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irefrixs

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A member registered Apr 14, 2024 · View creator page →

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Recent community posts

Hi @quantumodo,

Thank you for providing the correct link to your save file!

Upon reviewing it, we found that the card was removed from the game due to “16090” rather than “16098.” The effect of “16098” only discards cards from your hand.

If you have any further questions or concerns, feel free to reach out!

Hi @quantumodo,

Thank you for your feedback and the detailed observations!

The current behavior is based on the FAQ for the “TOWER DEFENSE” scenario, which states:

21-the_mad_titans_shadow_rulebook SCENARIO #2 - TOWER DEFENSE This scenario has two main scheme cards in play at the same time: Stage 1B and Stage 2B. Both main schemes are active each round. Encounter cards that refer to “the main scheme” refer to both main scheme cards. Each main scheme gains threat during step 1 of the villain phase, and they are each affected by any acceleration and crisis icons in play.

Given that both main schemes are part of the same scenario, the rules regarding acceleration tokens/icons apply uniformly.

Regarding the Patrol keyword, as of version 0.5.9.180, it should prevent players from thwarting any of the main schemes. We will address this in the next version to ensure it only prevents players from thwarting the scheme with the ‘glider’ counter.

If you have any other ideas or suggestions, please let us know!

Hi @Lokyord,

Thank you for your bug reports!

For bug 1, could you please provide more detailed information, such as which specific card is causing the issue?

For bug 2, this should already be fixed in version 0.5.9.180.

Thank you again for your valuable feedback.

Hi @xzxixin,

Thank you for reporting the bug regarding card “16098” (Wide Stance). However, we cannot reproduce this issue on our end. Could you please share your save file to help us identify the problem?

Thank you once again for your support!

Hi @quantumodo,

Thank you for reporting the bug regarding card “16099” (Lethal Intent). We have reproduced this bug and will address it in the next version.

Thank you again for your valuable feedback!

Hi @quantumodo,

Thank you for reporting the bug regarding card “56038” (Armored Defense) and for sharing your save file. We have reproduced this bug and will address it in the next version.

Thank you again for your valuable feedback!

Hi @AlexKibo88,

Thank you for reporting the bug related to card “56096b” (S.H.I.E.L.D. Recruits) and for sharing your save file. The error occurred because there were no minions in the scenario you were playing. We have implemented a protective code to prevent this error message from appearing in the future.

Thank you again for your valuable feedback!

Hi @xzxixin,

Thank you for reporting the bug regarding card “45090” (Golden Horse). We have reproduced this bug and will address it in the next version.

Thank you again for your valuable feedback!

Hi @xzxixin,

Thank you for sharing your save file. However, we don’t have permission to download files from the server you used. Could you please use a file-sharing service that doesn’t require an account, such as pastebin.com or www.file.io?

As a reminder, you don’t need an account to share files on pastebin.com.

We apologize for any inconvenience this may cause and appreciate your understanding!

Hi @colbacco,

The automatic download feature for missing card images is only available in versions after 0.5.9.180.

You don’t need to set up anything special; just ensure that marvel-lcg.exe has permission to access the internet.

If you copied your old launch.json file to the new version, please add the following line to enable this feature (refer to the launch.json file for more details):

    "image_servers": [
        "https://cerebrodatastorage.blob.core.windows.net/cerebro-cards/official/{card_id:U}.jpg"
    ]

If you have any more questions or need further assistance, feel free to ask!

Hi @quantumodo,

Thank you for reporting the bug regarding card “45001a” (Bishop). The issue has been reproduced near step 297, and it will be addressed in the next version.

In the future, when reporting bugs in long save files, please specify the exact step where the issue occurs. This will help us identify the problem more quickly.

Thank you again for your valuable feedback!

Hi @xzxixin,

Thank you for your detailed bug reports!

Bugs 2, 3, 4, and 5 have been fixed. However, bug 1 could not be reproduced. If possible, please share your save file for further investigation.

If you have any other questions or concerns, feel free to reach out!

