Arcane Wonders Forum

Mage Wars => Alternative Play => Topic started by: SharkBait on December 09, 2016, 09:16:02 PM

Title: OCTGN General Update
Post by: SharkBait 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 (https://www.dropbox.com/sh/88husko5xmzl3dg/AADCe_R80QfMb31xbfRjRohXa?dl=0) and I'll update the Mage Wars OCTGN Blog site sometime soon with that info
Title: Re: OCTGN General Update
Post by: Puddnhead on December 09, 2016, 10:56:42 PM
Rock on, Shark!  This is great news!
Title: Re: OCTGN General Update
Post by: atljr17 on December 09, 2016, 11:04:15 PM
Nice work! How current is this? I just finished a game ghoul rot was not auto.
Title: Re: OCTGN General Update
Post by: Zuberi on December 09, 2016, 11:13:12 PM
If you started the game before this message went up, 2 hours ago, then you probably didn't have the update.
Title: Re: OCTGN General Update
Post by: SharkBait on December 11, 2016, 12:01:23 PM
I've fixed a few bugs that I found with the DoT cards, they should all work fine in 1.15.8 now.
I've also automated arcane corruption.

If anyone finds any bugs/has a wishlist they'd like to see updated/automated then let me know and I'll see if i can get to it
Title: Re: OCTGN General Update
Post by: Milevan_Faent on December 11, 2016, 12:59:27 PM
Can you fix it so when a creature loses Flying, it actually treats it as not having Flying? Also, I noticed Shallow Sea doesn't seem to be coded yet, and that one is probably fairly important since Siren pretty much always has it.
Title: Re: OCTGN General Update
Post by: SharkBait on December 11, 2016, 02:01:34 PM
Can you fix it so when a creature loses Flying, it actually treats it as not having Flying? Also, I noticed Shallow Sea doesn't seem to be coded yet, and that one is probably fairly important since Siren pretty much always has it.

Shallow sea should be working, can you be more specific?
Title: Re: OCTGN General Update
Post by: Milevan_Faent on December 11, 2016, 05:56:49 PM
Can you fix it so when a creature loses Flying, it actually treats it as not having Flying? Also, I noticed Shallow Sea doesn't seem to be coded yet, and that one is probably fairly important since Siren pretty much always has it.

Shallow sea should be working, can you be more specific?

The regen for Siren didn't seem to automate, and as best I could tell, the Melee+1 wasn't working either. I also think it was weakening my Blood Demon even while it was flying, and it says its not suppose to do that.
Title: Re: OCTGN General Update
Post by: SharkBait on December 11, 2016, 09:12:24 PM
Can you fix it so when a creature loses Flying, it actually treats it as not having Flying? Also, I noticed Shallow Sea doesn't seem to be coded yet, and that one is probably fairly important since Siren pretty much always has it.

Shallow sea should be working, can you be more specific?

The regen for Siren didn't seem to automate, and as best I could tell, the Melee+1 wasn't working either. I also think it was weakening my Blood Demon even while it was flying, and it says its not suppose to do that.

I've gone back and tested each of those and they all work. The Blood Demon will actually be weakened if it's attacking a non-flying creature since Flying creatures will lose flying to make a melee attack against a grounded target
Title: Re: OCTGN General Update
Post by: Milevan_Faent on December 11, 2016, 09:15:04 PM
Can you fix it so when a creature loses Flying, it actually treats it as not having Flying? Also, I noticed Shallow Sea doesn't seem to be coded yet, and that one is probably fairly important since Siren pretty much always has it.

Shallow sea should be working, can you be more specific?

The regen for Siren didn't seem to automate, and as best I could tell, the Melee+1 wasn't working either. I also think it was weakening my Blood Demon even while it was flying, and it says its not suppose to do that.

I've gone back and tested each of those and they all work. The Blood Demon will actually be weakened if it's attacking a non-flying creature since Flying creatures will lose flying to make a melee attack against a grounded target

Ah. Maybe it was just a bug then. Did you also test the melee on the Siren?
Title: Re: OCTGN General Update
Post by: Milevan_Faent on December 12, 2016, 04:28:16 AM
Found another possible bug. Seems I can't put Knight's Courage on Knight of the Red Helm. Seeing as the only requirements are living and knight, I can't seem to find a reason for this, so either I'm missing something or it's a bug.

