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netrunner's Issues

Odd bug where can't "normally" access cards

I have had in a couple of games a point when, after running having worked (I think) for the rest of the game, the game will no longer let the runner access cards when they succeed at an R&D or HQ run. (It may extend further: it was never relevent.)

"Extra" access, from Legwork etc., seemed to work fine: it was the base access that wasn't happening. This happened even when I had a clear run at the server using the normal "click to run" ability, nothing fancy. I would click "access", nothing would happen, and I would be free to spend my next clicks for my turn: no "jacking out" or anything, just... no access.

Trashing cards from hand triggers their :leave-play trigger

When the runner trashes a card from hand, its leave-play trigger is set off. This results in some weird behavior such as trashing a Public Sympathy and having your hand-size reduced by 2. And, if my suspicion is correct, it also results in really weird behavior with Interface cards (i.e #39)

When multiple cards are installed in a server, only the newest one can be interacted with

When installing multiple cards within a server (either an asset/agenda + upgrades, or multiple upgrades, or a combination of the two), they are all displayed, but you can only interact with the most recently installed one. It seems like cards that are partially obscured (the older installed cards) maintain their current visibility state, but lose any click-targeting that they used to have. You can interact with the top-most card however you like, but underlying cards can not be manipulated.

The current work-around to this involves taking everything out of the server back into HQ, and then re-installing (and rezzing as necessary) in an order that allows you to set up the desired state of the server.

No way to look at a limited number of cards from your deck

Triggering abilities like Architect's or Shiro's first sub-routine shows you your entire deck rather than just top X cards. This is not game-breaking, but does mean that the corp player gains, whether they like it or not, more information than they're supposed to get, even if it's just peripherally.

Fetch.coffee cannot fetch images

cannot fetch images running 'coffee data/fetch.coffee'

00001

stream.js:94
throw er; // Unhandled stream error in pipe.
^
Error: ENOENT, open 'img/00001.png'

Suggestion: Cards names in chat

First of all, congrats on a great job. Can't wait to see it finished. If it is something I can do, I will be glad to help. I'm a web developer, and can help on javascript, jquery, html and mongodb.

I want to make a suggestion. What if card names in chat offers a card view when hovering? Just like when you hover an actual card.

Best regards.
Víctor.

It is easy to accidentally de-rez a corp card

A large number of corp cards do not have any abilities implemented at this time. However, all corp cards that have been rezzed automatically get access to the "derez" ability. Because of the way ability logic works, where if there is only one available ability, it is simply executed when the card is clicked on, clicking on an unimplemented card to see if it is implemented will de-rez it without warning.

This can be easily worked around by re-gaining the credits and re-rezzing, but in the long term a more elegant solution is probably desired.

No easy way to track which Currents might be in play

Currents are played just like other events and operations, going immediately to the trash. This can make it tricky to remember what is in play.

It can be worked around by just remembering, but a special part of the play area for the currently-active current might be pretty cool.

Remote servers are not destroyed when emptied

When the last card in a remote server is trashed, the server stays in the array of servers, and is still listed on the board as run-able (which is not possible, but can be played around), and installable (which isn't technically right, but works just fine).

This is, so far, only really a problem with potential visual confusion, and with automatic triggering for "when a server is created" effects (Near-Earth Hub's ID ability and Astrolabe), both of which can be worked around.

I don't think this one's too pressing.

Prevent effects do not work

When an effect is triggered, there is no window to trigger prevent effects. This can be pretty tricky to work around as some damage is done automatically (stealing an agenda from Jinteki: Personal Evolution, for instance), and this CAN result in a Flat-line result (which does not seem to end the game, so that may be fine). Any cards lost here can be pulled back into the Grip from the Heap, but they've now been exposed to the corp player, reducing any surprise effect they might have.

This isn't utterly game-breaking, but is probably a problem for competitive play.

Breaking News Tags

Breaking News gives 2 tags when you scores it, but tags are not removed at the end of the turn.

Some corp cards with a single ability display oddly with the derez option

Some corp cards which have only a single ability do not have a label for that ability (this is true of many runner cards, too, such as Professional Contacts). Now that ALL rezzed corp cards have a de-rez option, this can be confusing as clicking on the card will reveal two options "Derez" and a compressed line empty of any text.
issue_17

Should not be able to install two "Regions" in the same server

The rules of the game prevent even the installation of multiple regions (rezzed or not) in a single server, but nothing prevents me from doing so in the client.

