Aug 21

The Battle of Hoth is now available

This time the set comes out fully automated as it didn’t have anything too complex to script.

You can also find the censored core images in the sets pages


Aug 16

Game with sounds

I just managed toΒ  quickly squeeze in a game to show the new sounds implementation in action. You can check it out below

Let me know what you think in the comments

Aug 16

Listen to this

The latest update brings with it something new and exciting: Sound Effects! Now whenever you do any of many things, an appropriate sound will play from your sound system which I hope will add to the thematic feeling of the game.

For the moment, most of the sounds will fire on one of the following: Participate in Battle, Strike with a Unit, Play a unit from your hand or Destroy one of your own units or objectives. There’s a lot of variation for striking and participating units, to the point that I have added around 70 different sound effects which will give a nice variation of sounds for each unit type or specific trait.

Many unique units on the other hand, have gotten some of their quotes from the movies to use when they enter play, participate in an engagement, or strike.

All in all, this is about 100 different sound effects to be used all around the game, something which I hope will improve the experience of playing online, in a way you cannot achieve IRL.

There’s only one catch: In order to be able to play the sounds, you will need to be an OCTGN subscriber as the specific API which I’m using is restricted in this way. However since sounds are a completely optional and non-essential component, I think this is fine. Consider sounds a reword for helping make OCTGN a better software for everyone.

And if you are a subscriber but you find the sounds distracting, you can now also find an option in the Game menu which will allow you to switch all sounds off permanently.

In the next few days, I hope I’ll have a chance to stream a few games which will display how the new sounds sound like in the game, until then, if you’re a subscriber, try them out, let me know what you think and if you have access to more similar sounds and want to make a suggestion for more, feel free to let me know πŸ˜‰

Aug 13

Yet another big batch of bugfixes

I played about 4 hours of SW:tCG today and I found good amount of bugs, such as Leia unfocusing the opponent’s units, or Renegade Squadron Mobilization working for its owner’s units (why are you people not reporting these?!) and I just had to deal with them. In the course I fixed a good bunch of other stuff which I’m sure were annoying to many others as well.

  • Returning Units to hand will now discard their enhancements.
  • Jabba’s Orders now has a proper react trigger that simply announces its effect. You need to the rest manually
  • Greedo will only trigger when participating now.
  • Deploy the Fleet will now get damaged when used.
  • Deploy the Fleet can now spawn more than 1 reduction effect.
  • Dummy Cards (resident effects) will now spawn further up and stack for visibility.
  • Dummy Cards (resident effects) will now inform about their purpose once per player.
  • Leia will now clear player’s focus tokens rather than opponent’s.
  • Leia will now properly clear all focus tokens.
  • Fleeing the empire will now autoselect targeted cards.
  • Renegade Squadron Mobilization will now trigger correctly only at opponent’s units leaving the table.
  • Edge Card placements will now reset properly.
  • Tatooine Crash will capture automatically at itself, without asking.
  • Changed Yoda’s and Rogue Three’s icons to be more generically named

Oh and btw, I’m don’t know if you noticed, but you must be getting far less annoying pop-up windows anymore. Now I save a setting if you’ve seen them once, so I don’t have to bother you again with them. MOTD is a special case as it will appear again when it changes.

  • HARDCORE mode setting will now be retained between sessions.
  • The information window about triggers will only appear once per player.
  • Each new MOTD will appear once per player.
  • Added keyborad shortcuts reference card to the documents menu.

Finally, if you’re interested to seeing the two games I played today (which I thought were pretty interesting), you can find them embedded below. They were played against a fellow Greek, so we were using voice chat to play faster. Feel free to mute them if it’s too distracting when you cannot understand it.

Aug 10

Hotkeys & Shortcuts Reference sheet

You’ve asked and we delivered. The game shortcuts are now available in an easy to access/print image which you can refer to if it makes your life easier. You can see the same shortcuts by right-clicking as well, but some people prefer to have them all available at the same place.

I’ve also put a reference for how the game’s Smart Actions work, so that you don’t get confused when double-clicking on a card didn’t do exactly what you were expecting.

Click the Images for larger size.

OCTGN SW LCG HotkeysOCTGN SW LCG Smart Actions

PS: If anyone wants to improve upon this and send me a better version, you can find the source at this link.

Aug 10

About automatic unit placement

I’ve seen a lot of you mess around far too much with unit placements. Apparently y’all love fighting the engine instead of working with it. Haven’t you learned yet that I know what’s best for you?

