Thefiremind's DotP2014 DLC v10 (03/Dec/2013)

Thefiremind's DotP2014 DLC
Changelog:
Some things you have to know:
What you need in order to play:
Non-deck contents:
You need all of these files in order for my mod to work properly!
Deck contents:
The deck files all start with "DATA_DLC_TFM_D_" and none of them is required, you can keep just the decks you like.
Links:
Plans for the future:
Please let me know of any bug/problem you encounter, by answering to this topic. If SCRIPT_LOG.TXT opens after playing with my cards, please inform me about what's written in it.
Have fun!
Changelog:
- Version 10: 28 decks available, made Russian token names all in capitals like the other languages (using Notepad++, if you're wondering), added missing deathtouch info on Moonglove Changeling... and maybe other fixes that I can't remember.
Sub-versions:- CARDS 10.1: partially fixed Copy Enchantment. I can't code it better than this. See known bugs for details.
- CARDS 10.2: fixed Forgotten Ancient uncapable of putting counters on creatures controlled by someone else. Let me know if the AI makes very poor decisions after this, there's still a chance to limit its decision to "friendly" creatures if needed.
- Version 9: 26 decks available, and fixed/enhanced a ton of things, let's see if I remember some: added the STACK_EQUIVALENCE to exalted, made my undying cards compatible with evolve, fixed some INTERVENING_IF blocks that had slight imprecisions, made P/T defining effects (such as Wayfaring Temple) active in exile.
I had to remove Flash Foliage from the mod and from the populate deck because it proved to be broken with no chance of fixing: it wasn't triggering block triggers, and the creatures blocked by the Saproling were dealing trample damage without having trample.
Sub-versions:- CARDS 9.1: fixed Tariel, Reckoner of Souls.
- CARDS 9.2: fixed Demigod of Revenge.
- Version 8: 23 decks available. Yeah, only 2 more through all this time... the reason is that I'm investing less time in modding than before. Also replaced some illustrations with better ones taken from the expansion and fixed a few bugs.
- Version 7: 21 decks available, adopted the official wither badge, various fixes.
Sub-versions:- CARDS 7.1: fixed Ancestral Vision, Wheel of Fate (not really happy about how I did that, but I'll live with it).
- CARDS 7.2: re-fixed Ancestral Vision and Wheel of Fate using sumomole's trick, which is much better.
- OTHER 7.1: added back-face definition for Garruk Relentless in the transform functions, in order to support gorem2k's Planeswalkers.
- CARDS 7.3: fixed Gavony Township.
- CARDS 7.4: fixed Griselbrand.
- MEDIA 7 (from 6): added the claw effect, fixed sounds.
- OTHER 7.2: updated creature types for Theros.
- Version 6: 18 decks available, and some tweaks I can't remember right now.
Sub-versions:- CARDS 6.1: fixed Clarion Ultimatum, Gilder Bairn, Obzedat's Aid, Wargate.
- CARDS 6.2: fixed Master Transmuter.
- CARDS 6.3: added missing AI_AVAILABILITY blocks in Junktroller, Voltaic Construct, War Report (this should prevent game slowdowns).
- CARDS 6.4: fixed Melek, Izzet Paragon, Mirari.
- CARDS 6.5: corrected wrong text on Animar, Soul of Elements and Mighty Emergence, attempted to fix random crash on Bioshift.
- CARDS 6.6: fixed Kederekt Leviathan.
- Version 5: 13 decks available, the major news being the transform cards. I decided to give the MEDIA WAD the same version number as the whole release when I update it, so you know whether you need to re-download it or not at first glance (this time it has been updated, for example). Please update all the old decks as well: I made some fixes to the unlock lists.
Sub-versions:- CARDS 5.1: re-fixed Whispering Specter, corrected wrong text on Reckless Waif.
- CARDS 5.2: fixed Bane of Hanweir.
- CARDS 5.3: fixed Mirri the Cursed.
- CARDS 5.4: fixed Windreaver, Blood Artist, Butcher of Malakir, Falkenrath Noble, Kalastria Highborn (those vampires only had a slight imprecision).
- CARDS 5.5: fixed Nantuko Cultivator.
- Version 4: 11 decks available, added the MEDIA WAD. I decided to make a new release even if I only had 1 deck to add because I think I'll start some experiments, so I won't release new decks for a while.
Sub-versions:- CARDS 4.1: fixed Cosmic Larva.
- CARDS 4.2: fixed Whispering Specter.
