Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by moomarc » 18 Mar 2012, 16:44
Its been fixed already. I somehow left some errant svar checks in there from early attempts. If you want to fix it in your local copy for now (same for Overmaster) just remove the "CheckSVar$ X | SVarCompare$ GE1" from the first ability line of the script. Otherwise shouldn't be too long before the next beta.
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Re: Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by catatafish » 18 Mar 2012, 21:51
Hi. Found some more stuff.
Mortis Dogs only deals 2 damage to your opponent when going to the graveyard even after getting +2/+0 until end of turn.
Deranged Outcast has rogue spelled incorrectly and therefore does not get rogue bonuses.
The creatures below should have the following subtypes:
Venerable Monk - Human Monk Cleric
Nightmare - Nightmare Horse
Raging Spirit - Spirit
Phantom Warrior - Illusion Warrior
Chaotic Goo - Ooze
Crater Hellion - Hellion Beast
Goblin Spelunkers - Goblin Warrior
Vine Trellis - Plant Wall
Obstinate Familiar - Lizard
Savage Firecat - Elemental Cat
Petradon - Nightmare Beast
Spurnmage Advocate - Human Nomad
Kamahl, Fist of Krosa - Legendary Creature - Human Druid
Screeching Griffin - Griffin
Sparkmage Apprentice - Human Wizard
Fungus Sliver - Fungus Sliver
Giant Harbinger - Giant Shaman
Nova Chaser - Elemental Warrior
Boldwyr Heavyweights - Giant Warrior.
Weirding Shaman - Goblin Shaman
Bloodbraid Elf - Elf Berserker
Skyclaw Thrash - Artifact Creature - Viashino Warrior
Gnathosaur - Lizard
Afflicted Deserter - Human Werewolf
Headless Skaab - Zombie Warrior
Nearheath Stalker - Vampire Rogue
Bloodcrazed Goblin - Goblin Berserker
Thank You.
Mortis Dogs only deals 2 damage to your opponent when going to the graveyard even after getting +2/+0 until end of turn.
Deranged Outcast has rogue spelled incorrectly and therefore does not get rogue bonuses.
The creatures below should have the following subtypes:
Venerable Monk - Human Monk Cleric
Nightmare - Nightmare Horse
Raging Spirit - Spirit
Phantom Warrior - Illusion Warrior
Chaotic Goo - Ooze
Crater Hellion - Hellion Beast
Goblin Spelunkers - Goblin Warrior
Vine Trellis - Plant Wall
Obstinate Familiar - Lizard
Savage Firecat - Elemental Cat
Petradon - Nightmare Beast
Spurnmage Advocate - Human Nomad
Kamahl, Fist of Krosa - Legendary Creature - Human Druid
Screeching Griffin - Griffin
Sparkmage Apprentice - Human Wizard
Fungus Sliver - Fungus Sliver
Giant Harbinger - Giant Shaman
Nova Chaser - Elemental Warrior
Boldwyr Heavyweights - Giant Warrior.
Weirding Shaman - Goblin Shaman
Bloodbraid Elf - Elf Berserker
Skyclaw Thrash - Artifact Creature - Viashino Warrior
Gnathosaur - Lizard
Afflicted Deserter - Human Werewolf
Headless Skaab - Zombie Warrior
Nearheath Stalker - Vampire Rogue
Bloodcrazed Goblin - Goblin Berserker
Thank You.
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Re: Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by gos » 18 Mar 2012, 21:58
When I cast Custody Battle on my opponent's creatures, he sacrifices his lands until they are all gone. I do not gain control of the creatures, even though he has no lands left to sacrifice.
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Re: Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by jeffwadsworth » 18 Mar 2012, 23:21
Fixed.gos wrote:When I cast Custody Battle on my opponent's creatures, he sacrifices his lands until they are all gone. I do not gain control of the creatures, even though he has no lands left to sacrifice.
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Re: Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by jeffwadsworth » 18 Mar 2012, 23:26
Mortis Dogs is fixed.catatafish wrote:Hi. Found some more stuff.
Mortis Dogs only deals 2 damage to your opponent when going to the graveyard even after getting +2/+0 until end of turn.
Deranged Outcast has rogue spelled incorrectly and therefore does not get rogue bonuses.
The creatures below should have the following subtypes:
Venerable Monk - Human Monk Cleric
Nightmare - Nightmare Horse
Raging Spirit - Spirit
Phantom Warrior - Illusion Warrior
Chaotic Goo - Ooze
Crater Hellion - Hellion Beast
Goblin Spelunkers - Goblin Warrior
Vine Trellis - Plant Wall
Obstinate Familiar - Lizard
Savage Firecat - Elemental Cat
Petradon - Nightmare Beast
Spurnmage Advocate - Human Nomad
Kamahl, Fist of Krosa - Legendary Creature - Human Druid
Screeching Griffin - Griffin
Sparkmage Apprentice - Human Wizard
Fungus Sliver - Fungus Sliver
Giant Harbinger - Giant Shaman
Nova Chaser - Elemental Warrior
Boldwyr Heavyweights - Giant Warrior.
Weirding Shaman - Goblin Shaman
Bloodbraid Elf - Elf Berserker
Skyclaw Thrash - Artifact Creature - Viashino Warrior
Gnathosaur - Lizard
Afflicted Deserter - Human Werewolf
Headless Skaab - Zombie Warrior
Nearheath Stalker - Vampire Rogue
Bloodcrazed Goblin - Goblin Berserker
Thank You.
