mirror of
https://github.com/Card-Forge/forge.git
synced 2025-11-19 12:18:00 +00:00
- Cleared out the changes.txt file, now ready for new material.
- Added the recent commit logs to changes.txt.
This commit is contained in:
484
CHANGES.txt
484
CHANGES.txt
@@ -1,29 +1,11 @@
|
||||
Forge Beta: 10-26-2012 ver 1.3.0
|
||||
Forge Beta: 1#-##-2012 ver 1.3.1
|
||||
|
||||
(Quest icons used created by Teekatas, from his Legendora set http://raindropmemory.deviantart.com)
|
||||
|
||||
11492 cards in total.
|
||||
11### cards in total.
|
||||
|
||||
|
||||
Some large scale changes are being made to the code at this time and this portion of the project is not yet finished. The Forge snapshot builds should be considered unstable. Most people will want to play the last beta rather then help test the new snapshot builds for the next seveal weeks.
|
||||
|
||||
--
|
||||
|
||||
The new damage dialog now uses the new UI.
|
||||
|
||||
We have decided to increase the version number to 1.3 as there were some substantial changes and improvements made in recent weeks. In the recent past we had some improvements made to the draft, sealed deck and quest modes.
|
||||
|
||||
This version includes quest mode sets unlocks, an 'enforced format quest', and custom formats. A new Gauntlet mode has been added. A new multiplayer mode has also been added. You should be able to play against multiple AI opponents at this time. You should note that the current Archenemy mode does not use Schemes at this time.
|
||||
|
||||
A lot of things are planned for this new multiplayer mode and it will take time to finish. Please enjoy what we have at this time and be patient. :)
|
||||
|
||||
Since Multiplayer is so new, not all cards will be 100% compatible right away as we expand scripting to handle multiple players.
|
||||
|
||||
The older match layout files are incompatible with the new multiplayer mode. The original match_default.xml, match_preferred.xml and the match_preferred.xml saved to a different name files have to go and can no longer be used. You can keep your editor_preferred.xml file. But you will have to setup your match view panels using the new match_default.xml file.
|
||||
|
||||
Some people reported that the new targeting arcs are not being redrawn when the target moves to another area. This is a work in progress and we hope to fix it at some point in the future. If this happens, you should try turning the targeting arcs to off and then back on again.
|
||||
|
||||
Several people have asked if it is still possible to resize (change the width) of the columns in the deck editors. In version 1.2.15 the mouse cursor would not change. This has been fixed in later versions.
|
||||
- Added Return to Ravnica Guild Sealed Deck mode. Start a new sealed deck game, choose "Block / Set" and then scroll down until you find "Return to Ravnica Guild Sealed (block)". Select that. From the "Choose Set Combination" menu, select the first option. You will be prompted twice to pick your guild (once for the promo cards, once for the actual booster - you should choose the same guild both times). After that you're ready to go.
|
||||
|
||||
--
|
||||
|
||||
@@ -55,469 +37,23 @@ Some people use the Windows application 7zip. This utility can be found at http:
|
||||
|
||||
Fixes/Features:
|
||||
|
||||
- Added keyboard shortcuts for Alpha Strike and Targeting Overlay
|
||||
- Added experimental 'limited Quest mode'. If selected, it will impose format-based restrictions on the available cards during the game. Current exceptions: theme decks in spell stores (deliberate). enemy decks (more in-format enemy decks would be needed first).
|
||||
- Divided by 0 check for DivideEvenly.
|
||||
- Re-added the code for Guild Feud.
|
||||
- Fixed Tablet of the Guilds.
|
||||
- newGame routine
|
||||
- eliminating global references to getXXXXplayer
|
||||
- CardListUtil => CardLists (as they call Collections class)
|
||||
- missing files?
|
||||
- Player: isPlayer was duplicating equals method
|
||||
- CardLists may accept any iterable<card> for filtering
|
||||
- warnings
|
||||
- GetOrderChoices will now show the reference card when it first pops up.