Not really something that needs enforcing most of the time, and can be enforced manually if necessary, so not a big deal.

Pad Campaign triggers twice or don't trigger at all

During some games my PAD campaign triggers twice each start of a turn...
Other games, not triggering at all.
Same happened with Adonis Campaign and Marked Account.
For Marked Account, the credits stays on it when it didn't triggered.

Odd bug where can't "normally" access cards

I have had in a couple of games a point when, after running having worked (I think) for the rest of the game, the game will no longer let the runner access cards when they succeed at an R&D or HQ run. (It may extend further: it was never relevent.)

"Extra" access, from Legwork etc., seemed to work fine: it was the base access that wasn't happening. This happened even when I had a clear run at the server using the normal "click to run" ability, nothing fancy. I would click "access", nothing would happen, and I would be free to spend my next clicks for my turn: no "jacking out" or anything, just... no access.

Can not manually search R&D/Stack

For certain this is a problem for Test Run since it is not yet automated, but it could be a problem for any other un-implemented search cards.

Psi

I'm sure this is already on the radar. But no way to Psi is difficult. A lot of The Future Perfect and Caprice in competitive decks.

Dirty Laundry gains money at the wrong timing

Dirty Laundry gives money when the run is successful so you are able to use that money to trash accessed cards but normally Dirty Laundry rewards you when the run is complete (after the access phase).

Cards moved to and from R&D are always named in the console

When a card is moved into or out of R&D/Stack, it's name is listed in the text console. This is desired behavior for most search effects (Project Atlas, Test Run, etc), but is problematic for a couple of other cases (Aggressive Negotiation, putting face-down cards from Archives into R&D with Jackson Howard).

Not sure whether it's safer to default to showing, or to not showing, and it's certainly not urgent to fix for core playability.

Corp cards in HQ do not always know about newly-created servers

It appears that cards in HQ have their install options set when they are initially rendered, and that those options are re-calculated when the cards move (when a card to the left is played), but not between every click. This means that if you install a card to the right from HQ, and create a new remote server with it, you can not install any cards to the left of that card in or protecting that server.

This can be worked around by installing the card into a new server, pulling it back to HQ, recovering your click. Pulling the card back into HQ will cause it to re-calculate install options, so that you can install it where you want.

EDIT: For clarity, card to the right of the installed card, those that are re-rendered when the HQ array presumably updates, do update their install options.

No good way to manually work-around Personal Workshop

Not sure what to do about this one, but Personal Workshop is unimplemented, and it's not clear how to do a work-around. Putting cards "on" Personal Workshop just puts them into play. For a number of cards, you can pretend they're not in play, but for some (such as R&D Interface), which are implemented to work automatically, they sometimes trigger when they shouldn't.

Probably not the biggest of deals, but I wanted to make sure it got recorded.

Jackson Howard recover-three-cards ability not implemented, no work-around.

Jackson Howard's second ability, to trash and remove him from the game to shuffle three cards from Archives back into R&D is not currently implemented. There is not, as far as I can tell, a manual work-around to this issue.

The former is probably a known issue, and not a big deal. The second is also probably a known issue, but the lack of a work-around can make the game unplayable in a number of game-states. I'm not sure if it's easier to just implement the card, or if it's easier to allow users to drag cards into the R&D/Stack (letting that put the card on top), and add a shuffle option to R&D/Stack objects.

This, combined with the ability to manually search a R&D/Stack, would also allow for a workaround for Test Run.

Unable to de-rez rezzed cards

The inability to de-rez cards means that there's no easy way to work-around the lack of automation for cards like Crescentus or Emergency Shutdown. The current work around is to trash a bunch of cards, get back your cards and any credits necessary, and rebuild the server.

Upgrades installed on central servers "disappear"

When an upgrade is the first upgrade to be installed into one of the central servers (HQ, R&D, or Archives), the upgrade "disappears". This makes it impossible to interact with moving forward (it can not be rezzed, and also can't be dragged back into the hand or to the Archives or anywhere else).

It appears that what is happening is that the system creates a server with one card in it when you install the upgrade, but that that upgrade card is z-indexed beneath the indicator "card" that shows the server location, which makes it impossible to interact with. Notable, installing a second upgrade into the server pushes the old upgrade card to the left and places the new upgrade card slightly to the right, so that both upgrades are now visible beneath the still-z-indexed-above-them indicator "card".

