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Updates on the way.

MicroProse's Shandalar Campaign Game, now with new cards & a new look!

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Re: Updates on the way.

Postby gmzombie » 18 Apr 2015, 15:52

Ok just wanted to know if I could do anything to help and that is usually when I can help is getting things out of the vault and disassembling them..:)
can I maze of ith your snowstorm?

http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
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Re: Updates on the way.

Postby Korath » 26 Apr 2015, 23:30

Abilities now supported: Can't-Block, Deathtouch, Double Strike, Fear, Horsemanship, Indestructible, Infect, Intimidate, Lifelink, Shadow, Wither, Unblockable.

(I had approximations for Lifelink and Deathtouch before, based on El-Hajjaj and Thicket Basilisk, and Unblockable was implemented via card function; they're correct now, and, like the rest of these, dependent only on the ability being present. The abilities are all assigned statically, like the original ones; in Manalink, only Double Strike and Infect are. So e.g. Heirs of Stromkirk, Erdwal Ripper, and Slith Predator all share the same function instead of everything being cut-and-pasted everywhere.)

As mentioned in the first post (item c1), Manalink's magic.exe was changed at some point to look for some graphics in *.bmp filenames instead of *.pic. Shandalar now mirrors that behavior, so graphics mods should mostly Just Work. However, in a couple of instances, the change wasn't done completely: generally images are loaded when a window class is registered and, if they aren't valid when they need to actually be drawn, they're loaded again then; and for some of these, only one of the load points had its name changed. That's clearly unintentional, I have no intention of being bug-for-bug compatible, and the mods I've looked at recently all use the bmp names in these cases; so Shandalar only looks for the .bmp names for these. On the other hand, magic.exe still always looks for WINBK_StartDuelButtonDisabled.pic, not WINBK_StartDuelButtonDisabled.bmp, and all of the mods I've looked at recently try to put it at the latter, so I read it from the .bmp name too.

Individual cards can be configured to be (almost) removed from the game; they won't be sold in towns, found randomly, appear in the player's initially-owned cards, etc., so if you don't like playing with Duh, or a card ends up being too buggy to deal with, you can just turn it off. (They'll still show up in enemy decks, as the restricted dungeon treasures, and as "free" cards in dungeons and duels.)

Merfolk Shaman's deck, at least in the Shandalar installation I'm working from, had two copies of Deep Water (which isn't even implemented in Manalink). I'm not sure how the original game behaved when it showed up, but it currently crashes hard; so I've replaced much of the deck, replacing Sandals of Abdallah and the non-merfolk creatures with Triton Shorestalker, Coral Merfolk, Sejiri Merfolk (supported by Tundra), Master of the Pearl Trident, and Merfolk Sovereign. No Merrow Reejerey, Silvergill Adept, or Wake Thrasher yet, but it's a lot more challenging than the other AI decks now.

