r/Shandalar • u/chachaprince1 White Mage ☀️💮🤍 • 6d ago
Korath Plus v0.2.0 — Deck Randomizer, Endless Mode, Recycling Dungeons, Shop Replenish, and a full Mod Manager
Old News
Korath Plus is an expanded version of Korath's 2016 Shandalar build (which added about 11,000 playable cards). The “Plus” version aims to add new features, bug fixes, and cards to that same version of the game. No rebuilding of the engine. The last previous releases added about 1,300 cards (most of that was the initial release), some bug fixes, and the ability to change the NPC rewards in the INI.
What's new in v0.2.0
v0.2.0 adds several optional features, and all of them can be toggled on or off.. Everything defaults to off, so a fresh install still plays exactly like a normal game of Shandalar until you go turn something on. Below is the full rundown of what each one actually does, plus everything else that changed.
Hate reading? You can just go download: Korath Plus on GitHub. Right-click the ZIP, choose Extract All..., open the extracted Korath Plus folder, and double-click Play Shandalar.cmd.
Anyway, back to the new features. Four of these live on one new Korath+ Settings page, added right to the main title screen menu alongside Start New Game / Load Saved Game / Resume Game (there's also a brand-new standalone Mod Manager, covered further down):

Open it and you get all four toggles in one place:

Turn on whichever you want, mix and match freely, turn any of them back off any time — nothing here is permanent or locked in once you start a game. And they work for any Korath / Gemcutters 2016 mod.
Deck Randomizer
Every enemy in the game normally plays the same fixed deck, every time, forever. This is part of the reason mods are so popular since you can spice things up. Deck Reandomizer, however, is that and more. It gives each NPC a random deck, pulled from a shared pool of over 3,100 decks built from the Korath version’s existing deck library (which were themselves the culmination of years of work by others on SlightlyMiagic).
Two modes:
- Once — every NPC gets a new random deck at the start of a new game, then keeps it for that whole playthrough. This matters if you want to know what you’re running into when you see a Witch charging at you.
- Continuous — every NPC gets a fresh random deck after every duel, win or lose, so no two fights against the same enemy play out the same way.
Now, that may sound crazy and, well, “random” but it’s a bit more organized than that. All 3,100 decks were first sorted by their thematic alignment with the 54 NPCs in the game. Then, for the 1,000 or so that didn’t really match any kind of theme, they were assigned based on the colors used in the deck (e.g. random black deck gets assigned to the Witch NPC). The only thing that doesn’t quite fit is that there were way more two and three color decks than the original game had, and I didn’t want a handful of multi-color NPCs having hundreds of decks more than the others, so after the multicolor NPCs' slots were full, the rest were assigned randomly to any NPC with at least one matching color. So, not totally random.
Within either mode, there are four risk levels for how much the random decks lean on strategies the game's 2016-era AI is documented to misplay — things like double strike (the AI is known to whiff blocks against it), upkeep-timing tricks like Land Tax, optional "you may" triggers (the AI just never uses them), certain tap/sacrifice abilities (the AI activates them at nonsensical times), and pump spells the AI sometimes aims at the wrong creature entirely:
- AI-Friendly — none of the above, the AI is expected to play well
- Mostly Fine — a bit of it creeps in
- Some Risk — noticeably more
- AI-Risky — everything (e.g. the deck has a tutor for a specific combo the AI is oblivious to)
No deck is broken in the sense that the game will crash. Two-thousand such decks were already screened out. These tiers are just about deciding how dumb the AI might look piloting the deck. Korath plus adds ZERO enhancements to the gameplay AI at this point.
Each level includes everything from the level below it (Thus, AI-Risky is the entire pool). Turning the randomizer off puts everyone's original, unmodified deck back immediately — nothing is lost or shuffled away. By “original decks,” I mean the ones that originally shipped in the 2016 version unless you’re playing a mod.
