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irefrixs

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A member registered Apr 14, 2024 · View creator page →

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Hi @SanctumSanctorum,

I’m so glad to hear that the issue is resolved and everything is working great now!

If you have any more questions or need further assistance in the future, feel free to reach out. Thank you for your patience, and happy gaming!

(2 edits)

Hi @SanctumSanctorum,

Thank you for your detailed bug report!

It sounds like you’re encountering a MIME type issue with loading JavaScript module scripts. Specifically, you might see an error message like this in your browser:

Failed to load module script: Expected a JavaScript module script but the server responded with a MIME type of “text/plain”. Strict MIME type checking is enforced for module scripts per HTML spec.

If you are seeing this error, it may be related to how your system is configured to handle .js files. We use the mimetypes library to determine the MIME type, which reads data from your Windows registry.

Please check the following registry key:

HKEY_CLASSES_ROOT\.js

Ensure that the Content Type is set to application/javascript instead of text/plain. Make sure to back up your registry before making any changes.

To make it easier, here is a registry file you can use to set the correct values:

Windows Registry Editor Version 5.00

[HKEY_CLASSES_ROOT\.js]
@="JSFile"
"Content Type"="application/javascript"
"PerceivedType"="text"

After updating this key, you won’t need to restart your PC; just restart the game, and everything should work fine.

If the issue persists or if the Content Type is already set correctly, please provide us with more details about the error.


Regarding why you didn’t encounter this issue in v0.5.8.74:

In that version, we used the following code:

<script src="/public/js/xxx.js" defer></script>

In later versions, we updated the code to:

<script type="module">
    import { XXX } from "/public/js/xxx.js";

This change may have introduced stricter MIME type requirements.

Thank you for your patience, and we look forward to resolving this issue!

Hi @makstfate,

Thank you for providing detailed steps to reproduce this bug.

We have identified that this issue occurs in the deck editor in version 0.5.8.147. To resolve it in the current version, please edit the “set_aside” key in your deck to match the starter deck using any text editor (e.g. VSCode).

We appreciate your patience, and we will address this bug in the next version.

Hi @8uttmunch,

Thank you for sharing your crash report.

The crash appears to be caused by card “35018.” When you use this card to defeat an Ultron facedown minion (whose original type isn’t an enemy), the minion reverts to its original type after being defeated. This transition leads to a crash because card “35018” attempts to interact with it as if it were still a minion.

We appreciate your help in identifying this issue, and we will work on a fix.

Hi @8uttmunch,

Thank you for sharing your crash report.

The crash is caused by cards “06019” and “46014.” After you attack an enemy with the upgrade “46014,” using “06019”’s ability to deal 2 damage to the same enemy and defeat them will result in a game crash.

We apologize for the inconvenience and appreciate your patience as we work to resolve these issues.

(1 edit)

Hi @makstfate,

Thank you for your report. We have tested the card “34001a” in version 0.5.8.147, and everything appears to be functioning correctly. You should be able to use her “Psionic Bond” power to generate wild resources without any issues.

If you’re still experiencing problems, please provide more details about the situation so we can assist you further.

(2 edits)

Hi @phiology,

Thank you for bringing this issue to our attention. This bug is a duplicate of this bug report. It appears we overlooked merging this change in our previous updates.

We appreciate your diligence in reporting this, and we’ll ensure it gets addressed promptly.

(1 edit)

Hi @phiology,

Thank you for sharing your save file for version 0.5.8.103. We have identified that this bug is caused by the card “07042.” In your situation, you have two upgrades in play, and this card is designed to discard only one, which leads to a mismatch in the target number.

Additionally, this card is intended to discard a Support card, but we mistakenly labeled it as an Upgrade in the script.

Thank you again for your help! We will fix this issue in the next version.

Hi @Speedyman101,

Thank you for bringing this to our attention. I’d like to clarify why you cannot use “Get Behind Me” in this situation.

In “Return the Favor” (“27015”), it reads:

Discard cards from the top of the encounter deck until you discard a treachery. Reveal that treachery.

On the other hand, “Get Behind Me” (“01078”) reads:

When a treachery card is revealed from the encounter deck.

Since the treachery card is revealed from the discard pile in this case, “Get Behind Me” cannot be triggered.


However, we want to ensure that our understanding of this process is correct. If you believe this interpretation is incorrect, please let us know your reasoning and provide any relevant links or FAQs.

Thank you!

(1 edit)

Hi @phiology,

Thanks for your message and for trying to help identify the issue! I noticed that the file in the link you provided has been deleted.

I understand your console died, but the game should have generated a crash.json file in the game root folder. If you could locate that file and upload it, that would be really helpful. Alternatively, you can upload one of the save files named save_x.json if it contains the operation that caused the crash.

If you’re unable to upload those files, could you please provide details about how the crash occurred?

Thanks again for your support in improving the game!

Thank you for your request! We appreciate your input and will do our best to implement these cards in the next version. If you have any more ideas or requests, feel free to share!

