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Bot and Card Logic Fixes

Code:
Checking hand cards priorities :    Card Kill Command has an ULTRA priority!
    Card Harvest Golem has a low priority
    Card Wolfrider has a low priority
    Card Starving Buzzard has a low priority
Grabbing card: Kill Command


Targeting card: Sen'jin Shieldmasta


Checking hand cards priorities :
    Card Harvest Golem has a low priority
    Card Wolfrider has a low priority
    Card Starving Buzzard has a low priority
Grabbing card: Starving Buzzard


Dropping currently held card!


Checking hand cards priorities :
    Card Harvest Golem has a low priority
    Card Wolfrider has a low priority
Grabbing card: Wolfrider


Dropping currently held card!


Checking hand cards priorities :


No target for Wolfrider
    Card Steady Shot has a very low priority
Grabbing card: Steady Shot


Dropping currently held card!


Checking hand cards priorities :


No target for Wolfrider

Bot uses Kill Command before dropping the Starving Buzzard, thus resulting in 2 less damage done because of the buff that Kill Command gets when there is a minion on the table. It wouldn't have mattered much in this case because I was facing a Shieldmasta with 30 hp, but still it's something that can be better.
 
So, something that definitely needs fixed in logic. Was watching my bot play my warlock zoo deck. Enemy had 9 hp left, had soulfire in hand, drew a leroy Jenkins. Obviously play leeroy, then soulfire, kill for win. It chose to soulfire discarding the leeroy as priority and I lost. Why would soulfire ever be higher over a legendary like that? (This was a 10 mana crystal turn too) =/
 
So, something that definitely needs fixed in logic. Was watching my bot play my warlock zoo deck. Enemy had 9 hp left, had soulfire in hand, drew a leroy Jenkins. Obviously play leeroy, then soulfire, kill for win. It chose to soulfire discarding the leeroy as priority and I lost. Why would soulfire ever be higher over a legendary like that? (This was a 10 mana crystal turn too) =/
yep soulfire logic has already been added as a needed fix
 
updated, will moved fixed items to its own "list" to show people that things they are requesting for have been fixed, gives much hope!
 
bot has had a lot of work THUMBS UP!, trying to keep up with the updates and what still needs fixing
 
Couple obvious priest things, useful or not.

  • Priests shouldn't feel the need to heal every turn it can even if there's no damage taken on any friendlies. It's humorous as a mulligan, but time consuming thereafter.
  • Holy Nova needs layers of conditions for it to be used properly, but sadly such a great card to be missing from any deck. The bot can use it really inefficiently, ergo: I have full healthed friendlies that could attack 3+ healthed mobs, then use Holy Nova to destroy the weakly <= 2 mobs. Can make or break tons of games if used properly, but not really worth coding atm.
  • Lightwells are great early pressure if the enemy has no mobs. If they have something however, it's a free kill.

I forgot I bought this and Hearthstone all together and the bot got me from 25 to 15 without losing with a semi-random deck, not bad at all. I've seen some other more simple things but I'm horrible with keeping track of these things.
 
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