-Will now use at end of enemy turn at 100% chance instead of wasting opportunity to get land and fill grave
Not sure if "RemRandomDeck" is still needed? Card is now safe to play unless the deck has fewer than 4-5 basic lands in it.
Added creatures with low power that have
-abilities that tap for something really valuable like drawing a card
-abilities that usually need to be saved until enemy turn (counter a spell, tap a creature, prevent damage)
-abilities that usually deal equal or more damage if not attacking (prodigal sorcerer, grim lavamancer)
Generally avoided abilities where activating before combat is an acceptable choice and thus the attack decision doesn't come up anyway as the AI already used the ability.
However, this behavior is unacceptable on certain abilities (mostly those with higher mana costs) which should not be used before the end of main 2 as it prevents the AI from actually playing their cards. (like Hanna Ship Navigator)
I suspect this will need quite a bit of improvement in the future but we have to start somewhere.
The AI will now not play a second copy of these cards if and only if, there is no copy of the card owned by that AI in play, except copies that are enchanted by Auras owned by other players.
Later, a better logic that actually determines whether the enchanting aura removes the relevant ability from the card or not should be added - Warp Artifact will not stop a disk from activating, but Arrest will (if it's a creature).
Note : Only add NonStackingEffect to permanents the AI shouldn't play more than one of at a time if and only if, removal of enchantment is not pontentially leathal to the AI.
For example, do not add to Ensnaring Bridge or Moat, as loss of those allows the enemy to swing with possibly accumulated large armies for likely too much damage.
Those cards will need a different logic, that avoids playing a second copy if and only if the threat the card protects from is already too dangerous.
- Regenerate or RegenerateAll does create an Effect
in Command which does replace Destroy if possible
- Trigger Regenerated will be added to the Effect
if something does care about "regenerated that way"
- new Regeneration Api is the internal effect
that does handle the actual regeneration
- ReplaceDestroy has Section to handle if Regeneration is possible
- CardShields are removed with the option in PlayerController
- Fixed a bug that made it tricky to add several precast flags to a puzzle due to absence of whitespace trimming.
- Added puzzles PC_012616 and PC_020216 by Xitax.
- Updated the puzzle PC_122915 to set itself up automatically without being obnoxious.