(1 edit)

Hi @makstfate,

Thank you for bringing this issue to our attention regarding the card “45075a” in the “Four Horsemen” scenario (game version 0.5.8.103).

The bug you’re experiencing occurs due to the way the encounter decks are bound to their corresponding villains. In the scenario “Four Horsemen”, there are four villains, but they are not in play when the “Setup” keyword on card “45075a” is resolved. As a result, when the game attempts to find the encounter deck, it finds nothing, and the “45075a” card does not process correctly.

This issue also appears in other scenarios where no villains are in play before resolving the “Setup” keywords, such as:

  • Morlock Siege
  • On the Run
  • Mansion Attack
  • Sinister Six

However, this bug does not occur in scenarios like “Loki” and “The Tower Defense”, where at least one villain is put into play before resolving “Setup” keyword, despite having multiple villains.

We appreciate your patience as we work to resolve this issue. If you have any further questions or observations, please feel free to share!

Hi @willowBySword,

Thank you for your detailed explanation of the issue. I understand how frustrating it can be, especially with the gameplay being affected.

Unfortunately, we won’t be able to implement a hotfix for this issue at the moment. I sincerely apologize for the inconvenience this is causing.

Rest assured, we are working hard on the new version, which will address this problem and improve the overall experience. Thank you for your understanding and patience!

Hi @makstfate,

Thank you for sharing your crash report for version 0.5.8.103. I appreciate your help in identifying the issue.

The bug occurs when a player flips their identity after it has been treated as blank due to card “45088”. We are aware of this and will be addressing it in the next version.

Thanks for your patience, and we’ll keep you updated on the fix! If you have any more feedback or questions, feel free to reach out.

Hi @willowBySword,

Thank you for your feedback regarding version 0.5.8.103. I appreciate you bringing the issue with the fourth player’s position to my attention.

I wanted to let you know that we have recently refactored the rendering system, and a new version will be released soon. I’ve attached a screenshot of the upcoming version for you to check out.

Thanks for your patience, and I hope you enjoy the improvements!

Thank you for your request! We appreciate your input and will do our best to implement these cards in the next version. If you have any more ideas or requests, feel free to share!

Hi @makstfate,

Thank you for bringing this issue to my attention. We have reproduced the problem based on your input, and I can confirm that the acceleration icon on the “40031” should not be triggering.

We will address this in the next version.

Thank you again for helping us improve the game!

(1 edit)

Hi @makstfate,

Thank you for your suggestion! I appreciate your input on how to display the acceleration icon in the game. I’ll definitely consider implementing it as you mentioned. It sounds like a great way to enhance the user experience.

Thanks again for your help!

Thank you for your request! We appreciate your input and will do our best to implement these cards in the next version. If you have any more ideas or requests, feel free to share!

Hi @makstfate,

Thank you for bringing this to my attention. In version 0.5.8.103, this bug occurred because we forgot to implement the piercing effect for Jubilee’s Wolverine ally ability. We will address this issue and ensure it is fixed in the next version.

Thank you for your help in improving the game!

Regarding the round number, we apologize for not realizing how important it is for you to see it. Unfortunately, it was removed in the current version, but we will make sure to bring it back in the next update.

Thank you for your continued feedback and patience as we work to improve the game!

Hi @willowBySword,

Thank you for your feedback!

Regarding your first point, we understand that the old UI allowed all cards to be displayed in one scene, which was more convenient for viewing multiple players’ cards. However, we have removed the old UI due to performance issues, especially when there were too many cards on the screen. The new design splits the scenes for different players to enhance performance, and we appreciate your understanding of this change.

As for your second point, we do provide hotkeys (F1 to F4) to switch the focus between players, which should help you select targets more easily. We’re glad to hear that you were able to resolve the issue on your own!

We hope you enjoy the new interface, and thank you for your continued support!

Hi @cardgameai,

Thank you for bringing this to my attention. You are correct that we added a new card to puzzle 36003 in version 0.5.8.103, and it appears that we overlooked updating the script accordingly. We will address this issue and ensure it is fixed in the next version.

Thank you for your help in improving the game!

Hi @makstfate,

Thank you for your response! I appreciate the examples you provided regarding the single-player campaign mode and the conditions for scoring.

Could you let us know which campaign these examples are from and which rule books they reference? Or are they entirely new concepts?

This will help us understand the rules more clearly and research how to implement them in the current game.

Looking forward to your insights!

Hi @makstfate,

Thank you for your suggestion! If I understand correctly, you’re requesting a button that allows players to prioritize displaying some side scheme or attachment cards from the encounter deck before shuffling it. You also mentioned a similar feature for peeking at a card from the encounter deck or player deck.

Could you please clarify when and why you would use this feature? Additionally, it would be helpful if you could provide a specific example of how you envision using this button. For instance, which cards might be in the encounter deck, and what would happen when you press the button?

Understanding your perspective will help me better assess its potential impact and benefits.

Looking forward to your response!

Thank you for your request! We appreciate your input and will do our best to implement these cards in the next version. If you have any more ideas or requests, feel free to share!

