Hello, the following misplay occured the first time today: Turn 23 Enemy: Rogue, 5hp, 4 minions: gadgetzanauctioneer 4/2, arcanegiant 8/6, arcanegiant 8/8, azuredrake 4/4 (24dmg in total) Me: Shaman, 13hp, 1 minions 0/2 totem, doomhammer with 2 remaining charges equipped I draw abusive sargent, which is lethal, but the bot somehow didn't see it and concedes because the enemy has lethal on board. Maybe there is a problem with summoned minions like totems etc? In the logfile the totem is marked as Ready:false, but I didn't attack with it this turn. Anyway here is the logfile: View attachment UILogg_2016-09-04_22-22-40.txt
No, only the ones from my thread here: https://www.thebuddyforum.com/hearthbuddy-forum/hearthbuddy-custom-decks/262796-aggro-shaman-karazhan-60-wr-rank-4-a.html
Wow we have very old bugs alive https://www.thebuddyforum.com/heart...dy-support/246531-shaman-bot-lethal-lost.html Otis are you sure you used latest routine? If so, due to variance of misplays I meet, maybe Coolmaster should consider rolling back one update?
Yes of course I use the latest routine. It looks like the bug didn't got fixed because the user never provided the correct logfile.
On clean bot it takes the right decision. ps: OtisRight, show me the rules that you follow when creating combos (perhaps there is an error in the description) For example, what result you expect to get from this rule: /// Turn one Coin->Totem Golem over other plays GAME_005,1;AT_052,0;mana:1;bonus:70;hero:shaman; Describe in words, please.
Sure. When writing combos I'm looking at the cards and ask myself two questions: Whitch cards have good synergies? And whitch cards are the most powerful? In this case it should mean: If I'm a shaman, and I have one mana available, and I have the coin+totem golem in hand, play these two more often then for exemple coin another two drop or just play a one drop. Totem golem is the most powerful two drop in the game and can deal with almost every 3 drop, so I want it to play over other cards if possible.
In fact (unfortunately), this rule means: If I'm a shaman, and I have one or more mana available, and I have the coin+totem golem in hand, play these two... It also means if you have 1 mana, and you have in your hand Tunnel Trogg, Coin and Totem Golem, you still play Coin + Totem Golem.
Thanks! Didn't know that. I guess this rule and some others I made have ensured a loooot of misplays. Is there a way to set this up like "If I'm a X, and I have exactly X mana" or go away from mana and go with turn? But then it would still play into doomsayer, right?
The current combo system is outdated, and I'm going to expand its capabilities. For example, add a rule like: If I have a card A, and at the same time I don't have cards B and C... So if you have any special rules that you can not realize in the current combo system, you can describe this rules here...
That's awesome! I hope we get a form of guide to avoid any misunderstandings What about a lethal condition? Use the combo cards only if the result would cause me having lethal. For example: Leroy + Power Overwhelming + Faceless Manipulator(20 dmg), or Raging Worgen + Inner Rage + Charge + Faceless Manipulator(32 dmg) Edit: I just saw, you guys pushed an update. Could you please tell me, what the changes are, so I can update my files, too?
First, OtisRight i love your shaman changes . The most significant change that I can see to have an impact in the code you add is: In PenaltyManager.cs if (!lethal && target.isHero && target.Hp > settings.enfacehp && settings.weaponOnlyAttackMobsUntilEnfacehp && p.ownWeaponAttack > 1) In BehaviourControl.cs *Here it has some fixes for (int i = 0; i < discoverCards.Count; i++) DefaultRoutine.cs Fixes, just reset to your settings and that's it.
Sorry if this already have been done, I am kind of new to this bot. -Trading weapon. Well I like the change that OtisRight did when it comes trading weapon instead of wasting that vs hero, thought there is one bug in his logic when requires 2 runs for lethal, meaning if you use weapon vs hero in this run, in next you will have lethal or get very close to it. -I added logic when it comes to reno jackson to hold it for as long as possible, sometimes the bot use it at 20hp or more because is the only card that can play, which in human perspective is better to hold it and eat the damage. -About evolve. I manage to make it good, but implement logic into and I am not even sure if is right, to make it more human wise, the bot before that logic was using double evolve like crazy or use it for 1 or 2 mobs, which is not desirable at all. So what I did there is to give a bad evaluation if there is one or two mobs in field, and only use it for more than 2, which overall give me great results. -About mulligan. I am unsure if this already done, but will be good to have a mulligan combo, meaning if you have this lvl 4 card and this lvl 2 card, keep both, as meaning are part of a deadly combo, otherwise discard them.
I think we're good for now, if you can implement turn/mana and lethal conditions. I don't think it has anything to do with this thread. But to answer your questions: 1. The bot does not calculate two-turn-lethal in it's current state. I would like add something like if(two-turn-lethal) do something something 2. You can higher the cardvalue in combo.txt to use it less often or make a penality like in 3 3. You can make a penality in PenaltyManager.cs for using it on less then two mobs or more 4. We already have a this mulligan rule: HB Style Mulligans Format: card;self;enemy;type:[count];requirements card = a card id like "OG_024" - search _carddb.txt for the name of your card to find the id self = a class name like "shaman" enemy = a class name like "shaman" type = "Hold" or "Discard" count = up to how many copies of the card to keep or discard (default 2) requirements = "/" - no addition rules, or "0-20" - manarule, or card:card:card:... - more cards required
FYI just keep a copy of the old routine around like in a local git repo so that you can diff the new one.