Thefiremind's DotP2013 DLC v9 (27/5/2013)

Thefiremind's DotP2013 DLC
Changelog:
Some things you have to know:
What you need in order to play:
Mod contents:
Updated Links:
Temporary patch:
The Deck_1999_TempPatch.wad file will fix the bugs found by the users, so that I don't have to reupload the whole core WAD each time a bug comes out. If there is one available, then it is needed: place it in the game directory with the other WAD files. If there's no temporary patch here, and you still have one from the previous version, delete it.
The patch will fix the following:
Special thanks:
Have fun!
Changelog:
- Version 9: brought the decks to 42 (well, 43 if you count the sunburst experiment), a new loading background in the cosmetic WAD (Killing Wave), included fixes for Mark for Death, Ronin Cliffrider and Whispering Specter, added a special guidance for the AI when dealing with infect creatures (far from perfect but it's better than without it).
- Version 8: 4 new decks, a new loading background in the cosmetic WAD (Teysa), included fixes that were previously put in the temporary patch (too many to list here), moved the counters' color definition to the cosmetic WAD (this should avoid that people who convert my mod for iPad forget to remove the configuration file which wouldn't be compatible), changed the AI player's aspect in the Landcrusher deck to Domri Rade, cleaned up the code on the oldest cards (hoping that I didn't generate new bugs in the process).
- Version 7: 4 new decks, a new loading background in the cosmetic WAD (Aurelia), included fixes on Legendary Enchantment localised text, Adventuring Gear, Dimir Guildmage, Cytoplast Manipulator, Roil Elemental, Souls of the Faultless, Blizzard Specter, Volt Charge, Warstorm Surge, Ghostway, Zirilan of the Claw, Devastating Dreams.
- Version 6: Lots of new decks and cards, a new loading background in the cosmetic WAD (Restoration Angel), included fixes on Linvala, Inquisitor Exarch, Skullsnatcher, and all the cards that were using the buggy DiscardNCards function. IMPORTANT: I decided to discontinue the updating of the unlock WAD and use only promo unlocks from now on.
- Version 5c: No new decks (though there are some new cards not included in decks, if you are into modding). Included the fixes for Bituminous Blast art, Sigarda, Chronozoa, Primal Forcemage, Zirilan of the Claw. Removed the dummy promo cards from the decks: too many problems with them.
- Version 5b: No new decks (though there are some new cards not included in decks, if you are into modding). Fixed bugs on German localised text for wither, illustration for Spider token, code for Maelstrom Nexus, Paradise Plume and Sigarda, Host of Herons.
- Version 5: Added decks from #09 to #16, and of course a ton of new cards. "Cosmetic WAD" updated with Savra, Queen of the Golgari as first loading screen. The number of locked cards for each deck is the right one, but the unlocks still have saving problems. Have faith, the modding community will eventually get over it. :wink:
- Version 4b: Fixed Roil Elemental and something else I can't remember right now. No new decks: this version came out just for the sake of producing a new link. If you are into modding, you'll find new cards available, though.
- Version 4: Fixed Mitotic Slime, fixed a small typo in the deck #05's XML (I don't know if it matters, but better be sure), and added decks #06, #07, #08 (with lots of new cards, of course).
- Version 3: Fixed some bugs in the core, applied Ctar's advice that allows deck's state to be saved, added deck #05.
- Version 2: Fixed some bugs in the core, added new cards, added deck #04.
- Version 1: First release, with 3 decks.
Some things you have to know:
- The decks you'll find in my DLC are made mostly for fun, not for winning. What I really care about is to code cards that work: once you have the cards you need, editing a deck is easier than you could imagine, and I strongly encourage everyone to try, following the tutorial link on my signature or using RiiakShiNal's builder which I highly recommend.
- I'm not taking deck requests. Feel free to write them if you want, but I won't consider them as long as I have other decks in mind. On the contrary, I'll gladly take card requests written on this topic whenever I have enough spare time.
- Host: After being fed up with people who couldn't download from MF while I could happily download all of my links, I changed host. It can't have directories, but I'll deal with it.
