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Topics - SharkBait

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16
Alternative Play / OCTGN 2.0.5.0 - Academy Mages
« on: October 12, 2017, 07:43:33 PM »
Good news everyone:
Academy mages are added, along with some updates to the code that runs between turns. There is very little other functionality with the academy mages that's been added yet (and in a lot of cases, I haven't gotten all of the validation working properly. It'll get done once I'm comfortable with where the arena code is). However, you can at least start tinkering and sort of play academy games with them. I'm sure there will be bugs, report them to me and I'll try to get to them.

ART IS HERE

17
Alternative Play / OCTGN 2.0.0.0
« on: October 02, 2017, 10:04:40 PM »
Good news everyone:

OCTGN 2.0.0.0 is now in the wild.
I'm sure there will be errors/bugs and some of the previous automation has taken a slight step back. However, this build should be functional for the most part. Let me know if there are any errors found and I'll see what I can do to fix them.

Images can be found HERE

You'll also notice a couple new sets in the spellbook builder ;)

NOTE: sometimes the SBB is stupid and tries to validate based on Xmage stats instead of XMage. If that happens, make sure the stats card is above the mage card in the spellbook and it should work. It's a small workaround until I can get around to fixing it.

18
General Discussion / Tournament Scoring
« on: August 23, 2017, 06:31:24 AM »
This is a sub topic of the conversation in the restore thread without actually trying to derail that one. So, with that in mind, I want to address this.

In timed Mage Wars games i think its to strong.

Just had 3 matches that went to time at Gen-Con, were playing that card in the lasts rounds would give me an almost 100% sure win.

What if I suggested that the problem doesn't lay within the cards, but in the way we define a "win" and the way we score tournaments? IMPORTANT NOTE: This is not an indictment of Grizzly or his crew, I have very much enjoyed my last few years of playing tournaments run by them. However, we can always strive to improve.

I think the real root of the problem is that due to the nature of adding a time limit to the game, in general we've also added additional "win" conditions (namely, have more life remaining than the other person at the end of the game.) These are actually two additional rules (1. Time limit, 2. Win condition for something other than mage death) that have been added to deal with real life time constraints. Now the discussions are moving towards adding more modified rules (limits on "restore", counting only the starting life, etc) to deal with some of the abuses that are potentially there from the new "win" conditions.

I propose instead that wins only be awarded in the case of mage death, as laid out on page 6 of the rulebook. Something along the lines of 3 points for killing the other mage, 0 points for being killed seem fair to me. If the match ends with no death, both players receive a 1 point draw. This requires only 1 rule modification (Time limits) and encourages people to play within the bounds of the tournament. If someone comes to a tournament like GenCon with a book that's meant to live until time is called without killing the other mage, then they will never win the tournament. Instead, they should (and I suspect most actually WILL) focus on killing the other mage in time alotted.

The above proposal is simpler than the current scoring system (only 1 rule modified, no grey area), stays true to the intended nature of mage wars (2 mages enter, 1 mage leaves), and will avoid many of the problems that arise with "modified wins" based on current/ending life totals that ultimately mean nothing in an un-timed match.

Thoughts/other ideas?

19
General Discussion / Mage Cast 12
« on: May 27, 2017, 11:01:43 AM »
The Arcane Duels team is back and talking about the ADMW winter special group stage!

Listen to it HERE

20
General Discussion / Mage Cast 11
« on: May 02, 2017, 04:49:48 PM »
After much delay (woo! travel!)

Mage Cast 11 is here

Please join in the discussion below!

21
General Discussion / Well hello there....
« on: February 01, 2017, 09:48:48 PM »
WE'RE BAAAACKKK   ;D


After a long hiatus due to life and other things, The Mage Cast emerges once again. In this episode, Puddnhead and I talk about our experience with the Paladin. We encourage everyone to post your thoughts/ideas/tactics regarding one of the newest mages in the Mage Wars Universe!

22
Alternative Play / OCTGN image update
« on: December 28, 2016, 05:27:03 PM »
Hello everyone!

This is just an image update. Grab the image pack from HERE and enjoy the alternate art for FiF mages, PvS mages, and higher res academy core art

23
Alternative Play / OCTGN General Update
« on: December 09, 2016, 09:16:02 PM »
Good news everyone!

I've figured out how to push updates out to everyone so there are no more janky instructions!
In light of that, I've automated half a dozen new things and I'll try to list them below. let me know if you have any issues/spot any bugs.

