Shandalar - Program Bugs
AI plays some creatures in main 2 it should play in main 1 (fix completed)
Unfortunately I can't remember any of the specific cards but it's some of the new tribal pump cards, zombie, elf, merfolk. The AI prefers to play them in main 2 even if it's attacking with something it could pump into an uncontested board. I believe it's a simple change to tell the AI to prefer to play those in main 1.
Manor Skeleton was another offender, it has haste and I had no creatures but AI did not attack with it because it played it in main 2.
Manor Skeleton was another offender, it has haste and I had no creatures but AI did not attack with it because it played it in main 2.
Last edited by guinsoo on 03 Jul 2015, 02:03, edited 1 time in total.
Comments
Posted by Korath » 05 Jul 2015, 14:33
This isn't actionable without a list of cards.
Furthermore, this aspect of the AI behavior is determined solely from the csv data shared with Manalink. I could hack in a runtime change for Shandalar, and probably will eventually if Manalink development remains stalled, but the place to get it canonically fixed is here.
Furthermore, this aspect of the AI behavior is determined solely from the csv data shared with Manalink. I could hack in a runtime change for Shandalar, and probably will eventually if Manalink development remains stalled, but the place to get it canonically fixed is here.
Posted by Aswan jaguar » 05 Jul 2015, 15:12
I haven't seen this behaviour of AI at the top 2 levels but of course I haven't checked all cards.You need to mention which cards.
However about Manor Skeleton if it was played by AI in 2nd main is certainly only a Shandalar problem as in ct_all it is assigned to be cast only in first main phase.Maybe it is a problem with skill levels/AI decisions in shandalar?
However about Manor Skeleton if it was played by AI in 2nd main is certainly only a Shandalar problem as in ct_all it is assigned to be cast only in first main phase.Maybe it is a problem with skill levels/AI decisions in shandalar?
Posted by guinsoo » 07 Jul 2015, 00:54
I will continue to try to keep updating with specific cards. Cards I have specifically noticed - Warrior of the Scale, Chief of the Scale, Battleground Geist.
AI generally does not take advantage of Mass Hysteria when opponent plays it. It will often use hasted creatures' tap effects like Llanowar Elves, but it will almost never attack with a creature hasted in this way (even when totally safe to do so). E.g. last night I ended a turn at 11 with Mass Hysteria out, he had a 4 power flying creature out and summoned 8 more power worth of flying creatures, but bizarrely only attacked with his original guy. Even though attacking with all 3 would kill me straight out as I had no flying defense.
That last part I find especially weird because the AI is very sketchy about deciding when to attack (the AI's rule seems to be, in a big attack, if I won't kill the enemy, if I'll lose any creatures I won't attack. It doesn't matter if it's a situation like 5 5/5s vs 5 1/1s. The AI won't attack, saw this happen yesterday. There was no downside, I was forced to block or I would die. Sorry no screenshots I'll try to be better about that). But the one time the AI does always attack is when it has lethal damage on the board. I've never seen it fail to attack in those scenarios.
AI generally does not take advantage of Mass Hysteria when opponent plays it. It will often use hasted creatures' tap effects like Llanowar Elves, but it will almost never attack with a creature hasted in this way (even when totally safe to do so). E.g. last night I ended a turn at 11 with Mass Hysteria out, he had a 4 power flying creature out and summoned 8 more power worth of flying creatures, but bizarrely only attacked with his original guy. Even though attacking with all 3 would kill me straight out as I had no flying defense.
That last part I find especially weird because the AI is very sketchy about deciding when to attack (the AI's rule seems to be, in a big attack, if I won't kill the enemy, if I'll lose any creatures I won't attack. It doesn't matter if it's a situation like 5 5/5s vs 5 1/1s. The AI won't attack, saw this happen yesterday. There was no downside, I was forced to block or I would die. Sorry no screenshots I'll try to be better about that). But the one time the AI does always attack is when it has lethal damage on the board. I've never seen it fail to attack in those scenarios.
Posted by Korath » 03 Aug 2015, 01:05
Almost all of the cards that grant bonuses to creatures in play are in the same file in Shandalar (as opposed to Manalink, where cards are placed according to which set they were first released in), so it occurs to me I can probably add test cases for them all to ensure the AI is willing to cast them in precombat main phase. I've already got similar test cases to ensure cards with flash aren't flagged to only be cast during the main phase. (On the other hand, I haven't fixed hardly any of the cards that that test identifies yet.)
