-
Notifications
You must be signed in to change notification settings - Fork 783
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[don't merge] mutate mechanic for Ikoria draft #12493
base: master
Are you sure you want to change the base?
Conversation
Just an idea: if you need iko cards in drafts only then it can be server side only feature and can be compatible with release version — no needs in breaking changes or new clients. In theory. Example:
|
Ah, well, for draft it is quite important that the mutate ability functions :) |
btw, this branch is live on the alpha server https://alpha-xmage.net/ for easy testing! We'll be playing it in XDHS August 28-31 |
Feedback on the order of the mutate buttons. Currently it is UNDER OVER - which matches Arena but differs from MODO and differs from the reminder text. Coopergfyre, notgreat, and myself all feel that OVER UNDER makes more sense. |
Large mutate text doesn't fit in the box and no option to scroll. Perhaps remove the paragraphs that describe the mutate ability as an alternate casting cost (in line with Arena and probably MODO) or at a minimum, drop the reminder text associated with them. I have circled in red the bits I am suggesting be removed from the text box for the permanent. However still needs to be visible for the text box for a card in other zones. |
On the mutate stack text not fitting the text rule, that was already an issue with gaining many abilities (Necrotic Ooze with a big graveyard for instance). I think that needs (or maybe it already exists) a separate issue. Best would be to have a way to scroll in that panel, but no idea if that's easy or not. |
It’s impossible to scroll in current popup panels (due scroll usage for text mode change, due auto-hiding on mouse moving, due html limitation for sizing). It can be implemented after hints rework to new components like mtga — with multiple panels support, active buttons, lock in support, etc). |
Original description updated with additional info |
…lost all abilities)
when mutating over an already mutated permanent add some method descriptions don't copy fields that are reset every game cycle
Known category of bugs discovered today: When mutating over a creature, bouncing the mutate pile, then recasting the card that was mutated over, that cards abilities don't function (e.g. Ivy Elemental not entering with counters, Serrated Scorpion not triggering on death). The root cause is almost certainly the ids of those cards' abilities being reassigned during the mutate-over process. Need to investigate zone handling code to see if it is possible to reset those ability ids upon leaving the battlefield. |
This PR is not to be merged as the underlying implementation of the mutate mechanic is a completely wrong hack.
However - I think I got everything working for the scope of drafting 3x Ikoria, so XDHS can use a branch with this implementation for when that comes up in the chrono progression.
Based on Ninthworld's implementation from #8733 , with all the fundamentals cherry-picked into latest master, and building my own fixes off of that. I added a bunch of test cases and fixed quite a few fundamental bugs. However, there are lots of interactions that I deemed out of scope as they will not arise in 3x Ikoria draft, including transform, face-down, phasing, commander, etc. Tests for those features are commented out.
A quick summary of the way this works:
Functionality that I've tested (not a complete list, mostly covered by unit tests):
Known GUI quirks:
Notes on what else would have to be done for expanding scope to interactions with other sets:
Feel free to try it out and let me know what bugs you find!