Day 4: More AI Improvements
Another day, another update.
I've spent today tweaking the AI some more to make sure it makes better decision and plays more effectively again. The bug I fixed yesterday did a lot to un-stupid the AI and this one should help it find good plays more reliably and a tad quicker even.
I might push up the number of iterations up a bit to make it slower again but give it more time to think in turn.
So far I'm pretty happy with the improvements as the AI seems to make a lot, lot, LOT fewer ridiculous mistakes. However unfortunately that also makes the game a bunch harder which in turn invalidates a bunch of the balancing tweaks I did before the launch.
So my next steps, before this update can roll out to all players, are to push the difficulty down a bit again. I'll have to think about how to best do that.
In the meantime, here's the changes compared to yesterday's PREVIEW version:
If you do play on PREVIEW, please provide feedback on the AI and difficulty in general. I'd love to hear about your experience!
< How to change to the Steam PREVIEW branch to play the new v1.00.008.
Also, in regards to the AI bug from yesterday, here's the lines of code I had to change to fix it. Such a tiny change leading to a cascading issue in the evaluation and a clearly stupider AI.

I hope you're still enjoying the game. I'm looking forward to rolling out these changes to the wider player base! Thank you for reading and playing!
See you all tomorrow,
- Martin
Sharpening the AI
I've spent today tweaking the AI some more to make sure it makes better decision and plays more effectively again. The bug I fixed yesterday did a lot to un-stupid the AI and this one should help it find good plays more reliably and a tad quicker even.
I might push up the number of iterations up a bit to make it slower again but give it more time to think in turn.
So far I'm pretty happy with the improvements as the AI seems to make a lot, lot, LOT fewer ridiculous mistakes. However unfortunately that also makes the game a bunch harder which in turn invalidates a bunch of the balancing tweaks I did before the launch.
So my next steps, before this update can roll out to all players, are to push the difficulty down a bit again. I'll have to think about how to best do that.
New version
In the meantime, here's the changes compared to yesterday's PREVIEW version:
Originally posted by changelog
Balancing
• AI decision system improved and more responsive to prioritization and unit positioning
• Scion Bloodhand deck adjusted: Fewer charge followers in early maps
• Scion High Priest deck adjusted: Only one Bodhisattva, no more danger of cycling them constantly
Bugfixes
• Restarting game after loading a game no longer throws save game error
• Crypt Knowledge follow up events can no show up in the Crypt (no stars crashed into the Crypt)
If you do play on PREVIEW, please provide feedback on the AI and difficulty in general. I'd love to hear about your experience!

A tiny fix
Also, in regards to the AI bug from yesterday, here's the lines of code I had to change to fix it. Such a tiny change leading to a cascading issue in the evaluation and a clearly stupider AI.

I hope you're still enjoying the game. I'm looking forward to rolling out these changes to the wider player base! Thank you for reading and playing!
See you all tomorrow,
- Martin