Convincing the AI to cast cards that it'll normally only consider during the second main phase when something like Mass Hysteria is on the bf granting them haste is a completely different problem, and significantly harder to deal with. And I don't have the slightest idea what would cause it to not attack with hasted creatures; the combat AI is still largely a mystery.
Convincing the AI to cast cards that it'll normally only consider during the second main phase when something like Mass Hysteria is on the bf granting them haste is a completely different problem, and significantly harder to deal with. And I don't have the slightest idea what would cause it to not attack with hasted creatures; the combat AI is still largely a mystery.
Last edited by Korath on 03 Aug 2015, 01:06, edited 1 time in total.
Reason: add last sentence
Reason: add last sentence
Posted by Korath » 17 Oct 2015, 07:02
commit d2e9231212ad6ba6b13913cd9c51735e1baedae6
Author: Korath <dgk@Dirge.none>
Date: Sat Oct 17 03:01:03 2015 -0400
[TH] #639: add tests for permanents that boost p/t or grant abils
Test that those with flash are flagged ACT_PHASE_PLAY_AFTER_BLOCKERS, and those
without are ACT_PHASE_BEFORE_COMBAT. (ACT_PHASE_PLAY_BEFORE_BLOCKERS would be
more appropriate for evasion abilities, but there aren't any TH cards with
Flash that grant them.)
The test seemed inappropriate for:
Gravity Sphere (removes own evasion)
Longbow Squad (only adds reach)
Spinneret Sliver (only adds reach)
And I had second thoughts about, but tested anyway:
Chaosphere
Thraben Doomsayer
The following cards currently fail:
Arcades Sabboth
Ascendant Evincar
Battleground Geist
Blade Splicer
Chaosphere
Coat of Arms
Crowned Ceratok
Death Baron
Falter
Frenetic Raptor
Gallows Warden
Gavony Ironwright
Homicidal Seclusion
Indomitable Archangel
Jacques le Vert
Leonin Abunas
Leyline of the Meek
Marrow-Gnawer
Maul Splicer
Privileged Position
Scion of Oona (flash)
Sensor Splicer
Silver Seraph
Terra Eternal
Thistledown Liege (flash)
Thraben Doomsayer
Windbrisk Raptor
No cards changed as yet.
Author: Korath <dgk@Dirge.none>
Date: Sat Oct 17 03:01:03 2015 -0400
[TH] #639: add tests for permanents that boost p/t or grant abils
Test that those with flash are flagged ACT_PHASE_PLAY_AFTER_BLOCKERS, and those
without are ACT_PHASE_BEFORE_COMBAT. (ACT_PHASE_PLAY_BEFORE_BLOCKERS would be
more appropriate for evasion abilities, but there aren't any TH cards with
Flash that grant them.)
The test seemed inappropriate for:
Gravity Sphere (removes own evasion)
Longbow Squad (only adds reach)
Spinneret Sliver (only adds reach)
And I had second thoughts about, but tested anyway:
Chaosphere
Thraben Doomsayer
The following cards currently fail:
Arcades Sabboth
Ascendant Evincar
Battleground Geist
Blade Splicer
Chaosphere
Coat of Arms
Crowned Ceratok
Death Baron
Falter
Frenetic Raptor
Gallows Warden
Gavony Ironwright
Homicidal Seclusion
Indomitable Archangel
Jacques le Vert
Leonin Abunas
Leyline of the Meek
Marrow-Gnawer
Maul Splicer
Privileged Position
Scion of Oona (flash)
Sensor Splicer
Silver Seraph
Terra Eternal
Thistledown Liege (flash)
Thraben Doomsayer
Windbrisk Raptor
No cards changed as yet.
Posted by Korath » 17 Oct 2015, 07:11
commit 4ba1aa5bf38701301a460d079bb1d89d0b712721
Author: Korath <dgk@Dirge.none>
Date: Sat Oct 17 03:09:57 2015 -0400
[TH] #639: add tests for permanents that have haste
Test if any aren't flagged ACT_HPASE_PLAY_BEFORE_COMBAT.
