Arcomage Tribute

About
Arcomage Tribute is a fantasy tabletop card-game, involving two players, where each one has a deck of cards. Each player holds a tower and a wall, which they can upgrade or attack using cards. There are also three different resources: beasts, bricks and gems. Each resource is needed for a specific type of cards and increases every round, depending on a modifier.
The goal is either to achieve a specific limit of resources, tower or wall or to completely destroy the opponent’s wall and tower.
This game is being developed as a fan-made Tribute to the Arcomage Mini-Games as seen in the Might & Magic Series © by Ubisoft (3DO/NWC). The project attempts to recreate the original game experience based on a framework-like architecture for fast and easy integration of extensions and additional content.
Features
- Platform independent (C++, LUA & SDL powered)
- Dynamic Deck system
- Scriptable events for Cards
- Scriptable AI & game modes
- Completely revamped graphics & music
- Contains a remake of the original MM7 Arcomage Deck
Resources (Screenshots, Guides etc)
Screenshots
Deck Editor:
Game Guide
You can view a brief, introductionary Game Guide in the Arcomage Tribute Wiki/Game Guide
There are also other articles in the Wiki:
http://redmine.gatewayheaven.com/projects/arcomage/wiki
Source Code
To aquire the latest sources (required to build on Linux/Mac OS), just clone the GIT Repository:
git clone git://git.gatewayheaven.com/arcomage.git
To browse the repository online, via Webbrowser:
http://git.gatewayheaven.com/?p=arcomage.git;a=summary
Download Latest Pre-Compiled Binaries:
The precompiled binaries are combined with all necessary data files, a default deck to play (the original MM7 Arcomage Deck) and special libraries DLL-files. You may still need to install the Microsoft Visual C++ 2010 Redistributable Package. To play, just unpack the ZIP archive and start Arcomage.exe.
Windows XP, Windows Vista, Windows 7:
This is always the Latest Version. View Changelog
| 32-Bit Windows *.exe Binaries : | Mirrors: |
| Arcomage Tribute 0.3.3.5 Feb 08, 2011 (x86) | Main Site [Duesseldorf, Germany] (view archive) Mirror #1 [wuala.com, France] Mirror #2 [gimmik.net, USA] |
Please keep in mind: The game is still in early alpha state, it does basically work – but there are important features missing/incomplete!
Older Versions are archived here for legacy reasons:
http://static.gatewayheaven.com/files/arcomage/alpha
Please report any bugs/feature requests via the Redmine Ticket System
http://redmine.gatewayheaven.com/projects/arcomage
Copyright
The artwork is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Germany License. The Source Code is licensed under the GNU/GPL v3.





Nice recreation! Really appreciate this
A few bugs I detected while playing:
-> Sometimes when wining the screen will be black with only the Main Menu button being shown.
-> “Coming Soon” cards appear while playing with the regular deck and half the times they provide additional turns and half the times don’t.
-> Options menu can not be accessed.
-> Music stops after a while. If possible allow it to repeat. It would be nice if additional sound effects were added.
-> When opponent plays an “Additional Turn” card, then the second card he plays appears first and then it is followed by the card that provided him the Additional Turn. Sound effect only applies for the first card.
-> Effects on towers, walls, stocks, facilities appear before the cards reach the centre of the screen when played. It would be nice if these changes occured when the card played reaches the centre of the screen.
-> Discarding sometimes doesn’t work, as instead of discarding the desired card, a card next to it is discarded. This happened only twice while I played. Maybe it was my machine’s or my own fault.
Ornlu, Thanks for your list of findings, definitely helps! Most of these issues are already ticketed in TRAC (the Project Management tool), but just to clarify:
The black screen was ought the be fixed, I’ll look into this again.
”
-> “Coming Soon” cards appear while playing with the regular deck and half the times they provide additional turns and half the times don’t.
“
This implies that cards not belonging to the regular deck appear, have you loaded the “Dummy”-Decks before (those tharion ones created for testing purpose only) and then the regular one? I can’t seem to reproduce this. I’d appreciate if you’d create a ticket with a screenshot or two attached.
Options aren’t implemented yet, as well as continuous Music, currently only a randomly selected track is played once when starting a new game.
“-> When opponent plays an “Additional Turn” card, then the second card he plays appears first and then it is followed by the card that provided him the Additional Turn. Sound effect only applies for the first card.”

This is indeed a mix-up in the animation order, thanks.
“-> Effects on towers, walls, stocks, facilities appear before the cards reach the centre of the screen when played. It would be nice if these changes occured when the card played reaches the centre of the screen.”
Guess thats to be fixed, these events need to get queued after the animation (will be changed “soon”, TM).
