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Hour of Devastation development -- 176/186 uploaded
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Re: Hour of Devastation development -- 176/186 uploaded
by Xander9009 » 06 Jul 2017, 05:55
Has anyone used Torment of Hailfire or Nicol Bolas, the Deceiver's first ability and then noticed the game taking an unusually long time to process things for the rest of the game?
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Re: Hour of Devastation development -- 176/186 uploaded
by Splinterverse » 07 Jul 2017, 11:52
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
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Impossible Cards List | Update Your Land Pools
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
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Impossible Cards List | Update Your Land Pools
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Re: Hour of Devastation development -- 176/186 uploaded
by Splinterverse » 08 Jul 2017, 10:57
All basic lands have been added (8 with HQ art; 7 with LQ). See my signature for a link on how to update your land pools so that all of the available basic lands will show up in your decks.
HQ art has been uploaded for Abrade, Act of Heroism, Aerial Guide, Dreamstealer, Scrounger of Souls, and Tenacious Hunter.
OP updated.
HQ art has been uploaded for Abrade, Act of Heroism, Aerial Guide, Dreamstealer, Scrounger of Souls, and Tenacious Hunter.
OP updated.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
- Splinterverse
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Re: Hour of Devastation development -- 176/186 uploaded
by Splinterverse » 09 Jul 2017, 08:43
HQ art for Moaning Wall uploaded. Op updated.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
- Splinterverse
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Re: Hour of Devastation development -- 176/186 uploaded
by Splinterverse » 15 Jul 2017, 09:44
All basic lands now have HQ art.
Uploaded HQ art for Abandoned Sarchophagus; Angel of Condemnation; Crested Sunmare; Dauntless Aven; Hollow One; Liliana's Defeat; Puncturing Blow; Torment of Scarabs; Unconventional Tactics; and Unesh, Criosphinx Sovereign.
OP has been updated.
Uploaded HQ art for Abandoned Sarchophagus; Angel of Condemnation; Crested Sunmare; Dauntless Aven; Hollow One; Liliana's Defeat; Puncturing Blow; Torment of Scarabs; Unconventional Tactics; and Unesh, Criosphinx Sovereign.
OP has been updated.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
- Splinterverse
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Re: Hour of Devastation development -- 176/186 uploaded
by Splinterverse » 21 Jul 2017, 09:00
HQ art added for Burning-Fist Minotaur; Razaketh, the Foulblooded; and Samut, the Tested.
OP updated.
OP updated.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
- Splinterverse
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Re: Hour of Devastation development -- 176/186 uploaded
by MasterXploder7 » 26 Jul 2017, 04:58
Wasp of the Bitter End doesn't activate it's ability when a Bolas planeswalker is cast (at the very least it doesn't work with the "Deceiver" variant)
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Re: Hour of Devastation development -- 176/186 uploaded
by MasterXploder7 » 26 Jul 2017, 05:06
Uncage the Menagerie doesn't have an in it's mana cost, when it should.
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Re: Hour of Devastation development -- 176/186 uploaded
by membran » 26 Jul 2017, 09:53
MasterXploder7 wrote:Wasp of the Bitter End doesn't activate it's ability when a Bolas planeswalker is cast (at the very least it doesn't work with the "Deceiver" variant)
I've taken the liberty to post these two bugs to the bug tracker here:MasterXploder7 wrote:Uncage the Menagerie doesn't have an in it's mana cost, when it should.
https://sites.google.com/site/dotpcommunitywad/report-a-bug/reported-bugs
Re: Hour of Devastation development -- 176/186 uploaded
by membran » 26 Jul 2017, 09:56
Posted fixes for
Hollow One (was missing power / toughness),
Ramunap Ruins (didn't require any mana for its sacrifice ability; still is somewhat clunky to use (taps itself before asking to sacrifice, untaps itself when aborting target selection) and doesn't seem to allow for the use of mana cycling button - another pass at it is in the works; but at least the ability requires {R}{R} now to use),
Earthshaker Khenra (was targeting only cards less than its own power, not less or equal to),
Dunes of the Dead (didn't create a Zombie token on hitting the graveyard from play).
Hollow One (was missing power / toughness),
Ramunap Ruins (didn't require any mana for its sacrifice ability; still is somewhat clunky to use (taps itself before asking to sacrifice, untaps itself when aborting target selection) and doesn't seem to allow for the use of mana cycling button - another pass at it is in the works; but at least the ability requires {R}{R} now to use),
Earthshaker Khenra (was targeting only cards less than its own power, not less or equal to),
Dunes of the Dead (didn't create a Zombie token on hitting the graveyard from play).