- Infect mechanic: DotP2013 finally brought it to us, but it's incomplete: at the moment there is no function to check the amount of poison counters on players, no function to add poison counters without using infect damage, and the AI is dumber than a rock when dealing with infect creatures. Following BlindWillow's example, I tried to find workarounds for all those problems, and I hope you'll enjoy the result, even if it's far from perfect. Just don't use my infect deck together with BlindWillow's infect deck, or it will just be a big mess. :wink:
- Decks with more than two colours: The basic lands will have visual problems in the deck manager, and in case of a 5-colours deck, the white symbol will be a bit too high on the deck image. If you use the Theta update (or you update the game from Steam if you have the original one), this problem won't exist anymore.
- Darksteel Ingot and Birds of Paradise "LAM version": LAM stands for "least available mana". Those cards always produce the kind of mana for which you have the least available sources. You can try them in my sunburst deck experiment if you really want to, but don't use them in other kinds of decks: their only purpose is to help reaching 5 colors for sunburst spells, they don't work for anything else!
- iPad porting: Updated: Rickycoe123 is now taking care of my mod's iPad porting here, and he completed the work. If you play on iPad, be sure to thank him!
- "Promo edition" decks: They don't contain anything more than the "regular edition", but the unlockables are coded as promo cards. This way, the unlocks will be forever unlocked after inserting the 10 promo codes, but they will be in the unsaved decks by default (resulting in a deck with more than 60 cards that you'll have to "trim" manually each time). On the contrary, the "regular edition" will unlock all the unlockables with just one victory, but if one of my decks gets saved, you could find it bugged (with thousands copies of the same card) the next time you start the game. I decided to use only promo unlocks since version 6 of the mod, because I prefer them that way. If you want to turn promo unlocks into regular unlocks, you have to change game_mode="2" to game_mode="0" inside each deck's unlock XML file (but you'll need an "unlock" WAD and you'll have the usual unlocking problems anyway).
- The suspend mechanic: I finally managed to include one of my favorite mechanics, suspend. It's approximated because it shouldn't be an activated ability (to be honest I always thought it was, or I just never wondered), but my mod doesn't contain cards that could care about this approximation, so don't bother. :wink:
Being an activated ability means that you use suspend just like cycling: zoom on the card in your hand and click on the suspend ability line. (Thanks to BloodReyvyn for pointing out that it wasn't clear enough.)
When a player suspends a card you'll be able to see it with the time counters on (through a query that won't do anything whether you click on a card or finish it), the same will happen on each player's upkeep as long as that player has suspended cards. Between upkeeps you'll need to use your memory.
Cards without a mana cost, like Ancestral Vision, will tell you that you need 75 mana to cast it if you try, that's because of the "hack" I used to code them. Again, just don't bother, and play them as you would do with paper Magic. - Colorless mana sources: I decided to code colorless mana sources so that they produce the least used color instead. This will allow players to make their choices with CTRL as with colored mana sources. This feature will automatically be shut down when playing with 5-color decks or when playing Planechase, because switching control of permanents is very likely during Planechase, and so is the chance to be in a scenario where this approximation leads to unwanted results.
- Enhancement of special alternative costs: My versions of madness and evoke can adapt according to some of the cards that modify colorless costs. For example, a Ruby Medallion will decrease the evoke cost of Spitebellows. The function that I used is based on card names, so if a card isn't listed inside the function, it won't affect the costs. On the contrary, if a listed card loses its abilities, it will still affect the costs (i.e. a Grand Arbiter Augustin IV who lost his abilities). That's the best I could do, though.
What you need in order to play:
- DotP2013.
- Rick's DLL (WAD signature check bypass). If you are using Theta version with the first update at least, you don't need this anymore.
- My core fixes (not required, but highly recommended).
- If I use some cards from the expansions, I'll always include those cards in my mod (as long as I remember to do it!
), so you don't need anything else.
Mod contents:
- [Deck_1999_Core]: this WAD contains cards and illustrations. It's the heart of the mod, and this means: don't just download the decks without this "Core", or they won't work. If you just want to code your own decks using my cards, you need only this one. Remember that the WADs "see each other", so you don't need to move the cards to your WADs... if you really want to do so, at least remember to copy also the FUNCTIONS and TEXT_PERMANENT directories.
- [Deck_1999_Cosmetic]: this WAD contains some TDX files meant to override the default ones. You can avoid using it if you don't like the changes, or you can substitute the files with other ones you like more. From version 8, it also contains the counters' color definitions, so it's highly recommended to use it (or you'll see all the custom counters red).