- Version 3: 10 decks available, removed counters' definitions (they don't work) and fixed some bugs (not only those you see in the previous sub-versions).
- Version 2: 8 decks available, added counters' definitions and substituted Terramorphic Expanse with Evolving Wilds.
Sub-versions:- CARDS 2.1: fixed Dralnu, Lich Lord, Undead Alchemist.
- CARDS 2.2: fixed Flickerwisp, Chancellor of the Annex.
- CARDS 2.3: fixed New Prahv Guildmage, re-fixed Flickerwisp.
- Version 1: 6 decks available, added content pack.
Sub-versions:- CARDS 1.1: fixed Golem Foundry.
- CARDS 1.2: fixed Angel of Despair, Phyrexian Hydra.
- CARDS 1.3: fixed Jarad, Golgari Lich Lord.
- OTHER 1.1: added a function that manages "until your next turn" durations (still not perfect).
- CARDS 1.4: fixed Teferi, Mage of Zhalfir.
- Version 0: just 1 deck available, let's say that it's a test version.
Some things you have to know:
- Some technical information that doesn't bother the casual player: I'm using content pack 1990, and register 1990 on players' and duel's data chests (yes, that's right, only 1990, the other slots are all yours
).
- 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, maybe 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 (which won't be anytime soon, I warn you, but I can still give coding advices there).
- I know that many people complain when they need to manage multiple files and they probably won't be happy to see that my former "core" is now split in 4 different WADs. But there's a good reason behind: I won't need to make temporary patches anymore! I'll directly update the WAD that needs the fixes when a bug is discovered, because they are small enough for my slow upload speed.
- There's still a limit to the number of saved decks that the game can handle, so if you see your deck customizations unsaved when you close the game, you know why. I can't do anything about that.
- Why did I use Evolving Wilds rather than Terramorphic Expanse? Because I love the card art of the promo Evolving Wilds.
- Some notes about transform cards:
What you find here is an approximation, but a good one in my opinion. What actually happens is that the transform card "clones" an invisible card that represents the back face when transformed. You'll hear a noise just after you have chosen your starting hand if at least one of the decks uses transform cards, but don't worry, it's because of the invisible cards that get spawned to be copied and then exiled.
I noticed that my transform cards have some problems with blocking restrictions: you won't find Kruin Outlaw and Hinterland Hermit because the AI was able to cheat on the blocking restrictions of their back faces. If it happens also when those restrictions are granted by other cards (with Enlarge, for example) please tell me: I have no idea about how to fix the bug, but I'd like to know.
EDIT: Unfortunately, it seems that Bane of Hanweir suffers from this bug as well.I won't remove it, though, because I don't know what to replace it with.
All the back faces' XML file names start with an underscore, so you can recognize them. Don't add them to your custom decks: add only the front faces! The back faces would result in invisible cards that would mess up your deck. - Some notes about the suspend mechanic:
Again, this is an approximation, since it shouldn't be an activated ability.
The AI will suspend some cards, but will probably never activate Jhoira of the Ghitu (at most, it may exile cards that already have suspend).
There's a visual glitch: the counters in the exile zone will be displayed all together on the top card, you'll need to browse the exile zone in order to display them correctly on each card.
DotP2014 doesn't allow to target cards in the exile zone, so the only possible speed-up for suspend in red and blue was Rift Elemental.
You will be able to suspend at instant speed with cards that grant flash (like Teferi, Mage of Zhalfir), but you won't be able to do that with cards that grant "as though it had flash" (like Hypersonic Dragon), bear it in mind if you plan on making custom decks with my cards. - I coded scry so that it won't ask you to reorder the top of your library if there's only 1 card to reorder. Don't worry, scry works fine, I just removed something useless.
- My "heroic" creatures are based on an assumption about how the spells that target them are coded. More about this here.
- My offering mechanic (currently only on Patron of the Akki in the Kamikaze deck's unlocks) is the same I shared here, so the approximations are the same ones I wrote in that topic. Be aware of them if you plan to use it in other custom decks.
What you need in order to play:
- DotP2014.
- Rick's DLL (WAD signature check bypass).
- You don't need any official DLC: if I ever use a card from an expansion or deck pack, I'll include that specific card in my mod.
Non-deck contents:
You need all of these files in order for my mod to work properly!
- [DATA_DLC_TFM_ART]: this WAD contains illustrations for cards, decks, avatars and the fixed wither badge.
- [DATA_DLC_TFM_CARDS]: this WAD contains the cards' code.