|
||||
- PlayerZone empty class removed
|
||||
- PlayerZoneComesIntoPlay is now PlayerZoneBattlefield
|
||||
- PlayerZone is R/O Iterable on its cards
|
||||
- ante code no longer depends on get*Player
|
||||
- Aggregates.min
|
||||
- CardFactoryUtil uses player Aggregates
|
||||
- Multizone support in AF_ChangeZone (removed target recheck that shouldn't be necessary)
|
||||
- Partiality needs to be 100% or the computer may get the two promo cards and the booster for 2 different guilds in RtR Guild Sealed Mode.
|
||||
- Do not show very small cubes (promos with 2 cards) in the main cube selection menu. You can't build a deck around them.
|
||||
- Fixed Painbringer.
|
||||
- Added Return to Ravnica Guild Sealed Deck mode.
|
||||
- Rever accidental commit of wrong version of block #37.
|
||||
- Cleared out the changes.txt file, now ready for new material.
|
||||
- Added the recent commit logs to changes.txt.
|
||||
- Fixed Tariel, Reckoner of Souls.
|
||||
- Fixed type of Norn's Annex.
|
||||
- GuiChoose.getOrderChoice is properly parameterized now
|
||||
- newGame: observers update before matchState was changed lead to new hanging thread creation
|
||||
- Fixed AI for Jarad's Orders.
|
||||
- Copies of the Copies of Pack Rat will now have all the abilities of Pack Rat.
|
||||
- Fixed Death's Presence.
|
||||
- uncommented the ping functionality from FModel (yesterday site was down ping took too much time)
|
||||
- Test NET_CONN no longer should slowdown the main thread
|
||||
- Removed Braids progress monitor (unused)
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Fixed undoBlockingAssignment.
|
||||
- TreeProperties: removed unused functionality, moved the remaining class to forge.util
|
||||
- Gauntlet Mode has landed.
|
||||
- get****Player methods are depreacated. Do not use them in new code.
|
||||
- Exile zone marked as containing hidden information
|
||||
- Players have getType method to learn if certain player is AI or human
|
||||
- GameState stores player list instead of harcoded 2 players
|
||||
- fixing error
|
||||
- Removing getXXXXPlayer calls - they mostly refer to AI now, so that I get current AI player from sa activatingPlayer
|
||||
- ChangeZone - removed getComputer/HumanPlayer
|
||||
- removed some old code from counters
|
||||
- Players have getAllies/Opponents methods
|
||||
- Another portion of AI files cleaned from getHuman/ComputerPlayer
|
||||
- Removing calls to getComputer/Human player. Hope AI is still alive
|
||||
- The AI will now play lands from the top of the library with Oracle of Mul Daya.
|
||||
- Fixed AI of Victimize.
|
||||
- Added SVar:RemAIDeck:True to Chimeric Idol.
|
||||
- Another portion of removal of global getters getXXXPlayer
|
||||
- this fixes 1st exception from /viewtopic.php?f=52&t=8301
|
||||
- Reverted changes made to main.properties in r17383.
|
||||
- Cleanup.
|
||||
- Morph spells will now truly be cast face down.
|
||||
- Converted Lodestone Bauble to script.
|
||||
- removal of another hundred of calls to global getPlayer
|
||||
- avoid possible OoB exception
|
||||
- Bugfix: Math.round produced OoB on random deck generation for quick gauntlets, now Math.floor.
|
||||
- Cleaning up some sealed deck AI for non basic lands
|
||||
- Move the GameFormatQuest to the proper place in class hierarchy, removed outside references.
|
||||
- Made sure that certain methods of GameFormatQuest return immutable objects too.
|
||||
- Simplified the predicates in QuestUtilCards.java.
|
||||
- Spell shop no longer sells snow-covered lands if enforcing a format that doesn't contain snow-covered land sets (Ice Age, Coldsnap).