- [Deck_199901_ST] Phyrexian Poison (G/B): Infect deck inspired from the Scars of Mirrodin theme deck. Make an army of infect creatures and poison your opponent to death.
- [Deck_199902_ST] Night of the Ninja (U/B): Ninjutsu deck inspired from the Planechase 2012 deck. Use the unblockable creatures to sneak your ninjas through the defenses.
- [Deck_199903_ST] Primordial Hunger (R/G): Devour deck inspired from the Planechase 2012 deck. The creatures with devour will gladly eat your token surplus.
- [Deck_199904_ST] Simic Mutology (G/U): Graft deck inspired from the Dissension theme deck. Move the +1/+1 counters around, and surprise your opponent. With Simic Guildmage, you can also move Auras.
- [Deck_199905_ST] Charge of the Boros (R/W): Boros deck inspired from the Ravnica theme deck. It's mostly a weenie deck, but it has a lot of cards with radiance, so you can wreak havoc against mono-color decks (unless they are red or white
).
- [Deck_199906_ST] Life for Death (R/W): Phyrexian mana deck inspired from the New Phyrexia theme deck. The idea is to gain life so that spending it for Phyrexian mana won't be an issue.
- [Deck_199907_ST] Deathly Dominion (B/G): Morbid deck inspired from the Innistrad theme deck. Most spells here have the morbid keyword, so you'll be rewarded by killing as much as you can... even your own creatures.
- [Deck_199908_ST] Unstable Terrain (G/U): Landfall deck inspired from the Zendikar intro pack. Get the most from the landfall keyword by fetching lots of lands.
- [Deck_199909_ST] Transference (U): Modular deck inspired from the Darksteel theme deck. Recycle the counters and make your artifact creatures bigger and bigger.
- [Deck_199910_ST] Army of Entropy (B): Wither deck inspired from the Shadowmoor theme deck. Slowly weaken the opponent's creatures until your army will be the only one standing.
- [Deck_199911_ST] Angelic Might (W/G): Angel deck inspired from the Avacyn Restored theme deck. It features classic mana ramping, and big creatures coming down from the sky.
- [Deck_199912_ST] Sweet Revenge (U/R): Flashback deck inspired from the Magic 2013 event deck. Play your spells from the graveyard and toast your enemies with Burning Vengeance.
- [Deck_199913_ST] Fun with Fungus (G/B): Fungus deck inspired from the Planar Chaos theme deck. Manipulate spore counters and Saprolings to victory.
- [Deck_199914_ST] Chaos Reigns (5-colors): Cascade deck inspired from the Planechase 2012 deck. You never know what to expect from cascade... but you can be sure it will be something good.
- [Deck_199915_ST] I See Dragons! (R/B): Dragon deck meant to be some kind of "final boss". If I ever make a custom campaign, this will be the last enemy. Try it and unleash the power of the most fearsome creature type.
- [Deck_199916_ST] Endless March 2013 (W/U): "Rescue" deck inspired from the Planar Chaos theme deck, but with blue instead of red. Your creatures go back and forth between hand and battlefield, and you can't imagine how fun it is.
- [Deck_199917_ST] Never the Same (G/W/R): Changeling deck that spreads useful bonuses belonging to different sub-types and makes a quite massive use of the champion mechanic.
- [Deck_199918_ST] Ivory Doom (W/B): Priest deck featuring Scion of Darkness. Call forth the mighty avatar!
- [Deck_199919_ST] Innistrad Curses (B/R): Curse your opponents and then finish them with vampires that grow stronger while their end gets near.
- [Deck_199920_ST] Boggart Feast (B/R): Two-colored Goblin deck inspired from the Lorwyn theme deck. A different experience from the classic mono-red Goblins, maybe not as powerful, but funny for sure.
- [Deck_199921_ST] Slow Agony (W/B): An attempt on making an Orzhov deck that isn't exactly what one would expect from the guild (as the Azorius deck in the expansion). This is all about disrupting your opponents' plans with bad Auras on their permanents.
- [Deck_199922_ST] Return to Rakdos (B/R): A 100% RTR Rakdos deck (except for the unlocks), based on the unleash mechanic. Leave the Rakdos army grow unguarded for some turns and it will become unstoppable.