Aaaanyway, to avoid having to see you mess around so much, I’ve made some changes which I think some of you might appreciate. See the below public service announcement:

PS: People who insist on dragging units off the table manually make baby Yoda sad :'(

Aug 09

Lotsa Bug Fixes

Self Preservation Objective2.3.8.x is another update focusing on fixing a lot of small stuff

  • Fixed Moorsh Moraine and Raise the Stakes unopposed bonus stacking
  • Fixed Greedo and Jawa Scavengers not triggering sometimes.
  • Changed the Button art to make more sense thematically πŸ™‚
  • Darth Vader (Sith) will now choose any targeted cards if they exist.
  • Fixed Bounty not triggering on Refresh
  • Fixed Preparation for Battle always triggering if Dial is above 8
  • Fixed Self Preservation giving LS extra force for each committed DS unit, when the DS calculated the force struggle.
  • Fixed Gaffi Stick firing outside of engagement
  • Fixed Asteroid Sanctuary not triggering half the time
  • Fixed Carbonite Transport not targeting correctly.

Thanks to everyone who’s been reporting them on the issue tracker. Y’all are stars!

There is a small chance I introduced regression bugs with my Self Preservation fix. If you see anything not working when it was until now, please let me know ASAP.

Aug 08

Star Wars: The Card Game OCTGN Use Tutorial

I’ve spent a good part of the day creating a new OCTGN Use Tutorial for Star Wars: The Card Game LCG and it’s finally finished uploading. Send this to your friends or other interested parties to give them some preparation if they need it.

If the quality is too low, the video is still being processed by youtube. Check back later to get the full 1080p resolution.

Sorry if I’m sounding a bit rough and or messing some things, but it was the second time I recorded the whole thing, because the first time I did it I realized only too late that the recording software had the wrong microphone tapped and thus had not recorded my voice at all. So I had to redo the whole thing all over again and I was both a bit frustrated and my speaking capacity had started to give after 4 hours of constant speaking. All in all, this took me about 6 hours to produce.

The end result is 1 hour long, but I go through everything that is relevant and important. It explains everything from the basic GUI, to how to play cards from hand, to how card triggers interact with each other, to what HARDCORE mode does.

Unfortunately I haven’t had the courage to note down time bookmarks to provide for each section. I may do that later if I get the time, or one of you can note them down while they watch and send me a list if you want πŸ˜‰


Aug 01

Full Bleed IDs and Game Buttons

ff4fb461-8060-457a-9c16-000000000173.FullBleed ff4fb461-8060-457a-9c16-000000000143.FullBleed ff4fb461-8060-457a-9c16-000000000216.FullBleedff4fb461-8060-457a-9c16-000000000095.FullBleed ff4fb461-8060-457a-9c16-000000000094.FullBleed ff4fb461-8060-457a-9c16-000000000093.FullBleed

Since yesterday, you may have noticed that sometimes the full bleed IDs will appear for you or your opponent. This is something I added in the latest update silently to hopefully catch you all unaware. These are the exact same IDs as normal but they just look cooler. As such I’m not using them constantly but they will appear at random, as a sort of “supercharged” start. They won’t have any gameplay difference though πŸ™‚

eeb4f11c-3bb0-4e84-bc4e-97f51bf2dbdc There’s also a more interesting change, as I’ve recently added buttons to allow you quickly communicate with your opponent. For the moment they are a “Wait! I want to react.” button,which you should use whenever you want to stop your opponent from proceeding. The other is an “Pass / No Reactions” button, which you can use in many situations, but primarily whenever a card’s ability or react is highlighted green, meaning that it’s about to go off. A quick use of the “No Reactions” button will signify you have no interrupts in hand to disrupt it.

92df7072-0613-4e76-9fb0-e1b2b6d46473These buttons will appear on setup, one on each side, and you simply double click them to use them.

Of course the good ole “Pass” announcement also remains and you can still use it with Ctrl+Space.

All credit for the icon design goes to Loganoid from BGG and hopefully we’ll see some more good stuff from them πŸ™‚

Finally, I’ve also added something for all those who get cooties just by thinking about using automations. You can now disable all automations at the same time from the game menu. No need to click 4 times to disable them all.

However, keep in mind that you don’t really need to disable all automations, if all you need is to avoid card abilities firing off on their own. First of all, since the latest update, all reacts/interrupts will give you a react window before they go off. So you’ll always have a chance to ignore them if needed. Second, you can simply turn HARDCORE mode on, which will effectively hide all automations unless you remember to trigger them at the right time. Finally, if you’re really dead set on not using the built-in react windows, not even in HARDCORE, then simply disabling play and triggers automations should disable everything you need, while still keeping the simple phase automations such as advancing the Dial on the balance phase, or clearing your focus and shield tokens on Refresh.

Also please remember to let me know of any bugs or flaws you find, if they haven’t been reported yet. If nobody lets me know, I can’t fix them and you have to suffer through them forever. And we all know where suffering leads to…

As always, enjoy!

Jul 26

Major Update released

As I mentioned before, I was working on a complete scripting overhaul, to address some shortcomings in the way the automations functioned. I’m been working on this non-stop for the past week and I’m glad to say that after 120 revisions (!), I’m finally finished!

