What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal
RebornBuddy Forums

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Build .102 changelog

Status
Not open for further replies.

hankerspace

New Member
Joined
Apr 4, 2014
Messages
164
Changelog

Build .102 changelog :

- GreyMagic and RemoteAsm updated for Windows update KB3000850.

Build .101 changelog :

- Delay autoconcede feature (avoid mulligan crashes)

Build .100 changelog :

- Arena draft improved :
- ArenaValues.xml file added: this file is used to give a value for each card. During arena draft, the most valuable card is choosen.


Build .98 changelog :

- Fix autoconcede during arena

Build .97 changelog :

- Autostart : lauch exe with "autostart" param (Hearthbuddy.exe autostart or Hearthbuddy.exe --autostart)
- Dont reset selected custom deck
- Some GUI fixes
- Add mulligan API
- Put custom mulligans in CustomMulligans folder
- A Custom mulligan must inheritate ICustomMulligan and implements public IEnumerator DoMulligan()
- Functions TritonHS.GetMulliganCards(), TritonHS.ToggleMulliganCard(HSCard); and TritonHS.EndMulligan(); are used to customize mulligan
- More informations in API forum's thread

Build .95 changelog :

- Implements new Naxx cards in Default AI
- Fix some issues with default AI (exceptions)
- Improve default AI : 10/15% more winrate
- Increase AI speed

Build .92 changelog :

- Option to activate/deactivate random card hovering

Build .91 changelog :

- Fix some bugs with default AI
- Expose API member : HSCard TritonHS::CurrentPlayer
- HSCard TritonHS::RemotePlayer

Build .89 changelog :

- Dont use autoconcede during arena
- Fix auto-arena feature
- Random hover cards to simulate an human behavior
- Running time review
- Fix some druid multi-choice cards

Build .87 changelog :

- Expose api member : TAG_ZONE HSCard::GetZone()
- Expose enum : TAG_ZONE
- Adapt setcursor function
- Expose API member : int TritonHS::EnemyPlayerFatigue
- Expose API member : int TritonHS::LocalPlayerFatigue

Build .86 changelog :

- Expose api member : int HSCard::GetTag(GAME_TAG tag)
- Expose api member : List<HSCard> TritonHS::GetAllCards()
- Fix some possible crashes with autoconcede feature
- Some tweakings for Sivlerfish API

Build .85 changelog :

- Naxxramas update

Build .83 changelog :

- Alexstraza tweak : find best solution
- API add: TritonHS.SetCardPos(int cardIndex)
- Concede after each win option added : after a win, the bot will insta-concede next game /!\ Use it at your own risk!
- Print stome statistics in logs between games
- Prepare Naxxramas

Build .82 changelog :

- API Fixes
- HasWeapon function review
- Adapt API for silverfish deck
- Fix rockbiter weapon usage
- Allow Antonidas to attack (safely)

Build .81 changelog :

- Add a button "concede now" to manually concede current game
- Add a "stop after x wins" option. It will stop the game and the bot after x wins
- Increase priority of starving buzzard
- Add API functions :
bool HSCard::OriginalCharge
int HSCard::OriginalATK
int HSCard::OriginalCost
int HSCard::OriginalDurability
int HSCard::OriginalHealth
string HSCard::DebugName

Build .80 changelog :

- Buffs fix
- Heals review

Build .79 changelog :

- Add API function : int HSCard::MaxHp()
- Allow buffs on ragnaros if he is silenced
- Review buffs : dont buff a 0Atk minion (but allow some buffs such as power overwhelming to still be used)
- Avoid an enemy minion to be debuffed twice
- Ancient of War rework : priorize taunter (if we dont have taunter)
- Leeroy review => avoid attacking whelps
- Cenarius choice balancing
- Equality rework : in computation, consider only minions with HP > 1
- Ensure to use Inner Fire after Divine Spirit or Power Word: Shield

Build .77 changelog :

