The new Sorceress tweak I've been trying out plays quite a bit better at double the thinking time - and the playspeed difference wasn't noticeable. For one thing I only got sensible
Goblin Tunneler activations 5 matches in a row, whereas previously there'd be screwups 4 times out of 5. Thanks A LOT for this tip.
How far do you think it can be pushed before encountering massive slowdown, anyone tried that? Because this just changed an unworkable deck into a very workable one

---
!!!
;Relative time to allow AI to think. The default in the normal game is 5405;
;lower numbers mean quicker (and, to some extent, dumber) decisions.
;
;Corresponds to AiDecisionTime in config.txt for Manalink.
;
;Defaults AiDecisionTime = 540.
Which one of these numbers is a typo!?
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The AI plays some things a bit better at 2160, however it still has serious issues with anything that has "Draw a card" or anything similar in addition to another effect. It can get quite crazy about casting those things at any possible time (except, funnily enough, at the right time), and does the exact opposite of what a player would in most situations - instead of ignoring the "Draw a card" part when determining how to use it, it ignores everything else XD
This is awful. "cantrips" are usually the best variants of any individual effect because drawing a card in addition to doing something you would do anyway is basically the most worth you could possibly tack onto a utility card. Basic cantrips are sorely missing in the pool - porting everything ever with "draw a card" and "draw a card at the beggining of the next turns upkeep", into manalink and into Shandalar (or bypassing Manalink), no matter how insignificant it looks at first glance would be huge.
Zap,
Afflict,
Jolt, things like that would hugely but sneakily improve every low-to-mid tier deck you could think of. If the AI can't use them (or brutally misuses them), this is really bad.
And boy does it ever misuse them, it'll not even bother realizing that it could attack and kill something with
Defiant Strike, I've just had it pass the attack phase and cast it in it's second main - and making itself unable to cast other things because of it.
Another thing that simply has to be fixed (inasmuch as anything "has to" be done in the world, ofc), with as much haste as possible, is the AI madly throwing removal as soon as it can target anything. Match after match I watch it
Unsummon / Excomunicate a lonely insignificant threat instead of playing creatures. Empty board, no tempo to be gained, it sees a target - bam! If it actually had something to attack with on the board it would be a huge deal, if it waited a turn it would have a better target, heck if it played a creature the player would almost certainly supply it with a better target, but no - it has a target, it'll cast
Seething Song to throw a 5cc 5 dmg spell to kill that LLanowar Elf. The game wasn't developed to be played like that, cards weren't made to work like that - I can't scale deck power by giving it more efficient spells because it's more likely to misuse them than benefit from them XD
Just think - if I give it a spell which does 5 damage to a creature for R, it will actually play worse than it would if I gave it a spell which does 5 damage to a creature for 3RR. Because the first one will get thrown at a grizzly bear while the second one has a chance of actually hitting a
Serra Angel. The take-it-to-a-logical-conclusion-concequence, which I've also seen a bunch of is that the AI actually manages to play better if it gets mana screwed and misses a land drop than if it doesn't. Same spell, the 3RR 5 damage to a creature thing - the AI missed a land drop and didn't have 5 available on time to kill my
Angelic Page, so when I played a
Serra Angel and the AI hit the 5th land, it killed the big guy and went on to win. If it wasn't mana screwed I would've beaten it o.0
Whats more is that if it's making stupid plays at stupid times it's also wasting mana on it, which often means that if I give it the most efficient creature curve in the world the easiest way to make it mess it up is if I also give it efficient removal. But if I don't, if I give it removal/spells which it can use somewhat sensibly (read: overcosted), It will get stuck with hands where it can't play anything before turn 4-5 and will be eaten alive by then (and can't deal with a basic curve-out by the player because it can still only cast one of it's overcosted spells per turn).
Otherwise it'll spam
Pacifism for 4 turns while 2
Mesa Enchantress sit in it's hand.
It's... difficult.
Oh, and AI blocking decisions are still mind boggling. It's easy to explain what's wrong with it's attacking theory in MtG terms - it hasn't got a way to decide what's a favorable trade for it and is unwilling to sacrifice almost any creature on attack (Even though you could, so to say, train a chimp to attack into trades which would result in two-for-one or three-for-one trades such as trading it's one creature for an enemy creature with an aura on it, for example.) This creates big trouble in terms of deck building because it forces me to give the AI blowout cards which just "win" on the spot (like
Winter Blast or
Icy Blast), especially in conjunction with how trigger happy the AI is with them.
This means that most decks can only really utilize one strategy - get stuff to be evasive or unblockable so that it would attack with it, which is bad and either uninteractive or easy to shut down for the player (somewhat dependent on the player color), or overload it with overly powerful (and very specific) removal that it's so powerful that you can't misplay it (like the Arc spells which you can't really missplay too hard). Or I have to just plain trick it into missplaying itself into moves like the
Hornet Nest +
Hail Storm interactions (which is also a variation on giving it removal and evasion).
But it's blocking logic is just strange.
TLDR:
- Nobody has to do anything they don't want to do, or accept anything they don't want to accept. Everyone involved in this does things of their own will and finds their own motivation for what ever they do. This isn't a rant, I'm not demanding anything and I don't want to kill anyone's motivation or make anyone feel bad about anything - I'm just saying this because I happen to be in a position to judge. So might other people, I don't know how good you guys are at MtG so I might just be stating the obvious, but I feel like I have to say this so we know where we are, in case we don't.
- The AI is VERY BAD - it does some stuff better than Manalink, but otherwise it is very lousy at handling some fundamentals, which cause issues. This is why I takes me ages to develop a deck - the way AI treats some stuff goes against how the game was designed to be played in fundamental ways. I suppose that the task of getting it to be better at it might be so daunting and work intensive that noone would even want to try, shrugging the current AI off as "passable". It's very far from passable if the purpose of adding more cards is anything other than having them there for the players to beat a very bad AI with. Specifically:
- AI related to cantrips (cards which have a "draw a card" clause in addition to a different effect like
Defiant Strike or
Repulse) needs serious fixing.
- AI related to removal and targeted spells in general is causing the AI to missplay the game so fundamentally as to give someone trying to make decks for it a brain stroke. It's waaaaaaay too trigger happy.
- AI doesn't display enough elementary capability to evaluate trades on offense. If you were teaching someone to play Magic, and the person showed complete inability to understand this concept, you would do well to give up and try another game with this person.
- Adding new cards, while cool if you want to play with them as a player, means very little at this point, because the AI can't really use anything but the bluntest, most simple things as is, and getting it to use less blunt stuff takes hours of tweaking decks so it stumbles into something resembling passable play or you make the deck unable to fail to do what you limit it to be able to do. The more cards are in, the more cards might need to be tweaked as the AI gets improved.
Anyway, sorry about the tone, length and all that. I don't mean any ill, I'm just banging my head against the wall here and feel like an idiot every time I try to report something related to basic fundamental things - I want to go through all these decks (and finish off the remaining ones), but just from the 4-5 I've already gone over I can see a AVALANCHE of bug reports. And for a bunch of them I'm not sure it's going to be easier for Korath to just shrug off as none of his business (and I wouldn't even blame him), or that everyone will just decide I'm immagining things or that I'm just a spam bot. And the guy worked his ass off for this update and here I am shoveling him with reports, I feel awful

Right, back to work, Sorceress down, Priest almost there, then Witch, check Druid, check Seer, and I might even have them in the "shandalar rework thread" by the end of the day ready to be enjoyed by everyone.