Only two cards fail:
Lightning Shrieker
Oni of Wild Places
Neither fixed yet.
Author: Korath <dgk@Dirge.none>
Date: Sat Oct 17 03:09:57 2015 -0400
[TH] #639: add tests for permanents that have haste
Test if any aren't flagged ACT_HPASE_PLAY_BEFORE_COMBAT.
Only two cards fail:
Lightning Shrieker
Oni of Wild Places
Neither fixed yet.
Posted by Korath » 17 Oct 2015, 10:29
commit 725e243f3dfd5db1968a97e93748ebdf13776c27
Author: Korath <dgk@Dirge.none>
Date: Sat Oct 17 06:28:28 2015 -0400
[NB] #639: play-before-combat tests for NB-only anthem/exalted cards
Author: Korath <dgk@Dirge.none>
Date: Sat Oct 17 06:28:28 2015 -0400
[NB] #639: play-before-combat tests for NB-only anthem/exalted cards
Posted by Korath » 18 Oct 2015, 10:17
commit 6f95da33fa20f2f92f5e7afd21d4d56c50ec62dd
Author: Korath <dgk@Dirge.none>
Date: Sun Oct 18 06:11:58 2015 -0400
[NB] #639: Tweak tests for AI play/activate timing
Draining Whelk, Mystic Snake, Spellstutter Sprite: Remove tests enforcing them
to be play-at-any-time, so they can be made to be spontaneously cast only
before blockers like most creatures with flash. On the other hand, give them
AI modifiers like for Counterspell (but somewhat larger) to encourage the AI to
leave them in hand; hopefully this will discourage the AI from just casting
them without a spell to target with their etb triggers.
Default test for Flash: enforce that the only bit set is
ACT_PHASE_BEFORE_BLOCKERS
Add tests that each card has at least one phase marked for playing, and each
with Flag: Activate set has at least one phase marked for activation.
Add missing tests for NB-only anthem/lord permanents.
Echo "Test complete." at end of shandalar --test so it's more immediately
obvious if a late test crashes outright.
Author: Korath <dgk@Dirge.none>
Date: Sun Oct 18 06:11:58 2015 -0400
[NB] #639: Tweak tests for AI play/activate timing
Draining Whelk, Mystic Snake, Spellstutter Sprite: Remove tests enforcing them
to be play-at-any-time, so they can be made to be spontaneously cast only
before blockers like most creatures with flash. On the other hand, give them
AI modifiers like for Counterspell (but somewhat larger) to encourage the AI to
leave them in hand; hopefully this will discourage the AI from just casting
them without a spell to target with their etb triggers.
Default test for Flash: enforce that the only bit set is
ACT_PHASE_BEFORE_BLOCKERS
Add tests that each card has at least one phase marked for playing, and each
with Flag: Activate set has at least one phase marked for activation.
Add missing tests for NB-only anthem/lord permanents.
Echo "Test complete." at end of shandalar --test so it's more immediately
obvious if a late test crashes outright.
Posted by Korath » 18 Oct 2015, 12:19
commit 01e2c5ed07e1188644f13c2eaef57265b34948c4
Author: Korath <dgk@Dirge.none>
Date: Sun Oct 18 08:17:15 2015 -0400
ct_all.csv: fix various flags (mostly ai phases) found by Shandalar tests
See Shandalar bug #639.