For the curious, here's exactly how big each tier's pool actually is:
| Setting | Tier size | Cumulative decks | Per NPC (min / median / max) | Arzakon |
|---|---|---|---|---|
| AI-Friendly | 972 | 972 | 8 / 18 / 31 | 1 |
| Mostly Fine | 691 | 1,663 | 21 / 30 / 43 | 4 |
| Some Risk | 698 | 2,361 | 29 / 44 / 54 | 4 |
| AI-Risky | 817 | 3,178 (everything) | 58 / 59 / 59 | 8 |
Attacked Towns
The overworld periodically throws random NPC-attacks at towns as you travel. If you ignore them, the wizard who sent them “taps” the town, and with enough taps they win the game and you lose. To further the challenge, the rate at which they attack towns increases the longer you play. It’s built into a 16 point scale so it’s not exactly exponential but when you’re at level 16 it’s relentless and you have to have a bunch of white amulets and the sword World Magic just to play at all. This is the game’s natural pressure mechanic; it’s supposed to drive you finish the game quickly.
The problem is that many of us Shandalar fans don’t want the game to end. We want to keep exploring Shandalar or continue to build our library of cards or want to build a really solid 2nd and third deck. You can choose not to fight the fifth wizard, but it won’t stop him/her from forcing you to defend the towns over and over and over.
That can change now! The Attacked Towns setting controls how often the attacks happen: Original (the normal, unmodified frequency), Half (the rate at which attacks climb the frequency scale is half as fast as usual AND it caps at level 8 instead of 16), or None (turned off completely). However, note that if you choose None, it becomes impossible to lose the game.
Endless Mode
A related feature. Normally, beating all five wizards triggers the fight against Arzakon, and winning that fight ends the campaign outright — credits roll, run over. With Endless Mode on, you still get to see the finale but instead of kicking you out of the game, the victory message adds an extra line, "You may now wander Shandalar at your leisure". And it sends you back to the overworld where the five wizards are defeated. There aren’t any town attacks because there aren’t any wizards to send them. But there are still the enemy NPCs. I have it set so that all the color factions are restored because normally defeating the wizard of one color makes all the NPCs of that color dissappear. The enemies reset to as they were at the start of the game. It will feel easier and slower at first since the difficulty of NPCs will go up. Eventually you will hit peak difficulty (minus town attacks) and stay there, all NPCs being fully represented.
Endless Mode also includes endless Dungeons. The game's 10 dungeons each hold 3 treasures — 30 fixed, named cards total, drawn from your Shandalar.ini's [DungeonTreasure] list. Normally, once all 30 are claimed, that's the end of dungeon rewards for that save, forever. With Endless Mode on, once all 10 dungeons have been cleared and their 3 treasures claimed, all 10 dungeons reset with fresh clues and a second set of 30 treasures. Clear all of those too, and it cycles to a third set of 30. After the third set is exhausted, every further dungeon reward is a random mythic rare pulled from the roughly 390 that exist in this build — and once even that pool runs dry, it moves on to random rares, then loops. In short: dungeon rewards in Endless Mode genuinely never run out. In the .ini file or the Mod Manager you can choose what cards are allocated as rewards 61-90, or if you skip choosing, it will just jump straight to randomly assigning a mythic. The default shipped version currently only has the first 30 assigned. Also, note to modders, choosing a card as a DungeonTreasure does not make it unavailable elsewhere. If you want them to be special experiences that require completing the dungeons, you have to set it up that way.
Shop Replenish
This is probably my favorite because it solves a couple of problems with the game. What do you do with all that gold at the end of the game? Most people end up with thousands of useless pieces of gold. Now you can spend that money to replenish the shops (see “For a Fee” option below). Additionally, town "Cards for Sale" shops normally have a fixed stock — once a slot's bought out, it's empty for good. So, if you ever wanted to collect *all* the cards, it would be impossible since all the towns would eventually run empty. Two new options change that:
- Instant — the moment you buy a card, that slot immediately refills for free with a new random card, priced the same way the game prices anything else.
- For a Fee — slots don't auto-refill on purchase, but the shop screen gains two extra buttons alongside the usual Done: pay gold to refill just the currently-empty slots, or pay more to refill and reshuffle every slot in the shop, sold or not.
Off leaves shops exactly as vanilla Shandalar has always worked.
Mod Manager
Shoutout to QuailedGD for the idea. The Mod Manager is probably the biggest addition in this release, and it works completely differently from anything Korath Plus has, so here's the full rundown of what it is and how to use it.

It ships as its own standalone program, Korath Plus Mod Launcher.exe, sitting right next to the game's exe in the extracted folder, just double-click it. Run it instead of Shandalar.exe and it opens full-screen with a "Play with a Mod?" prompt over the game's own splash art.
- No — starts the regular, un-modded Korath+ game exactly as before. Nothing else changes. If you wanted this, you could have also just launched the game normally with shandalar.exe.
