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Arkham Horror LCG module for OCTGN
The list of cards that search isn’t complete. There are some cards that don't have the auto-search action associated with them, like No Stones Unturned, or Old Book of Lore, Tetsuo Mori, some permanents that search at game start i.e. Stick to the Plan, cards that search variable number of cards i.e. Rabbit's Foot (3) or Lucky Cigarette Case (3).
The feature should in theory work on all cards that have “search” in its text https://arkhamdb.com/find?q=x%3Asearch&decks=player that searches for cards, excluding "bonded", "researched", or "research".
This feature can be expanded to cards that search for tokens in the bag, such as the ones that pull bless/curse out of the bag.
Token-sealing cards can be incorporated into this feature as well.
By extension, double-clicking cards that draw another card can also be made available as well.
Implement Suboptions for Basic Weakness Drawing.
Hey guys,
I'm trying to setup up the game as a local feed in OCTGN. It builds fine (at least, no errors show up) but when trying to load the .nupkg file as a local feed in OCTGN (latest version) it says the feed is invalid.
Building and installing from the command line, using o8build.exe. -d -i
, gives more info:
Running Test TestFileStructure
Running Test VerifyDef
Running Test VerifyDefPaths
Running Test VerifyScripts
Running Test TestSetXml
Running Test VerifyProxyDef
Running Test VerifyProxyDefPaths
Building packages
Feed Path: C:\Users\Mihnea\Desktop\arkham-horror-master\o8g\Arkham Horror - The Card Game-1.0.0.40.nupkg
2019-04-25 14:59:05,282 [1] FATAL o8build.Program - Unknown error of doom
System.NullReferenceException: Object reference not set to an instance of an object.
at o8build.Program.InstallLocalFeed() in C:\projects\octgn\octgnFX\o8build\Program.cs:line 99
at o8build.Program.Start() in C:\projects\octgn\octgnFX\o8build\Program.cs:line 93
at o8build.Program.Main(String[] args) in C:\projects\octgn\octgnFX\o8build\Program.cs:line 37
Any ideas?
In the Carnavale of Horrors set definition, the card "Gilded Volto" points to a wrong card number (24 instead of 26).
you have a little error in action.py
in def discard
Line 1566
card.setController(who)
the correct synthax for changing card controller is
card.Controller = who
with your line it is impossible to discard an encounter card if you are not the own of encounter discard pile
furthermore, i suggest to add mute()
line 1603 in def doDiscard
When I pulse F12, the program locks in the step between Upkeep and Mythos phase. I did not do it before.
Cat Burglar is incorrectly spelt with an "e" (Cat Burgler)
Will to Survive should be level 3 not level 4.
The proxy text font for the Clues on Location and Act cards, along with Enemy Health does not include the AH Icons. It's possible to switch the font on those items, so that the "per investigator" icon can be seen. I've done this for my fork. Should I create a pull request for this, or would it be preferable to alter the fonts in use?
In the TCU xml:
Line 826-850 for Path into Twilight and The Witches' Circle
Line 1457-1481 for Josef Meiger and Josef's Plan
It'd be nice if the Full Game Log of the OCTGN game could be exported so it can be parsed to fill out a campaign log on ArkhamDB or some other service.
Things need to be tracked:
The two Carnivale Decks currently in the folder (Standard and Hard mode) both include the Chaos Bag. We simply need to create an .08d of just the Scenario cards but no Chaos Bag, so players can load in their own campaign bag when playing this scenario as a side-quest.
There is no way to see what skill icons are on a player card for when the card is committed to a skill test.
Card back isn't entirely determined by type and subtype. There are assets with an encounter card back that need to be shuffled with encounter cards ("Jazz" Mulligan, Helpless Passenger and Key to the Chamber). I suggest adding a "Deck" column to the card data spreadsheet so that the correct size attribute can be assigned to each card.
The saving tool current doesn’t save the table layouts for scenarios like those with Explore deck or whatever else like Threads of Fate. Please take a look into this issue.
For player card, double clicking should only exhaust cards if they have the word ‘exhaust’, and should do nothing for every other card. Currently, any investigator card, asset or event will exhaust if you double click on it.
This should standardize card action so people can’t exhaust things that don’t exhaust, like some assets, events and skills, and to avoid potential conflict between auto-search and exhaust.
There is one case with the card “Collected Works of Poe” that doesn’t exhaust to search for Tekeli-li weakness in your deck.