Hi @owl1234-ltl,

Thank you for reporting the bug regarding the starting deck of “rocket_raccoon.” This issue has already been fixed in the latest version.

If any other issues arise, feel free to reach out!

Hi @quantumodo,

Thank you for reporting the bug regarding card “55020” (Ulik). We have reproduced this bug and will address it in the next version.

Thank you again for your valuable feedback!

Hi @xzxixin,

Thanks for the update! Could you please check if there is a crash.json file in your game root folder? This file might contain information related to bug 3.

If you find it, please share it with us for further investigation.

Let us know if you need any assistance!

Hi @xzxixin,

Thank you for your detailed bug reports!

We have fixed bugs 2, 4, and 5.

For bug 1, the current engine processes “43034” after basic power, which occurs after attacks and defeating enemies. We will consider adjustments for this in the future. For more details, please see this post.

For bug 3, We couldn’t reproduce the issue you reported. Could you please provide your save file? This will help us investigate further.

If you have any more concerns or questions, feel free to reach out!

Hi @quantumodo,

Thank you for reporting the bug regarding card “56016” (Coup de Grâce) and “46014” (Suppressing Fire). We have reproduced this bug and will address it in the next version.

Thank you again for your valuable feedback!

Hi @quantumodo,

Thank you for bringing this to our attention! We reviewed our code and confirmed that it is indeed a bug. We will work on fixing it as soon as possible.

I appreciate your patience and understanding. If you experience any other issues or have further questions, please let us know!

Hi @quantumodo,

The reason for having two different folders (cache and pics) is that images downloaded from the internet may not always be correct. By initially placing them in the cache folder, we can verify their integrity before moving them to the pics folder for final use.

Unfortunately, the location of the cache folder is hardcoded and cannot be modified. This feature was designed to simplify image management; we released it for those who find installing the image package challenging.

If you have any more questions or suggestions, feel free to reach out!

Hi @quantumodo,

Thank you for your thoughtful question! We recommend that you manually move the images from the cache folder to your external pics folder. After you’ve done that, simply update the “image_folders” key in your launch.json file to point to your external pics folder path. This should allow it to function as before.

The engine will only download images if they are missing, so you won’t need to worry about re-downloading them unless new images are introduced.

If you have any further questions or need additional assistance, feel free to ask!

Hi @quantumodo,

Thank you for sharing your save file. We were able to reproduce the bug you’re experiencing. It occurs because “56091” (Dangerous Recruits) gives that minion to the leader as a facedown boost card before “56007” (Hunted) is triggered.

When a minion is given as a boost card, it triggers a rule that discards all attached cards, including “56007,” which prevents it from being activated. Therefore, we don’t consider this a bug, as the rule is functioning as intended.

Additionally, please note that sometimes our server may experience issues. If you encounter the error “Upload initiation failed”, it typically means there was a change in your cards.json file. Since we don’t have your custom cards.json, the save file may not function the same way on our end.

If you have any more questions or need further assistance, just let us know!

Hi @quantumodo,

Thank you for your feedback! The images will be stored in the assets/cache folder, and they will remain available for offline use. The feature only downloads images that are missing, so you won’t need a continuous Internet connection to access those cached images.

If you have any more questions, feel free to ask!

Hi @xzxixin,

Thank you for your detailed report!

We have fixed bugs 1, 3, 4, and 5.

However, we cannot reproduce issue 2. Could you please share your save file with us? This will help us investigate the problem further.

Thank you for your cooperation!

Hi @xzxixin,

Thank you for your clarification!

We believe that the deck near the encounter deck is indeed the Holding Cell deck.

If you have any further insights or clarifications, please let us know!

Hi @xzxixin,

Thank you for your detailed report!

We have fixed bugs 1, 2, 3, and 5.

However, we need clarification on bug 4. When you mention that “the Holding Cell deck disappears,” could you explain what you mean? The deck does not disappear; it simply has no cards left. After an INHUMAN ally is defeated, they should indeed be added back to the Holding Cell.

Looking forward to your response!