1.15.7:

- Malacoda/Ghoul Rot/Plagued/Curse of Decay/Idol of Pestilence will automatically damage
- Curse Item can target items
- Arcane Ward can target anything but Enchantments (working on this one still)
- Demonic Link will automatically heal the mage 1 time/turn/demon with it cast on them
- You can attack Walls again without it asking you to cast the attacker
- Paladin's card flips with his Divine Challenge on it

1.15.8:

I've fixed a few bugs that I found with the DoT cards, they should all work fine now
I've also automated arcane corruption.

1.15.9:
-I've updated Curse Item so that it will fully automate (choice to keep the cursed equipment, choosing no will destroy it, yes will give you 2 damage)
- Naiya will now channel extra in a shallow sea
- Afflicted Demon will flip with 2 weak tokens. Moving them is still manual
- Grapple is semi-automated. The creature with the grapple token will automatically roll 2 less dice against anyone. Since it can only attack its grappler, that shouldn't be a problem. Creatures with flying will lose it properly as well. I haven't implemented a solution to figure out grapple ownership yet (Meaning with multiple grapples going on, keep track who which creature is whose prey). This is important for Drokkar's tailspike. Currently he'll roll 2 dice extra against every creature with a grapple token, not just "his" prey. This should only become a problem if there are multiple grapples in a zone.
- Slam/Incapacitate effects will now remove flying as it should.
- Sistarran Robes has been fixed and properly gives armor now
- Knight's Courage will attach properly now

Image Packs will still be HERE and I'll update the Mage Wars OCTGN Blog site sometime soon with that info

24
Alternative Play / Lost Grimoire on OCTGN
« on: November 28, 2016, 07:48:21 PM »
Hello everyone,
Good news: I've fixed a few minor issues with the siren Spellbook validator. However, only the in game validator will be accurate with the two school pirates.


For the German Community, the new German image pack includes Warlock academy.


Future news: We will be removing any promo cards that have already been released from the promos set and LG releases a lot of former promos. This is not in the current update, however so you have time to swap promos that have been released with their full versions

click HERE to be taken to the dropbox with the relevant files.

Step 1: download the new set (f0333ee7-847e-4272-93f5-16356581fcac)
Step 2: download the new scripts folder
Step 3: download the new image pack (MWCards.o8c)
Step 4: take the set folder and place it in the OCTGN directory that should be similar to the following path ....OCTGN\GameDatabase\9acef3d0-efa8-4d3f-a10c-54812baecdda\Sets. I have my OCTGN root directory in the my documents folder, for example
Step 5: take the contents of the scripts folder (the actual scripts themselves, all end in .py) and place it in the folder ....OCTGN\GameDatabase\9acef3d0-efa8-4d3f-a10c-54812baecdda\scripts  . You will be asked if you want to replace the current scripts, and you will want to hit yes.
Step 6: take the MWCards.o8c file and save it wherever you save your image packs so you can install it through the game manager


Let me know if there are questions/issues. I'm sure there will be.

25
Alternative Play / Paladin Vs. Siren on OCTGN UPDATE
« on: November 24, 2016, 09:18:24 AM »
Hello everyone!

I've updated a lot of the automation to PvS. The list includes:
- Siren's call will give friendly aquatic creatures Melee +2
- The Wreck of the Viridian Lace's bonus is automated
- Alandell will now prompt you to pay for his ability (put 0 in if you don't want to adjust his dice)
- Naiya and the Siren will automatically regen while in a water terrain zone
- The Trident was broken, now it is not
- Shallow sea will now automate both + and - effects. Be wary, if you're a flyer attacking another flyer, you'll still receive -1 dice. Just be aware (you can add a melee token to offset). If you're attacking a non-flying creature, then you become non-flying for the attack and lose the dice anyway.
- The Shoalsdeep Tidecaller's bonus on initiative will now automatically calculate the correct dice and push chance


Known issues that are still a work in progress:
- Walls. These things are weird, just manually roll against these for now
- Siren SBB issues with the multi school pirates. If you want a quick work around, go into the set.xml and set the school to full water for use in a siren book.

click HERE to be taken to the dropbox with the relevant files.

Step 1: download the new set (be733b2f-7104-4de5-a64f-11dc0bb8e3a1)
Step 2: download the new scripts folder
Step 3: Extract both, then take the set folder and place it in the OCTGN directory that should be similar to the following path ....OCTGN\GameDatabase\9acef3d0-efa8-4d3f-a10c-54812baecdda\Sets. I have my OCTGN root directory in the my documents folder, for example
Step 4: take the CONTENTS of the scripts folder and place it in the folder ....OCTGN\GameDatabase\9acef3d0-efa8-4d3f-a10c-54812baecdda\scripts. You will be asked if you want to replace the current scripts, and you will want to hit yes.



Let me know if there are questions/issues.