Deranged Outcast is fixed.
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Re: Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by slapshot5 » 18 Mar 2012, 23:29
These are all fixed except the Mortis Dogs thing. I believe that may be a known issue.catatafish wrote:Hi. Found some more stuff.
Deranged Outcast has rogue spelled incorrectly and therefore does not get rogue bonuses.
The creatures below should have the following subtypes:
Venerable Monk - Human Monk Cleric
Nightmare - Nightmare Horse
Raging Spirit - Spirit
Phantom Warrior - Illusion Warrior
Chaotic Goo - Ooze
Crater Hellion - Hellion Beast
Goblin Spelunkers - Goblin Warrior
Vine Trellis - Plant Wall
Obstinate Familiar - Lizard
Savage Firecat - Elemental Cat
Petradon - Nightmare Beast
Spurnmage Advocate - Human Nomad
Kamahl, Fist of Krosa - Legendary Creature - Human Druid
Screeching Griffin - Griffin
Sparkmage Apprentice - Human Wizard
Fungus Sliver - Fungus Sliver
Giant Harbinger - Giant Shaman
Nova Chaser - Elemental Warrior
Boldwyr Heavyweights - Giant Warrior.
Weirding Shaman - Goblin Shaman
Bloodbraid Elf - Elf Berserker
Skyclaw Thrash - Artifact Creature - Viashino Warrior
Gnathosaur - Lizard
Afflicted Deserter - Human Werewolf
Headless Skaab - Zombie Warrior
Nearheath Stalker - Vampire Rogue
Bloodcrazed Goblin - Goblin Berserker
Thank You.
-slapshot5
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Re: Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by Xitax » 19 Mar 2012, 06:06
Something strange happened: I cast Oblivion ring. When it entered play I targetted AI's Kavu Predator. With the Oblivion ring's effect on the stack, AI plays Nature's Claim Targetting Oblivion Ring. Nature's Claim resolves, and the effect to return exiled creature is now on top of the stack. It resolves and nothing happens as Kavu is still on the battlefield. Finally, the Oblivion Ring's exile effect resolves exiling Kavu Predator.
What should have happened here?? Should Oblivion Ring's exile effect have checked to see if Oblivion Ring was still on the battlefield?
What should have happened here?? Should Oblivion Ring's exile effect have checked to see if Oblivion Ring was still on the battlefield?
Re: Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by Youdz » 19 Mar 2012, 08:28
That's exactly how it should work, the ruling is perfect here. The problem is the AI playing Claim too fast, thus losing its Predator definitely instead of getting it back.Xitax wrote:Something strange happened: I cast Oblivion ring. When it entered play I targetted AI's Kavu Predator. With the Oblivion ring's effect on the stack, AI plays Nature's Claim Targetting Oblivion Ring. Nature's Claim resolves, and the effect to return exiled creature is now on top of the stack. It resolves and nothing happens as Kavu is still on the battlefield. Finally, the Oblivion Ring's exile effect resolves exiling Kavu Predator.
What should have happened here?? Should Oblivion Ring's exile effect have checked to see if Oblivion Ring was still on the battlefield?
On another note, I come with a problem I finally identified : whenever the AI untaps with a Knight of the Reliquary in play, the game freezes at the beginning of his turn. I had trouble making sure it was this, because almost every time I played a Time Walk right after it played the Knight, but Time Walk works perfecty in other matches. It happened in quest mode with a challenge, I think it was Bar Brawl or something.
Re: Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by timmermac » 19 Mar 2012, 18:25
Computer uses the ability of Wormwood Treefolk multiple times per turn. It's only necessary to do it once.
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by atar » 19 Mar 2012, 19:37
Does anybody have problem with the challenges in quest mode?It seems that the AI doesn't start with any card in the battlefield...Please let me know
Re: Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by timmermac » 19 Mar 2012, 20:49
Time Reversal seems to be putting my graveyard at the top of my deck instead of shuffling it thoroughly.
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by vagrant87 » 20 Mar 2012, 06:26
I found that you can't play Nameless Inversion from the graveyard when Haakon, Stromgald Scourge is there too.
Edit - You can't play other "Knight" cards as well, tested it with Black Knight also.
Edit - You can't play other "Knight" cards as well, tested it with Black Knight also.
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Re: Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by atar » 20 Mar 2012, 09:23
I have already post the same question about the challenges 3 times and i am completely ignored...This is quite rude and disappointing for this community...
Re: Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by Chris H. » 20 Mar 2012, 10:37
`atar wrote:I have already post the same question about the challenges 3 times and i am completely ignored...This is quite rude and disappointing for this community...
I have seen your messages and I apologize for not responding. I started a new quest recently and have not yet reached a point where the quest challenges are available. I have not yet been able to reproduce this problem.
The new UI and the refactoring of the quest mode has created a few bugs unfortunately. Some bugs are easier to fix than others.
The dev team appreciates the bug reports and they are important. We hope to fix the quest mode related bugs for the next beta.
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Re: Forge Beta: 03-09-2012 ver 1.2.5 rev 14663
by friarsol » 20 Mar 2012, 12:05
Haakon says you can play other Knight cards as long as he's on the Battlefield, while would you be able to play them if he's in the Graveyard?vagrant87 wrote:I found that you can't play Nameless Inversion from the graveyard when Haakon, Stromgald Scourge is there too.
Edit - You can't play other "Knight" cards as well, tested it with Black Knight also.
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