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Manalink Update 2014/04/17: Apr14

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Re: Manalink Update 2014/04/17: Apr14

Postby stassy » 18 Apr 2014, 11:05

Perfection can only be attained if you have a total control of what you are doing : please don't forget that devs are working on an unstable pile of unbelievable mess and not the original code source.

Shit happen, let's do our best to fix it asap and let's work together to the road of a better Manalink in peace and harmony [-o<
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Re: Manalink Update 2014/04/17: Apr14

Postby Sonic » 18 Apr 2014, 11:52

stassy wrote:Shit happen, let's do our best to fix it asap and let's work together to the road of a better Manalink in peace and harmony [-o<
Humm! Someone needs to lay off the 'wacky baccy', me thinks.

http://www.urbandictionary.com/define.p ... ky%20baccy

:P
Working On: Life, the Universe, and Everything.
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Re: Manalink Update 2014/04/17: Apr14

Postby 0rion79 » 18 Apr 2014, 16:19

Yes, Stassy, I agree with you. Still, I remember those times when I coded cards as well and, as Harry Pitfall and others, we spent a lot of time in checking every single card before releasing our patches. But those where much easier times, where even a dummy like me could give a valid contribute by coding vanilla creatures or spells with basic effects.
Gargaroz has explained many times how "unstable" the whole game is... so I'm fully aware of this and don't get me wrong if it seems that I don't appreciate nor understand what the actual coders are doing.

About the "counters" problem, as far as I see it, the proliferation problem happens when there are tons of cards on the battlefield, so here are some hints to deal with it:
1 - give a screen with 3 options: full auto; semi-auto; manual
2 - divide the counters in 3 categories: completely useful (eg. +1/+1 counters); completely harmful (eg. -1/-1 counters); environmental (eg. +2/-1 counters; time counters and stuff that may vary from situation to situation)
3 - full-auto must be the first option in the in-game menu to allow a smoother game-play and must proliferate all useful and environmental counters on own permanents; and harmful counters on AI's permanents (and players of course). Maybe best choice even for the AI.
4 - semi-auto must proliferate only useful and harmful counters as above, then must trigger one by one each card with environmental counters to allow the player to make his choice without forgetting any. (EG, there are some cumulative upkeep cards as Braid of Fire or Mind Unbound that usually have positive effects and are not a penalty)

That should be an average solution, if workable, until an even better one can be coded.
Can't do more than this now. Hope to see a next fix/patch about this very soon.
Last edited by 0rion79 on 19 Apr 2014, 17:37, edited 1 time in total.
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Re: Manalink Update 2014/04/17: Apr14

Postby Kalki50 » 19 Apr 2014, 17:16

Something strange has happened after I installed the new April update. The challenge decks are not brought up when I enter challenge mode. That is, the game offers me the same choice of challenges as before. However, the challenge decks are not there. Instead it seems to be pulling the AI's decks from the Playdeck. Has anyone else seen this?

I have this installed on 2 separate computers. On the other one - a laptop - I am losing the challenges instantly using a deck that worked fine in the same challenges before installing the update.

Anyone have an explanation?
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Re: Manalink Update 2014/04/17: Apr14

Postby Korath » 19 Apr 2014, 23:10

  1. Challenge-mode start-of-game trigger doesn't seem to be running at all (at least, the Super Mulligan challenge isn't stealing my cards). Was broken in commit ee2f08b, which lets the AI speculate during upkeep; probably the challenge variables don't get stored properly.
  2. This is not the bug-reporting forum. Reporting bugs here, or sending them directly to Gargaroz or me via pm or whatever, might work if the underlying cause is obvious or we happen to remember it, but they're just as likely to get forgotten, and they definitely won't get verified in the next patch. Reporting bugs there will definitely get them fixed eventually.
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Re: Manalink Update 2014/04/17: Apr14

Postby Nexhro » 20 Apr 2014, 07:17

Well, Korath, you certainly walked the talk regarding the implementation of new cards. Add 0rion's criticism and I feel twice as bad for not having finished that counter ranking list. I started it when I had a lot of time, but wasn't able to finish it within 2 days, which was mostly due to the fact I was trying to take the "industrious" route you suggested, factoring in way too many board states. I'll do a more basic and hence less confusing one after the holidays - promised.

Thespian's Stage? Refuge/Canyon? Fluctuator and Pauper Gnaw decks enabled? Hell yeah!

Many, many thanks for this great update and Happy Easter!
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Re: Manalink Update 2014/04/17: Apr14

Postby ozks » 20 Apr 2014, 08:06

Wow another update, nice.
everyone of us, i think that understands, how this game continued running til today? and its because awesome people work for no payment and wasting their free time making this wonderful updates, for fuckers like me. For all that THANKS.
And chill out guys

Por Amor al Arte.
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Re: Manalink Update 2014/04/17: Apr14

Postby HarlequinCasts » 01 May 2014, 21:43

Bumping current patch to top of forum.
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Re: Manalink Update 2014/04/17: Apr14

Postby 0rion79 » 02 May 2014, 19:57

excuse me, have you released ver.2 of latest patch? What have you fixed? Just installed it, no time to play but just seen that EDH hasn't been re-fixed yet.
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Re: Manalink Update 2014/04/17: Apr14

Postby gmzombie » 02 May 2014, 21:53

no this is just a bump to make this thread the latest thread so peeps dont get confused.
can I maze of ith your snowstorm?

http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
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