Game for OCTGN 3.1

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Game for OCTGN 3.1

Postby db0 » Fri Apr 20, 2012 12:14 pm

Netrunner s an asymmetrical cyberpunk Card Game for two players. Set in the dystopian future of Cyberpunk 2020, the game pits an anonymous megacorporation and its massive resources against the subversive talents of lone runners.

The game has been updated to work with OCTGN 3.1. You can grab the latest version by installing the OCTGN Directory feed.

You will need to download the set card image packs to play this game.

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2.0.1

Postby db0 » Fri Apr 20, 2012 6:13 pm

v.2.0.1 uploaded. Allows runner to properly score agendas now. And a few other minor changes.
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2.0.2

Postby db0 » Fri Apr 20, 2012 9:19 pm

v2.0.2 uploaded. Fixes for MU modifications.
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2.0.3

Postby db0 » Sun Apr 22, 2012 12:31 pm

Fixed automation on cards like Cortical Cybermodem not working.
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2.0.4

Postby db0 » Tue Apr 24, 2012 12:25 pm

v.2.0.4 uploaded. This has the all the custom fonts active for OCTGN v.3.0.1.4, so grab both and enjoy!
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2.0.5.3

Postby db0 » Wed Apr 25, 2012 10:38 pm

v2.0.5.3 uploaded. Two new autoscripts and some other small changes about markers.
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2.0.6

Postby db0 » Fri Apr 27, 2012 8:52 pm

Reduced font sizes a bit.
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2.0.8.2

Postby db0 » Tue May 01, 2012 1:05 am

A significant update over 2.0.6 with more automation and robustness. Also new markers file with better core data forts.
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Re: Game & Sets v2.0.x.x (for OCTGN 3)

Postby db0 » Sun Aug 12, 2012 1:57 am

Just a small update to inform people that I've not fallen off the face of the earth. I'm currently working on more extended automations, particularly for cards already in play. Lots of work to be done though but almost done, so should be releasing something soon.
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Re: Game & Sets v2.0.x.x (for OCTGN 3)

Postby Malakai » Mon Aug 13, 2012 2:33 pm

db0 we're wainting for the release of Android:Netrunner.
Will you update the game def and upload the set for the new version of the game?
I've seen your posts about it on FFG forums...
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Re: Game & Sets v2.0.x.x (for OCTGN 3)

Postby db0 » Wed Aug 15, 2012 6:27 pm

Absolutely ;)
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2.1.5

Postby db0 » Wed Aug 15, 2012 7:05 pm

Version 2.1.5 and the required markers/sets/patches have been uploaded and linked from the first post. Huge amounts of automation for the core set (for now) of v2.1.x

  • Most card will automatically trigger their abilities when played/scored/rezzed so you don't need to do anything else. Pay attention to the notification area for messages from them.
  • Cards with abilities which increase your MU, Hand Size, etc will automatically increase it when they come into play and reduce it when they go away, as long as you don't drag&drop them in or out of the table manually. Use the built-in commands for that. Rez, Derez, Trash etc
  • Cards with abilities you activate while they're in play (like programs, agendas, upgrades etc) will trigger them when you double-click on them. If they have more than one ability (such as most icebreakers), the game will prompt you to select one and pay the appropriate cost.
  • Cards which reduce the cost of other card's abilities, will also automatically work. If you have a card which has tokens which can pay the cost for activating icebreakers, they will be automatically used when you use one such ability. If you have more than one of these cards which can affect such costs they will be triggered in the order you put them on the table. If you wanted to use the tokens from another card instead, you can simply drag the token manually to the other card afterwards.
  • There are cards which will automatically do damage to your opponent and thus discard random cards from their hand. Due to the way OCTGN works, this may crash the game if you opponent was manipulating the same card. There is a warning before all such damage that will warn you to inform your opponent to be hands-off while the effect is in progress. This warning will also give your opponent the opportunity to play cards which prevent damage.
  • Yes, cards which reduce damage taken have been automated and work automatically depending on the kind of damage you take. As before, they too get triggered by the order they've been put on the table, so if you didn't want to lose the counters from one particular card, just drag them in from the card you did want to use.
  • Some cards require that you select a target from the table or your hand. Do this before you play or activate the card. If you don't the action will abort and the game will inform you to select your targets first. As always, keep your eye on the chatbox for such warnings.
  • Cards which have effects which trigger at start/end of turn (i.e. refilling bit markers on them) will automatically work.
  • If you don't like some or all the automations, you can disable some or all of them. Go to the game menu, and you can disable damage automations (i.e. your opponent will have to use the damage options manually but those won't automatically use the damage prevention cards), Turn Start/End automations and Play/Score/Rez Automations (i.e. mostly everything). If you find that you'd rather do everything manually, just disable all of them and you'll have an experience as with most generic card game engines.

Read the first post for more info. :D
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Re: Game & Sets v2.1.x.x (for OCTGN 3)

Postby Malakai » Thu Aug 16, 2012 7:37 am

Marvellous!
Great job db0!!!
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2.1.6

Postby db0 » Thu Aug 16, 2012 5:39 pm

Uploaded a new version that fixes some bugs I discovered with core set autoscripts. You'll need to download and apply the new patch as well.
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2.1.8

Postby db0 » Mon Aug 20, 2012 12:48 am

After a weekend of hard work, I bring you version 2.1.8 which has Proteus also completely automated, as well as a truckload of bugfixes for the core set automations.

Only 2 sets to go and both together are smaller than Proteus, so I should be completely finished soon.

grab the latest files from the front page or the downloads page as always

https://github.com/db0/Netrunner-OCTGN/downloads
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2.1.9

Postby db0 » Tue Aug 21, 2012 4:26 am

New version uploaded, fixing significant bugs in the core set. Remember to download the -v5 patch!
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2.1.11

Postby db0 » Wed Aug 22, 2012 4:59 am

New version uploaded. Now all sets working with automation. Just some Customscript left, and another pass to add some minor scripts to Ice etc and we're done!
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3.0

Postby db0 » Thu Aug 23, 2012 10:17 am

Version 3.0 is now out. This is the most polished and scripted version ever. At this point Netrunner I believe is my best plugin yet. Even exceeding Doomtown.

This version marks the end of my active development of Netrunner. I will still be doing emergency bugfixes and perhaps the occasional twak, but I plan to concentrate on Android:Netrunner now. I'm going to be re-using the same code, so expect very similar level of quality ;)

Enjoy!
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Re: Game & Sets v3.0.x

Postby Malakai » Thu Aug 23, 2012 10:32 am

Standing ovation db0!
You rock!
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Re: Game & Sets v3.0.x

Postby toon » Sun Sep 09, 2012 3:47 pm

lil pb with teh Proteus set that cannot be installed with 3.0, just because it is refering to a former version of the NR game
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Re: Game & Sets v3.0.x

Postby db0 » Sun Sep 09, 2012 7:31 pm

Did you try the patch?
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v3.0.2

Postby db0 » Sat Jan 19, 2013 11:07 pm

Made custom fonts work in OCTGN 3.0.1.28+
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Re: Game & Sets v3.0.x

Postby hellgheast » Sat May 04, 2013 9:14 pm

Hello,
for any further player here's the o8c for original Netrunner :
http://www.mediafire.com/download.php?ow6f952twtc1in3
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Re: Game for OCTGN 3.1

Postby db0 » Fri May 10, 2013 12:36 am

Topic updated for OCTGN 3.1.x
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