Also, Alandell seems to have a typo. It thinks it only has 2 dice at base.

EDIT: Apparently Knight's Courage can't attach to anything....
Title: Re: OCTGN General Update
Post by: SharkBait on December 12, 2016, 06:57:19 AM
Found another possible bug. Seems I can't put Knight's Courage on Knight of the Red Helm. Seeing as the only requirements are living and knight, I can't seem to find a reason for this, so either I'm missing something or it's a bug.

Also, Alandell seems to have a typo. It thinks it only has 2 dice at base.

EDIT: Apparently Knight's Courage can't attach to anything....

Alandell is working fine, if you type 0 for what you want to pay then he still rolls 4 dice. There must have been some other effect on him

I've fixed Knight's Courage for the next release
Title: Re: OCTGN General Update
Post by: Milevan_Faent on December 12, 2016, 07:07:16 AM
Just tested Alandell again and figured out what was wrong. Tested him against an Earth Elemental, which is resistant to his damage type XD No wonder it was weaker than it was suppose to be. Automation > Me fml
Title: Re: OCTGN General Update
Post by: SharkBait on December 12, 2016, 08:20:11 AM
Just tested Alandell again and figured out what was wrong. Tested him against an Earth Elemental, which is resistant to his damage type XD No wonder it was weaker than it was suppose to be. Automation > Me fml

It's always fun to find out the hard way  ;D.
Title: Re: OCTGN General Update
Post by: SharkBait on December 12, 2016, 07:55:16 PM
I've just finished a bit more maintenance, here's the next update I'm pushing out in a min.

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. 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
Title: Re: OCTGN General Update
Post by: jacksmack on December 13, 2016, 04:52:06 AM
I've just finished a bit more maintenance, here's the next update I'm pushing out in a min.

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. 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

*Since it can only attack its grappler, that shouldn't be a problem.*

This goes for Drokkarn as well as he is only allowed to attack prey.
Title: Re: OCTGN General Update
Post by: SharkBait on December 13, 2016, 06:04:40 AM
I've just finished a bit more maintenance, here's the next update I'm pushing out in a min.

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. 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

*Since it can only attack its grappler, that shouldn't be a problem.*

This goes for Drokkarn as well as he is only allowed to attack prey.

If there is only one grappled creature, yes. However,  someone running two drokkar may run into a situation where one has something grappled while the other one doesn't. The one that is not grappling can still tail spike the other drokkars prey, and in this case would get the bonus even when it shouldn't. Just a corner case to be aware of  8)
Title: Re: OCTGN General Update
Post by: Kelanen on December 13, 2016, 03:32:57 PM
- Naiya will now channel extra in a shallow sea

Just Shallow Sea not an Aquatic Terrain? Swamp?
Title: Re: OCTGN General Update
Post by: SharkBait on December 13, 2016, 04:09:34 PM
- Naiya will now channel extra in a shallow sea

Just Shallow Sea not an Aquatic Terrain? Swamp?

*Rushes to check* *Makes minor adjustment*

Both!  ;D. Swamp coming in 15.10 which should be this week. Trying to have the updates good to go for the admw tournament, thanks for pointing this out
Title: Re: OCTGN General Update
Post by: Kelanen on December 13, 2016, 04:37:36 PM
No problem!
Title: Re: OCTGN General Update
Post by: SharkBait on December 13, 2016, 07:06:18 PM
Alright, Final pre-admw patch:

- Strongest has been semi implemented: It is now a token that you put on the strongest creature. Knight of the red Helm and anything with Knight's Courage attached will get the appropriate bonus
- I've also added a Light +1 token for ease of use on Malakai's Basilica.
- Fixed a few other behind the scenes issues

15.11 -
- Broke Guard and fixed in 15.11

Known issue: If you Melee attack Alandell or Temple of Light, they will automatically prompt you to pay mana to counterstrike. Just x out of it twice for now, i'll fix the issue at a later time
Title: Re: OCTGN General Update
Post by: Beldin on December 15, 2016, 04:55:18 AM
Great news on the automatic updates!!!