- Avoid some crashes when enemy surrender at startup
- Avoid using buffs on ragnaros
- Consider enemy hero weapon in computations
- Add List<HSCard> HSCard::AttachedCards() API function
- Priorize another drop 3 minion on Feral Spirit
- New taunter management
- Consider battlecries in priority computation

Build .76 changelog :

- Add List<string> HSCard::AttachedCardIds API function
- Some modifications on Auth system
- Speed up the bot => stabilize for all systems => Speed bar removed
- Well played emote removed
- Save some spells to kill minions
- Use Power Overwhelming on a ready-to-attack minion
- Execute rework

Build .74 changelog :

- Increase priority of Scavenging Hyena
- Review priority of minions with deathrattle
- Abomination : allow minions with health > 2 to be dropped
- Review weapons usage : allow minions to be killed by our hero
- API members added :
- int HSCard::EntityId
- int HSCard::ControllerId
- int HSCard::CreatorId
- int HSCard::NumAttackThisTurn
- int HSCard::ZonePosition
- List<int> HSCard::AttachedEntitiesIds
- int TritonHS::Fatigue
- int TritonHS::NumCardsPlayedThisTurn
- int TritonHS::NumMinionsPlayedThisTurn
- int TritonHS::Resources
- int TritonHS::RecallOwed

Build .73 changelog :

- At least very low priority for spells which can target hero
- Fix bug with weapons during finish computations
- Review "minion can be used" condition => should fix one turn buffs
- Loop one last time to recheck possible moves (should avoid some endturn due to memory mapping failure)
- Dagger Mastery can know be used to replace a 1/1 weapon card
- Lower priorities of Defias Ringleader
- Crazed Alchemist fix

Build .72 changelog :

- Specific cards priorization added : lightwarden, secretkeeper, Doomsayer,
knifejuggler,manaadict, masterswordsmith, natpagle, wildpyromancer, alarm-o-bot,
acolyteofpain, demolisher, impmaster, questingadventurer, cultmaster, violetteacher,
gadgetzanauctioneer, tundrarhino, starvingbuzzard, etherealarcanist, manawyrm,
lightwell, auchenaisoulpriest, unboundelemental, warsong commander, frothingberserker, lightspawn.
- Dont use shattered sun cleric unless we have an ally minion to buff
- Rework return friendly minion process
- Rework spell usage : maximum wasted dmgs depends of minion priority
- Kidnapper fix
- Hungry Crab rework
- Preparation Rework
- Forked Lightning rework
- Arcane Missiles rework

Build .71 changelog :

- Remove emote sending (the emote is played only for local user now)
- Add wild pyromancer => equality combo & equality => consecration
- Fix an issue which returns some incoherous value (can fix a lot of incoherous moves)
- Shadow Word: Death && Shadow Word: Pain rework : dont target weak & useless minions
- Priorize Sword of justice
- Trading function review
- Crash when user set the speed too damn high for his computer (should be) is now fixed
- Rework "this turn" buffs => are correctly used on a minion who can attack this turn.
- Use usual buffs on any possible minion
- Faceless manipulator fix
- Cleave rework
- Avenging Wrath combo with equality

Build .67-.70 changelog :

- Changelog fix
- Evicerate fix
- Manatide totem & Idecaller murloc priorized
- Master Swordsmith fix (he never attacked)
- Temple Enforcer with spawnlight fix & priorize Temple Enforcer buff ON spawnlight
- Fix endgamescreen bug (during checking card priorities)
- Consider enemy winfuries on "can the enemy finish us" computation

Build .66 changelog :

- Abusive Sergeant rework
- Mark of wild rework
- Dommslayer & frost nova combo
- Define Frostbolt & ice lance combos
- Define blizzard & ice lance combos
- Define frost mage & sorcerer apprentice combos
- "Well played" emote is now played before using "finish enemy hero" sequence
- Droop multi choice cards fix
- Can we finish computation fix
- Ensure finding a target for minions with buffs (if there are no ready-to-attack cards on the board)
- Fix EndOfGame screen stuck issue
- Rework "return enemy minion" functions (and fix all "return enemy" cards)
- Forstwolf warlord drop priority review => try to drop if no minions are available to play
- Try other storage place for cursor. Center cursor to drop adjacent buffs minions
- Inner fire priority balancing
- Dont drop doomsayer if enemy hasnt any minion on the board
- 1dmg spells : priorize a kill on a divineshield break