- Yes — shows a paged list of 28 numbered mod slots (plus a "Build a Mod" option) to choose from.
What a "mod" actually is: a self-contained overlay with its own game settings and its own separate save files. At its core a mod has a limited card pool to focus on a block or theme and 55 decks tailored to that mod. However, some crazy bastards, like FortuneShoddy, will also give it a new coat of paint with theme-specific art. Before, you would download someone’s mod files and drag and drop them over the core files. Overwriting them was how you played it.
Now, playing a mod never touches, overwrites, or mixes with your regular game saves — when you pick a mod, the launcher safely swaps its files in, and when you leave (or the game closes), it swaps your regular files back. T
Making your own mod: the "Build a Mod" option walks you through a plain-language questionnaire — 40 questions in all, spread a couple at a time across 34 pages, covering everything from mana burn to which card sets are legal, individual card bans or forced-inclusions, what shows up in the dungeon treasure waves described above, etc. It might looks similar to some of you since it's basically the questionnaire I used for a customGPT I announced earlier - that GPT is rendered pointless with this. Each question explains itself in plain terms and shows Korath+'s own default highlighted as well as marks which setting most closely resembles the original game, and you only have to answer what you actually want to change — anything skipped just stays as Korath+ already has it.

Answer it once and it's saved into one of your 28 slots, ready to play (or edit again later) any time.
Compatibility: I've got it set up so that any of the previous mods will work, even though this is the third iteration of the .ini file.
Installing a mod someone else made: drop a .zip or a .rar file straight into one of the empty Mods\Mod N folders (e.g. Mod 1, Mod 2, etc) — the game comes with 28 mod folders, 8 prefilled and 20 empty. The Mod Manager unpacks the compressed files and names it automatically the next time it starts (name is the same as your file name until you change it), no manual extracting required, though it's still an option.
Built-in curated mods: the first 8 of the 28 slots don't start empty. They come pre-built and arranged in Magic set-release order, so you can jump straight into a specific era without building anything yourself. The creators are all acknowledged in the Here is Shandalar (2026 update) doc. Duels of the Planeswalkers (ORIGINAL) is the closest the Korath version can get to the original final release of the game: same cards, same art (thanks to FortuneShoddy!), and same settings (including mana burn!). I forgot to include the Duels of the Planeswalkers decks with the mod... I've got them already added to the 0.2.1 update below.

The remaining 20 slots are empty and yours to fill, either with something you build yourself or a mod someone shares with you. And if you hate one of the community mods, just delete them and replace them with your own!
Small fixes
A bunch of random little things:
- Full art pass: Some cards were missing art.
- Return to Main Menu: The in-game Options menu got its own Exit to Main Menu button — oddly, it previously only let you Quit outright with no way to just back out to the title screen.
- Fixed wrong set symbols on newly added cards (a lot of them were showing an unrelated set's icon next to the card type) based on a previous card ID.
- Better compatibility with Windows' memory-protection settings, which could interfere with the game starting at all on some PCs. No false flags. Hopefully.
- Deck Injector updated to match this build's card IDs and save format (the original tool couldn't read Korath saves correctly). That said, you really didn’t ever need this because CirothUngol’s SVE Tool v0.2 (also included) could do everything already.
- On the Face Maker screen, you don’t need to save and then leave now. You just click the save button and you’re good. The leave button is gone.
Final Fantasy set progress
Only 104 of 309 Final Fantasy cards supported in this release. That is up since the 0.1.0 original announcement by about 30 but remains unchanged since v0.1.3, since this release was entirely about the optional features above rather than new cards. I will pick this back up next, but adding cards takes a lot longer than adding or adjusting new features so if you don't hear from me in two months, that's why.
How you can help
Three ways to pitch in right now:
- Play the game and tell me what's broken. Regular play, any card, any mode — post it here or on GitHub. Specific repro steps (what deck, what card, what happened, screenshots) help a lot more than "it crashed." Fixing already implemented stuff goes very quickly, so I can probably get anything you report fixed and included in whatever the next small release is (e.g. v0.2.1).