|
||||
- NPE @ forge.card.spellability.SpellAbility.chooseTargetAI(SpellAbility.java:211)
|
||||
- CommandArgs.java not used any longer
|
||||
- Booster pack choice now shows more verbose set names; tiny cleanup
|
||||
- as asked in /forum/viewtopic.php?f=52&t=8312
|
||||
- Updated the quest deck Doc Holiday 1 with Ixidron.
|
||||
- The challenge rewards now honor the persistent format if enforced.
|
||||
- Fixed devSetupGameState().
|
||||
- 30 less global calls for special player
|
||||
- Removed chooseTargetAI and related stuff.
|
||||
- Removed an unnecessary import added automatically by the over-zealous Eclipse.
|
||||
- Small update to FButton.
|
||||
- Small fix to FButton.
|
||||
- SVN difficulties...fixed now.
|
||||
- Standardizing home screen appearance: Sanctioned submenu (all)
|
||||
- Standardizing home screen appearance: Gauntlet submenu (all)
|
||||
- 1 call less
|
||||
- Standardizing home screen appearance: Quest submenu (all)
|
||||
- remove warnings, use FileUtil to read text files
|
||||
- Renamed TableModel to less confusing EditorTableModel.
|
||||
- Added the recent commit logs to changes.txt.
|
||||
- Bugfix: "Double-click for decklist" crash on random generated decks (colors and themes).
|
||||
- Further standardized messages and font sizes.
|
||||
- A little checkstyle.
|
||||
- removed NameChanger.java
|
||||
- removed warnings,
|
||||
- remoevd AllZone.getXXXplayer calls
|
||||
- add a check to ignore .svn directories
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Converted Isochron Scepter and three other cards to use AF Play instead of AF Copy.
|
||||
- Fixed casting cost of Slum Reaper.
|
||||
- Added the option "DifferentNames" to AF ChangeZone.
|
||||
- 100 warnings remain
|
||||
- 20 global calls less (80 to go)
|
||||
- Converted Soulshift to a macro script.
|
||||
- QuestController moved to FModel,
|
||||
- AllZone.getPlayersInGame() inlined as gameState.getPlayers
|
||||
- Cleanup.
|
||||
- Added "SVar:HasCombatEffect:TRUE" to some cards.
|
||||
- Temporary fix so QuestController is instantiated when it's first requested, instead of when FModel is, since that's too early
|
||||
- Minor fix for quest saves tooltip
|
||||
- Gussied up damage assignment dialog.
|
||||
- Added a GU morph opponent: Jesse James 1.
|
||||
- Fixed Skullbriar, the Walking Grave.
|
||||
- You may edit quest decks now
|
||||
- Fixed a logic error in chooseLandsToPlay.
|
||||
- Restored resizing cursor on resizeable panels.
|
||||
- Resolved NPE on "Remove 4" button, if no card in current deck.
|
||||
- Added a fluff piece to the changes.txt file.
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Consolidated all home screen deck generation and retrieval lists into forge.deck.DeckgenUtil (only affects Gauntlet mode and Constructed).
|
||||
- A wee bit o' checkstyle.
|
||||
- Removed persistent cards on new game start from battlefield and hand.
|
||||
- Cleanup: removed savePrefs and loadPrefs methods from model.
|
||||
- Random deck generation will once again differentiate between human and computer decks.
|
||||
- Fixed cards with multiple landwalk abilities.
|
||||
- Fixed Molten Influence.
|
||||
- Improvement for LimitedDeck AI so that less random cards are added when not enough on-color cards can be found.
|
||||
- Added combat attacking/blocking to targeting arcs.
|
||||
- applyContinuousAbility will now set the source card.
|
||||
- Added getStaticEffects() to StaticEffects.