This is relevant for all Ally cards, as well as a few other assets (elder sign amulet, bulletproof vest, etc)
I don't think this has been reported yet. But in the Miskatonic Museum there are 2 copies of the Restricted Hall. While another Location: Athabaskan Exhibit is missing.
Thanks for working on this project. If there would be a Howto (that explains how to add cards) to this project. I might pitch in to add some playercards from time to time.
@rushl pointed out that the key we use for Exhaust conflicts with the fullscreen shortcut built in by OCTGN. We should find a new shortcut key for those two actions.
In the 'Carnevale of Horrors' scenario, there is a set of 7 double-sided cards, which start in the Special deck. On their back-side is the 'Masked Carnevale-Goer' image, and the cards must be dealt out on to the table with this back-side showing.
If you choose "Draw Unrevealed" to attempt to do this, there's a glitch: The cards appear with their standard back (which is either Encounter back or Player Card back, depending on what their front-side card template is), instead of the 'Masked Carnevale-Goer' image; and if you try to "Flip" the card, even the front-side now shows with the standard back as well instead of the actual front-side image.
If you perform a regular "Draw", then everything works normally: It shows the correct front-side image; and when you "Flip" the card it also has the correct 'Masked Carnevale-Goer' image on the back-side. Unfortunately this impacts the experience if you do a regular "Draw", because it loads the image front-side first and gives away information that should remain hidden.
The Dunwich Legacy Basic Weaknesses use the wrong back when flipped because they hold the wrong Subtype value. Instead of basicweakness
it should be Basic Weakness
like the Core Set. /cc @rushl
Seeing what can be done to facilitate specific investigator's abilities such as the case of card search and Mandy, I've compiled a preliminary list of automation that can be made for specific investigators below. There are also a suggestion to move around an element in the module to enable the automation to happen, which is mentioned in point 1.
These suggestions will likely need a lot of time to be done and tested to work properly, and some of them are more complicated than others, I'm only tentatively listing some of the things that can be automated here so that our devs can look into them and maybe roll them out over time. All these changes are only quality of life automation, and is definitely not needed for the game to function properly, therefore if something is too complicated or difficult or out of scope, feel free to comment and make suggestions.
Lastly, as mentioned in #238 (Housekeeping), these specific card automation should be made in a separate .py file for easier management and maintenance.
It would be great to have a more streamlined interface as an alternative to digging through menus or trying to get technology-illiterate people to memorize dozens of hotkey combos (my wife, sigh...).
Take for instance, adding/removing tokens from cards. This is currently the single largest source of slowdown/frustration for the people I play with. I know it is possible to make "buttons" on the board that when clicked, add or remove tokens from the selected card. The NetRunner Octgn module did something like this here: db0/Android-Netrunner-OCTGN#147 (The actual commit is here: db0/Android-Netrunner-OCTGN@b695216. It seems like this would be possible in a way similar to the "Encounter Draw" button. but instead of revealing a card from the mythos deck, creates a token on the last card selected. Or something similar to the Turn Phase icons in the top-right corner of the board.
It might be as simple as having +- heart, +- sanity +- resource, and +- clue buttons, and when you click, it looks at who clicked it and what card they most recently touched and adds/removes a token as necessary.
I can understand if this isn't a priority, but it seems like there's a lot of movement on this project recently, and something like this would sure speed up and smooth out our experience!
We have detected that the encounter Deck contains the wrong quantity for several cards.
Here you have the full list of errors:
- Chaos in the Water: It must be 3 copies instead of 2.
- Lost in Venice: It must be 3 copies instead of 4.
- Mass Hysteria: It must be 3 copies instead of 4.
- Watcher's Gaze: It must be 3 copies instead of 4.
Hi. To test the script I want to know how to install the game on OCTGN. I downloaded the script but do not know how to add a feed.
Thank you for your work and greetings.
When loaded through the saving tool, the existing Blurse tokens (on the table or in the bag) don't act like when they are newly added to the bag, but act as if they are other normal tokens.
This also sometimes happens after a disconnect and players have reconnected.
I talked with @GeckoTH about the steps needed to get to a working version, 1.0. For me, this means getting OCTGN playable for Solo. This issue is going to track all that work in one place. I might them up into separate issues if it makes sense.
Can I get a second token from the Chaos Bag without discard the first?
Can I draw two tokens from Chaos Bag simultaneously?
