So, after a bit of a break, I decided to go back to the Arcomage project. Since I want to revamp my Arcomage Clone game (SDL 2.0 has been released not long ago, so got to make use of that, plus D's support for it became much better as well), I'm starting by updating the command line version of the game. The updated source is in my git repository at the moment:
https://github.com/GreatEmerald/Command-Line-Arcomage
No binary builds yet, I want to sort a few things out first. Feel free to compile it yourself or look at the code (it's super simple, made to be a sort of a usage example for libarcomage).
Changes from last time include updating to the new libarcomage API, some readability improvements and boolean questions accepting "y" as a valid answer.
Some things I want to try out is the ability to create custom decks via Lua scripting (I'm thinking of a Touhou inspired deck), and also have a near feature parity with MArcomage. CLArcomage is a good way of testing new decks without worrying about possible bugs in the graphical frontend. If someone wants to try and make their own Arcomage decks, now is a good time, too (and it's quite simple!).
Oh, and a bit off-topic, but just a note that I've recently finished Heroes Chronicles: The World Tree on my YouTube channel, and am getting very close to the end of MM2: Gates to Another World