Some notation, since this is very repetitive:
bits1 => bits2 = was bits1; replace with bits2
pbc = Play before Combat
pbb = Play before Blockers
pab = Play after Blockers
pac = Play after Combat
abc = Activate before Combat
abb = Activate before Blockers
aab = Activate after Blockers
aac = Activate after Combat
Some notation, since this is very repetitive:
bits1 => bits2 = was bits1; replace with bits2
pbc = Play before Combat
pbb = Play before Blockers
pab = Play after Blockers
pac = Play after Combat
abc = Activate before Combat
abb = Activate before Blockers
aab = Activate after Blockers
aac = Activate after Combat
Changed AI play phases:
(mostly creatures with haste and permanents that boost other permanents)
Ascendant Evincar: pac => pbc
Balthor the Defiled: pac => pbc
Battleground Geist: pac => pbc
Blade Splicer: pac => pbc
Cemetery Reaper: pac => pbc
Chaosphere: pac => pbc
Coat of Arms: pac => pbc
Crowned Ceratok: pac => pbc
Death Baron: pac => pbc
Fiery Mantle: none => pbc
Frenetic Raptor: pac => pbc
Gallows Warden: pac => pbc
Gavony Ironwright: pac => pbc
Homicidal Seclusion: pac => pbc
Illness in the Ranks: pac => pbc
Indomitable Archangel: pac => pbc
Jacques le Vert: pac => pbc
Kashi-Tribe Elite: pac => pbc
Knight of Valor: pac;pbc => pbc
Leonin Abunas: pac => pbc
Leyline of the Meek: pac => pbc
Lightning Shrieker: pac => pbc
Marchesa's Smuggler: none => pbc
Marrow-Gnawer: pac => pbc
Maul Splicer: pac => pbc
Necromancer's Covenant: pac => pbc
Noble Hierarch: pac => pbc
Oni of Wild Places: pac => pbc
Privileged Position: pac => pbc
Raksha Golden Cub: pac => pbc
Sensor Splicer: pac => pbc
Silver Seraph: pac => pbc
Soraya the Falconer: pac;pbc => pbc
Spectral Guardian: pac => pbc
Stronghold Overseer: pac => pbc
Terra Eternal: pac => pbc
Thraben Doomsayer: pac => pbc
Windbrisk Raptor: pac => pbc
Raging Kavu: pbc => pbb;pbc
Parapet: pbc => pab;pbc
(mostly creatures with flash and evasion-related combat tricks)
Ambush Viper: pac => pbb
Ashcoat Bear: pac;pbc => pbb
Benalish Knight: pac;pbc => pbb
Bogardan Hellkite: pac;pbc => pbb
Breaching Hippocamp: pac;pab;pbb;pbc => pbb
Briarpack Alpha: pbc => pbb
Cloaked Siren: pac;pbb => pbb
Darksteel Sentinel: pac;pbc => pbb
Defender of Chaos: pac => pbb
Defender of Law: pac => pbb
Draining Whelk: pac;pab;pbb;pbc => pbb
Ethersworn Shieldmage: pac;pab;pbb;pbc => pbb
Faerie Harbinger: pac;pab;pbb;pbc => pbb
Faerie Invaders: pac;pab;pbb;pbc => pbb
Fleetfeather Cockatrice: pac => pbb
Fleetfoot Panther: pac;pab;pbb;pbc => pbb
Havenwood Wurm: pac;pbc => pbb
Horizon Chimera: pac;pab;pbb;pbc => pbb
Hussar Patrol: pac;pab;pbb;pbc => pbb
Inspired Sprite: pac;pab;pbb;pbc => pbb
Jeskai Barricade: pbb;pbc => pbb
Jin-Gitaxias, Core Augur: pac => pbb
Leap of Faith: pbc => pbb
Merfolk of the Depths: pac => pbb
Mystic Snake: pac;pbc => pbb
Needlebug: pac => pbb
Nephalia Seakite: pac;pab;pbb;pbc => pbb
Pestermite: pac;pbc => pbb
Plumeveil: pac => pbb
Scryb Ranger: pac => pbb
Shambleshark: pac;pab;pbb;pbc => pbb
Simian Grunts: pac => pbb
Skyline Predator: pac => pbb
Spellstutter Sprite: pac;pab;pbb;pbc => pbb
Spire Monitor: pac => pbb
Winged Coatl: pac => pbb
Wolfir Avenger: pac;pab;pbb;pbc => pbb
Wydwen, the Biting Gale: pac;pbc => pbb
(mostly non-evasion-related combat tricks)
Blunt the Assault: pab;pbb;pbc => pab
Darkness: pab;pbb;pbc => pab
Deputy of Acquittals: pac;pab;pbb;pbc => pab
Divine Retribution: none => pab
Dust Elemental: pac;pab;pbb;pbc => pab
Epic Proportions: pbc => pab
Feral Invocation: pac;pab;pbb;pbc => pab
Fog: pab;pbb;pbc => pab
Gluttonous Slime: pac => pab
Holy Day: pab;pbb;pbc => pab
Quickling: pbb;pbc => pab
Respite: pab;pbb;pbc => pab
Safe Passage: pab;pbb;pbc => pab
Scion of Oona: pac;pbc => pab (not pbb - doesn't block itself)
Spore Cloud: pab;pbb;pbc => pab
Tanglesap: pab;pbb;pbc => pab
Thistledown Liege: pbc => pab
