This version was just released to address a big update in OCTGN’s codebase, which changes the way card images are stored in the database.
Changes made to the game:
- The info links in the MTG games feed listing have been updated to the new website
- Activate Card Ability now uses the new dialog boxes
- Removed all instances of the winforms multipleChoice boxes
Counting spellbook points in Mage Wars can take some time and is error prone. Doing it using the OCTGN Deck Builder is even harder.
To help you with the math, the OCTGN Mage Wars module now features a plugin for the deck builder. Hurry over to the updated Install page and check it out.
As you may have noticed version 220.127.116.11 of the Mage Wars module has just been released.
While most updates are seamless in OCTGN game modules, occasionally something breaks. In this update all beastmaster decks become invalid as the beastmaster wasn’t happy with his assigned GUID.
If you have made a super beastmaster deck and want to use it after the update open the deck file (*.08d) in your favorite text editor and search for the numbers 6473. Then replace with 6472. Save and the deck now works again.
To have the Beastmaster image displayed re-download the core image pack (Follow instructions here)
new version fixes some bugs and changes the way damage prevention cards work
- Fixed Pop-up window/tollbooth not using Stimhack/Pheromones money
- If you’re doing damage and your opponent has a damage prevention card, a confirm window will appear and ask if to wait until they decide to use damage effects or not.
If you press ‘No’, a “ping” will be sent to the opponent to remind them to use their damage prevention effects, similar to how snare and other traps work
If you press ‘Yes’ you will proceed to do the damage, so make sure you opponent has decided to use their effects or not.
If your opponent is unresponsive, pinging more than 2 times will give you a chance to abort the damage and try to find out what is happening
Version 18.104.22.168 has been released.
- A bunch of new cards have been added from “alternate versions” of the base set and expansions, some of them are dumb but some are pretty awesome
- Fixed a bug where the Card Czar had to manually take control of new Question Cards.
- updated feed links to the new website.
Also, I added a new “How To Play” page, which is geared towards learning how to use the game definition to play the game.
The latest OCTGN update has changed the name of o8c Card Packages to “Image Packs”. This better reflects what the files are designed for, so their purpose is clearer. The button in the Games Manager has been changed to “Add Image Packs”.
The filename extension will stay as .o8c so that a mass recall on existing files isn’t necessary.
This blog is designed as a handy resource for game developers. It will contain various resource links to make game building a breeze. Whenever a cool new Python API addition is made, or something in OCTGN’s codebase changes that affects games, we’ll try to post it here.
The goal is to keep all game developers updated on the latest functional updates to OCTGN and provide good resources to make things easier. An RSS feed can be set up to broadcast these posts directly to your RSS-ready apps/devices.
Darren Tse from BGG and Youtube has made a series of videos teaching how to play Android:Netrunner. It is very detailed and he is using OCTGN as his platform, so you’re also going to be learning how to use OCTGN as well in the process.
If you’re new to ANR or just curious about it, it’s well worth a look.
Darren Tse now continues to play and record games on Youtube so it’s worth checking his channel and his blog.
The awesome ANR card database site netrunnercard.info has recently added a new section containing a comprehensive list of rules, FAQs and ruling. This is all kinds of awesome by itself, but its existense allows me to add a link to it from within the game itself!
This will allow you now to look up particular rules and rulings while you’re playing a game on OCTGN, without having to fish the pdf files in your hard drive and perform searches on them. Not only that, but it includes a compilation of card rulings provided by the game designers, even if they haven’t reached the FAQ yet.
All-in-all, this should hopefully cut down on rules arguments if the crop up and help you focus on playing the game instead.
This new functionality has been added as of version 3.1.10.x
New version adds a lot of bugfixes, some small but necessary features and fixes the placements a bit.
- Fixed the participate command which was mistakenly put under the table menu. The same command can now also take agents out of missions (in case they are removed via card effects)
- Prevented Inactive cards from performing a briefing
- Added “Discard a random card” action, to the hand menu.
- You can now cancel current mission (in case it was started by mistake)
- You can now pull out agents from the team with a special table menu action. Simply target the agents you want to pull out and use it.
- “Fresh Leader” markers will be removed at the debriefing phase.
- Inactive gear won’t ask you if you want it to participate in missions if you double click it.
- Fixed King Maul’s Craft.
- Fixed Setup placement to be a bit more bunched up in the middle.
- Fixed activating leader placement to pop-into the middle of the table which is a bit more obvious.
- Fixed Discarding Target Cards