“-> Discarding sometimes doesn’t work, as instead of discarding the desired card, a card next to it is discarded. This happened only twice while I played. Maybe it was my machine’s or my own fault.”
Probably because the “click detection” isn’t 100% accurate, the cards are based on rectangles with an image, due to the shadow and round edges the cards are slightly bigger than the image, so they can overlap. I guess this happens when you click on the more outer parts of a card, if it happens while clicking the middle of a card, something is messed up.
about the “coming soon” cards. Yes I tried to load the other decks and then loaded the regular ones again.
Also a few cards don’t work properly. There’s one that costs 18 bricks, gives wall and causes 10 damage to opponent, the 10 damage does not apply. Also sometimes Unicorn won’t cause additional damage if Magic>Enemy magic. Another issue is that the card that equates own Magic with the enemy’s magic if Magic<Enemy Magic doesn't work when opponent plays it (I usually have the highest Magic and AI's Magic never changes when the opponent plays that card). Furthermore, Elf Archer always deals 6 wall damage when played by the opponent, whether my wall is highest or lowest than his. Finally, Vampire sometimes won't lower enemy Bestiary, and this also applies for a few -Quarry cards
Cards that don’t work so far:
Unicorn (sometimes)
Vampire (does not lower bestiary sometimes)
Slicer (never works)
Slingshot (does not deal 10 damage to opponent)
Balance (does not work for opponent)
Elf Archer (does not work for opponent)
Raybug (does not deal extra damage if enemy wall = 0)
Ogre (deals 7 damage instead of 6)
Terrain (does not give +1 wall)
Mother lode (does not work for opponent)
Quartz (gives +3 wall instead of +1 tower)
Also can I suggest that you add a few more powerful attack cards? There can never be tower destruction victory, no matter how hard I tried. I always end up with all +wall or +tower cards in hand after the first 10-20 rounds and I can only win with Tower Construction
Hi Ornlu,
thank you once again for your constructive feedback and in-depth testing of the game mechanics – it’s really appreciated!
I’m currently doing a code review deeply within the core mechanics; mainly to fix the most nasty memory allocation bugs like random loading of cards not belonging to a deck and some revamping on the animation system to allow correctly ordered and prettier card animations.
I’ll add tickets for the issues you’ve listed to the tracking system and work on them later. Most of the card related issues are caused by either typos or buggy scripts, once I get there it’ll be fixed in no time.
And regarding the difficulty: The difficulty levels consist more or less of randomly chosen (in sense of me putting them into a script) starting values (just for the record: you can edit them in data/scripts/startup.lua if you want to experiment). So there’s much to balance around the AI and a more intelligent random algorithm which chooses cards depending on your current deck, but this is (sadly) even more in future, since I’ll be trying to get all the basics to work properly first.
I sincerely hope to find enough time to prepare a 0.5.0.0 release in the next weeks.
PLEASE FINISH THIS! It’s amazing!
Thank you, and yes – despite me failing at set deadlines again (I’m already a month behind) I’m progressing quite well. I’ll soon release either a preview (video/screenshots) or some unstable test candidate to actually play with – and show off the new features of course. But my tightly packed schedule sadly doesn’t allow me to spend that much time on hobby projects, so you’ve got to wait a little longer than expected
thanks for developing this clone. love this game.
i noticed that you cannot make a resource win like you can in the original. this defeats the purpose of playing +1 and +2 resource cards. however, i’d like to suggest that a resource win be an option that can be toggled on and off rather than a default way to win aside from tower construction/destruction.
the dragon card was intended to -1 enemy beasts (hence the high cost) but instead it does +1 enemy beasts.
discard/play/additional turn cards only allow you to discard that card and play another card, with no additional turn. by playing that card, you’re supposed to be able to discard one from the deck, play a card and then take an additional turn.
balance card (aka parity) adjusted both players magic down to zero instead of up to 2.
portcullis (a red card) is playable even without any bricks.
walls are being reduced to negative numbers when they should never go below zero.
when discarding -1 to all quarries, it plays it instead and i lose -1 quarry.
when taking an additional turn, the newly dealt card is not playable til the next round.
enemy ai is weak. after just a few games i noticed it reduces its own quarry to 0 with very little benefit in doing so. ugh, while i was typing this i was playing a game and the enemy just destroyed his own tower and i won by default. so far i haven’t lost yet.
lol, ok, i just played a card that made my tower 75 (a win) but instead of winning, enemy was allowed to play next card, knocking my tower back down.
Thanks for your praise!