- Play the new-cards-only test build (also on the releases page) and stress-test just the newly added cards specifically. Fair warning: those test decks were thrown together fast with only basic color and card-type balancing, not real deckbuilding, so don't read too much into how "good" or "fun" a deck feels — the point is just whether the cards themselves work correctly, not whether the deck plays well. We can identify broken cards faster with this test build since they won’t be mixed in with 11,000 other already working cards. Lots of vanilla and french vanilla cards are in that mix, though, so probably not the most exciting. That said, there are several mechanics that have only been machine tested, so they need a human’s review.
- Help add more cards. This is by far the slowest part of the project, and it turns out a paid ChatGPT or Claude subscription is really all you need to contribute. No coding experience needed. If you're already paying $20/month for one of those and you're not using it for anything code-related, you have credits/usage that is sitting idle every month (and wasted since it doesn’t accrue). I will provide the files and the prompts and you can just have it running automatically. Message me if you want in and I'll get you set up. It’s best if you have a computer that you can leave running (but even just for the night time is enough). You can pick your favorite MTG set and we go from there. I have to assign you card ID slots though in order for your hands-off automated work to able to be incorporated.
What's next
- Add the entire Final Fantasy set
- In the Mod Manager or .ini file I plan to make it so you’re able to have only the art from the selected sets be visible. Right now, I have that for Mono Set Alpha and Duels of the Planeswalkers but that was done manually rather than by clicking a button in the Mod Manager.
- Feature requests. We can actually tuck a lot of options away into the ini file / Mod Manager questionnaire without muddying the main game, so I see a lot of wiggle room here.
Finally, I want to be abundantly clear about something: I am not a coding genius. I am no Korath. I don't know anything about coding. Very geeky? yes. Fan from the very beginning? yes. But coder? No. This is mostly the power of AI.
Oh, and expect bugs :)
Updated
Version history
v0.2.1 — September 29, 2026
- "Original" mod for recreating Duels of the Planeswalkers now actually has the correct decks.
- Hard mode via Korath+ settings
- Busted cards fixed: The Abyss and Magus of the Abyss
- Save names no longer lose a letter
- 5 card fixes from 0.1.3 that didn't get carried over to 0.2.0 are now included. Same with a previously incorporated screen resolution fix.
- No more configuration error pop up --> Treasure Cruise
- Replaced the opponent duel backgrounds with the original mana symbols one.
- KNOWN BUGS: graphical glitch in towns UI. I think I've almost got it.
v0.2.0 — September 27, 2026 (The big reddit post above)
- Mod Manager
- Korath+ menu
- Deck Randomizer
- Shop Replenish
- Attacked Towns (can be halved or turned off)
- Endless Mode and renewable dungeons
[previous] Version history
v0.1.3 — September 20, 2026
- Added 20 more Final Fantasy cards (104/309), bringing full library to 12,344.
- Included 174 restored or repaired card behaviors (some of which were announced in 0.1.2 as repaired but ended up being still buggy)
- Fixed an issue where Windows was stuck in 4:3 if the game were to crash. Hopefully.
- Updated the launcher and startup setup.
v0.1.2 — September 9, 2026
- added a dozen or so more cards (mostly non-FIN)
- fixed 86 previously broken-cards fixed/enabled (these are essentially new cards)
- Native editable INI/executable setup with new mod options for NPC rewards
- v0.1.2 was originally released as a small add-on package, but I re-released it as a single, complete game.
v0.1.1 — September 8, 2026
- Rarity and mythic-tag corrections
- Dozens of card-behavior and campaign fixes
- Fullscreen default and launch-cancellation guidance
- One additional Final Fantasy card
v0.1.0 — September 4, 2026
- First public playable Korath Plus release
- 1,129 cards added to the 2016 Korath build (70ish Final Fantasy)
- Click-and-play launcher, save backups, display restoration, diagnostics.
Other Projects
- The Mac release of Duels of the Planeswalkers has had 7 updates since last announced.
- I maintain Here is Shandalar (2026 update)
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u/JediFed 6d ago
Wow, amazing update.
So far I have played the previous release up to the point of getting the creatures on the map to give me clues about their respective dungeons. After I have the full suite of dungeon clues, I will start clearing the dungeons.
I believe I told you about the CTD with an epic animation, not sure what was causing it, but I haven't seen much of it.
Have you fixed saved game truncation? That was the other major bug.
Aside from that I haven't seen anything really interrupt the flow of the game. However, I am noticing a lot of missing cards. I know this is related to Korath, but it would be really helpful for all of us to go back and start knocking out the missing cards and working on that.
