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Mage 0.6 release

PostPosted: 30 Jan 2011, 17:00
by nantuko84
Finally Mage team released version 0.6. Though we had to postpone some features till 0.7, there is still a lot of stuff done in version 0.6:

This version includes:
* New game UI: it has more place for cards, updated player's pane, layout fixed and seems has better looking.
* Collection Viewer: allows to view though the all implemented cards using "book" style. For latest sets (at the moment only SOM, as M11 has all card implemented) it shows not implemented cards as well.
* New tooltips: with text highlighting, mana and set symbols, transparency, delayed appearing, etc.
* New implemented keywords: Proliferate, Infect.
* New cards: SOM is 163/249 (65%) done. New cards from ROE, WWK, ZEN.
* Some bug fixes.

You can download the new version from http://code.google.com/p/mage/

Screenshots
Game:
Image

Collection Viewer:
Image

Have fun ;)

Mage 0.6.1 release

PostPosted: 05 Feb 2011, 21:43
by BetaSteward
MAGE 0.6.1 has been released. In 0.6 I managed to kill player vs player but it is all better now. Everything else is pretty much the same.

A big thanks goes out to nantuko, Eugen and Matt for all the excellent work they have put into MAGE. Also a big thanks to everyone that has stuck with us. You're the reason we do this.

BetaSteward

Re: Mage 0.6 release

PostPosted: 05 Feb 2011, 23:37
by Huggybaby
Thanks BetaSteward, everything looks great.

Re: Mage 0.6 release

PostPosted: 07 Feb 2011, 17:44
by marq
Another key addition is that of the Annihilator ability so that Eldrazi creatures will slowly start to show their faces in Mage. Ulamog has been implemented and also Eye of Ugin with Eldrazi Temple coming as soon as possible.

Re: Mage 0.6 release

PostPosted: 07 Feb 2011, 19:27
by nantuko84
Actually we can program lots of cards, Mage framework is very powerful, we just have no time and free hands for that. As for me, during last months I commited only ~10 cards, not more, though I like adding new cards very much, when you start you can't stop :) this is all about priorities, for me, I prefer better GUI, new features than new cards.

As a suggestion, maybe we should create "card request" thread?
If any player really interested in 1-3 cards, it won't be hard to find time and try to implement them.

Re: Mage 0.6 release

PostPosted: 07 Feb 2011, 19:31
by nantuko84
Also I would play Mage with anyone with great pleasure ;)
just noticed that I'm programming much more than playing (though while developing new battlefield and player's panes in 0.6, I started game about ~150 times 0_o ).

Re: Mage 0.6 release

PostPosted: 07 Feb 2011, 19:59
by Huggybaby
nantuko84 wrote:As a suggestion, maybe we should create "card request" thread?
If any player really interested in 1-3 cards, it won't be hard to find time and try to implement them.
That's a good idea. Also, a topic outlining exactly how to create a new card so that prospective coders can take a look and see how to get involved.

Re: Mage 0.6 release

PostPosted: 08 Feb 2011, 13:14
by Aswan jaguar
Has Mage AI difficulty settings,to increase AI ability?

Re: Mage 0.6 release

PostPosted: 09 Feb 2011, 05:21
by nantuko84
I believe you want it to increase than decrease.
Not sure it can be done directly, the only option is to change AIMinimax.properties:
maxDepth=10
maxNodes=5000
evaluatorLifeFactor=2
evaluatorPermanentFactor=1
evaluatorCreatureFactor=1
evaluatorHandFactor=1
maxThinkSeconds=30
At least, I suggest to increase evaluatorLifeFactor to make AI more aggresive.
The main problem now is that minimax algorithm implementation is not efficient and AI can't fit into 30 seconds to find the solution in the middle and late games where there are many permanents. We are working on it.