First off – some card names might be a bit odd since I don’t own an English version of the game. I had to translate everything from German, so I’m sure there are many wrong names/descriptions. Feel free to report them
Most of the issues you’ve pointed out are being worked on (like, in this very moment within my IDE), but the issues with ‘Dragon’ did somehow escape me, as well as portcullis. Thanks for the report
The AI is weak because the enemy brainlessly plays random cards without any evalulation whatsoever – This will get fixed once the other stuff is done
I hope to get all the issues with the game logic fixed with the next version, so stay tuned.
And I may redirect you to http://redmine.gatewayheaven.com/projects/arcomage
We’ve got a ticketing system and a forum there, helps a lot with categorizing bugs and suggestions =)
if i want start game , show error message missing MSVCR100.dll pls write me mail
Hi, I love arcomage, but could you tell me how to get it working on mac? i’ve got the Git, and have the RC file, but how do i extract it?
I’ve never dabbled in source code, so I don’t know.
I’d need the true basic walkthrough.
I have no PC, so thats a no-go.
Well, you’d need to compile it from scratch yourself.
This can be a tedious task if you’ve never done it before, but I’ll try.
I have never tried it myself since I don’t use OS X, but basically you need to do this:
* Fetch and install the MacPorts package for your system version from http://www.macports.org/
* Open a Terminal:
sudo ports install boost poco lua libsdl-devel libsdl_image libsdl_mixer libsdl_ttf
* cd into the “trunk/build” of your checked out sources and type
make
You’d still need to download the Windows-zip file on this page and extract the data into the build directory or whereever the “Arcomage” executable will be built to.
This *should* work, in theory.
I’m going to compile it as a universal binary and upload the package as a .dmg here as soon as I can get my hands on a mac / setup a virtual machine.
Cheers! I tried this, downloaded macports, and the first problem is Xcode. I don’t have it, and i’m not an apple developer to get it. So; I’ll wait for your DMG/ Universal binary version. I look forward to it!
Would you be able to drop me an email when you get a universal binary compiled? I’ll check back over the next couple of days, i’m eager to start playing arcomage!
Nice work! I has own implementation of acromage but with no so good arts!
Maybe you give me contacts of gaus who create title screens?
First off, I love this. It’s an excellent and faithful tribute to the original game.
That said, is there any way to change the starting resources? Play can be very slow starting with only one of each.
You can do so via editing “data/scripts/startup.lua” with Notepad or any other Text Editor. Simply adjust the values (they should be self-explanatory) by hand to your liking.
Thanks! I’ll do that. Now it’s perfect!
I downloaded version 0.3.3.5 alpha (win 32). There’s only black screen after the game start (with music). I can’t close the window, I tried clicking the close button, pressing Alt+F4. I can only close it from Task Manager. I’m using Windows 7 32 bit. How can I play this game? Thanks in advance.
This is strange. You could try updating your graphics card drivers and DirectX since 0.3.3.5 utilizes hardware acceleration.
Can you see any error messages in the “arcomage.log” file located in the same directory as the .exe?
where is download is deb64 to ubuntu 64 bit ?
deb is very popular format
or where is ppa please answer
mail dj–alex@yandex.ru
There are no deb packages.
You’d have to clone the project using git (see command above), install the dependencies using the command supplied in the readme file:
http://git.gatewayheaven.com/?p=arcomage.git;a=blob;f=trunk/readme.txt;h=73a62598feb3b431b110d136d7a14083a3d80408;hb=HEAD
Refer to section 2.4.2 and 2.4.3
Feel free to create a debian package, I’m on RPM based distributions usually.
this version works under wine 1.3.31.
but notebook doesn’t have wine .
still open question.
and one question
how to apply my russian translation to this card game?
(and old classic card skins?)
you can download my russian version here on this page
http://la2.chg.su/dj/index.php?option=com_content&view=article&id=11:might-and-magic-vii-hd&catid=4:2011-08-09-03-07-05&Itemid=3
You can use the Deck Editor and create a custom deck, import the images and translate the cards. The code resides in the sandbox since it is more of a prototype. Compiling it on linux can be difficult; I’ve switched to CMake and didn’t test it on debian/ubuntu.
Is this game still in development or is it abandoned? Because it seems no activity since last 6 months.
Yes, I am aware of that. I simply lack the time because of work, other projects I’m involved and life in general. But I wouldn’t call it abandoned since I still have plans for AT – I’m just not sure when I’ll be able to continue working on it.
OMG! You guys are so awesome I LOVE Arcomage and have been looking for a remake for years!
Hello,
This game gives me a error message that says “MSVCR100.dll”
Is missing, any idea’s on how to fix that so i can play this amazing game?
Will there be a LAN in the near future?!
Would make this game AMAZING!