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Fixed matchesValidSA.
|
||||
- Fixed controllerChangeZoneCorrection sending cards on the stack to Nirvana.
|
||||
- Performance improvements of the ReplacementHandler.
|
||||
- Fixed Perish the Thought shuffling.
|
||||
- Added the quest opponents Gollum 2 and 3 (thanks to Nordos).
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- CbxFormat and CbxPrecon enablers were the wrong way around in # 17425.
|
||||
- Fixed makeGangBlocks in ComputerUtilBlock.
|
||||
- Cleanup, updates and little fixes.
|
||||
- Converted Dunerider Outlaw and Whirling Dervish to script.
|
||||
- Converted Contested War Zone to script.
|
||||
- Fixed Restoration Angel.
|
||||
- Added AI support for mass -X/-0 pump spells.
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Reverted Exile zone to a public zone and not a hidden one (see Rule 400.2).
|
||||
- Cleanup in AF ChangeZone.
|
||||
- Added the quest opponent Tombstone 3 (thanks to Nordos).
|
||||
- Fixed AF Regenerate AI targeting creatures with shroud.
|
||||
- Fixed Golgari Charm.
|
||||
- Made some more AF's compatible with charms.
|
||||
- Improved AI using Detain abilities.
|
||||
- fixed NPE issue due to activating player not set in replacement effects
|
||||
- Match UI multiplayer go for takeoff. Please delete your old match_preferred.xml layout; old match layouts are invalid.
|
||||
1 Up to 8 fields can be used
|
||||
2 Up to 4 hands can be used
|
||||
3 Multiplayer submenu added in home screen
|
||||
- Updated the deck Hermione Granger 3 with RtR cards.
|
||||
- Added a fluff piece to the changes.txt file.
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Added a fluff piece to the changes.txt file.
|
||||
- Fixed possible NPE in SpellPermanent.checkETBEffects
|
||||
- Fixed AI relying on illegal blocks made with Mogg Flunkies and friends.
|
||||
- Turned keyword "CARDNAME enters the battlefield tapped." into an ETBReplacement Macro.
|
||||
- fixed another NPE issue due to activating player not set in replacement effects
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- minor change to last NPE fix
|
||||
- Fixed Grave Betrayal.
|
||||
- Updating VAssignDamage to fix all of the rules interactions that were a bit off.
|
||||
- Fixed Braids, Conjurer Adept.
|
||||
- Adding game type requirements
|
||||
- Quests now enforcing game type requirements
|
||||
- Hooking up Auto and Reset functions in Assign Damage. (I can't quite figure out how to get the alignment of the buttons to work, if some kind soul would like to add it, that'd be great)
|
||||
- New ExperimentalLabel class with improved aesthetics added. Not in use yet.
|
||||
- Fixed type of Niv-Mizzet, Dracogenius.
|
||||
- Constructed submenu aesthetic update complete.
|
||||
- Improved separation of view/control in new home UI code.
|
||||
- Deprecated VMainMenu class.
|
||||
- Renamed CMainMenu to CHomeUI.
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Unless costs will now also work on subabilities.
|
||||
- Added the property "SharesColorWith MostProminentColor".
|
||||
- Fixed some FindBugs reports.
|
||||
- Added the quest opponent Tweedledum 2 by Nordos.
|
||||
- Added AI support for Tree of Redemption.
|
||||
- Fixed Extra Arms.
|
||||
- Fixed possibility of getting stuck with Sea Drake and only one land.
|
||||
- Further home menu aesthetic improvements:
|
||||
* Removed "utilities" menu
|
||||
* Added "exit forge" and "deck editor" buttons directly to menu panel
|
||||
* Restored functionality to exit forge button
|
||||
* Removed forge.gui.home.utilities package
|
||||
* Removed deprecated VMainMenu.
|
||||
- Temp fix for vertical sizing (small screens) home menu problem.
|
||||
- Sealed and Draft now funnel through meetsGameTypeRequirements
|
||||
- Added experimental new expansion unlocking scheme to limited-format quests. Once per every 100 wins, you get the option of using credits to "unlock" a new set and add it to your enforced format.