Build .64 changelog :

- Suicide minions with deathrattle
- Allow our taunters to attack enemy taunters (but without dying)
- Allow some useless minions suicides
- Heroic strike balance
- Rework Arathi Weaponsmith
- Upgrade! rework
- Consider heropower & hero dmg in "can we finish" computing
- Rework dropping position => works with all screen resolutions now. Cards will be dropped between others cards (even if there is only 2 minions on our board)
- New priority computation (lower enemies with deathrattle & higher ours)
- Avoid using many buffs on important minions (flametonguetotem, etc...)
- Avoid using Northshire Cleric for trades
- Startving Buzzard & Northshire cleric are very low priority if there is no ally taunter
- UI : Review speed slider range : from 100% of original speed to 150%

Build .63 changelog :

- Avoid using buffs on 0ATK minions or minions who cant attack (such as ragnaros)
- Avoid dropping minions if enemy has abomination
- Avoid minions attacking mage during her immunity
- Razorfen Hunter, Imp Master, Murloc Tidehunter, Silver Hand Knight, Dragonling Mechanic, Mirror Image, Gelbin Mekkatorque, Feral Spirit, Force of Nature and Hogger are now used if there is enough space for summon
- Play Illidan before other drops
- More tests on "can i target this minion"
- Succubus should be played after every possible cards this turn
- Dont play Faceless Manipulator if boards are empty.
- Lightwell can now attack (if ATK > 0)
- Rework UI
- Add a "speed" slider : left means normal speed, right means high speed /!\ be careful, high speed could bring unexpected behaviors... /!\
-> I strongly advise low speed for old computers or virtual machines, don't complain if you are using the high speed for botting.
-> Dont use high speed for long-run botting sessions


Build .61 changelog :

- Release API, more informations here : API starting guide
- Custom deck section contains list of your custom decks. Deck "." is the actualy Hearthbuddy team's deck.

Build .51 changelog :

- Ensure Buffs - such as Power Overwhelming - are played on usable minions
- Check if enemy can kill us with all his minions, suicide our minions on their
- Rogues Do It.. rework
- Commanding Shout rework
- Play safe with Leokk
- Ancient of Lore rework
- Mass Dispel consider enemy buffs only
- Use Temple Enforcer preferencially on Spawnlight
- Dont use "destroy" spells on weak minions
- Add "Random deck" setting => Select a random deck on each new game

Build .50 changelog :

- Fix "can we finish enemy" computation
- The Black Knight rework
- Update Coldlight Seer play conditions
- Try to play Mountain Giant before dropping cards
- Betrayal rework
- Head***** fix
- Onyxia rework
- Consider Arcane Missiles to finish enemy if his battledeck is empty
- Shadowflame rework
- Prefer dropping Summoning Portal when we have a taunter
- Use Power Overwhelming to finish enemy
- Dont play Lord Jaraxxus if we have more than 15HP.
- Dont play Thoughtsteal if our hand is almost full
- Dont use Mindgames if our battlefield is full
- Consider Prophet Velen for all priest heals and damage spells
- Soulfire fix

Build .49 changelog :

- Allow suicide on taunters a bit more
- Order cards smarter for finish enemy computation
- Consider auchenai soulpriest during Lesser heal computation
- Faceless Manipulator rework
- Fix debuff function
- Dont use Unleah the hounds if enemy minions + our minions count > 8
- Try to manage HS servers lags...