This means I dont have to dread reformatting my machine again  ;D ;D
Title: Re: OCTGN General Update
Post by: Boocheck on December 15, 2016, 05:46:03 AM
Mr. Shark, thank you for all your hard work. OCTGN is an important tool for me to fully enjoy Mage Wars.

Thank you!
Title: Re: OCTGN General Update
Post by: theasaris on December 17, 2016, 07:54:11 AM
Mordok's Obelisk still asks for Upkeep to be paid for the mages.
Title: Re: OCTGN General Update
Post by: Coshade on December 17, 2016, 08:34:58 AM
Screaming zombie just doesn't automate attacks <3
Title: Re: OCTGN General Update
Post by: Kelanen on December 17, 2016, 02:50:04 PM
Original art Force Push still adds 0sbp...

I think there's a similar issue with Battle Fury or maybe Dissolve too.
Title: Re: OCTGN General Update
Post by: Puddnhead on December 17, 2016, 10:49:17 PM
Original art Force Push still adds 0sbp...

I think there's a similar issue with Battle Fury or maybe Dissolve too.

Spellbook builder code is out of our reach at the moment.  We're working on getting it.  Thanks for keeping us updated!
Title: Re: OCTGN General Update
Post by: Milevan_Faent on December 17, 2016, 11:23:37 PM
There are several cards where the alternate art versions have the wrong card data (It's a skeleton, but I don't have OCTGN open in front of me so I cant say for sure which one it is, or which cards have the error). It's been like that for a while though.
Title: Re: OCTGN General Update
Post by: theasaris on December 19, 2016, 12:29:47 AM
Consecrated Ground also regenerates Mages on OCTGN. This is not correct, as Mages are creatures of no school, right?
Title: Re: OCTGN General Update
Post by: Puddnhead on December 19, 2016, 08:49:58 AM
Consecrated Ground also regenerates Mages on OCTGN. This is not correct, as Mages are creatures of no school, right?

Correct!  We'll look into that.
Title: Re: OCTGN General Update
Post by: Sailor Vulcan on December 19, 2016, 11:31:16 AM
Consecrated Ground also regenerates Mages on OCTGN. This is not correct, as Mages are creatures of no school, right?

Correct!  We'll look into that.

Oh right I totally missed that in our last game. Please fix this yes.


Sent from my iPhone using Tapatalk
Title: Re: OCTGN General Update
Post by: SharkBait on December 19, 2016, 12:34:03 PM
Consecrated Ground also regenerates Mages on OCTGN. This is not correct, as Mages are creatures of no school, right?

Correct!  We'll look into that.

Oh right I totally missed that in our last game. Please fix this yes.


Sent from my iPhone using Tapatalk

Fixed along with a few other minor issues I noticed from watching games
Title: Re: OCTGN General Update
Post by: drmambo23 on December 19, 2016, 12:54:54 PM
I played a match last night and it kept bringing up an error for burns and we had to manually roll for them. Not sure if anyone else has had this issue?
Title: Re: OCTGN General Update
Post by: jacksmack on December 19, 2016, 02:31:56 PM
Suggestions:

Have you considered adding a step before channeling?

It's needed in almost every game i play and often several times.

Examples: Harmonize / ghoul rot / regrowth / poisoned blood / adramelach curse etc etc and all of them in particlar when you wish to receive discount from ring that you already benefited from,

Im not sure if it would annoy people too much or not. Maybe it can be enabled for the next round with a click somewhere in the final QC phase so when 1 player needs it, it will be there halting before alot of automation is done.


Also, regen in general annoys me, in particular when bleed is involved. Now that theft life is there also there can be alot of backtracking to do.
How do the game keep track of resolving order of burns and regen? Not sure how to fix this while keeping the game smooth.

This is merely my thoughts and suggestions. Consider some of it if you like.


Thanks for all!
Title: Re: OCTGN General Update
Post by: SharkBait on December 19, 2016, 02:48:55 PM
Suggestions:

Have you considered adding a step before channeling?