The rework of the automation makes it so that card reacts and interrupts do not automatically fire when their trigger is reached, but rather they highlight and put out an announcement that you have an opporunity to use them now. This allows their owner to know what is going on and when (and to also remind them which cards have abilities for offline play) and also gives their opponent a chance to play interrupts that cancel those evens, such as “Over My Dead Body”.

In short, card reacts now work very similar to the way events worked, where you activate them, wait for reacts and then double-click on them to finish their effects.

This becomes somewhat tricky for effects which activate as a card is leaving play, or while striking. I’ve reworked the scripting code, to pause the overall effect while you decide to activate the react or not. So for example, if you’re using a react which triggers after you focus a unit for striking, it will work as follows:

  • You will double-click a unit to strike. The unit is focused and gets the green “trigger ready” highlight
  • If you want to use that ability, simply target any relevant cards and double-click the unit again. The ability will fire
  • Once the ability is done, the unit will continue striking as usual. You don’t have to double-click again.

This works in a similar way for cards which trigger while they’re leaving play, like Leia or Probe Droid. Once an effect tries to make them leave play, they will trigger and highlight. Once you double click to activate those reacts (or ignore their triggers), then the card will continue to its final destination whether that is capure or discard pile.

At any point you do not want to use a React/Interrupt trigger, simply use the action “Ignore Card Trigger” (Ctrl+Z) to ignore. This will either end the highlight, and send the card to its final destination if it has one. The react/interrupt trigger windows will otherwise remain active until a player proceeds to the next phase, so make sure you don’t press Ctrl+Enter until your opponent has used and ignored all their highlighted cards.

Apropos changing phase. The Automations rely on you using the correct phase sequence and moving through them. So make sure you’re using Ctrl+Enter accordingly, especially when finishing your turn. Many card scripts check to see who’s turn it is before firingΒ  (e.g. Council of the Sith) so if you haven’t properly ended your turn after the Force Phase, then these won’t fire. Your opponent will be getting an annoying pop-up anyway so they’ll let you know if you forgot.

This will hopefully bring the game play more in line with the offline gameplay and also prevent those instances of a beneficial react going off when you didn’t want to for some reason.

This update also implements something that tournament goers might appreciate:


Under the game menu, you’ll find an option called “HARDCORE mode ON/OFF”. By turning this on, you signify that your mastery of the force is complete, and you’re ready to play without the training wheels on. Alternatively you may be just masochistic πŸ˜‰

What HARDCORE mode does it disable all highlights and notifications for non-forced Reacts and Interrupts. This means that the game will not inform you when a card like Council of the Sith is ready to trigger. You will have to know the appropriate time and double-click on the card when the time is right. If you do it at the right time, the card will highlight and notify that you’re about to use it, at which point your opponent has a chance to use interrupts as normal.

Keep in mind though, that React and Interrupt triggers are automatically wiped clean after each phase so if you forget one of your reacts, double clicking on the card afterwards will do nothing. This is not a fault of the automations so don’t go complaining to me. If you end up in many situations where you didn’t have a chance to use your reacts, either ask your opponent to play slower and not change the phase so fast, or turn off HARDCORE mode.

For casual or new players, I do not suggest you turn this mode off until you’ve gotten used to how the automations function now. Once you have a few games under your belt with the new system and want to show how bad-ass you are, then feel free to turn HARDCORE on and let us know how it goes.

Keep in mind, that HARDCORE affects only yourself. Your opponent’s cards’ reacts will highlight and announce as normal.

Edge of Darkness Automations

As expected, this latest udpate now enables automations for almost cards in the Edge of Darkness deluxe expansion. You will see this functioning as soon as you restart your OCTGN client. I’ve also updated and improved some of the automations of existing cards, so you’ll see things like the General’s Imperative automatically adjust your Reserves as it takes or heals Damage and so on.

There’s a new common effect in Edge of Darkness of transferring tokens from one card to another. To use cards with this effect, target both cards that you need to transfer the token to and from. The game will figure out smartly what the source and destination is. If it can’t, it will pop-up a dialogue so that you can help it decide. But you need exactly 2 targets to make this work. Not 1 and not 3.

Another common effect from the game, where you discard or play cards from your hand has also been implemented. To use cards such as Kuat Reinforcements, just target the amount of cards from your hand (shift+click as usual) while you’re paying for an appropriate card and then use Kuat’s ability with Ctrl+Q (double clicking at this point will try to produce resources, so you need to manually use the ability).

To use cards like Jabba the Hutt, just target the card from your hand and double-click Jabba.

Bug Reports

This update is very fresh, and even though I spend dozens of hours debugging it, it’s very likely a lot of bugs slipped through. If you encounter something that doesn’t work as you expect, or if you see any python errors and so on, Please Contact Me and open a bug report in GitHub. Don’t just ignore something that is not a big deal. I want to fix all the small annoyances if they exist or don’t work as expected.

The sooner I know about an issue, the sooner I can fix it.

Other than that, enjoy the new system and let me know what you think about it in the comments πŸ™‚