Build .47 changelog :

- Add more cards effects
- Silenced taunters and then rebuffed with taunt are now correctly considered as taunters
- A taunter is considered as a "buffed" minion
- Add specific behavior for effets
- Use these behavior to determine a minion to silence
- Use these behavior to determine a minion to return to hand (ally : prefer debuffed ones, enemy : prefer buffed ones)
- Priorize buffed cards & depriorize debuffed cards
- Avoid applying a debuff on an already debuffed minion
- Darkscale Healer rework
- Allow all minions with "deal x dmg" battlecry to be played if we have mana left
- Cruel Taskmaster rework : try to enrage our minions
- Windspeaker's battlecry can be used to finish enemy
- Rework Mad Bomber
- Use Fireblast to enrage our minions

Build .46 changelog :

- Priorize these minions :
  • prophet velen
  • archmage antonidas
  • flametongue totem
  • raid leader
  • grimscale oracle
  • dire wolf alpha
  • murloc warleader
  • southsea captain
  • stormwind champion
  • timber wolf
  • leokk
  • northshire cleric
  • sorcerers apprentice
  • summoning portal
  • pint-sized summoner
  • scavenging hyena
  • flesheating ghoul
- Less priority if enemy minion is frozen or has deathrattle
- Add "rush" profile => go for the face ASAP

Build .45 changelog :

- Autoupdater system fixed
- Holy Nova rework
- Mind Control rework
- Use Lesser Heal on minions easily
- Fix bad "can we finish enemy" computation with Moonfire
- Mark of the Wild rework
- Use Savage Roar to finish enemy
- Frost Nova rework
- Lower priority for taunters
- Ice Lance rework
- Windfury is now considered tp finish enemy
- Ensure buffs are played on a minion who can play this turn
- Use Ancestral Spirit on minions which has deathrattle
- Ancestral Healing rework
- Fix Rampage error & rework
- Use Bloodlust to finish enemy
- Dont use Hellfire & Dread Infernal battlecry to finish enemy : we can kill our minions...
- Avoid commiting suicide with Hellfire & Dread Infernal battlecry
- Backstab rework
- Use Cold Blood to finish enemy
- Priorize Young Priestess when we have a taunter on battlefield
- Wait a bit when a minion has been killed (reload some data)
- Try to use Divine Spirit on LightSpawn
- Trading with taunters rework
- Consider Deadly Poison to finish enemy hero
- Dont draw cards if our hand is almost full or if we dont have card
- Try to use weapons in hand to finish enemy hero
- Ensure dont use twice a debuff on the same target!
- Use Blessing of Might, Charge, Blessing of Kings, Rampage, to finish enemy
- Consider windfury in minionsdmg computations
- Consider charge usable in "can we finish enemy" computation
- Perdition's Blade tweaking
- Hero and his weapon can now trade some easy minions

Build .44 changelog :

- Keeper of the Grove attack behavior fixed
- Awaits drawing cards
- Avoid some crash when player has Innervate card in hand
- Nourish rework : now draw cards if we has few cards in hand
- Add winrate information
- Blood Knight rework : high priority if enemy has a divine shield, normal if we have a divine shield, else low.
- Try to dont play Soulfire if we has almost no cards (unless this card is really necessary)
- Blood Imp has a low priority now
- Dont play Venture Co. Mercenary if we still have some minions in hand
- Add Gadgetzan Auctioneer to "play first" order
- Suicide minions with deathrattle preferentially
- Consider "immune" minions during trades (such as minions with Bestial Wrath) and allow them to trade bigger minion
- Avoid stucks when Faerie Dragon is ion enemy battlefield
- Add Damaged Golem, Spellbender, Flesheating Ghoul and Skeleton behaviors

Build .43 changelog :

- Emergency crashfix

Build .42 changelog :

- QuickFix : manage multiple enemy taunters
- Grimscale Oracle : awaits for at least 1 murlock on field to be played
- Allow mage hero power to break divine shields
- Warrior's Mortal Strike rework
- Warlock's Head***** rework
- Fix last coin issue
- New computation system for spells => check if playable spells + minions dmg can kill enemy hero.
- Bestial Wrath tweaking (but need more improvements)
- Auchenai Soulpriest is reactivated

Build .41 changelog :