Whitemane Lion: pac;pab;pbb;pbc => pab
Academy Elite: none => pac
Blood Host: none => pac
Blood Vassal: none => pac
Carnivorous Moss-Beast: none => pac
Copper Gnomes: none => pac
Disowned Ancestor: none => pac
Drakestown Forgotten: none => pac
Firehoof Cavalry: none => pac
Forced Worship: pac;pbc => pac
Geist of the Moors: none => pac
Graveborn Muse: pbc => pac
Graveyard Shovel: pac;pbc => pac
Grenzo's Cutthroat: pbc => pac
Knight of the Reliquary: pac;pbc => pac
Landbind Ritual: none => pac
Marchesa's Emissary: pbc => pac
Morselhoarder: pac;pbc => pac
Nimbus of the Isles: none => pac
Rousing of Souls: none => pac
Soliton: pac;pbc => pac
Wind Dancer: none => pac
Witch's Familiar: none => pac
Changed AI activation phases:
Arc-Slogger: none => aac;aab;abb;abc
Child of Gaea: none => aac;aab;abb;abc
Draconian Cylix: none => aac;aab;abb;abc
Fulminator Mage: none => aac;aab;abb;abc
Horror of Horrors: none => aac;aab;abb;abc
Patchwork Gnomes: none => aac;aab;abb;abc
Savage Silhouette: none => aac;aab;abb;abc
Tower of Calamities: none => aac;aab;abb;abc
Toxic Nim: none => aac;aab;abb;abc
Zombie Master: none => aac;aab;abb;abc
(assumes Zombie Master is "activated" to regen other zombies)
Soraya the Falconer: none => abb;abc
Grixis Illusionist: none => aab;abc
Thelonite Druid: none => aab;abc
Salvage Scout: none => aac;abc
Drakestown Forgotten: abb;abc => abb
Forced Worship: none => abb
River Merfolk: none => abb
Soliton: none => abb
Spitting Spider: none => abb
Thraben Doomsayer: aac => abb
Wind Dancer: abb;abc => abb
AEther Spellbomb: none => aab;abb
Death-Hood Cobra: none => aab;abb
Elven Lyre: none => aab
Etched Monstrosity: abc => aab
Fires of Yavimaya: none => aab
Giant Trap Door Spider: none => aab
Knight of Valor: none => aab
Knight of the Reliquary: none => aab
Lantern Spirit: none => aab
Morselhoarder: none => aab
Niblis of the Breath: none => aab
Osai Vultures: none => aab
Soltari Emissary: none => aab
Stronghold Overseer: none => aab
Sunblade Elf: none => aab
Trespasser il-Vec: none => aab
Soramaro, First to Dream: aac => aac;aab
Bargaining Table: none => aac
Conch Horn: none => aac
Dark Heart of the Wood: none => aac
Darksteel Pendant: none => aac
Despotic Scepter: none => aac
Elemental Augury: none => aac
Graveyard Shovel: none => aac
Horizon Spellbomb: none => aac
Liquimetal Coating: none => aac
Lord of the Undead: none => aac
Nihil Spellbomb: none => aac
Phyrexian Reclamation: none => aac
Traveler's Amulet: none => aac
Grenzo's Cutthroat: aac;aab;abb;abc => none
Marchesa's Emissary: aab => none
Noble Hierarch: aac;aab;abb;abc => none (a mana source)
Scion of Oona: aab => none
Remove Flags: Play Cost from:
Graveborn Muse
Lord of the Undead
(both were there from copying Undead Warchief's row, I assume)
And remove spurious Flags: Activate from the following cards without a
(non-mana) activated ability:
Angelic Overseer
Avacyn, Angel of Hope
Bitterblossom
Blightsteel Colossus
Blood Vassal (a mana source)
Copy Artifact
Creepy Doll
Dark Confidant
Darksteel Juggernaut
Darksteel Myr
Darksteel Relic
Darksteel Sentinel
Defensive Stance
Desecrated Earth
Enduring Renewal
Gamekeeper
Graveborn Muse
Graypelt Refuge (a mana source)
Grenzo's Cutthroat
Honden of Cleansing Fire
Honden of Infinite Rage
Honden of Life's Web
Honden of Night's Reach
Honden of Seeing Winds
Indestructibility
Kataki, War's Wage
Knight Exemplar
Konda, Lord of Eiganjo
Marchesa's Emissary
Moroii
Oversold Cemetery
Phyrexian Arena
Praetor's Counsel
Sapling of Colfenor
Shadowmage Infiltrator
Shield of the Oversoul
Skyshroud War Beast
Tajic, Blade of the Legion
Terra Eternal
Test of Endurance
Timber Protector
Ulamog, the Infinite Gyre
Author: Korath <dgk@Dirge.none>
Date: Sun Oct 18 08:17:15 2015 -0400
ct_all.csv: fix various flags (mostly ai phases) found by Shandalar tests
See Shandalar bug #639.