- [DATA_DLC_TFM_MEDIA]: this WAD contains some animations and sounds from the previous DotP games that aren't in DotP2014. Feel free to use it in your mods if you want: it doesn't depend on other WAD files.
- [DATA_DLC_TFM_OTHER]: this WAD contains opponents' definitions, localised strings, functions, creature type definitions updated with the missing types, and content pack information.
Deck contents:
The deck files all start with "DATA_DLC_TFM_D_" and none of them is required, you can keep just the decks you like.
- The Firemind's Realm (U/R): Heavy on instants and sorceries, with this deck you can scorch your opponents, replicate your spells, and sometimes steal your opponents' ones.
- Rituals of Rebirth (G/W/B): A reanimator deck inspired by the Planar Chaos theme deck. It revolves around discarding in order to put the big creatures in the graveyard and reanimate them later.
- Phyrexian Poison (B/G): Another attempt at making an infect deck. This time the AI reacts better and more cards were possible without tricks, so the fun is guaranteed.
- Echoing Deeds (R/G): Based on the echo mechanic and on some ways to get around it, this deck will allow you to cast undercosted creatures without paying them again, or maybe give them haste and use them one-shot.
- The Esper...iment (W/U/B): Typo intended!
This is a classic Esper deck full of artifact creatures.
- Golem Assault (G/W): A Golem-based deck, with the green and white Splicers and a good variety of Golems.
- Law of the Skies (W/U): An Azorius deck based on detain, with a little flying sub-theme.
- Fresh Dead Meat (U/B): Are you tired of the usual Zombie deck? This has 2 colors and is packed with funny interactions that Liliana cannot offer.
- Rage of the Land (G): With this deck you'll get to fight not only with creatures, but also with Forests... well, after animating them.
- Kithkin Militia (W): A Kithkin deck, mostly Soldier-based. They are small, but deadly in numbers.
- Counters Mastery (B/R): Mix unleash with wither, add some cards that benefit from them, and there you have a deadly recipe for a deck.
- Full Moon on Innistrad (R/G): A Werewolf deck, packed with transform cards. Let's say that it's mostly a way to try them.
- Unending Thirst (B): A quite fast Vampire deck, with Vampire-based removal, too. It also contains some transform cards.
- Treacherous Shapes (U/B): Do you like to use the opponents' weapons against them? Then a Spellshaper deck is what you're looking for! This is mostly an experiment, though, and it doesn't always work well, but when it does, it's pure fun.
WARNING: I chose Lazav as deck personality because he fits with the theme, but he still can't be coded, so don't get your hopes high. - High Profit (W/B): This decks mixes life gaining with extort. Let's say that it's what Celestial Light from DotP2013 would become when adding black.
- Journey to Bant (W/U/G): A classic Bant exalted deck, with a bit of ramp to make up for the 3-colors difficulty.
- Unlife on Grixis (B/U/R): Grixis unearth deck, with a little cycling sub-theme. Can you guess what Conjurer's Closet is here for?
- Project X (G/U/R): Yes, I know, there are other modded decks out there that manipulate +1/+1 counters on Hydras, but this is my own interpretation of that theme. Try to play those
-costed creatures with a well pumped Animar, Soul of Elements...
WARNING: I just noticed that "Project X" is the name of a totally different deck that revolves around a specific combo. I didn't know that when I chose this name, sorry if it creates confusion. - Time Travelers 2014 (U/R): My suspend deck is back again in DotP2014! Now including Greater Gargadon!
- Mind Gap (U/B): Another experiment that doesn't always work, but it's an original idea: shrink the opponents' hand sizes and make yours grow up, taking advantage of that.
- Exponential Growth (G/W): A classic populate deck. Maybe not as fast as it could be, but once it starts populating, watch out!
- Future Myr (U): This is probably the only combo deck that you'll ever find in this mod. It's not an instant-win combo, so it should be OK for everyone (me included: I can't really see the fun in instant-win combos). Your objective is to play Future Sight or Magus of the Future plus two or more Etherium Sculptor, then play as many Myr as possible from your library.
- Into the Deep (U/G): People who played DotP2012 probably remember Kiora Atua's deck, well this is something similar: stall the game until you can cheat big sea monsters into play through Quest for Ula's Temple and other cards.
- Superheroes (G/W): A deck that focuses on Theros's "heroic" creatures. If you manage to draw creatures and spells in a good ratio, it can become faster than you would expect.
- Wings of Justice (W/R/B): An Angel deck that can become unstoppable in the late game. Aside from some unlockables, all nonland cards contain white mana, this makes Pearl Medallion a reliable accelerator.