- Crazed Alchemist is used only if an enemy can be debuffed or a friend can be buffed.
- Priorize cards using every mana crystals
- Dont play coin if a card can be played without coin (with highter or same priority)
- MAss dispell priority is now computed in function of taunter/buffed enemy count
- Disable Auchenai Soulpriest play until specific behavior for heals are done.
- Druid's Shapeshift is now Low&Verylow priority
- Priest's Lesser Heal is now Low if hero or a minion is damaged else very low.
- Ensure buffs&debuffs always had a target.
- Warlock's life tap is used only if we have enough health & less than 3 cards
- Warrior's Armor Up! has now always a very low priority.
- Leeroy Jenkins is now focusing enemy hero
- Unbound Elemental is now played before other cards (if possible)
- Hero-only damage spells have now at least very low priority.
- Dont play deadly poison if weapon is almost broken or if weapon has already a deadly poison effect.
- Ensure equality isnt played if there are no minions on the board
- GUI : add a timer
- Fix Autoupdater
- Auchenai soulpriest is now considered when we are trying to use heals
- Dont waste our spells on divine shield (even 1dmg spells)
- Rework "return a minion" cards => return dangerous enemies without battlecries OR return damaged allies OR return allies with battlecry
- Review waiting times before drops : can void endturns without attacking with charge & play 2 sames cards on the row...
- Review buffs battlecries
- Speed up attacks
- Priorize spells on minions if Northshire Cleric on our field
- Dont use silence on "has a battlecry" creatures : useless
- Consider "is silenced" in dangerous level computation

Build .40 changelog :

- Arena support added :
Bot can fully play an arena : choose hero, do games and finally retrieve rewards.
/!\ At the moment, deck building is really dumb : bot always choose first card of proposals.
If Arena is checked, once you get 150gold, bot will do an arena. Then it will continue its ranked/normal games awaiting for next 150 golds.

- Ensure to kill enemy minions if they can finish us
- Dont trade with the cobra
- Specific behavior when our hero has a weapon => Especially for Gorehowl, Sword of Justice and Gladiator's Longbow
- Ensure Low priority cards are played after every possible move (including atk)
- Add mana wyrm to play-first cards
- Rework 1dmg spells for breaking divine shields, then try to kill a x/1 card.
- Can rematch against a Friend (continously click on "play button" when you are in Friendly screen)
- Little fix with finishers spells
- Allow ragnaros to find a target (if silenced)
- Patient assassin and cobra are now used to destroy big minions (such as a destroy spell)

Build .39 changelog :

- Add some conditions for trading : only if the enemy worth it or we dont waste atk damages...
- Rework loop & sleep system => do drop checks on every play.
- Ensure taunters can be played first turn
- Priorize some cards as first drop : - Questing Adventurer - Knife Juggler - Starving Buzzard - Murloc Tidecaller - Mana Addict - Violet Teacher - Sorcerer's Apprentice
- Change attack orders of taunters : we can trade with enemy taunters if we will not loose more than 33% of our health.
- Ragnaros set to priority : normal
- Dont use coin for giant mountain
- Avenging Wrath has a better behavior
- Longer sleep after spells (we can do bad move because of lenght duration of animations)

Build .38 changelog :

- Innervate tweaking : use as a coin
- Corruption fixed
- Dont play Power Overwhelming if enemy has a taunter
- Sacrificial Pact smartest played
- If enemy has doomsayer => dont drop anything
- Implement blizzcon won cards
- Dont suicide our minions on Emperor cobra
- Fix spell power computing
- Use a new priority system on each minion based on health/atk/enchantements/attachements/etc...
- New ignore system : should resolve bugs when cards are ignored and looping
- Fix possible crashs when game ends
- New trading system : allow our minions to commit suicide when enemy minion is really important
- Handle "we can kill enemy" situation and kill him :p
- Consider armor in remaining health computations
- Use rarity in priority computation
- Avoid stuck when opponent surrender at startup
- Adjust trading functions : weak cards can be killed to trade an enemy.
- Allow drop sequence to be played after each attack
- Truesilver champion is correctly priorized
- Remove stuck loop when cards are ignored
- Add behavior to handle minions who can kill us
- Dont use divine shield on a minion who has already one
- Consider dangerous level for buffs & debuffs
- Ensure "destroy a minion" cards are used on worth enemies
- Consider stealthed minions for spells but allow them to be killed by an AOE
- Speed up computations