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Fixed a silly brain-fart in my previous commit.
|
||||
- Added a fluff piece to the changes.txt file.
|
||||
- Fixed Palace Guard and Tidal Control.
|
||||
- Fixed Winter Blast.
|
||||
- The three following unless costs can now be combined with other unless costs: CostPayLife, CostDamage and CostPutCounter.
|
||||
- Added "Prevent all combat damage that would be dealt to and dealt by CARDNAME." to nonStackingKeywords.
|
||||
- Aesthetic update to draft submenu.
|
||||
- Aesthetic update to sealed submenu.
|
||||
- Updated "directions" blurbs in draft submenu.
|
||||
- Small antialiasing fix to Blue Marble sprite.
|
||||
- Fixed Terrifying Presence.
|
||||
- Sliced 50px off home menu bar.
|
||||
- Aesthetic update to quest Duels and Challenges screens 70% finished. A few architectural changes were necessary also.
|
||||
- Checkstyle.
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Scaled down logo in home menu to better match changed menu width.
|
||||
- Spells cast with Isochron Scepter can now be kicked (and buybacked, etc.).
|
||||
- Persist and Undying now use addSimultaneousStackEntry.
|
||||
- Fixed a problem with spell shop booster generation in limited quest mode.
|
||||
- Fixed Frostling.
|
||||
- For public discussion and contributions, created the hotseat branch.
|
||||
- Current state of hotseat branch
|
||||
- Restored all observers, lacking some updates befor the game starts.
|
||||
- Adjusted fields and hand(s) creation. Crashes on endgame
|
||||
- Clear remembered in Galepowder Mage after returning the flickerd creature
|
||||
- Scaled down font size in home menu panel.
|
||||
- Quest Duels and Challenges aesthetic update is complete.
|
||||
- GameOutcome calculation works
|
||||
- Freed hordes of testers who were previously stuck inside the quest bazaar, unable to find an exit. A hellish scenario. Time for a break.
|
||||
- changes from 17550-17560 integrated
|
||||
- Removed hardcoded players
|
||||
- last turn passed to GameOutcome
|
||||
- Added a dialog to allow defining custom quest formats.
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Decreasing number of global calls to Singletons.getModel().getMatch()
|
||||
- massively moved static methods from AllZoneUtil to GameState - they must become non-static once (to support multiple games running at a time)
|
||||
- A huge amount of AllZone static methods was inlined (so that people see how many calls really are there behind AllZone.getXXX, and consider obtaining (for example) GameState value to a local variable)
|
||||
- GetGameLog inlined
|
||||
- The AI will now try to avoid letting the human discard cards like Loxodon Smiter.
|
||||
- The AI will attack a little more aggressively with creatures with a SacMe SVar.
|
||||
- Added the option of exiling all cards in a zone as a cost.
|
||||
- The enforced format, if any, now also determines whether your quest starting cardpool contains snow-lands or not.
|
||||
- You now get the option to unlock new sets after every 50 wins, not 100.
|
||||
- fixed crash at end of quest match
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Angel of Serenity will no longer produce a crash when the AI wants to cast it.
|
||||
- Improvements and cleanup in AF DealDamage AI functions.
|
||||
- MatchController contains inputControl, subscribes listeners to event by itself
|
||||
- most of AllZone methods static moved into instances, consider retrieving frequently used values into class fields or local variables
|
||||
- AllZone is gone. Its members moved to Fmodel while colorchanger went to GameState
|
||||
- getGameState => getGame
|
||||
- Stack zone uses its own class Zone (which has no owner obv.)
|
||||
- passes GameState to phaseHandler, moved player related static calls to player/Player.java
|
||||
- If player decides to draw, turn is given to his opponent
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Added Multiplayer support for unless costs (but not multiple humans yet).
|
||||
- Added "Any Player" support to unless costs.
