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After some testing it seems like the equipment has nothing to do with the infinite loop situation, it's the AI getting tangled with its own feet. I've applied some very heavy handed fixes to prevent these kind of issues and it seems to be working, but to be completely hones I just might have broken 20 different things, so I need to do a lot of testing. I uploaded the 0.3.07 windows version for the streamer to try out, but feel free to skip it if you are fed up with the deadlocks for now.

Regarding exhausting. The idea is to either allow you to attack and exhaust within the same turn, or NOT attack, and both block and exhaust on the same turn. It is a bit weird if you are used to MTG but I wanted to try something a bit different.

Regarding stole Minions, yes, this is a known bug that I haven't addressed, was left  in this long because of how it's usually not relevant but I will definitely address it soon.

Lastly with boss difficulty, it is noted. With everything being so random it's hard to finely tune balance, but I will try to make it more consistent.

Again thank you very much for your time!

(1 edit)

>Lastly with boss difficulty, it is noted. With everything being so random it's hard to finely tune balance, but I will try to make it more consistent.

I think bosses having some unfair cards is cool but when they have too many U/URs directly at the start it feels a bit unfair. Here for example opponent starts turn 1 by playing an effectively 1 Mana 5/7 and while also playing a 0 Mana ramp 2 that also increases life. I didn't screenshot the next turn but he dropped another crazy 3 or 4 Mana U or UR that removed everything I played.

Also I noticed one more thing:


This minion here says that when it blocks; mill 3. However, it also milled 3 when I attacked and I blocked it.

EDIT: Screenshots are from 3.0.6.

That bug is still be present on 0.3.07, so thanks for reporting it!

Also limiting or managing the amounts of SR/URs sounds like a viable idea, actually!