I haven't posted for a while, so there's rather a lot of new cards to list here | Open
Abyssal Nocturnus
Accursed Centaur
Accursed Spirit
Acidic Slime
Adarkar Sentinel
Advocate of the Beast
Aerial Maneuver
Aerial Predation
Agent of Horizons
Amphin Pathmage
Angel of Despair
Angelic Accord
Angelic Overseer
Aquus Steed
Arcades Sabboth
Archangel of Thune
Artifact Mutation
Artisan's Sorrow
Ashling, the Extinguisher
Aspect of Hydra
Asphyxiate
Assassin's Strike
Assault Strobe
Auger Spree
Aura Mutation
Auriok Edgewright
Avacyn, Angel of Hope
Aven Brigadier
Aven Cloudchaser
Aven Flock
Awaken the Bear
Balefire Dragon
Barrage of Boulders
Barrage of Expendables
Batterhorn
Battleflight Eagle
Battleground Geist
Beacon Hawk
Bedlam
Befoul
Bellowing Tanglewurm
Bellows Lizard
Blackcleave Goblin
Bladetusk Boar
Blazing Specter
Blight Mamba
Blighted Agent
Blightwidow
Blinking Spirit
Blister Beetle
Bloodcrazed Neonate
Bloodmark Mentor
Bola Warrior
Bonescythe Sliver
Borborygmos
Boros Swiftblade
Bramblecrush
Branded Brawlers
Break Through the Line
Breeding Pit
Briarpack Alpha
Burn the Impure
Cao Ren, Wei Commander
Capashen Knight
Carnivorous Moss-Beast
Carrion Call
Carrion Crow
Chained Throatseeker
Char-Rumbler
Chastise
Chief of the Edge
Chief of the Scale
Child of Gaea
Chronostutter
Clear a Path
Colossal Might
Commander Greven il-Vec
Concerted Effort
Confessor
Consumptive Goo
Contagious Nim
Coral Barrier
Corrosive Mentor
Creeping Mold
Crosstown Courier
Crossway Vampire
Crosswinds
Crovax, Ascendant Hero
Crush
Cumber Stone
Cursebreak
Cystbearer
Dark Banishing
Dark Betrayal
Darksteel Citadel
Darksteel Forge
Darksteel Ingot
Darksteel Myr
Darksteel Pendant
Darksteel Relic
Darksteel Sentinel
Dauthi Embrace
Dauthi Horror
Dauthi Marauder
Dauthi Mercenary
Dauthi Slayer
Death Baron
Death by Dragons
Death's Caress
Deathmark
Deconstruct
Demolish
Demystify
Desecration Plague
Destructive Revelry
Devour in Shadow
Diregraf Ghoul
Disfigure
Divine Sacrament
Divine Verdict
Diviner Spirit
Drag Down
Dragon Mage
Dragon Tyrant
Dread Slag
Dreadbore
Dreadwing
Dreamborn Muse
Drifter il-Dal
Dross Ripper
Drown in Filth
Duh
Dune-Brood Nephilim
Ebony Treefolk
Echoing Calm
Echoing Courage
Echoing Decay
Echoing Ruin
Echoing Truth
Eladamri, Lord of Leaves
Eldrazi Monument
Elvish Champion
Ephemeron
Erase
Erdwal Ripper
Escape Artist
Evil Eye of Orms-by-Gore
Execute
Eye Gouge
Eyeblight's Ending
Falkenrath Exterminator
Falkenrath Marauders
Falter
Farbog Boneflinger
Fatal Fumes
Feast of Blood
Feast of Dreams
Felhide Brawler
Felidar Sovereign
Fencing Ace
Feral Animist
Feral Ridgewolf
Fervent Cathar
Festergloom
Fettergeist
Field Marshal
Firehoof Cavalry
Fleeting Distraction
Fleeting Image
Flensermite
Flesh to Dust
Fleshformer
Fleshpulper Giant
Flinthoof Boar
Flurry of Horns
Flying Crane Technique
Foul Spirit
Frenetic Raptor
Frightcrawler
Furious Resistance
Fury Sliver
Gallows Warden
Geth's Grimoire
Ghastly Demise
Giant Adephage
Glissa's Scorn
Glistener Elf
Gluttonous Zombie
Gnawing Zombie
Goblin Glider
Goblin Goon
Goblin Raider
Goblin Settler
Goblin Shortcutter
Grandmother Sengir
Grasp of Darkness
Graveborn Muse
Gravitational Shift
Guardians' Pledge
Guul Draz Specter
Guul Draz Vampire
Halo Hunter
Hanna's Custody
Hateflayer
Heirs of Stromkirk
Hellkite Igniter
Hero's Downfall
Hideous End
Hideous Visage
Highborn Ghoul
Homicidal Seclusion
Honor Guard
Honor of the Pure
Hooded Horror
Hornet Queen