Some notation, since this is very repetitive:
bits1 => bits2 = was bits1; replace with bits2
pbc = Play before Combat
pbb = Play before Blockers
pab = Play after Blockers
pac = Play after Combat
abc = Activate before Combat
abb = Activate before Blockers
aab = Activate after Blockers
aac = Activate after Combat
Some notation, since this is very repetitive:
bits1 => bits2 = was bits1; replace with bits2
pbc = Play before Combat
pbb = Play before Blockers
pab = Play after Blockers
pac = Play after Combat
abc = Activate before Combat
abb = Activate before Blockers
aab = Activate after Blockers
aac = Activate after Combat
Changed AI play phases:
(mostly creatures with haste and permanents that boost other permanents)
Ascendant Evincar: pac => pbc
Balthor the Defiled: pac => pbc
Battleground Geist: pac => pbc
Blade Splicer: pac => pbc
Cemetery Reaper: pac => pbc
Chaosphere: pac => pbc
Coat of Arms: pac => pbc
Crowned Ceratok: pac => pbc
Death Baron: pac => pbc
Fiery Mantle: none => pbc
Frenetic Raptor: pac => pbc
Gallows Warden: pac => pbc
Gavony Ironwright: pac => pbc
Homicidal Seclusion: pac => pbc
Illness in the Ranks: pac => pbc
Indomitable Archangel: pac => pbc
Jacques le Vert: pac => pbc
Kashi-Tribe Elite: pac => pbc
Knight of Valor: pac;pbc => pbc
Leonin Abunas: pac => pbc
Leyline of the Meek: pac => pbc
Lightning Shrieker: pac => pbc
Marchesa's Smuggler: none => pbc
Marrow-Gnawer: pac => pbc
Maul Splicer: pac => pbc
Necromancer's Covenant: pac => pbc
Noble Hierarch: pac => pbc
Oni of Wild Places: pac => pbc
Privileged Position: pac => pbc
Raksha Golden Cub: pac => pbc
Sensor Splicer: pac => pbc
Silver Seraph: pac => pbc
Soraya the Falconer: pac;pbc => pbc
Spectral Guardian: pac => pbc
Stronghold Overseer: pac => pbc
Terra Eternal: pac => pbc
Thraben Doomsayer: pac => pbc
Windbrisk Raptor: pac => pbc
Raging Kavu: pbc => pbb;pbc
Parapet: pbc => pab;pbc
(mostly creatures with flash and evasion-related combat tricks)
Ambush Viper: pac => pbb
Ashcoat Bear: pac;pbc => pbb
Benalish Knight: pac;pbc => pbb
Bogardan Hellkite: pac;pbc => pbb
Breaching Hippocamp: pac;pab;pbb;pbc => pbb
Briarpack Alpha: pbc => pbb
Cloaked Siren: pac;pbb => pbb
Darksteel Sentinel: pac;pbc => pbb
Defender of Chaos: pac => pbb
Defender of Law: pac => pbb
Draining Whelk: pac;pab;pbb;pbc => pbb
Ethersworn Shieldmage: pac;pab;pbb;pbc => pbb
Faerie Harbinger: pac;pab;pbb;pbc => pbb
Faerie Invaders: pac;pab;pbb;pbc => pbb
Fleetfeather Cockatrice: pac => pbb
Fleetfoot Panther: pac;pab;pbb;pbc => pbb
Havenwood Wurm: pac;pbc => pbb
Horizon Chimera: pac;pab;pbb;pbc => pbb
Hussar Patrol: pac;pab;pbb;pbc => pbb
Inspired Sprite: pac;pab;pbb;pbc => pbb
Jeskai Barricade: pbb;pbc => pbb
Jin-Gitaxias, Core Augur: pac => pbb
Leap of Faith: pbc => pbb
Merfolk of the Depths: pac => pbb
Mystic Snake: pac;pbc => pbb
Needlebug: pac => pbb
Nephalia Seakite: pac;pab;pbb;pbc => pbb