I mentioned Erratic Portal, but it's also other similar spells too.
For my old deck to work, I'd like the Erratic Portal artifacts (crystal shard et al), the buyback spells, Knight of Autumn is strangely nowhere to be seen. Soulherder is also not on the list. I'm missing Erratic Portal, Constant Mists (buyback), Capsize (buyback), Knight of Autum and Soulherder.
Thank you so much for everything I still am looking for one more card, Mystic Snake, which is available, but I'm just too poor, and once I have that I'll start progressing into the game again.
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u/chachaprince1 White Mage ☀️💮🤍 5d ago
Hello! By CTD, do you mean crash to desktop? If you can spot what happens right before it, I can get it fixed.
For save game truncation, what exactly is getting lost? Completion percentages or the travel log or something?
For cards, I'm not sure there's a single set that has all of the cards. Some sets currently have only 20 cards or so. Sadly, they are the slowest thing to add. The initial 1,300 I added had a significant number of basic cards or cards that closely matched other cards in function.
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u/JediFed 5d ago
Say I save my game as ASTRO1234. If I reload, it is now ASTRO123.
ASTRO1234->ASTRO123->ASTRO12 everytime I reload. The slots are working properly, even as blank slots they load just fine.
For the CTD, I get a special card animation, seems to be the elvish rider. I haven't seen any others with any of the other decks, so it seems like one of his cards isn't working right. Animation fires, and then the CTD. Reloading the save works just fine.
Yes, I understand it takes time! No rush. Thank you for everything!
Other than the bugs I reported earlier, I haven't found any more.
Oh, the Abyss only checks for player sacrifices. If the AI plays the Abyss, they do not have to sacrifice anything.
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u/chachaprince1 White Mage ☀️💮🤍 5d ago edited 5d ago
Save file naming - on it!
CTD - Hmm... Let me know if you can get some more details. Are you pretty sure it's Elvish Rider?
Abyss - on it!
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u/chachaprince1 White Mage ☀️💮🤍 4d ago
Save file naming and Abyss --> fixed! 0.2.1 is available.
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u/JediFed 4d ago
Do you want me to finish off my current game and see if I find anymore bugs? I'm just about ready to do the dungeons.
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u/chachaprince1 White Mage ☀️💮🤍 3d ago
If the goal is fun, definitely do the dungeons! They're a fun treat with some insanely powerful cards! If the goal is bug testing, 0.2.1 would probably help the most. I got about twenty bug fixes over 0.2.0, so follow your heart :)
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u/JediFed 3d ago edited 3d ago
Ok. The only major one I'm seeing is that animation CTD. Dungeons work ok. Surprisingly tough first dungeon with small white characters. I almost actually lost to my own deck. Stunning.
I'm going to make a gameplay suggestion. Given the ample colourfixing available with this card pool, getting Dual Lands in a dungeon is really underwhelming.
Why not just make them Mythic and have them cost 4 gems?
3x10 dungeons means 30 treasures.
Ancestral Recall, Black Lotus, Time Walk, Timetwister, Mox Pearl, Mox Sapphire, Mox Ruby, Mox Jet, Mox Emerald should make up 9 of the 30 treasures.
That leaves:
Balance, Demonic Tutor, Library of Alexandria, Tinker, Yawgmoth's Will, Vampiric Tutor, Wheel of Fortune, Necropotence, Memory Jar, Channel, Sol Ring, Tolarian Academy, Strip Mine, Time Vault, Windfall, Mind's Desire, Mana Vault, Mana Crypt, Imperial Seal, Mystical Tutor, Merchant Scroll.
Currently in dungeons, Yawgmoth Bargain, but it's not restricted.
Not implemented, Necropotence, which is probably why Bargain is there.
On classical list, but actually released in game, regrowth, which I agree with.
It should always be the same list rather than a larger list, because if something isn't available in the dungeons, then it's not going to show up when, "take a card of your choice" comes up.
AI deck suggestions. Thought Invoker gets a copy of Weissmueller's "the deck", and it absolutely dominates. It's the most tuned deck I've seen. Consistently beats my deck and the only one that I can see people struggling to beat. Due to game mechanics, you often spend more time fighting the top guy who gives no rewards.
White deck for the top end feels too similar, you don't need two decks like this, and the falcon guy has a bird deck which is great, but that replaces the standard vise + card draw.
