Hoard-Smelter Dragon should be fixed.
Finnical wrote:Grappling Hook doesn't appear to always function correctly. It appears to allow the opponent to choose to block a different creature. Also it behaves as if it is not a "you may" ability.
Grappling Hook should now behave as a "may" ability. It's also been updated to include the functionality needed to make it function at least mostly properly. It will
not work with creatures with special blocking restrictions. It'll work for anything characteristic based such as flying, reach, shadow, menace (which also includes the more verbose "cannot be blocked except by two or more creatures"), and also includes "cannot be blocked except by 3 or more creature" and "cannot block alone". Those are characteristics under the hood.
Things like "can't block unless" (
Blind-Spot Giant, for instance). Basically, anything that uses evasion tests or other special code. This also won't work for protection. At least not yet. I was, at one point, close to having protection working well, but I managed to lose the progress I'd made on it and never quite regained that progress. It should, however, work in at least most situations.
nguyenxthinh wrote:After some matches I noticed my game stopped because of "THE MONARCH" token (or
Crown-Hunter Hireling I am not sure though).

Crown-Hunter Hireling and all other Monarch cards should be fixed. They all lacked the token registration. The monarch token (which I didn't even realize existed) is also an enchantment, but it wasn't accounted for in the CW's special enchantment filtering functions yet. So, while its shroud and indestructibility would have protected it from, say,
War Priest of Thune, and its zone-change overrides might have protected it from
The Great Aurora, it would have been counted by Shimatsu, the Bloodcloaked and
Touch of the Eternal. It might have also worked very, very badly with something like Shimatsu by being a valid sacrifice target but overriding the sacrifice. Whether it would have or not, everything that looks at enchantments (or permanents) should correctly ignore it now (which has the dual effect of meaning the zone-change overrides shouldn't be needed now, though I didn't take them out. Always nice to have contingencies...).
Finnical wrote:Repairing
Fellwar Stone must have involved replacing the card entirely; Any deck that had the stone in it now causes a game crash on open, and will need to be replaced by a new version of the deck. Not a problem, just clueing others in.
Edit:
Fellwar Stone is still not functional; When ability is activated it flashes the message "Cannot produce mana."
To be fair, I
did say that. I even gave it red lettering to make it stand out:
viewtopic.php?f=109&t=15783&start=2730#p210908
About it not working, I assume you have the most recent update? The "most" recent shouldn't be necessary, per se, but I just tested it and it worked exactly as it should have. Can someone else please test it so I can know if the problem is on Finnical's end or mine? I checked to make sure I didn't accidentally forget to add updated function files from my test folder to the CW or something, but nothing like that appears to be the case.
nguyenxthinh wrote:I just created a new deck of my own. After playing it with the AI I got a dmp file and the game froze. Could anyone take a look into it for me please? I am not good with technical stuff like this. I include the list of my cards in the deck if it may help to find out what caused my game stopped.
Also, I received another report from the game:
[lua] [string "HUNTERS_INSIGHT_CW_220291_TITLE (CONTINUOUS_ACTION)~0x0000029f"]:3: attempt to index local 'target' (a nil value)
(cannot upload dmp file

)
https://www.mediafire.com/?8ar4nywmef309km
We can't use the dmp files anyway. However, for future reference, you can upload any file if you first zip it with 7-zip or winzip into a .zip file.
Regardless,
Hunter's Insight is fixed. It probably was behaving completely correctly. It was just that after the creature was destroyed (or otherwise gone), it kept trying to affect it. It failed, of course, but as long as the creature was there, it probably worked fine.
I've also fixed a few random other cards.
Silhana LedgewalkerElven RidersJoven's ToolsEvil Eye of Orms-by-GoreAmrou Seekers (Had intimidate, which would malfunction if it became another color)
SeekerTechnically,
Silhana Ledgewalker didn't need "fixed", but it was the only card in the entire game using the function "CantBeBlockedExceptBy_Set(EVASION_INDEX_...)" correctly. The two listed after it were using "CanOnlyBeBlockedBy_Set", which isn't a function, and they were also using "EVASION_INDEX_WALL", which isn't an evasion index constant. (Perhaps it used to be in previous versions?)
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And finally, I also got rid of the reminder text on all cards with flying. (Might not have caught them all, but it should at least be most of them.) I really want to make that a long-term goal. Get rid of ALL reminder text. The game has a much better method of showing reminder text using the "More info" button when a player doesn't remember/know how a mechanic works.
EDIT: For the record, I haven't forgotten Bushi Tenderfoot. I'm just a terribly inconsistent person. I'm sorry.
