RumbleBBU wrote:To be precise, all my quest mode mods (the whole 'enforced format quest' concept, custom formats, etc.) were added after the last beta, and will therefore be 'new' features in the next beta.
Speaking of which, it seems that the avatar pictures are working again (hooray! - although my AI/human icon selections seem to have swapped from original choices)
Sealed/Draft gauntlets are still not moving to the next round when you click "Next Round" (you still get to play against the first AI deck on all subsequent rounds).
1. That's what I meant.
2. They were stored in a strange fashion: human picture has index if 1, ai's had index of zero. I swapped them. Moreover, non-quest ai players will have both random names and icons from now.
3. You've got it fixed.
Sloth wrote:But i think it won't just be a decent release, it will be a great one!
Unless mayor bugs will be found, a release on friday the 26th would be a good thing.
Then let's name it 1.3.0!
A good thing to add would be player's deck selection for "human vs N ai" mode. Hope, Doublestrike will find a chance to do so.
moomarc wrote:Thanks Max! Some really amazing stuff been happening here while I've been catching up on work. So how far are we away from being able to implement Archenemy properly? Most of the Schemes are scriptable (as long as the various effect durations are still working, especially "Until your next turn...") so we just need to be able to see the active scheme (I think the Command zone is still in the code somewhere, just needs to be hooked up), and then the mechanism for actually drawing new schemes.
Then if we get those elements working we'd also be pretty close to basic Planechase (although probably a bit more AI work needed for that format).
Schemas are not supported at all ATM. They are not considered permanents, so... I don't know how to make it better - maybe they should be implemented as another ingame class (not forge.Card)? Or still make them cards, but somehow untouched by effects applied to all permanents? Besides, the current AI is not aware of any other players except a single opponent, while they should collaborate to perform better.
The command zone is already created along with hand, library and graveyard, but no cards have entered it.
That's a lot of work that someone might do... or not - depends on if we find a passionate person.
Yet speaking in general - yes, the pathways to implement Planechase and Commander matches are now open.