26
Alternative Play / OCTGN promo set update
« on: November 06, 2016, 09:59:30 AM »
Hello everyone!

I've updated the promos set on OCTGN, you can download it HERE


WARNING/NOTE/BE AWARE

I have removed all previously released cards from the promo set. Your books will not load if you download the below and replace your current one if it has those promo cards in that book. BEFORE YOU DOWNLOAD THE SET, scrub your important books for promos that have been released or are in the core set (I took out the alt Rhino hide, bear strength, teleport, etc) as well as Shock and Gorgon Spearthrower due to them not matching up properly with the correct versions and art issues that will be fixed at a later time. Once your books have been scrubbed, follow the instructions and enjoy the new promos/images.

Step 1: download all the 79bd6aae-e0f9-4291-8455-8ee4f62e4d70 folder and the MWCards.o8c
Step 2: take the folder and place it in the OCTGN directory that should be similar to the following path ....OCTGN\GameDatabase\9acef3d0-efa8-4d3f-a10c-54812baecdda\Sets. I have my OCTGN root directory in the my documents folder, for example
Step 3: take the MWCards.o8c file and save it wherever you save your image packs so you can install it through the game manager


27
Alternative Play / Paladin Vs. Siren on OCTGN
« on: November 01, 2016, 05:24:40 PM »
Hello everyone,

The good news: You'll have access to Paladin Vs. Siren on OCTGN now!

The bad news: Bugs may still exist and some automation doesn't work fully yet. Be careful with the SBB, the pirates cost for the siren isn't 100% correct, and the Paladin is getting level 4 + holy and level 3+ war as if they were in school for the time being. Just be aware when making books.

Future news: We will be removing any promo cards that have already been released from the promos set as well as the improperly costed promo Rhino Hide. This is not in the current update, however so you have time to swap promos that have been released with their full versions

click HERE to be taken to the dropbox with the relevant files.

Step 1: download the new set (be733b2f-7104-4de5-a64f-11dc0bb8e3a1)
Step 2: download the new scripts folder
Step 3: download the new image pack (MWCards.o8c)
Step 4: take the set folder and place it in the OCTGN directory that should be similar to the following path ....OCTGN\GameDatabase\9acef3d0-efa8-4d3f-a10c-54812baecdda\Sets. I have my OCTGN root directory in the my documents folder, for example
Step 5: take the CONTENTS of the scripts folder and place it in the folder ....OCTGN\GameDatabase\9acef3d0-efa8-4d3f-a10c-54812baecdda\scripts  . You will be asked if you want to replace the current scripts, and you will want to hit yes.
Step 6: take the MWCards.o8c file and save it wherever you save your image packs so you can install it through the game manager


Let me know if there are questions/issues. I'm sure there will be.

28
Alternative Play / OCTGN Update with Priestess and Warlock Academy
« on: October 10, 2016, 10:30:01 AM »
Hello everyone,

The good news: You'll have access to priestess and warlock academy on OCTGN now!

The bad news: It'll be a bit more of an involved process than previous times (for now).

I figure it's best to get this out there and then figure out how to do it better. So, without further adieu

click HERE to be taken to the dropbox with the relevant files.

Step 1: download all of the files
Step 2: take the two folders (one is named 0a6c39c9-b8d2-453d-b4dd-4e3ec475b8a7 and one is named 044e91fe-c322-4ed9-ac55-ffc0e55df940) and place them in the OCTGN directory that should be similar to the following path ....OCTGN\GameDatabase\9acef3d0-efa8-4d3f-a10c-54812baecdda\Sets. I have my OCTGN root directory in the my documents folder, for example
Step 3: take the 'actions.py' and place it in the folder ....OCTGN\GameDatabase\9acef3d0-efa8-4d3f-a10c-54812baecdda\scripts  . You will be asked if you want to replace the current actions.py, and you will want to hit yes.
Step 4: take the MWCards.o8c file and save it wherever you save your image packs so you can install it through the game manager


Let me know if there are questions/issues. I'm sure there will be.

29
Hello everyone!

Now that I'm officially a part of Arcane Duels, I can name drop like a boss. In light of that, I'm going to run my first tournament in Columbus, Ohio at
 The Guardtower starting at 1 PM.

The Guardtower is located at 3600 Trabue Rd Columbus, Ohio, 43204

It will be free to enter, and I'll have Priestess and Warlock Academy sets as well as a few other things on hand for prizes!

Set legality will be everything from Core Set through Academy Warlock. Promos will not be legal.

for more information/questions, email me: sharkbait.arcaneduels@gmail.com

30
General Discussion / Arcane Duels Streaming PALADIN VS SIREN
« on: August 22, 2016, 08:32:04 PM »
Come join the chat/shenanigans HERE

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