- Altered format and set definition files to be true hjson files.
- Altered the loading of set and format definitions to conform with existing POJO-based deserialization
- Replaced a lot of stupid "has flag" string-based field lookup that could just be a field on the set definition
- Seems to compile and run, but there's a possibility I missed something and changes here depend on as-yet unchecked-in code to soon follow
- Added a new type of pack: WeightedRandomPack, which takes the normal product + quantities and an additional parameter for what weight to assign that product when cracking it open.
- Created the Event Chase Booster, a new type of booster pack using this weighted randomness. It will act as a replacement to the current deluge of worthless decipher-imitating boosters
- Created the Tournament Random Chase Card Selector, which will be a top-tier prize for tournaments, containing a random selection pack of high impact promos.
- Created a debug sealed format for testing out these packs
- Adding a newline between phases and a header line between turns
- Added announcement for fierce skirmishes
- Added announcement for sanctuary healing
- Added announcement for next skirmish resolution
- Fixed the "start of turn" announcement happening after start of turn triggers
- Added a PC-specific blurb that lists some of the rule differences at the start of game
- Added 'reveal' parameter to all "PutCardIntoXFromY" actions (unless X is already public or semi-public).
- Adjusted the behavior of all Java cards using these functions to appropriately log or not log the specific names of involved cards
- Changed the behavior of Questions That Need Answering and Risk a Little Light to no longer reveal what cards were returned to deck in the action log
- Added some sort of chat log entries for all of these functions; if 'reveal' is true it uses the card names, otherwise it is left generic
- Fixed Mirror of Galadriel using Reveal instead of Look At
- Unit tests for No Business of Ours, both PC errata and Decipher, which is the cause of this whole mess :)
- Added last site reached for both players
- Added game timing info + player used time
- Restructured the last niggling bits of game creation that were inconsistent for hidden vs private
- Moved hidden table definition to a parameter on game settings creation, which moved the hard-coded Glacial hiddenness all the way up to the Handler level