Octgn couldnt load the deck:
Details:
(translated by me)
"Given key could not be found in dictionary"
3.1.294.0 version
hey, I noticed that the game site in the XML is pointing to a page on gamersjudgement, that domain has been dead for a while now. Should be pointing to the octgngames domain.
As stated in the title. Willing to provide more information but not sure what would be helpful.
The Man in the Pallid Mask has an encounter card back rather than player card.
Minor issue, but when trying to shuffle encounter cards from the table (put there by setup), a call to an undefined "isSpecialCard" triggers an exception.
I guess it's the one left in "shuffleIntoDeck".
Does this shit work?
Hi all,
I just realized that if you seal a token and then save the table state, when recovering such state the token is recovered properly, but it is not sealed anymore.
Not sure if this is a bug or missing functionality.
I have attached a small video to illustrate the issue
https://user-images.githubusercontent.com/75043165/141829730-f9aa0e1e-7f1a-455b-879b-9534e68e7327.mp4
if one player load the encounter deck and another one load the chaos bag you have an error message who say that
setcontroller could not be applied to a pile
setcontroller work only with a group
i am sorry if it is not clear i will post the complete error message tomorrow.
Implement some type of phase automation for the game:
I've noticed 2 problems with the way the various discard piles are handled in the module.
Encounter & Encounter discard:
As of now, the discard pile is shuffled back into the deck immediately after the last card is drawn from the deck. While technically this is how the rule is written, in playing the game, the encounter card just drawn may have not been fully resolved yet (if that card is a treachery). This leads to the reshuffled deck missing 1 card left behind in the discard after the card resolves.
Player deck & Player discard:
As of now, the discard pile is not automatically shuffled back into the deck at all. The process is: when you draw a card from your empty deck, you shuffle your discard pile into your deck, then draw, then take 1 horror. If you would draw manually during your turn, you would have to manually shuffle your discard pile, which is fine. But in the upkeep phase, when you would draw a card anyway, this process is not automated when it could be.
Proposed solution that applies to both problem:
We make it so that the discard is automatically shuffled into the deck only when you would draw from it. This will solve the problem with the single card left behind in the Encounter discard, as well as enable automation in the case of Player discard.
Investigators mini cards do not appear in Carcosa.
Thanks.
Hi,
Is there an image pack yet? The cards only have text.
Thanks
I'm pretty sure Joe Diamond's "Hunches" used to load automatically in to the Secondary Deck slot, but that appears to no longer be the case on OCTGN. Instead those cards are included in with the rest of the player cards (either in the player deck, or automatically drawn as part of the starting hand).
When building a deck for Joe Diamond, ArkhamDB defaults all "Insight" traited cards as 'Hunches'. However, if you select 11 Insight cards for the Hunch deck, and an additional number of Insight cards for the regular player deck, ArkhamDB does not let you differentiate and assumes they are all 'Hunches'. It would be great if there was a way to indicate which ones are 'Hunches' (and should be automatically loaded in the Secondary deck slot) and which ones are not (and should be automatically loaded in the regular player Deck slot).
Hi Tom,
A couple of issues I noticed in the core set:
Keep up the good work !
The card should be set aside as "not in play" during set up but it is not in the deck.
There should be an option to shuffle cards into which deck first (location, encounter, special, your deck), then which part (whole deck, top, bottom), then number of cards.
This should cover most cases and we won’t have to worry about card types not matching deck type.
This could be made in the drop-down right-click menu as expanded sections, or a series of pop-up dialog (drop-down menu is preferred).
Since more people are working on this project, it might be a good idea to give notes/comments within the code to divide it into sections within a large body of work, like in the action.py.
Another option is to break it apart, like the case of card_automation.py taking out card actions, or bonded.py being created outside of action.py. Breaking up action.py into individual functionalities should make it easier to make changes to individual parts of it. However, this might make it difficult to monitor how different parts interact with one anther.
This is mostly for file organization purposes and is completely optional. Devs please give your thoughts and comment on this.
One related suggestion is to take out card search or at least the list of cards that search into its own thing like what was done with bonded cards, so they can be updated manually without affecting the framework code.
Automated Round Management should do the following:
update the excel spreadsheet and re-export the XML files for the latest AP.
Since new OCTGN update, Bless and Curse markers on chaos bag isn't adding as it should be. Yet they are still added to shared chaos bag pile.
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