Hulking Cyclops
Human Frailty
Hunted Ghoul
Hunted Lammasu
Hydrosurge
Ichor Rats
Imperious Perfect
Indrik Stomphowler
Intimidation
Jacques le Vert
Jamuraan Lion
Jenara, Asura of War
Jungle Lion
Juniper Order Advocate
Juvenile Gloomwidow
Kalonian Twingrove
Keening Banshee
Kindled Fury
Kinsbaile Cavalier
Kinsbaile Skirmisher
Knight Exemplar
Knight Watch
Kraul Warrior
Krenko's Enforcer
Kuro, Pitlord
Lady Zhurong, Warrior Queen
Lantern Spirit
Lash of the Whip
Last Gasp
Lava Zombie
Lavaborn Muse
Liliana's Caress
Liliana's Reaver
Liturgy of Blood
Liu Bei, Lord of Shu
Living Hive
Looter il-Kor
Lose Hope
Lost Leonin
Lost in a Labyrinth
Lu Bu, Master-at-Arms
Lu Meng, Wu General
Lu Xun, Scholar General
Madrush Cyclops
Maelstrom Pulse
Manic Vandal
Marauding Maulhorn
Markov Blademaster
Marrow-Gnawer
Master of Waves
Master of the Feast
Master of the Pearl Trident
Maw of the Mire
Maze Abomination
Megrim
Meishin, the Mind Cage
Melt Terrain
Merfolk Sovereign
Merfolk Spy
Metathran Elite
Midnight Banshee
Might of the Nephilim
Mighty Leap
Mind Sculpt
Mindless Null
Miner's Bane
Minion of Tevesh Szat
Mirran Crusader
Molten Birth
Molten Rain
Moment of Heroism
Monk Realist
Mordant Dragon
Mortal's Ardor
Mortal's Resolve
Mortify
Mugging
Murder
Muscle Burst
Narstad Scrapper
Nath of the Gilt-Leaf
Natural End
Necropotence
Needle Specter
Neurok Commando
Neurok Invisimancer
Nezumi Cutthroat
Nicol Bolas
Nightmarish End
Nightshade Stinger
Nightwing Shade
Niv-Mizzet, Dracogenius
Nyxathid
Ogre Menial
Ogre Taskmaster
One-Eyed Scarecrow
Order of Yawgmoth
Oust
Overgrown Battlement
Oxidda Scrapmelter
Oxidize
Painwracker Oni
Palladia-Mors
Paragon of Eternal Wilds
Paragon of Fierce Defiance
Paragon of Gathering Mists
Paragon of New Dawns
Paragon of Open Graves
Patrol Signaler
Pavel Maliki
Peacekeeper
Peak Eruption
Pearl Dragon
Peppersmoke
Perilous Shadow
Pheres-Band Warchief
Phyrexian Crusader
Phyrexian Digester
Phyrexian Juggernaut
Phyrexian Swarmlord
Phyrexian Vatmother
Pistus Strike
Plague Myr
Plague Stinger
Plummet
Pongify
Precinct Captain
Predator's Strike
Prickly Boggart
Priests of Norn
Psychotic Fury
Public Execution
Puncture Blast
Puncturing Light
Putrefax
Putrid Imp
Putrefy
Rabid Rats
Rage Reflection
Rageblood Shaman
Rageblood Shaman
Rakdos Ringleader
Rancid Earth
Ranger's Guile
Rapacious One
Ravaging Horde
Ravenous Baboons
Raving Dead
Ray of Dissolution
Razor Swine
Read the Bones
Rebuke
Reclamation Sage
Reprisal
Riding Red Hare
Riding the Dilu Horse
Righteous War
Rise to the Challenge
Roaring Primadox
Rootgrapple
Rotting Legion
Roughshod Mentor
Rush of Blood
Rusted Sentinel
Saltblast
Saltfield Recluse
Scalpelexis
School of Piranha
Scion of Oona
Scorch the Fields
Scourge Servant
Scrapdiver Serpent
Scroll Thief
Scythe Specter
Seismic Spike
Seismic Stomp
Seize the Initiative
Sejiri Merfolk
Selenia, Dark Angel
Serene Offering
Serpent's Gift
Serra Ascendant
Setessan Starbreaker
Severed Legion
Shadow Rift
Shadow Sliver
Shadowmage Infiltrator
Sheltering Word
Shifting Sliver
Shockmaw Dragon
Shriek Raptor
Shriekgeist
Shrink
Shu Cavalry
Shu Elite Companions
Shu General
Sickle Ripper
Silvergill Douser
Skillful Lunge
Skyhunter Skirmisher
Skyshroud Archer
Skyspear Cavalry
Slaughter Cry
Slayer of the Wicked
Slice in Twain
Slith Ascendant
Slith Bloodletter
Slith Firewalker
Slith Predator
Sliver Hivelord
Smite the Monstrous
Smog Elemental
Smoldering Spires
Smother
