New batch of challenges ready to melt our brains

This time i've scripted all of
Pauper Puzzles until now (#30).
New puzzles means new issues. I'll list below the problems i've found with the ones that didn't make it into Forge. Like my previous pack, there is a separate folder with said puzzles for future use.
As for the ones that supposably are working. I haven't tested them all myself and can't say for sure that they are 100% error-free, however, the ones that i've solved, worked great and in fact are quite challenging, forcing you to play with the stack, to keep your eyes on the library/graveyard and other tricky stuff.
**Implementation Issues**The major problem i've found was the inability to make
puzzles with more than 1 turn. In the metadata section of the pzl files there is a field to set the number of Turns, however changing this value to 2 for instance, as soon as you enter
cleanup step on your Ending Phase to pass the turn, if you have
one or more cards in hand Forge will request you to
discard them stating the
maximum hand size is 0, this will break some puzzles, after discarding the cards/if no cards are in your hand you
automaticaly lose the match without passing the turn to AI. Unless i've missed some parameter that is needed for multiple turn puzzles I believe this is a feature that is still under construction and will be available in the future. Also, I would like to ask if there are more values for Goal other than Win. A couple of puzzles only require you to survive until your next turn without the need to zero opponents life, this could be one of the winning conditions available for the Goal field.
#10 |
#13 -
Survive until next turn / Multiple turn puzzle
#17 |
#19 |
#20 |
#25 - Multiple turn puzzle
#05 - Multiple turn puzzle / Starts during Declare Blockers Phase with AI's attacking creatures / Double-faced Card (Insectile Aberration enters as Delver of Secrets)
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Attachments are also a bit tricky to get right sometimes. To attach two or more cards you have to manually set an Id value for the card you want to be attached and an Attaching variable to the attached card for example:
Veteran Cathar|Id:22 ;
Bonesplitter|Attaching:22 ;
Lifelink|Attaching:22 -
Veteran Cathar will have
Bonesplitter and
Lifelink attached to it.
However, occasionally the cards don't attach properly (even if you set the correct ids) and you have to do it yourself manually while the puzzle is loading. This is not ideal because it requires the user to know the puzzle setup beforehand.
(you can check ids in game, its the little grey value on the left bottom corner of the cards, if you don't see this number is because you have it turned off, click on the Forge icon (top left corner of the screen) -> Game -> Card Overlays -> Card id this will toggle it on/off)The following puzzles have problems with attachments.
#14 - This puzzle have 3 cards with attachments, 2 on the Human side and 1 on the AI side, the ones on the Human side aren't working for me no matter the order I place them (i.e. changing card ids, this sometimes fixes issues like this). Not sure if the problem is the land or other factor unknown to me. This challenge also suffers from the previous issues of
Multiple turn puzzle / Starts during Declare Blockers Phase with AI's attacking creatures#04 - I have noticed that human cards are all loaded before the ai's, usually the game loads human hand, then human library, human graveyard, human battlefield and so on (in this particular order), only after that it loads the ai hand, ai library, ai battlefield, etc. You can check this by the card ids automaticaly assigned by the program. Now, the problem with this specific puzzle and other similar is when one of the Human's cards attaches to one of the AIs cards (the other way around works). Take this puzzle as an example:
Human's
Pacifism enchants AI's
Aura Gnarlid, the problem is that
Pacifism loads before
Aura Gnarlid and breaks the loading of the human cards because it targets a card that isn't in the battlefield. I'm not sure if this is fixable but maybe finding a way to make attachements only after all the cards are loaded could work. Then again, i'm not a programmer and i don't really know if the work behind the fix is worth it.
#27 - This puzzle is similar to the previous one in the way that it attaches one human's card to one ai's card but it also brings one more level of complexity to the mix, zones. In this example human's
Faceless Butcher attaches and exiles ai's
Wild Mongrel, so in terms of game state setup how do we script this?
Faceless Butcher is in the battlefield targeting and loading before
Wild Mongrel that is in the exile? Or load
Wild Mongrel in the battlefield and the game takes care of sending it to the graveyard? Either way i think this doesn't work.
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Other minor issues:
#26 - This puzzle works in a specific way that AI can't evaluate. Opponent is supposed to
Counterspell only direct damage, because they need the mana to keep them alive. Give the puzzle a try and see what I mean, check the solution in the site if you are stuck. The puzzle works but it is very easy when AI counter
Tandem Lookout.
#21 -
Standard Bearer is not yet implemented in Forge
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#30 - Please let me know whats the best way to set up this. I've scripted as it is intended (yeah 1000 elf tokens is kind of overkill) but i'm afraid this number of instances might break your game at some point. It loaded fine on my pc but haven't tested this on Android or other machines. We probably don't even need that many life points/tokens to make the point. This challenge is
NOT in the "Not Working" folder but I wouldn't commit it before knowing your opinion about it.
And that's it for now, I apologize for the extensive post but i'm trying to help in documenting every thing that might be worked on in the future and maybe this might be helpful when prioritizing efforts.
Give the new puzzles a try a let me know what you think.