- Devotion to Chaos (R/B): This isn't your usual Rakdos deck. It's packed with hybrid cards that boost your devotion to both red and black, and, of course, cards that make good use of your devotion.
- Death Cycle 2014 (B/G/R): A new version of my DotP2013 sacrifice deck, which incidentally also resembles the "Power Hungry" deck from Commander 2013. It's based on sacrificing creatures and getting benefits from doing it.
- Kamikaze (R): Did you miss Goblins? They are back, with Ib Halfheart, Goblin Tactician as their leader. You can guess what it means... the deck will reward you for sending them to suicidal missions.
Links:
- DATA_DLC_TFM_ART (v10)
- Code: Select all
http://www51.zippyshare.com/v/64937011/file.html
- DATA_DLC_TFM_CARDS (v10.2)
- Code: Select all
http://www36.zippyshare.com/v/4213618/file.html
- DATA_DLC_TFM_MEDIA (v7)
- Code: Select all
http://www63.zippyshare.com/v/97057362/file.html
- DATA_DLC_TFM_OTHER (v10)
- Code: Select all
http://www2.zippyshare.com/v/54698898/file.html
- Decks (v10)
- Code: Select all
http://www2.zippyshare.com/v/91845909/file.html
- There can be issues with some cards in multiplayer. Since I don't play multiplayer personally, I can't find them by myself, and as far as I know, they are random enough to make them impossible to debug. Just be 100% sure that your friends have the exact same WADs as you when you play with them, this usually fixes most problems.
- (Not directly related to my cards) Colorless mana sources still have forced priority over the other ones. I'm waiting before applying a solution similar to DotP2013 because I want to see how things go.
- (Not directly related to my cards) The AI could still act a bit dumb when defending against infect creatures, but the situation is a lot better than in DotP2013, and I already did everything I could about that.
- (Not directly related to my cards) If you detain (or Arrest, for that matter) a permanent with mana abilities, they will still be usable. This is due to the fact that mana abilities aren't activated abilities according to the game, so there's no way to shut them off (unless they are granted by another card, then that card could shut them off, but not other cards).
- (Not directly related to my cards) The "can block any number of creatures" ability works: click once on the blocker, then once on the creature you want to block, and repeat as many times as needed. However there's a visual glitch when assigning combat damage: the zoomed cards representing the blocked creatures are invisible. You can still assign damage as needed if you pay close attention: try to browse them with the left/right arrows and you'll see that the selected card glows on the battlefield. When you selected the creature you want to assign damage to, click where the zoomed card should be (even if it's invisible) and it will work.
- Quoting from Gatherer: "When a player leaves a multiplayer game, any continuous effects with durations that last until that player's next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely." This rule is currently not correctly implemented, and those effects might last more or less turns under certain conditions when their controller leaves the game. This will never be a problem for Nivix, Aerie of the Firemind, but it might be for cards with detain. You'll never notice any problem as long as you play 1v1, though.
- Rooftop Storm doesn't take all possible scenarios into account. There shouldn't be any problem as long as you play it inside my deck, but if you are a modder and you try to move it to another deck, be aware that you won't be able to do some things, for example casting Zombies for
from another player's hand if a card lets you do that kind of thing. Also notice that the alternative cost query will always say "Pay
", but if there are cards like Lodestone Golem or Thalia, Guardian of Thraben on the battlefield, you'll need more mana. Despite all this, I can't make the card any better, so no planned enhancements.
- The AI seems incapable of using Forgotten Ancient cleverly: most of the times it will move all the counters to just one creature.
- I was trying to cast an Esper Stormblade, and the weird thing is that only the Island was glowing during the mana selection. This resulted in the game stopping with the card on the stack. I don't know if it's a random bug that comes once in a while or not.
- The AI might cheat on the attacking restriction from Goblin Assault by keeping back the tokens produced by the card itself. I tried to code the restriction in a different way, but I'm not sure if I fixed it.
- Copy Enchantment now works for Auras... almost. I couldn't check which permanents the card itself can attach to, so I checked which permanents the original card can attach to. This means, for example, that if you try to copy a Breath of Fury belonging to another player you won't be able to attach it to a creature you control. I'm sorry about that, but I don't know how to make it better. If someone has a good tested idea, please let me know.
Plans for the future:
- The development should be considered as stopped, but I'll do my best to fix bugs when you report them.
Please let me know of any bug/problem you encounter, by answering to this topic. If SCRIPT_LOG.TXT opens after playing with my cards, please inform me about what's written in it.
Have fun!