Re: DotP2013 Core Bug Fixes (last update 11/11/2012)
You are absolutely right, and I really wonder why you have been the only one to notice. Since Voracious Dragon needed the "goblin counting" part that I couldn't insert in my external functions, I preserved that part from the original card, but forgot to change the target chest to the one I was using in my functions. Now it's fixed.Firehelp wrote:Hi. I'm using Theta version with Ravnica DLC installed and I've found a bug within this mod/patch. When you use Voracious Dragon (present in Goblin Gangland f.e.) and you devour any Goblins as its ETB triggers, the target of his ability (the one that should be dealt damage to) receives 0 damage everytime, no matter how many Goblins were sacrificed! Well, I hope its a simple thing to fix as it worked like a charm till I installed thefiremind's mod. So, thefiremind, could you fix this little issue, please? Also, am I really the only one who noticed this?
I'm sure about only 2 things pertaining game difficulty: lower difficulties make the AI spend less time considering possible future scenarios, and move some cards to a lower place in the deck (for example, when the AI uses Ajani's life-gaining deck, lower difficulties move Serra Ascendant deeper in the deck). This latter decision is controlled by those "@1", "@2", "@3" that you can find in the original deck XML files near some cards' names.Firehelp wrote:What's the difference between Archmage and Planeswalker difficulties, when using this mod? Is it only the latter AI cheat-drawing cards it desires? I care only for gameplay-wise differencies. If it is unknown, well, thanks in advance for responding anyways.
The fact that the AI knows the first card of the decks when needed and/or the opponents' hands when playing on the highest difficulty could be true or not: nothing official proves it, even if some experiments would suggest it's true.
The core-fixing mod has no effect on this, anyway.