Maybe find some way to treat the indicator "card" more like an actual card within the UI so that it slides left/right as other cards are installed into the same server? I'm not actually sure whether that's a good solution or not.

No way to put cards on the BOTTOM of R&D/Stack

A very limited number of cards require cards to be placed on the bottom of the deck: Daily Business Show, Hades Shard, and Mr. Li come to mind. There is currently no work-around to use these cards if they are not automated.

Some Suggestions

Important:
-Improve chat so we can see the other people who are currently logged-in/online.

Not Important.
-A tool of some sort so we can help you with adding more card programming.
-A client version would be nice.
-This is kinda not that important but if our playing field looked similiar like this it would be awesome http://cf.geekdo-images.com/images/pic1396996_md.jpg

No easy way to remove agenda counters once placed

Trick of Light and Exploratory Romp are hard to work with because once an item has agenda counters on it, there's no easy way to remove them.

Interestingly, moving the item back to HQ and re-installing it causes it to be re-installed with the same number of agenda counters it had when it was picked up (possibly an unrelated bug). Moving the item to Archives, then to HQ, and then re-installing it results in it having zero agenda counters, as intended, and allows for a manual work-around.

Medium and Nerve agent do not ask how many cards you want to access

By the rules, I am permitted to access fewer than the maximum number of cards allowed by Medium or Nerve Agent if I wish, but that option is not given to me.

This is probably a pretty minor consideration as there aren't that many play-states where you want to access fewer than the maximum, but it does come up every so often (and accessing fewer could act as a decent work-around for Crisium grid not being implemented yet #31).

Suggested features

It would be great to see a list of online users.

Also a spectator mode.

Thanks,

Louis

No way to reveal cards to another player

There is no way to easily intentionally show the other player a card from your hand. This makes manual work-arounds for Celebrity Gift and Grail ice hard to figure out.

Cards with broken images blank other cards in hand.

Drew a card with broken image (Akamatsu Mem Chip). In the grip, there's just a card outline with no image, and in the preview pane there is a broken image indicator.

Further, as play progresses, more and more cards in the hand show as blank (but do preview correctly). Here's my best attempt to explain behavior.

When older cards (earlier in the array?) are played, and the card with the broken image moves to the left, cards that are shifted into its old position within the array become blank in the Grip row, but can still be viewed in the preview pane. New cards drawn are shown normally, but when an older card is played, and everything shifts left, the new card will be blanked.

Basically, from what I can tell, once an array position for the Grip row has a blank image, that image stays blank until the array shrinks enough that the blank-image index is deleted. At that point, things return to normal.

Cards trashed by Corp card effects go to Archives rather than the Heap

Had an Ichi 1.0 trigger a sub-routine to trash a program, and that program did not appear in the runner's heap. It later became clear that it was in the corporation's Archives instead. We could not figure out how to use card recursion to recover it, so in some games it may not matter, but in others it might.

No way to manually deal damage

For cards that deal damage but are not fully implemented, there is no way to manually trigger damage to an opponent. Work-arounds are possible, but mostly involve trusting the runner to dump the cards you tell them to. Workable, but not ideal.

De-rezzed corp cards still have access to their printed abilities

If you rez a corp card, and then later de-rez it, clicking on it gives you a menu of all of it's abilities rather than simply rezzing it, as was the case when it was first rezzed. Those abilities are still fully-functional, taking clicks, etc.

This isn't a huge deal as doesn't really affect gameplay.
issue_18

Mr. Li dumps part of hand into trash

A few times, when using Mr. Li, normally when I have a nearly full hand, the card I wanted appears in my hand, but about 3-4 cards that were in my hand are dumped into trash, and I have to manually drag them back (visible to corp). This happened with a hand size of 5 or 6 cards.

Ice installed to protect servers that have had ice deleted from them install in the incorrect order

If ice are deleted from a server (either from Parasite or to save on install costs), the next piece of ice installed to that server appears in the innermost slot rather than the outermost slot. This appears to be the case no matter how many ice are on the server, and also seems to happen only to the first piece of ice as deleting 3 ice from a 4 ice server, and then installing two more results in the first installed ice appearing in the innermost slot, but the second ice appearing on the outermost slot.

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