|
||||
- Improved AI dealing with Measure of Wickedness.
|
||||
- Turn counting removed from GameState (cause phaseHandler already did it)
|
||||
- Inlined some static methods called from phaseHandler
|
||||
- PhaseType: index is not a field, yet the order is set by a list initialized statically
|
||||
- GetLabelForPhase - moved to VField from PhaseUtil
|
||||
- Game has a method to determine the next player who takes turn/priority after the given one.
|
||||
- IVDoc parametrized so that getLayoutControl method returns a object or right type, won't have to cast from ICDoc
|
||||
- Converted Stasis to Keyword
|
||||
- Simplify Yosei a touch
|
||||
- Avatars on match UI are somewhat working (will take human's icon for every even-numbered player and ai's for odd ones)
|
||||
- Converted Eon Hub and Gibbering Descent into Keyword
|
||||
- remove unused var, type casting
|
||||
- fixing restart issue and hand crash
|
||||
- games against several AIs can be started now - yet extra AI players cannot be attacked and don't act (though they recieve turns)
|
||||
- Fixed getSpellCostChange.
|
||||
- Phase indicators are properly lit when attack/defend cast instants phase begins
|
||||
- computer should not recieve priority before mulligan
|
||||
- Sands of Time needs this update
|
||||
- Fix ante checking for a match win instead of last game win.
|
||||
- Moved card and player cleanup routines to repective classes
|
||||
- renamed isNeedToNextPhase => !mayPlayerHavePriority (would let understand the code better)
|
||||
- @inputControl: setInputInterrupt and setInput add to resolveStack and common Stack
|
||||
- @inputControl: updateInput => getActualInput
|
||||
- Fixed Tarzan Description. Advertised as WR, but really is GR.
|
||||
- Rollback of 17605 that broke everything
|
||||
- that borken 17605 + changes to skip mechanism
|
||||
- nextPhase transition according to priority passes
|
||||
- Targeting overlay mouseover state preferences and dock button enabled.
|
||||
- Its mechanics still need some work.
|
||||
- Targeting overlay isn't maturing as I'd hoped. It's now disabled until further notice. Code will remain in place if someone wants to tackle it.
|
||||
- Bugfix: Editor card panel looking for color from nonexistent game state.
|
||||
- Also checkstyle updates to Card.java.
|
||||
- Checkstyle.
|
||||
- Fixed description of Flameshot.
|
||||
- Re-enabled "Add 4", "Remove", "Remove 4" buttons in Limited mode card editors.
|
||||
- Removed "save" and "print proxies" button in Limited mode card editors.
|
||||
- Added the quest opponent Nelson Muntz 2 (thanks to edessa).
|
||||
- Bugfix: "Remove 4" button in Limited deck editor actually removed 8.
|
||||
- nextphase is private :)
|
||||
- Player's block interface passes priority when he is done
|
||||
- merged nightly doublestrike's changes (17610-17617)
|
||||
- 17605 fixed, 609 617-618
|
||||
- Draft "save" dialog improvements:
|
||||
1 Added functionality to "cancel" button
|
||||
2 Added yes/no confirm to overwrite cases
|
||||
- A bit o' checkstyle
|
||||
- Renamed various WinLose screens to better reflect their application.
|
||||
- Small grammar fix on sealed dialog.
|
||||
- You may plays against several AI opponents now
|
||||
- InputControl: human will get only one 'declare blockers' prompt in multiplayer games
|
||||
- GameAction: fix crash when ai player drew miracle card on 1st turn
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Quest mode: new cards are created for each match (won't see cards with state preserved from old game)
|
||||
- Moved common AI functions from AbilityFactories to ComputerUtil.
|
||||
- PlayerStartConditions is ok
|
||||
- GameNew won't fetch supplier twice
|
||||
- Lol: archenemy mode against N ai
|
||||
- correct damage assignment when attacking multiple players at once
|
||||
- If creature hasn't been assigned any damage in Assign Panel, use the minimum value of Lethal Damage and Remaining Damage.