- [Deck_199923_ST] Golgari Rise Again (B/G): A 100% RTR Golgari deck (except for the unlocks), based on the scavenge mechanic. It doesn't work as well as the Rakdos deck, but hey, it was just an experiment!
- [Deck_199924_ST] Rats! Rats! (B): The Rats here are all non-humanoid, except for Marrow-Gnawer. Have you always wished to overwhelm your opponent with dirty little rats? Then this is your deck!
- [Deck_199925_ST] Flickering Tactics (U/W): "Flicker" deck that abuses enter-the-battlefield effects through Cloudshift and similar cards.
- [Deck_199926_ST] Landcrusher (R/G): Yes, it's bad, it's frustrating, it's a land destruction deck! You'll get to destroy not only the opponents' lands, but yours too, in preparation of a big Terravore.
- [Deck_199927_ST] Empty Mind (U/B): If you wanted to play Dimir colors without milling the opponent, what could you rely on? Bounce and discard! This deck has all the most annoying enchantments following that strategy, including Warped Devotion and Mana Breach.
- [Deck_199928_ST] Disaster and Recovery (R/G/W): Don't be afraid to rain destruction on everything: Tamanoa and the other life-gaining cards will make up for the loss.
- [Deck_199929_ST] Rainbow Power (5-colors): Another variation on the 5-colors theme, this deck will make good use of its colors through cards like Might of the Nephilim.
- [Deck_199930_ST] Nature Shaper (G/U): Simic love to manipulate nature, and that's exactly what you'll do with this deck, cloning the best creatures and raising bigger and bigger Oozes.
- [Deck_199931_ST] Human Battalion (R/W): A deck that swarms Human creatures and takes advantage of the big numbers with the Battalion mechanic.
- [Deck_199932_ST] Toughness Matters! (G/W/B): Build the strongest defense ever with high-toughness creatures, then unleash their true power through Doran, the Siege Tower.
- [Deck_199933_ST] Legends of Kamigawa (W/R): A classic Samurai deck which focuses a bit more than usual on legends.
- [Deck_199934_ST] Time Travelers (R/U): You'll need to think ahead with this deck: it's full of suspendable spells and ways to manipulate their comeback, like Rift Elemental.
- [Deck_199935_ST] Be Reckless! (G/R): A deck that rewards attacking, and makes large use of the bloodrush mechanic. Have you ever thought about how useful Copperhorn Scout can be?
- [Deck_199936_ST] Hellbent Madness (B/R): A good old hellbent deck with some madness cards. Empty your hand as fast as you can and get the benefits of it.
- [Deck_199937_ST] Darwin Approved (G/U): Simic are evolving fast! Follow their example and make your creatures grow with the evolve mechanic.
- [Deck_199938_ST] Ask the Sphinx (U/W): The objective of this deck is the exact opposite of the hellbent one: keep a big hand and take advantage of that! There are some neat tricks involving Drogskol Reaver.
- [Deck_199939_ST] Mirrodin at Night (B): When the night falls on Mirrodin, the Nim rise! A deck that revolves around Nim creatures and equipments.
- [Deck_199940_ST] Ding! (U/W): A classic level up deck, with all the cards that interact with level up (Venerated Teacher, Time of Heroes, Champion's Drake). In case you are wondering, "Ding!" is the exclamation some people say when leveling up in MMORPGs.
- [Deck_199941_ST] Elemental Fury 3.0 (R): I think this is the funniest deck I ever made. After the not-so-good 2 versions I made for DotP2012, this time I'm really proud to present a deck that strikes as fast as lightning... try it and see.
- [Deck_199942_ST] Death Cycle (B/G/R): This deck is all about sacrifices. What happens when Sek'Kuar, Deathkeeper and Savra, Queen of the Golgari join forces? It's up to you to write this story.
- [Deck_199991_ST] Sunburst (5-colors): This is the sunburst experiment I talked about some times before. This will probably be the last release of my mod before DotP2014, so I thought, why not adding it as well? It isn't very good and the AI sometimes doesn't use all the colors it can.