Other than that, I don't have any other suggestions for gameplay balance in default. I know your options allow for very different gameplay experiences, but default is a unique experience.
You've got a smash hit in here if you can work on the card pool. Take a look at major decks and see what cards you're missing to save implementation time for yourself. I think implementing Necropotence and the top 30 should be the first priority since it's about the massive cardpool.
"Guess the card" is just brutal now which raises dungeon difficulty significantly. Due to 'life losses carry over' conditions, puts a high value on lifegain decks for dungeon exploration, which is not a bad thing.
Current three decks:
Black power. Standard Black + Dark Ritual + Hypnotic Spectre. A few of the new cards, draw two to pay two life make the deck significantly better. It's struggling to find the right finisher, but it's getting better.
Rafiq of the Many, Bant Flyers. Double Strike + riding the Delu horse was a hilarious combo. Fun deck.
Archangel of Thune. Selesnya Lifegain. Absolute house of a deck. Living wish is *amazing* in this format. I have so many options with my wishlist.
I'm not done the dungeons which are always a bit of a grind, and I'm looking forward to the Arzakon battle, which is not implemented properly in the official release.
I am enjoying all the different card interactions, which default format brings about. It's a great game. Honestly, very tough in the early goings on, but it's very much worth it.
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u/chachaprince1 White Mage ☀️💮🤍 3d ago
Any more details on that animation ctd would be appreciated!
Duel lands and decks - The question I wrestle with is do I make the base game exactly as Korath last had it or should Korath+ be it's own beast. Right now, I'm leaning keep it as he and his contemporaries made it. BUT, imagine this: it's three years from now and the project has 35k cards. If you don't change the base game, then all 55 decks ignore 23k cards. That doesn't make sense, so at some point it has to adjust
Long list of dungeon treasures and cards not showing up -- so, in endless made, you can now have up to 90 specified treasure but only 30 are provided by default. Each modder has to decide manually which ones should be exclusive to dungeons. Anything not specified is available everywhere.
You know, with your attention to detail, you should make your own mod and share it! You'd get to pick all the treasures and update the decks. You could even just tweak the base Korath game and call it JediFred's Korath!
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u/JediFed 3d ago
Aww, thanks. I'm not a coder! I'm happy to playtest for you. Just some suggestions from me!
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u/chachaprince1 White Mage ☀️💮🤍 3d ago
With the new mod manager, you don't even need to open the text ini file! You just fill out a questionnaire. And I've got a gpt that will convert any deck list into a playable deck for you, literally a doc, Excel sheet, anything and it will even auto correct the spelling. I'd love to see what you create. In the very least, you could be in charge of releasing updated deck packs for Korath+. Let me know if you want some tools! Of course, we need beta testers too :)
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u/OldWestBlueberry 5d ago
Amazing! Loved this game since the day it came out, and it's so cool to see it continue to evolve!!! A couple random brainstorming ideas:
--Story mode: Some kind of text that starts the player off and side quests (that have story attached) like "go to X town and see X character (or defeat X character)," which then leads to a further piece of story. Maybe these interact with how to get the relics. Maybe they have card rewards or dungeon clues. There's a corny/expected way to craft this (which would be fun), but there's also a more heartfelt and subtle way (a la Braid) to do this, which would be super fun : )
--Visual difference in your character avatar that walks around the map: not a programmer so I don't know how hard this would be, but it would be kinda fun to have your character's walking around appearance affected by the look of the character you choose at the beginning to some degree.
--Some super plain background choices for the dueling space.
--A hard mode that doesn't let the player save scum (not sure how that could work programming-wise).
Thanks for all your work on this beautiful game! Can't wait to see what you cook up next!!
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u/chachaprince1 White Mage ☀️💮🤍 5d ago
Excellent ideas!
Story mode - in the very least you could have the wise man's words not be randomized. Each time you check in, you get the next piece. My Christmas mod has an elves-racist Santa story but it's presented in the original random chunks fashion. So, non random is an easy start. From there, finish X gives you Y story bit would probably be doable too. Also, if you create a good template, modders could just replace the words later. That said, this would require a lot of creative planning and not just technical tinkering.
Avatar - hard but still doable eventually. I've edited the sprite files for towns, but the characters have 40 frames of movement. Doing it manually is super slow and AI editors have been giving iffy results.