|
||||
- Player.getOpponent improved to handle ai vs ai games
|
||||
- Replace Flameshot second spell with alt cost keyword
|
||||
- protection from NPEs in getOpponent
|
||||
- declare blockers works properly
|
||||
- comment out debug output
|
||||
- Computer players will also have random icons
|
||||
- Mini-gauntlet mode a true advancement through rounds has.
|
||||
- Slightly improved expansion selection algorithm for unlocking + 2 more choices.
|
||||
- Turned off a debugging function call.
|
||||
- archenemy: ai opponents will use different decks
|
||||
- Made the scripts of some cards with "As CARDNAME enters the battlefield, choose an opponent." to be multiplayer compatible.
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Made more scripts ready for multiplayer.
|
||||
- Autopass to EOT should not skip the following turn
|
||||
- add AILogic to any mana choice to avoid crashing
|
||||
- Added a fluff piece to the changes.txt file.
|
||||
- Added a fluff piece to the changes.txt file.
|
||||
- Made more scripts ready for multiplayer.
|
||||
- Defending Player will now be determined conform to rule 802.2a.
|
||||
- simplified deck list generation
|
||||
- restored unlimited hand size
|
||||
- Fixed AI Logic of AF Mana.
|
||||
- PhaseHandler isNextTurn(PlayerType) marked as deprecated. (There are many players of same type in a game)
|
||||
- local player is assigned at beginning of a match instead of being calculated each time.
|
||||
- removed some hardcoded checks for ai player
|
||||
- Made more scripts ready for multiplayer.
|
||||
- r17604 was not merged properly in r17621
|
||||
- adding some deckhints
|
||||
- remove unused code
|
||||
- Renamed a GameFormatQuest method to something more descriptive (to avoid confusion with a more general method).
|
||||
- PhaseHandler.isNextTurn changed by getNextTurn.equals(ai)
|
||||
- Combat: removed getDefendingPlayer (there may be multiple defenders per combat)
|
||||
- More intuitive calculation of "every 50th win" for unlocking new sets.
|
||||
- Even more intuitive calculation of "every 50th win" for unlocking new sets.
|
||||
- the most intuitive one
|
||||
- Made more scripts ready for multiplayer.
|
||||
- The Provoke keyword is now multiplayer compatible.
|
||||
- Made more scripts ready for multiplayer.
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- X marks the spot there a GL trigger should be fired
|
||||
- without this fix GL trigger would be fired multiple times
|
||||
- less complex
|
||||
- Made the scripts of some cards with "Whenever a creature attacks you..." to be multiplayer compatible.
|
||||
- Fixed Konda's Hatamoto.
|
||||
- Made cards with "CARDNAME can't attack unless defending player controls ..." to be multiplayer compatible.
|
||||
- Made Landwalk abilities multiplayer compatible.
|
||||
- Made more scripts ready for multiplayer.
|
||||
- Fixed logic of the predicate isProtectedFrom.
|
||||
- Restart button replays the whole match
|
||||
- Added LosesGame trigger.
|
||||
- Added trigger to Blood Tyrant and Withengar Unbound (Blood Tyrant still needs it's first trigger corrected)
|
||||
- Singleton usage.
|
||||
- removed CombatUtil.canAttack method without specifying attack target
|
||||
- Copy/Paste error in Blood Tyrant.
|
||||
- Added "OppCtrl" as a parameter to hasProperty.
|
||||
- Changed some instances of "YouDontCtrl" to "OppCtrl".
|
||||
- Changed more instances of "YouDontCtrl" to "OppCtrl".
|
||||
- setMustAttackEntity - method type set to GameEntity
|
||||
- Players: defeated players in archenemy won't get turns or priority, their permanents on table won't affect the game
|
||||
- fix to NPE from players leaving game.
