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WARVENTURE - Turn based PvP strategy game

A side project in development. Volunteers needed.

  1. Started by Muratus del Mur,

    As you probably already know, i am building an other game, totally something else than MD. Since MD community is my base of friends and collaborators, i am sharing this here with you. I am looking for people that want to help find bugs, test it, share ideas but also build strategic maps and later on help me manage this game, if something comes out of it. There is no payment involved, sadly. I am doing this as a personal side project and all the money i can spare from my daily job, what is not going into md, i will invest in comissioning better artworks and design for it. Of course if you are an artist and wish to help, i can pay for specific work..but tha…

  2. After a long dormant period, thought to share a bit more about ongoing things in this side project. AI player programmable generals. Thats the latest thing i am working on now. You will be able to setup your own game AI logic, in an intuitive "code block" style, and see how it performs against other players or ai generals others configured. I thought to bring back the "AI" part into the human hands, let the human mistakes and flavored flaws manifest via the way they will configure their own ai fighting rules, instead of having a central superpower that fights you. Like this you can geniunely say you are better or worse at fighting than x or y, since automated…

  3. Started by Muratus del Mur,

    Now each unit has its own distinct attack and move patterns, so ranged units are a possibility, and a lot more. Chess like units can be created if wanted. Ranged attacks only destroy the target if a target is there, and will not move the unit to the attacked place. Ranged attacks can not conquer land. Units are now created as distinct modules and their code is no longer mixed with the rest. Like this, it will be easy to create new units later, on events, custom units, etc .. (in a way like crits in md) This change is just released so its possible you may encounter issues with it, if so, please help by reporting Thanks to anyon…

  4. Started by Muratus del Mur,

    Kingdoms page - currently in work It will be a map with settlements and fortifications that can be conquered by players in pvp or vs AI fights. I still need to decide the final visual style and other concepts. I will update here when i will have first art ready. Current progress: preselecting artists for the map Dev speed: super slow, expect weeks or months till completion, unless i expand the team with a new coder. Suggestions are welcome

  5. Started by Muratus del Mur,

    try it out, its a small map 9x9 but with 1 human and 3 ai players. The small map makes it more fun i think.

  6. Started by Muratus del Mur,

    As i was building tournaments section of this game, at some point i needed to find a better way to present a tournament, than to show the total number of maps to be played in it. For one individual player, the total number of maps played is not that relevant, as it is to know how many maps he has to win to win the tournament. Lets imagine this for a bit. There are 8 players, and they play in pairs of 2, a total of 4 games. This would be the first round. Then, the 4 winners of the first round, play in the second round of 2 games, and obviously just 2 players win. There are no draws, you either win or lose. The remaining 2 winners, join a match for the final fight…

  7. Started by Muratus del Mur,

    There is a problem. Food should be stored by "parcel" (remind me to rename these to land lots or something more obvious in case its not). Each parcel has its own food production and stored food, that feeds its soldiers and allows building of things only on that land. The player itself does not have an overall food production or storage, and i want it to remain like that. The problem with parcels is that they can change after each move. This was the cause of the random food values. My initial fix was to store food evenly distributed with each land tile within a parcel, this allows of a live calculation of the food supply even if parcels split during an attac…

  8. Started by Muratus del Mur,

    I will keep here a personal (but public) record of ideeas about things i plan to add later. Please don't make suggestions here. I want to keep this topic just for things already discussed and approved.

  9. Started by Muratus del Mur,

    If anyone observes new ai issues post them here pls. Only issues, not missing features Current known issues: - its not making higher level units - lower level units replace higer level units if they move over (probably) - sometimes units disapear

  10. Started by Muratus del Mur,

    I will post here the details on what each unit eats and hwo much is needed to build a construction. I will not be able to keep this list updated, so if anything changes later, sorry. At some point i will put this info in the game and there it will be live. What each unit eats: Scout = 0 (unreleased yet) Soldier Lvl 1 => 2 food Soldier Lvl 2=> 10 food Soldier Lvl 3=> 30 food Soldier Lvl 4=> 100 food Farm cost to build (in food) number of farms => cost of new farm 0=>15 1=>17 2=>19 3=>21 4=>25 5=>25 6=>30 7=>35 8=>45 9=>65 10=>80 11=>90 12=>110 13=&…

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