Updated Links:
- Deck_1999_Core (v9)
- Code: Select all
http://www6.zippyshare.com/v/53290713/file.html
- Deck_1999_Cosmetic (v9)
- Code: Select all
http://www51.zippyshare.com/v/72636961/file.html
- All decks from 01 to 42 in a single zip file (v9 "promo edition")
- Code: Select all
http://www65.zippyshare.com/v/77497795/file.html
- Everything in one package (v5)
- Code: Select all
http://www.mediafire.com/?7z9ilu5wnan5hay
- If you don't enable the "keep priority" option, you won't be able to flashback sorceries, suspend cards or unearth creatures during the main phases if you don't have anything else to play. This is an engine limitation and I can't do anything about it. Always enable that option when playing with decks that contain sorceries with flashback, cards with suspend or creatures with unearth.
- Ordruun Commando is coded, but I didn't include it in any deck because the AI hardly understands how it works. If you find a way to improve it, let me know.
- True Believer is coded but I removed it from the Clerics deck because the engine tries to target players also while selecting their graveyard in order to target cards in it (i.e. with Reanimate) and this can hang up the game. A good fix would require rewriting of all cards that target cards in any graveyard, which wouldn't be worthy enough for the effort.
- Rage Extractor has the black Phyrexian mana symbol in its ability, instead of the generic Phyrexian mark. This is intended, because the generic Phyrexian mark isn't available in the game, and gray background is still more "neutral" than the other available colors.
- Crimson Hellkite has a visual bug that I can't fix: while you choose the value for X, the game will automatically highlight a mana combination and will allow you to change it with CTRL (even if it includes non-red mana). After the choices are made, only red mana will be tapped anyway.
- The protection badges granted by Pledge of Loyalty can appear/disappear when they shouldn't. This is just a visual bug and I can't do anything about it. Always look at the permanents' colors and don't trust the badges you see.
- The AI will cast Slime Molding with
= 1 a bit too many times. I don't know how to enhance its use of this card.
- The AI will slow down quite a bit while evaluating Ooze Flux. If someone finds a better way to code that card, please let me know.
- The deck "Ask the Sphinx" has a problem but I haven't been able to find the reason. Multiple crashes have been reported by multeyemeteor, while I managed to see the AI stuck trying to play Azorius Charm (but the Charm should be fixed by now). Please report any strange thing you see while using this deck: any information could be helpful.
- You can cancel the query of Echo Chamber when an opponent uses it against you. I can't find a way to prevent that query from displaying the cancel button and I have never seen the AI cheating this way, so just don't click on cancel and be a fair player.
I can remove that card if it really bothers a lot of people, but I'm not planning to do it soon anyway.
Temporary patch:
The Deck_1999_TempPatch.wad file will fix the bugs found by the users, so that I don't have to reupload the whole core WAD each time a bug comes out. If there is one available, then it is needed: place it in the game directory with the other WAD files. If there's no temporary patch here, and you still have one from the previous version, delete it.
The patch will fix the following:
- Twinstrike
- Rakka Mar (not really bugged, just forgot the auto_skip)
- Sakura-Tribe Elder (again not really bugged, just forgot the AI availability for his ability, this slows down the AI's thinking process when evaluating the card)
- Whispering Specter (the most re-fixed card ever)
- Stormfront Riders
- Make a Wish
- Azorius Charm
- Psychic Membrane
- Skirsdag Cultist
- Stinkdrinker Bandit
- Faultgrinder
- Zombie Master (no bugs, only added German translation thanks to maginater5000)
- Argent Sphinx
- Devour functions (please update my core-fixing WAD as well, or you'll have different versions of the same function)
Special thanks:
- Thanks to RiiakShiNal for useful discoveries about unlocks. We're counting on you to completely solve all the problems they give!
- Thanks to luh-koala for Brazilian translations in the TEXT_PERMANENT entries, and for the awesome graphical presentation (unfortunately, the link was down so I removed it, but believe me, it was great).
- Thanks to Rick for Gibbed Tools. No mod would exist without his support.
- Thanks to multeyemeteor for presenting the modding scene on his YouTube channel. If you are reading this, please keep showing off the work from the whole modding community, not just drleg3nd's decks, OK?
- Thanks to the whole modding community for the continuous support (this way I'm sure I didn't forget anybody
).
- The most special thanks to JaboiNuck who spent some of his precious time just to let everyone know that
I have really never seen such encouraging words in my whole modding experience.JaboiNuck wrote:Most of these decks suck.
Have fun!