Pestermite: pac;pbc => pbb
Plumeveil: pac => pbb
Scryb Ranger: pac => pbb
Shambleshark: pac;pab;pbb;pbc => pbb
Simian Grunts: pac => pbb
Skyline Predator: pac => pbb
Spellstutter Sprite: pac;pab;pbb;pbc => pbb
Spire Monitor: pac => pbb
Winged Coatl: pac => pbb
Wolfir Avenger: pac;pab;pbb;pbc => pbb
Wydwen, the Biting Gale: pac;pbc => pbb
(mostly non-evasion-related combat tricks)
Blunt the Assault: pab;pbb;pbc => pab
Darkness: pab;pbb;pbc => pab
Deputy of Acquittals: pac;pab;pbb;pbc => pab
Divine Retribution: none => pab
Dust Elemental: pac;pab;pbb;pbc => pab
Epic Proportions: pbc => pab
Feral Invocation: pac;pab;pbb;pbc => pab
Fog: pab;pbb;pbc => pab
Gluttonous Slime: pac => pab
Holy Day: pab;pbb;pbc => pab
Quickling: pbb;pbc => pab
Respite: pab;pbb;pbc => pab
Safe Passage: pab;pbb;pbc => pab
Scion of Oona: pac;pbc => pab (not pbb - doesn't block itself)
Spore Cloud: pab;pbb;pbc => pab
Tanglesap: pab;pbb;pbc => pab
Thistledown Liege: pbc => pab
Whitemane Lion: pac;pab;pbb;pbc => pab
Academy Elite: none => pac
Blood Host: none => pac
Blood Vassal: none => pac
Carnivorous Moss-Beast: none => pac
Copper Gnomes: none => pac
Disowned Ancestor: none => pac
Drakestown Forgotten: none => pac
Firehoof Cavalry: none => pac
Forced Worship: pac;pbc => pac
Geist of the Moors: none => pac
Graveborn Muse: pbc => pac
Graveyard Shovel: pac;pbc => pac
Grenzo's Cutthroat: pbc => pac
Knight of the Reliquary: pac;pbc => pac
Landbind Ritual: none => pac
Marchesa's Emissary: pbc => pac
Morselhoarder: pac;pbc => pac
Nimbus of the Isles: none => pac
Rousing of Souls: none => pac
Soliton: pac;pbc => pac
Wind Dancer: none => pac
Witch's Familiar: none => pac
Changed AI activation phases:
Arc-Slogger: none => aac;aab;abb;abc
Child of Gaea: none => aac;aab;abb;abc
Draconian Cylix: none => aac;aab;abb;abc
Fulminator Mage: none => aac;aab;abb;abc
Horror of Horrors: none => aac;aab;abb;abc
Patchwork Gnomes: none => aac;aab;abb;abc
Savage Silhouette: none => aac;aab;abb;abc
Tower of Calamities: none => aac;aab;abb;abc
Toxic Nim: none => aac;aab;abb;abc
Zombie Master: none => aac;aab;abb;abc
(assumes Zombie Master is "activated" to regen other zombies)
Soraya the Falconer: none => abb;abc
Grixis Illusionist: none => aab;abc
Thelonite Druid: none => aab;abc
Salvage Scout: none => aac;abc
Drakestown Forgotten: abb;abc => abb
Forced Worship: none => abb
River Merfolk: none => abb
Soliton: none => abb
Spitting Spider: none => abb
Thraben Doomsayer: aac => abb
Wind Dancer: abb;abc => abb
AEther Spellbomb: none => aab;abb
Death-Hood Cobra: none => aab;abb
Elven Lyre: none => aab
Etched Monstrosity: abc => aab
Fires of Yavimaya: none => aab
Giant Trap Door Spider: none => aab
Knight of Valor: none => aab
Knight of the Reliquary: none => aab
Lantern Spirit: none => aab
Morselhoarder: none => aab
Niblis of the Breath: none => aab
Osai Vultures: none => aab
Soltari Emissary: none => aab