Snare the Skies
Solemn Offering
Soltari Crusader
Soltari Emissary
Soltari Foot Soldier
Soltari Lancer
Soltari Monk
Soltari Priest
Spark Trooper
Spawnwrithe
Species Gorger
Spectral Rider
Spindrift Drake
Spineless Thug
Spiraling Duelist
Spirit Cairn
Stabbing Pain
Staff of Nin
Stealer of Secrets
Stingerfling Spider
Stromkirk Captain
Stromkirk Noble
Stromkirk Patrol
Stronghold Overseer
Stronghold Rats
Sun Ce, Young Conquerer
Sun Quan, Lord of Wu
Sunrise Sovereign
Sword Dancer
Syphon Sliver
Tainted Strike
Tectonic Rift
Tel-Jilad Defiance
Tel-Jilad Fallen
Tel-Jilad Justice
Temur Battle Rage
Terminate
Terra Eternal
Thalakos Drifters
Thalakos Scout
Throttle
Thunder Strike
Thundermaw Hellkite
Timber Protector
Timberpack Wolf
Tine Shrike
Tolsimir Wolfblood
Tormented Soul
Touch of the Eternal
Tower Drake
Toxic Nim
Tragic Slip
Trespasser il-Vec
Triton Shorestalker
Trostani's Summoner
True Conviction
Two-Headed Cerberus
Ugin's Construct
Uktabi Orangutan
Ulcerate
Ultimate Price
Unnatural Predation
Urgent Exorcism
Vampire Interloper
Vanquish the Foul
Vault Skyward
Vedalken Heretic
Vengeful Firebrand
Venom Sliver
Veteran Armorsmith
Veteran Brawlers
Veteran Swordsmith
Vibrating Sphere
Victim of Night
Victorious Destruction
Villainous Ogre
Viridian Betrayers
Viridian Corrupter
Viridian Shaman
Vithian Renegades
Void Stalker
Vulshok Heartstoker
Wake of Destruction
War Falcon
War Priest of Thune
Warped Physique
Waste Not
Wei Elite Companions
Wei Night Raiders
Wei Scout
Wei Strike Force
Wild Celebrants
Wildfire Emissary
Wildsize
Windbrisk Raptor
Wing Snare
Wirewood Pride
Wizened Cenn
Worldfire
Wrecking Ball
Wring Flesh
Wu Elite Cavalry
Wu Light Cavalry
Wydwen, the Biting Gale
Yeva's Forcemage
Yew Spirit
Zealous Strike
Zhang Fei, Fierce Warrior
Zhuge Jin, Wu Strategist
Zof Shade
Zurgo Helmsmasher
Known to be broken:
  • Alchor's Tomb, Purelace and its four friends, and Prismatic Dragon's change-color effect. Whimsy and Faerie Dragon will be, too, if they have change-color effects; I don't remember.
  • Nafs Asp still deals 1 damage (per its 4th-edition wording) instead of causing a point of life loss, but now it randomly sometimes doesn't work.
  • Sometimes a blocker who dies from first strike (or double strike) damage and regenerates still deals damage to the attacker. I don't know why; the regeneration backend looks the same as in Manalink, and removes the regenerator from combat, and combat damage assignment checks whether it's been removed from combat, and still checks whether the blocker's tapped besides. It's not consistent, either, and it's driving me nuts.
  • When something like Two-Headed Giant of Foriys blocks, the AI sometimes gets fake effect cards added to its hand, which it "casts" for free as creatures which die at end-of-turn. I can't think of anything I've done so far that would cause it, and can't help wondering if it was broken even before I started tinkering.
  • Loading a game saved during a duel is broken for the time being. (Not permanently; I've been documenting the breakage I've caused.)
I'm going to be mostly inaccessible for two weeks starting May 7, so I'll release whatever I have then even if there's still missing dungeon cards (to go: Flash, Memory Jar, Tinker, Yawgmoth's Will). It'll still be pre-alpha quality software; but the game is playable and generally works, and being able to disable cards should help until I'm back.