It's needed in almost every game i play and often several times.

Examples: Harmonize / ghoul rot / regrowth / poisoned blood / adramelach curse etc etc and all of them in particlar when you wish to receive discount from ring that you already benefited from,

Im not sure if it would annoy people too much or not. Maybe it can be enabled for the next round with a click somewhere in the final QC phase so when 1 player needs it, it will be there halting before alot of automation is done.


Also, regen in general annoys me, in particular when bleed is involved. Now that theft life is there also there can be alot of backtracking to do.
How do the game keep track of resolving order of burns and regen? Not sure how to fix this while keeping the game smooth.

This is merely my thoughts and suggestions. Consider some of it if you like.


Thanks for all!

A lot of these are good ideas and things I'd like to implement. Currently burns/regen/DoT etc are all hard coded to follow the same order each time. At some point, I'll be going through and trying to make it adjustable. sIKE and ACG had a ton of work started for a 2.0 release and I'm just starting to get my head around it and update it with PVS stuff that I've done for the 1.15 series
Title: Re: OCTGN General Update
Post by: Milevan_Faent on December 22, 2016, 09:00:34 PM
So, important question: Is Extended (for Walls) implemented in the current version of the plugin? If so, how do you do it automatically?
Title: Re: OCTGN General Update
Post by: Puddnhead on December 22, 2016, 09:03:53 PM
So, important question: Is Extended (for Walls) implemented in the current version of the plugin? If so, how do you do it automatically?

Not implemented.  Just pull another wall from your book with a double click and cast it as normal.  Don't forget to add its level to the mana cost for extending.
Title: Re: OCTGN General Update
Post by: Milevan_Faent on December 22, 2016, 09:05:30 PM
Huh. I could have sworn I had done something that automated it once (like forever ago). Oh well.
Title: Re: OCTGN General Update
Post by: Milevan_Faent on December 26, 2016, 07:20:52 AM
Bloodspine Wall's regen doesn't seem to be automated.
Title: Re: OCTGN General Update
Post by: Milevan_Faent on December 28, 2016, 06:40:08 PM
surging wave didnt gain ethereal against wall of fire
Title: Re: OCTGN General Update
Post by: Milevan_Faent on January 07, 2017, 06:49:02 AM
Any chance we can get Eye for an Eye to have the timing automated? even if the rest of the effect isn't automated, that would help. As it is, it cant be activated with proper timing unless they ask ahead of time if i'm going to be using it before they declare the attack.
Title: Re: OCTGN General Update
Post by: Halewijn on January 07, 2017, 07:13:43 AM
Could the Siren get Fermata tokens on her ability card and the Siren's token as well on her ability card? Currently there is a bug that the Siren's call buffs the Siren +2 melee.

Paladin's challange + Aura's somewhere + explanation would also be great + something to add valor more easely. :)
Title: Re: OCTGN General Update
Post by: Milevan_Faent on January 07, 2017, 08:10:04 AM
btw, Guard still doesn't remove Flying for targeting purposes. I still can't melee attack guards who have flying.
Title: Re: OCTGN General Update
Post by: SharkBait on January 07, 2017, 08:20:11 AM
btw, Guard still doesn't remove Flying for targeting purposes. I still can't melee attack guards who have flying.

Guard (and all of these, really) will be broken until i can roll out the next update. Instead of doing the minor changes, I'm finishing the major overhaul that was being worked on previously. Just a heads up on timing
Title: Re: OCTGN General Update
Post by: Milevan_Faent on January 07, 2017, 10:03:28 AM
btw, Guard still doesn't remove Flying for targeting purposes. I still can't melee attack guards who have flying.

Guard (and all of these, really) will be broken until i can roll out the next update. Instead of doing the minor changes, I'm finishing the major overhaul that was being worked on previously. Just a heads up on timing

Fair enough. Looking forward to it.
Title: Re: OCTGN General Update
Post by: theasaris on January 27, 2017, 09:05:43 AM
For some reason Silverclaw Ratel has Screaming Zombie's traits in the OCTGN spellbook builder.