Build .35 changelog :

- Ensure wolves always had targets
- Improve trading of 1/1 minions
- Add some sleeps to avoid some spells (with a long timed animation) to break our behaviors
- "Savage roar" used only if minions can attack
- Fix Power of the Wild : left and right selection were inverted
- Ensure "destroy minion" is correctly used
- "Nourish" card is used only to draw cards (atm)
- "Swipe" is considered as an AOE but find a target as a single-target spell
- Now handle "Choose one" cards. Determine card priority using hightest priority of child cards.
- Ensure hero powers can always be played => add VeryLow priority for hero powers (such as hunter power).
- Priorize card with the same priority : first minions, then weapons, finally spells & secrets.
- Review all weapons.
- Coin played for a card with at least normal priority
- Avoid first turn to be skipped after mulligan
- Use Timber Wolf, Defender of Argus and Imp Master to attack hero only => we dont want them to commit suicide.
- Never use a blood imp for attack => leave it stealthed and optimize its passive.
- Some randomizations in minions selection
- Use flare only if there is a stealthed enemy minion (todo for secrets)
- Bestial Wrath is used on ready-to-attack beasts
- Unleash the hounds is played if there is at least 3 enemy minions
- Avoid trying to use spells on stealthed minions
- Avoid using buffs on 1/1 minions
- Better behavior for Knife Juggler : priorized when others minions will be (certainly) played
- Murloc Warleader is priorized based on number of murlocks on battlefield.

Build .34 changelog :

- Consider stealthed taunters
- Better coin behavior => Use the coin if a hight priority card can be played
- Add atk behavior for some cards and avoid them to suicide
- Ensure hero powers are always played if there is nothing else to do.
- Use 1dmg spells to break divine shields
- Avoid casting big spells on divine shields
- Add special spell behaviors if antonidas is on battlefield
- Smartest spellDamage choice (for hunter heroic power)
- Allow heroic heal if life < 30
- Add "bear" minion behavior
- Rework Silence behavior => consider buffed minions
- Rework taunt functions => Consider if a taunter has been silenced

Build .32 changelog :

- Ranked end-game screen works correctly now. You can play in ranked as often as casual mode.
- Cards now have card-specific behaviors to help make the decision making less... silly.
-> Each card has is own behavior now.
-> Specific cards such as Blade Flurry or Blood Knight are smartly played.
- Fixed a crashing issue related to mullgans. (Note: this may still cause random crashes. It should be far less frequent now). Basically, slow computers should be correctly managed during mulligan.
- Trades are now calculated better, with less randomness.
- Ability to silence taunts, etc, are now handled.
- An unlikely crash related to the Mono mapping system has been resolved.
- Battlecries are correctly played.
- Coin is played only when a card is really need. So maybe, you could end some games with coin still on your deck... But it will be improved!
- Card giving buffs to adjacent minions are correctly handled.










Have fun ;)
 
Last edited by a moderator:
awsome but equality of the paladin its a spells that makes all minions 1 health should be used when there are alot of minions on the board so you can do first Wild pyromancer then equality when you end the turn all minions wil be killed i hope u could fix that:)

i saw the bot doing equality at 1 minion and that is wrong:) it even uses equality when there is no minions on board
 
Last edited:
Amazing Cant wait to test,

now if we only had a quest and deck choosing plugin. Cant wait for that. But that will prob be a while =)
 
Last edited:
Can I ask when the bot uses "The Coin"? I just watched it play an entire game without dropping it. What defines "Really needing it"?

EDIT:- Just ran my entire board into an enemy taunt minion instead of just playing a kill command, not quite that logical. It also attacked with my minion that buffed other minions first, meaning all other minions got debuffed the second it died.
 
Last edited:
this version was pulled backfor some reason asked to rollback?

