (shortcuts enabled)
    • Initiative token
    • Ordnance token
  • Raider movement reference card
  • Movements
    • Tallon Roll 3 implemented for T-70 X-Wing. CTRL-T for left, ALT-T for right
    • Tallon Roll 2 implemented just in case, since it’s printed on new core set templates. CTRL-Y for left, ALT-Y for right (‘C’ functionality not needed here, since a template is already dropped with these shortcuts)
    • Segnor’s Loop 2 could already be done with ships that support it (small and large), but now, it’s activated as an official right click menu item on the TIE/FO Fighter (and other small ships that can s-loop) and properly broadcasts the move, as well as drop a template if you do ‘C’ for collision management. Its shortcuts are CTRL-W for left, ALT-W for right. C functionality added for small and large ships.
  • Damage Deck
    • Added the new damage deck called “Second version damage deck” under the deck dispenser window
  • Integration of all of pcgamerpirate’s cards and tokens

Bug squashing:

  • Map window: group select is now a yellow border 1 pixel wide (down from 2 pixel wide in the previous v5.4.0), whose outline pass through the ships’ white outline. There are blocky rectangular protrusions at the aft of the small ship bases, but this can’t be helped - the stats numbers create this graphical artifact. Otherwise, the yellow border will interfere a bit less than the previous version. No ship spawning is needed for this to take effect, as it is a property of the map window.
  • CR90 damage deck had 11 cards in the fore stack and 9 in the aft stack. The extra card was from the raider fore. The CR90 damage decks are now fixed
  • TIE Punisher will now have a barrel roll side icon action (Deathrain ability)
  • VT-49 Decimator movement reference card: finally, the attack value features a circular arrow indicating a main turret weapon
  • YT-2400 movement reference card: same deal, turret weapon icon added
  • Changed the order in the dials that had Segnor’s Loop to better reflect the natural order of the real dial (instead of both being at the end of the 3-speed move choices, they are near their left or right brethren)
  • Finally got around to separating the firing arcs on the Firespray-31. The backward auxiliary arc is now an independant toggle, with CTRL-V, more in line with how the Huge Ships behave with their fore and aft arcs. CTRL-F will only toggle the front arc and not cycle between 3 states from now on.*3...b b bbvvvvvvvvvvvvvvvv vvvvvvvvc lij.j 98ik

@radarman5:

Additions

  • Movement reference card universal photoshop template (big work, super helpful!!)
  • K-Wing movement reference card
  • T-70 X-Wing movement reference card
  • TIE/FO Fighter movement reference card
  • T-70 X-Wing ship art
  • TIE/FO ship art

@Pcgamerpirate:

Image hunt

  • Provided perfect scans, well lit, well contrasted, separated and lined up to minimize time consuming image correction:
    • Blue Ace, Poe Dameron
    • Zeta Squadron, Epsilon Squadron, Omega Squadron, Zeta Ace, Epsilon Leader, Omega Ace
    • Back of Resistance Pilot
    • Back of First Order Pilot
    • Back of Tech Upgrade
    • Back of New Damage Deck Card
    • Initiative token

@rurouni:

Image treatment

  • Rotated, scaled some leaked cards from the FA core set, the following made the cut
    • BB-8, Wired, R5-X3
Edited by Mu0n

You're the man.

Looks great Mu0n!

I just wanted to mention that the T-70 and TIE/FO ship art is from FFG's news article. I just separated them from their backgrounds and cleaned up some sections.

I may eventually create original ship art like I did for the Scum & Villainy ships so I can do paint scheme variants that match the pilot cards.

Count on Vassel, this may sound like a question with an obvious answer but are there quick keys for adjusting the tallon roll maneuver much like the barrel roll action?

When you're done doing either CTRL-T or ALT-T, you can displace a ship with shift-arrows. Doing fine displacements like those used to be buggy and weird, but I've accidentally transformed it into an absolute displacement. For example, even if you'd be rotated 18 degrees, shift-right will still nudge you to the perfect horizontal right, relative to the fixed screen (rather than relative to the current orientation of the ship).

Is there a place or a way to print all the information out? Want to try to get into Vassal but need a cheat sheet. Thanks.

Thanks for all this Mu0n!

Can you tell me who it is that built the prebuilt load templates for ships? are the K-wing and other ships updated or do you have to build them yourself entirely from the menu.

Is there a place or a way to print all the information out? Want to try to get into Vassal but need a cheat sheet. Thanks.

The image bank in the button "How To & Shortcuts" has a lot of them, but we haven't had time to update and integrate the last few rounds of shortcuts (Lorrir rolls, echo decloaks placements, tallon rolls, etc.) One day soon...

Thanks for all this Mu0n!

Can you tell me who it is that built the prebuilt load templates for ships? are the K-wing and other ships updated or do you have to build them yourself entirely from the menu.

A certain Gary has taken upon himself the task to do these pre-built logs for each faction and each ship. He usually takes a few days to a week or two to get them out after a module update. They can be found in the same download page.

Thanks for this! I threw some cash into the tip jar. :)

Future feature request: Ability to delete our current damage deck so we can spawn a new one. Last night I accidentally spawned an old damage deck when I wanted to use the updated one.

Future feature request: Ability to delete our current damage deck so we can spawn a new one. Last night I accidentally spawned an old damage deck when I wanted to use the updated one.

Right now, you can: Undo. Better be quick about it or you'll have to run through every event that happened after you spawned the deck.

I almost put that in v5.5.0, but I realized that I'd have to add a new trait to every single damage card out there so that they can respond to a non-visible shortcut that you can't do with the keyboard, and decided against it.

Future feature request: Ability to delete our current damage deck so we can spawn a new one. Last night I accidentally spawned an old damage deck when I wanted to use the updated one.

Right now, you can: Undo. Better be quick about it or you'll have to run through every event that happened after you spawned the deck.

I almost put that in v5.5.0, but I realized that I'd have to add a new trait to every single damage card out there so that they can respond to a non-visible shortcut that you can't do with the keyboard, and decided against it.

I just spawned the damage deck again, it seemed to replace it.

Future feature request: Ability to delete our current damage deck so we can spawn a new one. Last night I accidentally spawned an old damage deck when I wanted to use the updated one.

Right now, you can: Undo. Better be quick about it or you'll have to run through every event that happened after you spawned the deck.

I almost put that in v5.5.0, but I realized that I'd have to add a new trait to every single damage card out there so that they can respond to a non-visible shortcut that you can't do with the keyboard, and decided against it.

I just spawned the damage deck again, it seemed to replace it.

It just adds a deck on top for me, which is good enough.

Just undo guys.

If you spawn another deck, I think (unless I remember wrong), you'll go to 66 cards and the cards are all shuffled together. I think whenever you add back any card, or draw any card, it shuffles the whole deck anyway all the time.

I noticed a goof the other night. The tie fo base has the boost action symbol when it should be barrel roll. Also is missing barrel roll when cycling through the base's actions.

that's already fixed for next version