Hi @Lokyord,

The expert options for Iron Man and Captain Marvel have not been added yet, but they will be included in a future update.

Hi @Lokyord,

Thank you for reporting the bug regarding card “06006” (Lightning Strike). We have reproduced this issue in version 0.5.9.174.

This bug also affects any ability with a selector like “VillainAndMinionsEngagedWithYou” (e.g., cards “32089” and “50018”).

The issue occurs because we changed the type name from “Villain” to “EncounterVillain” but didn’t update the JavaScript code accordingly.

As a temporary fix, after selecting all targets, you can press the “Enter” key to force the game to goto the cost step.

We will address this issue in the next version.

Thank you once again for your valuable feedback!

(1 edit)

Hi @AlexKibo88,

Thank you for your feedback and for providing the screenshot!

In fact, you don’t need to do anything except restart the game (marvel-lcg.exe) and perform “Empty Cache and Hard Reload”. Everything should work well after that.

The engine will automatically handle rotating images, but it does not apply this adjustment when the images are first downloaded. We will update our code to ensure that images are rotated correctly even upon initial download in the next version.

Thank you once again for your valuable feedback!

Hi @quantumodo,

Thank you for your message!

  • The game loads all images from the image_folders key in the “launch.json” file, which defaults to “./assets/pics/”.
  • The image filenames must follow this format: <card_id>.webp, <card_id>.jpg, or <card_id>.png.
  • For the hero side of Tigra, the card ID is “56001a,” and for Hulkling, it is “56029a.”
  • After updating the images, please ensure you restart the game to refresh the engine cache and perform “empty cache and hard reload” for the client side.

We recommend renaming the image files to “56001a.webp” for Tigra’s hero side and “56029a.webp” for Hulkling’s hero side. Then, restart the game and perform “empty cache and hard reload” again.

Let us know if this resolves the issue!

Hi @unicate,

Thank you for your enthusiasm for the project and for providing a detailed example of how to run it on Linux! We really appreciate your effort.

However, I’m sorry to inform you that we currently do not have plans to release the application on any platforms other than Windows at this time. Additionally, we are not familiar with Linux and do not have plans to make the project open source now.

Thank you for your understanding!

(1 edit)

Hi @SAldricH-tech,

Thank you for your message.

Yes, there is a FAQ that addresses this issue, but the reason we have not updated the code is that it does not clarify why the effect does not trigger when an ally (regardless of whether it is an actual ally or treated as one) is defeated.

As we explained before, if we were to follow the FAQ and update the code, card “25004” would not function as intended. We aim to avoid creating special rules, as they complicate code maintenance.

Thank you for your understanding!

Hi @xzxixin,

Thank you for reporting the bug regarding card “32104” (Operation Zero Tolerance) and “51036” (Redemption).

However, we do not agree with the FAQ you provided.

In the current version, the “defeated” trigger occurs before the card is discarded. For example, card “25004” reads:

After Valkyrie attacks and defeats the enemy that has Death-Glow attached

If the discard happens first, then the enemy would never have any attachments since it would already be discarded. Therefore, “32104” triggers before the ally reverts to being a minion.

If you have any insights on this matter, please feel free to share!

Thank you for your contributions!

Hi @xzxixin,

Thank you for reporting the bug regarding card “14004” (Double Time) and for providing the FAQ. We have reproduced this bug and will address it in the next version.

Thank you again for your valuable feedback!

Hi @xzxixin,

Thank you for reporting the bug regarding card “44041” (’Pool-ized). In the current engine, the logic of TreatAttachedCardAsMinion is the same as when a Villain advances. Since a Villain advance triggers “TOUGHNESS,” it will also trigger in this case.

If you believe this interpretation is incorrect, could you please provide any relevant FAQ or rules that address how to process TreatAttachedCardAsMinion?

Thank you once again for your support!

Hi @xzxixin,

Thank you for reporting the bug regarding card “14001” (Quicksilver). However, we cannot reproduce this issue on our end. Could you please share your save file to help us identify the problem?

Thank you once again for your support!