ALSO the bot used a divine shield card after it played the card that gets +3 +3 per divine shield on the bored
 
Last edited:
also it needs more logic with killing minions sometimes they have a few high minions on board but it doesend kill the higher minion but the lowest
 
Can I ask when the bot uses "The Coin"? I just watched it play an entire game without dropping it. What defines "Really needing it"?

EDIT:- Just ran my entire board into an enemy taunt minion instead of just playing a kill command, not quite that logical. It also attacked with my minion that buffed other minions first, meaning all other minions got debuffed the second it died.

I'll check the Kill Command logic.

Which card was attacking first that had the buff? I'll change the logic for that as well. (But I do need the actual card)
 
also it needs more logic with killing minions sometimes they have a few high minions on board but it doesend kill the higher minion but the lowest

This is kind of a weird thing. The way we calculate "good trades" is still being worked on. Usually though we find it better to have board control, than waste your own control for 1 big card. It's something we'll definitely work on.
 
Can we download the beta or do I have to wait?

The bot is in BETA so all releases are BETA. just go download like normal

threes deff something up with good chooses because the bot left a Armani baserker on the bored with 1 Hp for 5 turns rather then killing it The bot for me seems like it rather go after the Hero rather then minions and needs A card kill priority played a hunter that had scavenging hyena and the bot killed the other minions before it killed the hyena
 
Last edited:
I'll check the Kill Command logic.

Which card was attacking first that had the buff? I'll change the logic for that as well. (But I do need the actual card)

I know it happened with 'Timber Wolf', pretty sure it also happened with 'Dire Wolf Alpha'
 
The bot is in BETA so all releases are BETA. just go download like normal

threes deff something up with good chooses because the bot left a Armani baserker on the bored with 1 Hp for 5 turns rather then killing it The bot for me seems like it rather go after the Hero rather then minions and needs A card kill priority played a hunter that had scavenging hyena and the bot killed the other minions before it killed the hyena
Oh I see, the post says 0.2 beta, and I was confused because the download says 0.1 r232, I guess I am currently running 0.1.175 and it won't auto update. Was looking at the download page for a 0.2 version but there isn't one that says that explicitly. Just odd wording...
 
One thing that should be fixed IMO, is if enemy has a secret, wait to drop creatures until you attack with one of yours. For example, I was playing against a hunter who had explosive trap, he dropped my minions before attacking, and they all died.
 
One thing that should be fixed IMO, is if enemy has a secret, wait to drop creatures until you attack with one of yours. For example, I was playing against a hunter who had explosive trap, he dropped my minions before attacking, and they all died.

Currently, we have no real support for secrets. I'll definitely check this out though. At least toss the "crappy" minions at the hero to see if we can trigger it. Otherwise, we just need to "hope and pray".
 
This is kind of a weird thing. The way we calculate "good trades" is still being worked on. Usually though we find it better to have board control, than waste your own control for 1 big card. It's something we'll definitely work on.


awsome could u check equality out to im a paladin in wow since tbc and i know alot in hs also about paladins but equality he seems to be using even on lvl 2 mana card when there are no minions but equality should be used when there alot of minions on board it changes all enemy minions health to 1 and if you put first a wild pyromancer on the board then equality it wil clear all minions also you can do equality consecration combo aswel to clear all minions at one time also the card big game hunter it takes any card out with 7attack or higher wil the bot do that?
 
Last edited:
Currently, we have no real support for secrets. I'll definitely check this out though. At least toss the "crappy" minions at the hero to see if we can trigger it. Otherwise, we just need to "hope and pray".
Yeah it can just be a simple if opponent has secret > attack first, then play cards.
 
I'm having problems with it not attacking with cards at all and just ending turn, it's never done that before. Done it a few times the past 3-4 games. It even attacked with half of them and then just stopped.
 
Bot still doesn't give the board a once-over before ending my turn, it'll play down a charge minion, then, before the animation of the card dropping is done, end my turn, even though it could have attacked the opponent directly.
 
Status
Not open for further replies.
Back
Top