Hi @makstfate,

Thank you for your bug report regarding version 0.5.8.74.

You are correct that the “49022” ability should reveal all of your nemesis minions instead of just one. We will address this issue in the next version.

However, we were unable to reproduce the issue with “20008.” When we played this card, we were able to click Venom and use his ability to generate one green resource without any problems.

If you have any additional details or steps to reproduce the issue, please let us know. Your feedback is invaluable in helping us improve the game.

No problem at all! Let us know if you encounter any other issues.

Hi @Jay-10-yao,

Thank you for your report. Could you please confirm if you defeated the SENTINEL minion while at full health?

If you did, the reason you didn’t heal is that the Response ability triggers before any consequential damage occurs.

If you did not, could you please share your save file? This will help us determine which minion you defeated and what cards were in play at that time.

Let me know if you have any further questions!

Hi @Dmones,

Thank you for your message! I appreciate your effort in translating the Core Set into Brazilian Portuguese. It’s great to hear that there are many players in Brazil.

I would be very happy to add the Brazilian Portuguese language option to the game.

Could you please let me know if you have the images with the translated text, or if you only have the translated text? This information will help us understand how we can integrate your translation into the game. I look forward to your response!

P.S. I am not familiar with Brazilian Portuguese, so I may misunderstand some parts of your text.

Thank you for your request! We appreciate your input and will do our best to implement these cards in the next version. If you have any more ideas or requests, feel free to share!

Thank you for your request! We appreciate your input and will do our best to implement these cards in the next version. If you have any more ideas or requests, feel free to share!

Thank you for your request! We appreciate your input and will do our best to implement these cards in the next version. If you have any more ideas or requests, feel free to share!

(1 edit)

Hi @makstfate,

Thank you for sharing your crash report. We have identified that this bug is caused by card “23017,” and we will address it in the next version.

In the current version (0.5.8.74), please avoid using this card to prevent further issues.

Thank you again for helping us improve the game!

Hi @makstfate,

Thank you for sharing your crash file. We have identified the bug caused by cards “40204” and “49037.”

Here’s a brief overview of the issue:

  1. When you play card “49037”, it interacts with hero “37001a”, which has the “X-MEN” trait. As a result, card “49037” gives the hero the traits [“X-FACTOR,” “X-FORCE,” “X-MEN”].
  2. Immediately after your hero gains these traits, it triggers the effect of card “40240”, causing it to also gain the same three traits.

This interaction is what leads to the crash.

We will address this issue in the next version.

Additionally, we discovered another bug: card “49037” should only work for characters. We will update this card in the next version as well.

Thank you for your understanding and for helping us improve the game!

Hi @makstfate,

Thank you for bringing this to my attention. We have reviewed the script and identified the issue. We will address this in the next version.

Thank you for your help in improving the game!

Here is a screenshot demonstrating how to use these functions

image.png

You can click on Play (Debug) to debug your puzzle; this mode will display all card IDs and object IDs.

image.png

Hey everyone!

I’m excited to share the list of custom script functions available in our puzzle editor! These functions will allow you to create unique and engaging gameplay experiences. Below is the complete list of functions you can use:

CardName = str|object # card id or object id, e.g. "01001a", c1 (without quotes)

def Gain(*cards: CardName): ...
def Draw(num: int): ...
def Ready(*cards: CardName): ...
def Exhaust(*cards: CardName): ...
def Discard(*cards: CardName): ...
def Remove(*cards: CardName): ...
def Flip(*cards: CardName): ...

def Heal(card: CardName, val: int): ...
def Damage(card: CardName, val: int): ...
def Confuse(card: CardName): ...
def Stun(card: CardName): ...
def Tough(card: CardName): ...
def ChangeForm(card: CardName): ...

def PlaceThreat(card: CardName, val:int): ...
def Counter(card: CardName, name: 'str', size: int): ...
def Token(card: CardName, name: 'str', size: int): ...

def Reveal(card: CardName): ...
def PutIntoPlay(card: CardName): ...
def Boost(card: CardName): ...
def PutIntoDeck(*cards: CardName): ...

def End(message: str=""): ...

For more examples, check out the JSON puzzle files provided in the “./puzzle/” and “./puzzle/test/” folders. You can find the commands under the key puzzle_command.

Feel free to experiment with these functions and share your creations with the community! If you have any questions or need assistance, don’t hesitate to ask.

Happy scripting!

(1 edit)

Thank you for sharing your crash file. We have reviewed it and found that the crash occurred because the villain was not in play at that moment. Due to player deck shuffling, the engine attempted to find the villain’s corresponding encounter deck but encountered a null value.

We have fixed this bug in our development version.

Thank you for your patience, and please let us know if you encounter any further issues!

Hi @willowBySword,

Thank you for sharing your crash file.

We have reviewed it, and the issue is caused by the fact that the owner of the card “16136” is not a player; its owner is the scenario. Currently, we only check for players’ cards in this context.

We will address this issue in the next version.

Thank you again for your report!