Edit: removed rarity.dat download; use the one distributed with the current version.
Last edited by Korath on 21 May 2015, 16:48, edited 1 time in total.
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Re: Updates on the way.

Postby gmzombie » 27 Apr 2015, 18:09

i could be wrong but a quick count of cards is showing about almost 2200 cards now..this is amazing
can I maze of ith your snowstorm?

http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
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Re: Updates on the way.

Postby ElvishSpirit » 27 Apr 2015, 20:58

okay so to clarify, is there going to be one deck for each enemy, a pool of decks for each color, or a pool of decks for each enemy?

If enemies are going to have multiple choices for decks then I should have alot of fun deckbuilding for this. :)
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Re: Updates on the way.

Postby Korath » 27 Apr 2015, 23:01

For now, one deck per enemy. Merfolk Shaman will always use decks/0150.dck, Sedge Beast will always use decks/0219.dck, and Prismat will always use decks/0992.dck.

Eventually, ideally, I'll want to make Sedge Beast pick a random deck out of decks/0219/*.dck or something like that each duel. But I'm still distracted by making cards.
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Re: Updates on the way.

Postby Aswan jaguar » 28 Apr 2015, 06:28

Korath wrote:Merfolk Shaman's deck, at least in the Shandalar installation I'm working from, had two copies of Deep Water (which isn't even implemented in Manalink). I'm not sure how the original game behaved when it showed up, but it currently crashes hard; so I've replaced much of the deck,
Deep Water was meant to be in a future expansion by original developers just like other cards that were on csv but weren't coded at the time,someone later tried to see if they will work if added to decks.MTG iso 2010 and earlier versions didn't have it on the decklist of Merfolk Shaman's deck for reference MTG iso 2010:
Merfolk Shaman (U, 4th) | Open
.126 22 Island
.160 4 Merfolk of the Pearl Trident
.150 4 Lord of Atlantis
.782 4 Segovian Leviathan
.462 4 Unstable Mutation
.184 4 Phantasmal Terrain
.186 3 Pirate Ship
.218 3 Sea Serpent
.427 2 Island Fish Jasconius
.153 3 Magical Hack
.144 3 Lifetap
.260 4 Unsummon

I don't know if it is any different on shandalar and where it reads from if a card is coded or not but in magic exe an uncoded card even if you put a coded value 1 in Manalink.csv and the card appears in deck editor without an entry in Ct_all the card isn't loaded in duel and instead the game adds basic lands instead of the uncoded card so it doesn't crash.
---
Trying to squash some bugs and playtesting.
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Re: Updates on the way.

Postby jiansonz » 28 Apr 2015, 09:10

Whatever comes of this, I'm excited just following this thread. :)

At least Faerie Dragon can change the color of a permanent - I don't remember about Whimsy.

@Korath: have you been looking at solving the bug in Shandalar with Spirit Link on a creature with Trample? (As it is now: during combat, you gain life equal to the power of the Spirit Linked creature, then you gain life AGAIN for the points that are dealt as Trample damage. This is not how it's supposed to work, right?)
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Re: Updates on the way.

Postby Korath » 28 Apr 2015, 11:21

Not specifically, though I was reminded of it - or, rather, the analagous situation with lifelink - while fixing a bad interaction with Archangel of Thune. (The straightforward implementation causes two lifegain events instead of one if a creature with lifelink splits its damage between two blockers, so the archangel gave two counters instead of one. Even further off topic, I wasn't able to find a ruling on whether a creature with lifelink and an ability like "T: This creature deals 1 damage to each creature" produces one lifegain event for each creature it's simultaneously dealing damage to, or just one total, so I picked one - I think the latter - and made it easy to switch if I happened to be wrong.)

I understand the combat damage function better now, and the problem's that it's (of course) using fourth edition-era trample rules, which, once you're past the veneer of common cases, work very differently from modern ones. The end result is usually the same except in corner cases like this one, and it'd be significant effort to rewrite it. The lifelink symptom might be treatable, but Spirit Link - which triggers separately and later - probably will need the complete rewrite. So I'm putting this off as not worth the effort.
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Re: Updates on the way.

Postby gmzombie » 28 Apr 2015, 13:06

so curious with what you know now about adding in keywords is it possible to do the same in manalink or is that to far gone to do the simple add ins to maybe make the game except those extra keywords you have added in already?
can I maze of ith your snowstorm?

http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
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Re: Updates on the way.

Postby Korath » 28 Apr 2015, 14:33

It could be done. It could have always been done.

Adding abilities isn't especially complicated. There's basically three things that need to be done, and all of them have been well-understood for a long time:
  1. Get the data from somewhere, and put it in a new struct. More on that in a moment.
  2. At very start of the EVENT_ABILITIES section of get_abilities(), add the abilities to the card, at the same time as cards_data[].static_abilities are.
  3. Move create_a_card_type() at 0x4A6500 into C if it's not there already (it'll be about four lines; it just finds the first empty entry in the dynamic card types at the end of cards_data[], memcpy's the cards_data entry given to it as a parameter into that entry, and returns the new internal_card_id; or else pop up the "AddType error: No room in CT to add another type" message if all entries are full); and add another line to copy the extra data too.
    • Those entries in the new abilities struct that are dynamically created via create_a_card_type() - the last 16 - need to be saved and loaded in both savegames and for AI speculation, too, but that's easy to do now; just add them to BACKUP_AND_SAVE_LIST in ai.c.
The specific method I'm using for #1 isn't really maintainable in the long term; the non-standard abilities have to be added at a different place than either the csv data or the code backing, since I'm doing it at run-time. It's already bad enough that those are in two different places; and Manalink already has four more places that either always or frequently need to be updated to add cards (assign a fixed function address; set variable mana colors; setup cards that alter casting or activation cost in two places). Ideally, a card should be fully localized to one place, so exacerbating the Manalink situation even further isn't something I want to be responsible for.

