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Forge version 1.5.23

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Forge version 1.5.23

Postby Chris H. » 19 Jul 2014, 01:25

Tentative target release date: Friday August 1 2014.
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Re: Forge version 1.5.23

Postby Xitax » 20 Jul 2014, 02:58

Has anyone been able to find decent pics of the Conspiracy boosters? I'm drawing a blank, here.

Also, I'm working on the files for tokens since BNG. I'll upload it here when I finish.
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Re: Forge version 1.5.23

Postby Agetian » 20 Jul 2014, 07:03

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Re: Forge version 1.5.23

Postby Xitax » 20 Jul 2014, 18:30

Not bad, but that watermark. There's a chance I might have to shop that out. Yuck.

EDIT: Here's a tokens update for JOU, CNS, and M15. Tokens all sorted out except that Conspiracy squirrel token. It's included but not used.

I'll get better pictures when HQ scans are released.

EDIT2: I made a couple of small tweaks. Hornet Queen and Hornet Nest use the M15 token and the old g_1_1_insect_deathtouch token is replaced by the M15 one - the old one was not an official token anyway. Made a correction to Kalonian Twingrove.
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Re: Forge version 1.5.23

Postby Hanmac » 25 Jul 2014, 08:35

Spells copied by cards like Isochron Scepter should not have "Fuse" or "Buypack" available, the first does not work, and the second does not make sense
----
using a spell with cascade or otherwise play/cast a spell without paying its manacost like Isochron Scepter use it on a spell that has Convoke, now Forge wants us to tap creatures to reduce {0} mana cost ... also does not make much sense
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Re: Forge version 1.5.23

Postby Marek14 » 25 Jul 2014, 21:02

Hanmac wrote:Spells copied by cards like Isochron Scepter should not have "Fuse" or "Buypack" available, the first does not work, and the second does not make sense
----
using a spell with cascade or otherwise play/cast a spell without paying its manacost like Isochron Scepter use it on a spell that has Convoke, now Forge wants us to tap creatures to reduce {0} mana cost ... also does not make much sense
Well, buyback CAN be used for spell on Isochron Scepter -- that it won't have any effect is another thing, but the cost can be paid, and since Mindslaver exists, there's really no argument that some option is so stupid noone would ever use it :)
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Re: Forge version 1.5.23

Postby Hanmac » 26 Jul 2014, 10:47

okay Isochron Scepter and Buypack i understand that it does make sense with Mindslaver, but if possible should not marked as default ...

because i often use Sprout Swarm in the Isochron Scepter,
so then first i need to select that i want to cast it WITHOUT Buypack, and then i need to continue with convoke because it ask me to reduce the {0} cost (with does not even work, i tested)
and that might be really annoying

currently i have a deck with {R}, {G}, {RG} and {GW} cards inside ... the deck list does show it as {W} {R} {G}, but {W} is only used as split mana without corresponding mana source ... might there be a way to disable the {W} in the display for the deck?

Edit:
@ Xitax: i noticed that still some tokens i used in forge are missing ... currently i am looking for the rg_1_1_dragon from the Dragon Broodmother
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Re: Forge version 1.5.23

Postby drdev » 26 Jul 2014, 17:08

I had been getting a little tired of using Set Player Life to quickly win a game for the sake of testing, so I went ahead and added a new Dev Mode option "Win Game" to both mobile and desktop games which, as long as you have priority, will automatically set all other player's life to 0 and pass priority, which should just win the game for you with no other input required.

DevModeWinGame.png

Let me know if you have any questions or concerns about this new Dev Mode feature.

Thanks.
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Re: Forge version 1.5.23

Postby Hanmac » 26 Jul 2014, 19:58

Xenagos, the Reveler or the two-color-storage-lands like Fungal Reaches can make X of {RG} ... but its difficult to select in the dialog for each of if its {R} or {G} ... wouldnt two Drop downs or a connected slider be better?

because it can happen that Xenagos does need to make 20 mana ... and like i said choice for each of them would be problematic because of 20 pressing {R} or {G}
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Re: Forge version 1.5.23

Postby jestervlc » 30 Jul 2014, 17:50

Hi, I have been working on a possible BattleBox variant. To date, some aspects don't work as expected, because I am not that familiar with the code and how things are supposed to work, but at least the match is playable to a certain point. I'll keep fixing and polishing things.
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menuscreen.jpg
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Re: Forge version 1.5.23

Postby friarsol » 30 Jul 2014, 19:04

jestervlc wrote:Hi, I have been working on a possible BattleBox variant. To date, some aspects don't work as expected, because I am not that familiar with the code and how things are supposed to work, but at least the match is playable to a certain point. I'll keep fixing and polishing things.
I've never even heard of this variant. Is it this one? http://www.channelfireball.com/articles ... attle-box/
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Re: Forge version 1.5.23

Postby jestervlc » 31 Jul 2014, 10:49

Yeah! It's also known by 'the danger room' as proposed by Brian DeMars, but I guess that 'BattleBox' will be more accepted eventually.
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Re: Forge version 1.5.23

Postby drdev » 31 Jul 2014, 21:56

Speaking of adding new variants, I've been thinking I'd like to add Mental Magic as an available variant. I know I can handle this from a UI perspective and from a game logic perspective, but I'm not sure how doable this would be from an AI perspective.

Could somebody with more understanding of the AI perhaps comment?
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Re: Forge version 1.5.23

Postby friarsol » 01 Aug 2014, 00:44

drdev wrote:Speaking of adding new variants, I've been thinking I'd like to add Mental Magic as an available variant. I know I can handle this from a UI perspective and from a game logic perspective, but I'm not sure how doable this would be from an AI perspective.

Could somebody with more understanding of the AI perhaps comment?
Hmm.. I guess there's two main AI concerns with Mental Magic.

1) Deciding what card each of my cards are (including when to play land)
2) Deciding why I Should play card X or Y

I guess one way to do it is to have a rankings list, same way we have rankings for draft. At the start of each turn, assign a legal card for each in your hand. And then just work as normal.

Or maybe have multiple rankings lists, based on certain things. (I.e. Creature list, removal list, etc) And still do something similar to the above, randomly choosing lists and then assigning cards as appropriate. Otherwise, recalculating the assigned cards at every priority could slow things down significantly, and also cause lots of instants to be cast during non-main phases.
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