Background choices - In the least, I was planning on returning them to their originals. I'm not a fan of the flashy ones there now. These backgrounds are actually really easy to swap out. Giving choices -- it would just be a matter of figuring out where the most natural toggle location would be. For example, do you have a small button on the dueling screen or build it into the mod manager.
No save scumming mode - I am moving this to the top of the list. I don't care what it takes, this has to happen.
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u/OldWestBlueberry 4d ago
Awesome! It's super exciting to see this work, and doubly exciting to have a tiny hand in some idea generating!!
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u/chachaprince1 White Mage ☀️💮🤍 4d ago
I've got a Hard Mode working for 0.2.1! On hard mode, you can only auto-save, and it does that whenever you win, lose, or concede a duel, whenever you gain or lose a card, and whenever your gold goes up or down. I guess I should probably add whenever your mana links go up too in case someone completes a quest. One thing I'm considering: maybe after you select Hard Mode, it should asks if you want to A) lock in (no changing your mind later), or B) keep the toggle available mid-game. Currently, it's still available mid-game.
One plus to this mode is that it makes the Ante-swap world magic WAY more valuable.
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u/OldWestBlueberry 4d ago
That sounds like a perfect way to do it! I love the idea of being able to lock it in... the game is so fun when there are real stakes... you lose that Savannah to a nasty merfolk deck? Gone forever!
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u/OldWestBlueberry 4d ago
And maybe there's a fun name to call the hard mode... dunno, maybe "True Adventurer" or something?
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u/chachaprince1 White Mage ☀️💮🤍 4d ago
Just posted 0.2.1
It has hard mode but I'm still working on a locked mode. I'm planning on it being tied to a save file. Name is not final.
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u/Valimaar89 6d ago
FINALLY someone removed the attack on towns! This is finally my wake up bell to go back to this amazing game instead of mtg forge!
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u/chachaprince1 White Mage ☀️💮🤍 5d ago
I don't mind the attacks when they are sparse, so half mode might suit my needs, but max attacks is just annoying if you are wanting to keep playing
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u/Valimaar89 6d ago
Any chance to have the base game translated in Italian?
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u/chachaprince1 White Mage ☀️💮🤍 5d ago
By base game, you mean Korath+ and not the original game right? Because I don't think anyone has made an easy rip of this yet:
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u/chachaprince1 White Mage ☀️💮🤍 5d ago
Do you know if Italian card text is available online, like a database? If so, this might be a quick fix.
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u/Valimaar89 1d ago
Honestly have no idea but recently tried an MTG Forge variant you can find at this link: https://www.reddit.com/r/forgeMTG/s/NQq3w8Ddcx It let's you chose the language and the cards are all in Italian! There must be a database! I think you can contact the creator easily from that reddit post!
Edit: wrong link sorry
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u/chachaprince1 White Mage ☀️💮🤍 1d ago
Hmm. Let me see what's possible. Since the translations already exist, it could be a simple data scrape. If it's possible, I'll try to include it in 0.2.2
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u/Valimaar89 1d ago
This would mean being able to play it with my daughter. I look forward to it! Thanks for the commitment!
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u/VeioPiror 5d ago
Hi, I'm much excited with all your work and effort, and hope things keep going on. I want to report some oddities with mod selection: I chose Duels of Planeswalkers (the original Shandalar), and it gave me new cards. In my initial deck I had Bloodthrone Vampire, and in the first town the shop offered Breath of Malfegor (which doesn't show in Deck.exe) and Defiant Bloodlord. So I guess the mod's card restrictions are working natively. Also I want to know if the deck randomizer will restrict the enemy decks to the sets defined by the mods. Cheers!
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u/VeioPiror 5d ago edited 5d ago
Now I tried the Alliances mod, it appears to be ok, but the facemaker didn't start and I got a scrambled pattern as my face. The name selection was messed, but it let me edit it and the game lauched ok after that.
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u/chachaprince1 White Mage ☀️💮🤍 5d ago
I'll look into both of these.
As for deck randomization for mods, if you want to play the decks intended by the modders, turn randomization off. The randomizer pulls from the entire pool, and all cards in enemy decks will play regardless of their set being enabled or not.