The workable, long-term solution is to add the abilities to new columns in ct_all.csv; change ct2exe to output another .dat file containing the data in those columns, and read that in at boot-time.

...and then, waste three weeks going through all the now-redundant card functions and combining them. No thanks.
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Re: Updates on the way.

Postby gmzombie » 28 Apr 2015, 16:45

well that is why i ask alot of questions. otherwise we dont know :)
can I maze of ith your snowstorm?

http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
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Re: Updates on the way.

Postby Bog Wraith » 28 Apr 2015, 19:20

Is it possible that we could change some other aspects of the game such as writing new quiz questions for the Lairs, Dungeons & Castles that the player must answer correctly or face a random enemy if they get it wrong.

I would also like to add new types of quests that are offered in the villages, along with adding to the lore of Shandalar when a player goes to "Speak to Wise Man" in the villages.

There are other things like this I'd love to add new elements to.

Let me know if any of this is possible because I'd really like to work on these items to help modernize and expand on to this great realm!
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'Twas nothing left for us to save
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Re: Updates on the way.

Postby Korath » 28 Apr 2015, 20:37

I can't say for sure yes or no yet; I understand the Shandalar parts of Shandalar much less well than the duel parts. Fewer giants to stand on the shoulders of.

As an almost-completely baseless guess, I can't imagine that quizzes will be difficult. (I can't check at the moment.) The logic can't be complex, and they'll use text I can search for.

Quests probably will be; I tried briefly about a month ago to try to track down why you don't always get told whether and what kind of card you'll need for the get-a-mana-link-and-a-jewel quest, and promptly got lost.

I did have occasion to look into the lairs (the little cemeteries and sunken ships and so on that pop up on the map) the other day, since I was curious whether there was any disabled code for the nonexistent "Restless Graveyard", "Hallowed Ground", "Active Volcano", "Faerie Glade", and "Hidden Lagoon" types listed in @LAIR_NAMES in AdvStrings.txt. (There isn't.) Adding new types of these, or changing the existing ones, shouldn't be difficult at all.

In any case, start building a wishlist.

Here's a start:
  1. More different things you can get from Dice in dungeons, and especially change the "you-get-a-random-creature-or-artifact-from-your-library" thing so you don't get guaranteed the one gigantic creature in your deck. Shivan Dragon was bad enough; now there's things like Blightsteel Colossus on the way. (I still have some original Microprose cards to reimplement before the graveyard trigger works properly.)
  2. More things you can get from Wise Men. Maybe "Hey, want to buy this card, one time offer!". Should be easier than quests, which have to stick around for a while, be displayed in the lower right, and get saved and loaded.
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Re: Updates on the way.

Postby Bog Wraith » 28 Apr 2015, 22:54

Ok, understood.

I agree that text element resources should be able to be expanded & updated. I'm not a programmer in any way, but I do know that text files can be altered and the program can be made to call for those files when they are triggered.

Yes the Lairs I mentioned are exactly what you touched on and that too seems that it can be expanded on.

As for a wish list, I & I'm sure others, will be thinking of these kinds of changes & additions that we'd like to see implemented, keeping in mind the limitations and workarounds that will be necessary in order for any of these ideas to function within Shandalar. All this plus the CCGHQ community building a new series of decks for the creatures who roam Arzakon's most wanted prize, will help to redefine and reenergize this plane we all love to travel to.

The good thing is that there is no time limit or rush to get all this done and that you'll have quite a few folks wanting to lend a hand in fleshing out what can be eventually customized for this new version of the campaign game.
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'Twas nothing left for us to save
In the peat-filled bogs of Cannelbrae.
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Re: Updates on the way.

Postby ElvishSpirit » 30 Apr 2015, 02:21

okay so, before this release, is there any enemy (or enemies) you haven't made an updated deck for? Because I'd be happy to do them and I can start asap
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