Multicolored cards and colorless (true-colorless, not devoid) still need tested. Unfortunately, I've run into an issue with Google Drive (had to completely disconnect my account from my computer and let it redownload everything, which is going to take awhile).Īll cards from Oath of the Gatewatch are already in the CW they're just not all tested. But thanks for the compliment.Īs for the status, I'm set to work on some more cards today for Shadows over Innistrad (I'm planning to at least get the D* cards done today, probably more). I'm just the best still actively modding the game. I'd wager thefiremind is, too, and maybe even sumomole and NeoAnderson. Although, it's worth nothing that I'm not the best at programming DotP. Thanks,Haha I'd actually be interested in working for Wizards if it didn't involve moving.
When will they be added to the community wad? Is there something I can do to help? I don't know programming but I'm willing to help testing if there are some. I'm just posting this to ask the current status of Shadows Over Innistrad and Oath of the Gatewatch. I'm sure their Magic Duels wouldn't fail this bad if you were the developer. It seems like you are a much more reliable programmer than theirs. Terrysong wrote:Xander9009 do you work for wizard? Excluding the impossible card: Accursed Witch//Infectious Curse. Westvale Abbey//Ormendahl, Profane PrinceĮdit: All cards complete. Sage of Ancient Lore//Werewolf of Ancient HungerĪrlinn Kord//Arlinn, Embraced by the Moon Hermit of the Natterknolls//Lone Wolf of the Natterknolls Hanweir Militia Captain//Westvale Cult Leaderĭaring Sleuth//Bearer of Overwhelming Truths If you use it and it works properly or if it has issues, please post here about it or post a normal bug report (via my signature).Ĭard List | Open Archangel Avacyn//Avacyn, the PurifierĪvacynian Missionaries//Lunarch Inquisitors Otherwise, assume that if you find it in the CW that it hasn't yet been tested. If a card has been labeled with the strike-through, then it's been coded and tested. The planeswalkers have been coded already by fallenangle, but last I heard, they still have some issues that need addressing.
They haven't been generated, even (though I did test that the generator can handle them, and it can thank you thefiremind). Because of their complexity, they haven't been touched. The double faced cards are an exception to the above. It should theoretically work as excepted. Regarding Clues, the Clue subtype has been added to both the CW_SUBTYPES.LOL file and the CW_SUBTYPES.XML text permanent file. There are also several new versions of existing tokens, but those have not been dealt with, yet. 4 new ones were added: Clue, Human Cleric, Devil, and Vampire Knight. Art has not been tackled, but all tokens should be available.
Anyone may help code them from there, and it would be greatly appreciated. Then, I'll post a file here with all of the remaining ones which need to be coded. I'm going to sort out the ones that should have been fully coded and drop those into the CW. All, however, have been generated already with TFM's universal generator. Some are already completed and tested thanks to appearing in previous sets (a few cards are reprints, of which only Lightning Axe was not already coded). Just change all instances of CW, any constants associated with the mod, and the function names, or else make it clear it is not compatible with the CW.)
Others are free to collect the results from the CW and pack them elsewhere. The results will not be made available here or anywhere outside of the CW.
If multiple players each cast just one spell during the previous turn, the ability won’t trigger.įor more information on double-faced cards, see the Shadows over Innistrad mechanics article ( /en/articles/archi…).The purpose of this thread is to track the progress being made on Shadows over Innistrad. To trigger the Werewolf’s back face’s transform ability, a single player must have cast two or more spells during the previous turn. If that damage destroys a creature blocking Flameheart Werewolf, Flameheart Werewolf doesn’t become unblocked.
The ability resolves and deals damage to that creature before combat damage is dealt. The abilities that transform a Werewolf back and forth look at the entire previous turn, even if the Werewolf with that ability wasn’t on the battlefield for some or all of that turn.įlameheart Werewolf’s first ability triggers once for each creature blocking or blocked by it. If that damage destroys a creature blocking Kessig Forgemaster, Kessig Forgemaster doesn’t become unblocked. Kessig Forgemaster’s first ability triggers once for each creature blocking or blocked by it. Kessig Forgemaster // Flameheart Werewolf: