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Releases: DiamondEyesFox/fowpro

v0.3.3

02 Feb 10:39

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Added

  • CR script generation for all set codes present in the DB
  • UI preflight for missing CR scripts in the player deck

Changed

  • CR-only rules engine (removed legacy script system and fallbacks)
  • Script registry now hard-fails on missing scripts
  • AI deck selection filters to scripted cards only
  • v2 folder moved out of main repo

Fixed

  • Continuous effects pipeline improvements and script generation updates

v0.3.2

01 Feb 10:47

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Added\n- Attachment UI stacking with top-peek behavior for Additions\n- J-ruler appears in field row (large) after Judgment\n\nChanged\n- Judgment eligibility/cost parsing from ability text\n- Auto-pass and priority checks respect quickcast timing and will abilities\n- Target selection highlights and dialog behavior improvements\n- Call Stone can be performed by J-ruler, blocked after Judgment that turn\n\nFixed\n- Addition:Resonator targeting and attachment flow\n- Targeting filters for card types, barrier, and cost comparisons\n- Replacement-effect wiring and modal/trigger handling\n- Left-click behavior for J-ruler (context menu)

v0.3.1 - v1 Stability Fixes

26 Jan 05:45

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v0.3.1 - v1 Stability Fixes

Engine

  • CR activated ability resolution (costs on activate, effects on resolve, target revalidation/fizzle)
  • get_card_by_uid alias

Triggers

  • Targets chosen on chase entry + revalidated on resolve
  • APNAP trigger ordering UI for human players

Replacement Effects

  • Modal choice when multiple replacements apply

Modal Abilities

  • Respect choose_count

Legacy Stone Abilities

  • ActivatedAbility wrapper + target handling

Will/Attribute Selection

  • Multi-color stones prompt correctly
  • Any-will handling in cost checks

Layers

  • STAT_CDA applies set_atk/set_def

Search/Choices

  • CardListDialog crash fixes
  • Order choice dialog added
  • Search move_card fixed

Autopass/Autotap

  • Smarter auto-pass gating + delay
  • Autotap includes mana creatures and lowest-ATK priority

Scripts/Parsing

  • Treated-as stone detection
  • Gretel condition
  • Generator logging for unimplemented effects
  • Regenerated CR scripts

v0.3.0

25 Jan 00:13

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What's New

Ruleset Support

  • Added ruleset selector (Grimm vs Current) in duel lobby
  • HUD indicator shows active ruleset during gameplay

Mulligan System

  • Single mulligan as pre-game step (choose any number of cards once)
  • Grimm rules: mulliganed cards go to bottom of deck
  • Current rules: mulliganed cards shuffle back in

Hand Selection UI

  • Yellow border highlights selectable cards
  • Red border shows selected card
  • Used for Cheshire, end-of-turn discards, and mulligan

Autotapper Improvements

  • Uses mana creatures when stones alone can't pay
  • Prioritizes lowest ATK creatures for tapping
  • Fixed Gretel matching (any-color stones not treated as Wind unless explicit)

Bug Fixes

  • Fixed keyword mismatch crashes (Keyword vs KeywordAbility)
  • Fixed "any attribute" will to exclude Void
  • Fiethsing now correctly taps for any of 5 colors
  • Fixed syntax error in rules/effects regex

v0.2.2 - Codex Audit & Ability Resolution

24 Jan 11:45

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What's Changed

Added

  • Codex Audit Documentation: Comprehensive codebase analysis in docs/codex_audit/
    • fix_list_v1.md tracking identified issues and fixes
    • reality_check_v1.md documenting actual v1 capabilities
    • Audit notes for engine, rules, scripts, GUI, models subsystems
  • Legacy ActivatedAbility wrapper for stone scripts with proper target prompting

Changed

  • Ability Resolution: CR abilities and legacy stone abilities now resolve correctly
    • Targets chosen when abilities go on chase, revalidated at resolution
    • Triggers fizzle when required targets become illegal (CR 906)
    • CR ActivateAbility: costs paid on activation, effects execute on resolution
  • Combat/Priority: Attack/block legality aligned with v1's "combat in Main Phase" model
  • Replacement Effects: Multiple replacements now use modal choice when UI callback exists
  • Modal Spells: Engine respects get_choose_count() for upgrade conditions
  • Will Production: Multi-color will and Little Red stones prompt for attribute choice via ChoiceManager
  • Layer System: STAT_CDA layer now applies set_atk/set_def effects

Fixed

  • Spell target revalidation at resolution (checks script requirements)
  • Legacy activated abilities properly pass targets to operations

Known Issues

  • CR ActivateAbility additional_costs not yet implemented
  • Generated scripts lack detailed target filters and modal upgrade conditions

Full Changelog: v0.2.1...v0.2.2