|
||||
- Trigger handler should check all non-active players
|
||||
- registered players as r/o list
|
||||
- to potentially prevent endless loop
|
||||
- Combat that will return some defender in any case
|
||||
- DeckChooser from constructed home screen refactored as a component
|
||||
- You may choose your deck for Archenemy mode
|
||||
- Achenemy: you have additional 10 lives for each opponent beyond the first one
|
||||
- Also renamed C- and V- classes
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Changed more instances of "YouDontCtrl" to "OppCtrl".
|
||||
- "YouDontCtrl" => "OppCtrl".
|
||||
- Fixed setinfo of swordshine's cards.
|
||||
- Fixed AF ChangeZone with the Origin All.
|
||||
- AI won't have any more fun when the game is over.
|
||||
- Changed more instances of "YouDontCtrl" to "OppCtrl".
|
||||
- Fixed OppCtrl.
|
||||
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
|
||||
- Fixed Gobbling Ooze.
|
||||
- Fixed Gnat Miser.
|
||||
- Improved Alternative Cost strings when the cost is 0.
|
||||
- Removed unnecessary suppressing of tap/untap triggers.
|
||||
- Fixed a possible NPE in AF Attach.
|
||||
- Ai won't not think when the game is over
|
||||
- Improved Bounce AI.
|
||||
- The AI will no longer clone its own legendary creatures.
|
||||
- Made the script of Detention Sphere AI friendly.
|
||||
- Fix Fulgent Distraction crash when looking for Cost that doesn't exist
|
||||
- Enabled random generation of Mythic Rares in some custom formats (with rarity) when the cardpool contains them and they are not being forced by the NumMythics parameter. Required for RtR Guild Sealed.
|
||||
- Added the recent commit logs to changes.txt. Preparing for the beta build and release.
|
||||
- Preparing the changes.txt file for the next beta build and release.
|
||||
|
||||
|
||||
Many people helped with this version. A special thank you goes out to them. (Attempted to list names alphabetically):
|
||||
|
||||
ArsenalNut
|
||||
Doublestrike
|
||||
Edessa
|
||||
Hellfish
|
||||
Marc
|
||||
Max
|
||||
mcrawford
|
||||
Nordos
|
||||
RumbleBBU
|
||||
Sloth
|
||||
Sol
|
||||
Swordshine
|
||||
Chris H
|
||||
|
||||
|
||||
|
||||
Added the following cards:
|
||||
|
||||
Angel of Serenity
|
||||
Aura Finesse
|
||||
Barrin's Unmaking
|
||||
Blood Clock
|
||||
Book Burning
|
||||
Breaking Point
|
||||
Brine Seer
|
||||
Browbeat
|
||||
Cinder Seer
|
||||
Cloudstone Curio
|
||||
Detainment Spell
|
||||
Epic Experiment
|
||||
Flay
|
||||
Gifts Ungiven
|
||||
Glittering Lion
|
||||
Glittering Lynx
|
||||
Grand Melee
|
||||
Grip of Amnesia
|
||||
Ivy Seer
|
||||
Jasmine Seer
|
||||
Kjeldoran Pride
|
||||
Measure of Wickedness
|
||||
Memoricide
|
||||
Monomania
|
||||
Mundungu
|
||||
Nightshade Seer
|
||||
Piety Charm
|
||||
Power Taint
|
||||
Realms Uncharted
|
||||
Rhystic Tutor
|
||||
Rotting Giant
|
||||
Sacellum Godspeaker
|
||||
Sands of Time
|
||||
Shifting Borders
|
||||
Sphinx of the Chimes
|
||||
Stasis Cell
|
||||
Stonehewer Giant
|
||||
Three Dreams
|
||||
Tsabo's Assassin
|
||||
Tyrannize
|
||||
Umbilicus
|
||||
Vectis Dominator
|
||||
Vile Consumption
|
||||
Wicked Akuba
|
||||
|
||||
|
||||
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user