Stronghold Overseer: none => aab
Sunblade Elf: none => aab
Trespasser il-Vec: none => aab
Soramaro, First to Dream: aac => aac;aab
Bargaining Table: none => aac
Conch Horn: none => aac
Dark Heart of the Wood: none => aac
Darksteel Pendant: none => aac
Despotic Scepter: none => aac
Elemental Augury: none => aac
Graveyard Shovel: none => aac
Horizon Spellbomb: none => aac
Liquimetal Coating: none => aac
Lord of the Undead: none => aac
Nihil Spellbomb: none => aac
Phyrexian Reclamation: none => aac
Traveler's Amulet: none => aac
Grenzo's Cutthroat: aac;aab;abb;abc => none
Marchesa's Emissary: aab => none
Noble Hierarch: aac;aab;abb;abc => none (a mana source)
Scion of Oona: aab => none
Remove Flags: Play Cost from:
Graveborn Muse
Lord of the Undead
(both were there from copying Undead Warchief's row, I assume)
And remove spurious Flags: Activate from the following cards without a
(non-mana) activated ability:
Angelic Overseer
Avacyn, Angel of Hope
Bitterblossom
Blightsteel Colossus
Blood Vassal (a mana source)
Copy Artifact
Creepy Doll
Dark Confidant
Darksteel Juggernaut
Darksteel Myr
Darksteel Relic
Darksteel Sentinel
Defensive Stance
Desecrated Earth
Enduring Renewal
Gamekeeper
Graveborn Muse
Graypelt Refuge (a mana source)
Grenzo's Cutthroat
Honden of Cleansing Fire
Honden of Infinite Rage
Honden of Life's Web
Honden of Night's Reach
Honden of Seeing Winds
Indestructibility
Kataki, War's Wage
Knight Exemplar
Konda, Lord of Eiganjo
Marchesa's Emissary
Moroii
Oversold Cemetery
Phyrexian Arena
Praetor's Counsel
Sapling of Colfenor
Shadowmage Infiltrator
Shield of the Oversoul
Skyshroud War Beast
Tajic, Blade of the Legion
Terra Eternal
Test of Endurance
Timber Protector
Ulamog, the Infinite Gyre
Posted by Korath » 18 Oct 2015, 12:28
commit 1baa14edaa867460f124513ab3ae8f02f6ab5128
Author: Korath <dgk@Dirge.none>
Date: Sun Oct 18 08:27:13 2015 -0400
[NB] #639: set ct_all.csv flags from commit 01e2c5e at runtime
Stopgap until there's a new Manalink release. See that commit for the full
list, though a few (Flag: Activate for Grenzo's Cutthroat and
Marchesa's Emissary; activate/play phases for about 20 cards) were previously
set.
Author: Korath <dgk@Dirge.none>
Date: Sun Oct 18 08:27:13 2015 -0400
[NB] #639: set ct_all.csv flags from commit 01e2c5e at runtime
Stopgap until there's a new Manalink release. See that commit for the full
list, though a few (Flag: Activate for Grenzo's Cutthroat and
Marchesa's Emissary; activate/play phases for about 20 cards) were previously
set.
15 Posts
• Page 1 of 2 • 1, 2
Ticket details
- Ticket ID: 639
- Project: Shandalar
- Status: Fix completed
- Component: Duel AI
- Project version: Loremaster's Tower 2
- Priority: Normal
- Severity: Normal
- Assigned to: Korath
- Reported by: guinsoo
- Reporter's tickets: List all tickets
- Reported on: 28 Jun 2015, 10:54
- Last visited by Korath » 01 Nov 2015, 18:31.