Re: Hour of Devastation development -- 176/186 uploaded
by Xander9009 » 27 Sep 2017, 14:01
Well, I think I finally got Torment of Hailfire working well. I ended up completely recoding how the AI's choices are handled. Now, human players and AI players are handled separately. Human players get to choose which option they want to do, and then they choose a card from whichever zone they chose, if either. This is the way it should be done for everyone, but the AI can't really handle it, and the main reason for doing it this way don't apply to the AI anyway. Specifically, the reason it should be done this way is because the alternative is ChooseItemFromDC. But that just makes a big list of things to choose from like when you choose a card from your library. When the cards are coming from multiple zones and the cards on the battlefield might have other cards attached to them and whatnot, it's not really feasible for a human to use that selection method. But for the computer, that's fine, so that's exactly what I did. The AI player now makes one choice per iteration instead of two, that one choice being a single card from among all valid cards. Whether it's "sacrificed" or "discarded" is handled at the end of the code instead of before.
I've also limited it a bit more to force some better choices. If the computer has more than 22 life (thus, choosing like would still leave 20 or more), then it'll automatically choose life. Normally, the cards choice is optional (so it can choose life). However, if that would kill it, it's forced to do something else if able. The computer has a strong tendency to choose cards (no matter the method) even if it's got plenty of life and only one defender.
I was going to have it be forced to choose a permanent if it's got lots of small, cheap creatures (aimed at tokens). And if it has lots of cards in hand, it would be forced to choose one of those. However, I ended up not doing this. I opted for the simpler, less controlling method of just letting it pick a card, and only controlling it for excess/not enough life. It seems to work well. The choices are faster, it more reliably chooses the least beneficial card (since it's choosing from among all valid options at once, instead of choosing the zone first, THEN the card), and it doesn't slow down afterward.
I also fixed the weird issue where it went the wrong direction, asking players in reverse-turn-order.
I've also limited it a bit more to force some better choices. If the computer has more than 22 life (thus, choosing like would still leave 20 or more), then it'll automatically choose life. Normally, the cards choice is optional (so it can choose life). However, if that would kill it, it's forced to do something else if able. The computer has a strong tendency to choose cards (no matter the method) even if it's got plenty of life and only one defender.
I was going to have it be forced to choose a permanent if it's got lots of small, cheap creatures (aimed at tokens). And if it has lots of cards in hand, it would be forced to choose one of those. However, I ended up not doing this. I opted for the simpler, less controlling method of just letting it pick a card, and only controlling it for excess/not enough life. It seems to work well. The choices are faster, it more reliably chooses the least beneficial card (since it's choosing from among all valid options at once, instead of choosing the zone first, THEN the card), and it doesn't slow down afterward.
I also fixed the weird issue where it went the wrong direction, asking players in reverse-turn-order.
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Xander9009 - Programmer
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Re: Hour of Devastation development -- 176/186 uploaded
by NEMESiS » 06 Jan 2018, 04:57
Crypt of the Eternals is missing.
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Re: Hour of Devastation development -- 176/186 uploaded
by Splinterverse » 06 Jan 2018, 13:26
Thanks for letting us know. I lost everything on my computer a couple months ago, so I re-coded this one and uploaded it. It should appear in the next CW update.NEMESiS wrote:Crypt of the Eternals is missing.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
- Splinterverse
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Re: Hour of Devastation development -- 176/186 uploaded
by NEMESiS » 06 Jan 2018, 17:24
Thanks! Do we have any of the full land cards from Hour of Devastation or Zendikar?Splinterverse wrote:Thanks for letting us know. I lost everything on my computer a couple months ago, so I re-coded this one and uploaded it. It should appear in the next CW update.NEMESiS wrote:Crypt of the Eternals is missing.
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Re: Hour of Devastation development -- 176/186 uploaded
by Xander9009 » 07 Jan 2018, 03:33
I don't believe so, since that would require a very difficult workaround to get the art working. That said, there is already a working prototype for what would need to happen to make full art cards work if you find Neo's planeswalker update. If anyone wanted to convert that into the full art lands, you'd have something to base it on. But those are pretty packed with triggered abilities to get everything working, so it won't be an easy task.NEMESiS wrote:Thanks! Do we have any of the full land cards from Hour of Devastation or Zendikar?Splinterverse wrote:Thanks for letting us know. I lost everything on my computer a couple months ago, so I re-coded this one and uploaded it. It should appear in the next CW update.NEMESiS wrote:Crypt of the Eternals is missing.
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Xander9009 - Programmer
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