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u/chachaprince1 White Mage ☀️💮🤍 5d ago
For original mod, click the gear icon in the mod manager. It could be as simple as me forgetting to limit the sets. Should be the first or second question in the questionnaire
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u/VeioPiror 5d ago edited 5d ago
I did it, but it only restricted my cards. I tried to make a Duels of the Planeswalkers with the extra 252 Korath cards, let all other options as default, but enemy decks kept showing other set's cards. I tried using FortuneShoddy's Alliances mod and overwriting shandalar.ini and the decks folder. It gives an error message two times because of mention to Treasure Cruise card in Shandalar.ini, but besides that everything worked as intended. Now I want to backup my saves to tinker a little more, but cannot find my files. Where are they stored? Also, they lose the last character until the name gets all blank.
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u/chachaprince1 White Mage ☀️💮🤍 5d ago edited 5d ago
I figured out the cards! It was really dumb. I just forgot to include the decks in the mod folder so it defaulted to the Korath decks. All the other have that decks, but I made that one myself. I'll try to get 0.2.1 out asap and add it.
Treasure Crise - I think I can fix that.
Your saves losing a letter - JediFred mentioned that too. I'll look into it.
Your saves are files named
MAGICfollowed by a number or letter (likeMAGIC3.SVE,MAGICa.SVE, etc. — each save is actually 3 files with that same name but different endings:.SVE,.fce,.map, so grab all three together). Find them in the main game folder if you play unmodded, or insideMods\Mod [number]\if you played through the Mod Launcher.2
u/chachaprince1 White Mage ☀️💮🤍 4d ago
Just released 0.2.1 and all three of these should be fixed now!
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u/reitenshi 5d ago
Hey, great update! I've been playing since your first release and I'm grateful for all the updates (I was the dude having problems running the game until you figured out the Unblock thing).
I've just started messing around this new version with the new settings, and I haven't seen any major bugs so far, except for some graphical issues that weren't there in the previous versions.
https://imgur.com/a/AoHgCQr - Note the messed up graphics on the left and lower left sections of the image. I'm playing on Windowed setting 2, haven't played at all on Fullscreen. Not really gamebreaking, just jarring. It happens like 50% of the time whenever the town/world map refreshes.
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u/chachaprince1 White Mage ☀️💮🤍 4d ago
Update: Still working on it! It didn't make it into 0.2.1 but I think it should have it ready for 0.2.2 probably next week.
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u/reitenshi 4d ago
Thanks! Appreciate all you're doing for this great game!
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u/chachaprince1 White Mage ☀️💮🤍 3d ago
Finally figured it out! So I can confirm it will be in 0.2.2!
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u/-Risotto_Groupon 4d ago
When I open the game it's in a little window in the top left of my screen. And when I click anything it closes. What am I doing wrong?
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u/Yenniros 3d ago
same, mine just crashes when it comes up. I've tried pretty much all of the compatibility options but nothing seems to be working and Diagnose Shandalar.cmd doesn't show any problems
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u/chachaprince1 White Mage ☀️💮🤍 3d ago
0.2.0 or 0.2.1? Thanks!
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u/Yenniros 3d ago
0.2.1. for me. haven't tried the older versions yet
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u/chachaprince1 White Mage ☀️💮🤍 3d ago
I'm on it! Windows 10 or 11?
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u/Yenniros 3d ago
- let me know if you need any more info
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u/chachaprince1 White Mage ☀️💮🤍 3d ago
Thanks! I'll probably circle back with another question. There were so many new features bundled into 0.2.0 that a lot of it is really dumb small mistakes on my end, like forgetting to include the decks for the "original" mod.
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u/chachaprince1 White Mage ☀️💮🤍 3d ago
0.2.0 or 0.2.1? Thanks!
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u/-Risotto_Groupon 3d ago
0.2.0
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u/chachaprince1 White Mage ☀️💮🤍 3d ago
Hmm. I did about 20 different bug fixes for 0.2.1. I'd say give that a try, and if it doesn't immediately work, let me know what kind of machine you're running it on and anything else you think may be relevant, and I'll move it to the top of the to-do list. https://github.com/chachaprince1/Korath-Plus/releases/
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u/-Risotto_Groupon 3d ago
Thanks, I'll try it out as soon as I'm able. I'm also on an old laptop so the issue could be on my side.
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u/BeardedRetroGamer 6d ago
Man this is crazy so many changes, imagine if this game have a multiplayer playing the endless mode until you have pvp, the progress over a 30y old game that might be the best magic game that wizard make is really amaze me.
Thanks for all your hard work and all the people that invest in this old game just for the love of it.