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MTGForge 06/06 (unofficial BETA) version

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MTGForge 06/06 (unofficial BETA) version

Postby DennisBergkamp » 06 Jun 2009, 21:25

New version, 1691 cards!

Features/Fixes:

- Fixed Aetherflame Wall (doesn't have shadow anymore but can block creatures with shadow).
- Fixed Nova Chaser and Supreme Exemplar (three fixes: will be able to target a creature with protection or shroud now, and will be able to target creatures with changeling, and also shouldn't be able to play this anymore and skip the sac by hitting cancel).
- Fixed Cavern Harpy text (it shouldn't say an additional 2/1 - Creature Cavern Harpy anymore).
- Fixed Werebear in cards.txt (has tap: add G now).
- Fixed Siege-Gang Commander not being able to sacrifice creatures with changeling.
- Fixed Molten Rain.
- Added changeling to text of Wings of Velis Vel, Nameless Inversion and Crib Swap.
- Added stacking for the (alpha and beta) dual lands, the 5 moxen, creature tokens with the same name, and equipped creatures with their equipment.
- Moved the order of non-land permanents around a bit.
- Added Persist keyword.
- Fixed Keening Banshee, creatures targeted that get shroud or protection at the last second won't get -2/-2 anymore.
- Fixed a lot of the damage spells being able to target creatures with shroud or protection.
- Fixed Nemata, Grove Guardian being able to make saprolings from hand.
- Fixed some double strike / lifelink stuff.
- Added rares' fix for quest data rarities.
- Added Rob's abDamageCP {mana/T}:{damage} keyword, and converted a bunch of existing cards to use this keyword.
- Fixed Intrepid Hero destroying creatures even if their power was reduced to a number lower than 4.
- Added Rob's Cantrip keyword code, but I haven't added any spells with this yet.
- Small fix in Psionic Blast canPlayAI() code.

New cards:

Changeling Berserker, Changeling Hero, Changeling Titan
Wren's Run Packmaster
Volrath's Stronghold
Academy Ruins
Kitchen Finks
Heartmender
Survival of the Fittest
Loxodon Warhammer
Lightning Greaves
Behemoth Sledge
Fireshrieker
Skullclamp
Bonesplitter
Dragon Broodmother
Tradewind Rider (might be buggy?)
Chatter of the Squirrel (added this in the last version, but forgot to add it to cards.txt)
Bunch of creatures with persist

Download here:
http://forgedb.net78.net/mtgforge_releases/MTGForge0606.rar
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Re: MTGForge 06/06 (unofficial BETA) version

Postby Fracturedorb » 06 Jun 2009, 23:17

DANG! I'm new to this application but I can't believe how much work you put into this. It's very appreciated! :)
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Re: MTGForge 06/06 (unofficial BETA) version

Postby DennisBergkamp » 07 Jun 2009, 01:35

You're most welcome :) By the way, things to test especially are Persist and Equipment (along with the stacking)... I kept finding and fixing bugs on those, hopefully I got them all.
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Re: MTGForge 06/06 (unofficial BETA) version

Postby zerker2000 » 07 Jun 2009, 02:34

YES! Thank you sooo much! :D :!:
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.


--Eladamri, the Seed of Freyalise
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Re: MTGForge 06/06 (unofficial BETA) version

Postby Fracturedorb » 07 Jun 2009, 02:45

Not sure if your interested in this type of bug... Alluren does not combo with Gilt Leaf Druid. Alluren works but the druid doesn't trigger.
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Re: MTGForge 06/06 (unofficial BETA) version

Postby zerker2000 » 07 Jun 2009, 02:49

bug -> "Current Known Bugs List"
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.


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Re: MTGForge 06/06 (unofficial BETA) version

Postby DennisBergkamp » 07 Jun 2009, 04:06

Not sure if your interested in this type of bug... Alluren does not combo with Gilt Leaf Druid. Alluren works but the druid doesn't trigger.
Ah yes, I know this bug exists. Aluren doesn't actually "play" the card, it puts it into play. There's a lot of things wrong with Aluren by the way... I wrote it months ago, before I really had any understanding of how the code works.
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Re: MTGForge 06/06 (unofficial BETA) version

Postby Mr.Chaos » 07 Jun 2009, 05:59

As usual when I come here, I check the decks and bugs sections first.
Dragon Broodmother??? Skullclamp??? Stacked tokens??? I do not have that in my version!
Then I check lower down the list of threads and see there is a new beta. #-o

Oh, well. There goes my sunday. :lol:
Thanks guys!
And thanks to Gando for the both the morph and dragon token! The dragon looks awesome!
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: MTGForge 06/06 (unofficial BETA) version

Postby DennisBergkamp » 07 Jun 2009, 06:36

:lol:

By the way, Mr Chaos, I'm curious to see if you notice any (extra) slowdowns when using your Mycoloth / Rhys the Redeemed deck now that stacking is enabled... I rewrote a bunch of the ordering code for the non-land permanent panel. And especially now that equipment's involved, the CPU has to do some extra card sorting before the cards are displayed on the screen.

Anyway, I think it should be alright (I didn't really notice any difference), but for the next version Auras will most likely be working, which will possibly require another bit of extra processing power.
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Re: MTGForge 06/06 (unofficial BETA) version

Postby Mr.Chaos » 07 Jun 2009, 07:48

Ok, by request, my first game was with my saprolingV2 deck.
Noticable slowdown at start of turn when compy calculates my 2 Mycolth, one with 8 counters and one with 52 counters.
Slowdown gets worse fast, with Rhys the Redeemed bringing me 170 tokens and Essence Warden giving me 170 lives. :lol:

Sidenote: stacked lands can be tapped by clicking the top land, just click the top land again to tap the land below it. I like that actually.
But for stacked Mox Emerald this does not work, you have to click on the actual mox you want to tap.
I asume it is the same for all mox cards.
To attack with tokens, you also have to tap each card exactly, no clicking the top of the stack repeatedly to select the one below as attacker.
Personally, I would like to see them all work like the lands because it becomes edge hunting with the cursor otherwise. (Or maybe I am just lazy. :P )
But having to move your mouse to click each attacking token individually instead of 4 clicks on the top card get tiresome, especially when attacking with more than 100 tokens!
(Hey! What's the use of having so many tokens if you are not going to use them? OVERKILL ROOLZ! :supz: )

Sidenote #2: Last friday I got me a new widescreen monitor. And... sure enough, 2 days later we get a new beta which now stack tokens and lands. :roll:
Oh, well. At least it now takes even longer before I need to scroll sideways to see all my tokens. :lol: (which, with 340 of the li'l buggers around still happens way too fast anyways!) (and the game aint over yet!)

Ok, I may have just killed it. Attacking with about 100 tokens, used Nemata to sac 1 and boost the rest and compy goes into freeze mode... for about 40 seconds. phew! it still lives!
Alright, lets see if I can win this now. :? Yeah, compy only blocked 4 attackers so the other 96 got through for 4 damage each. Minor overkill only I would say. I can do better. :wink:

So, yes, slowdowns still happen. But whether or not this is due to stacking tokens or just making so #%$& many of them?
I could have made more but compy played black and dared to use Overwhelming Forces in the first game which actually gave him the win! So this time I just went for a quick kill with "just" 100 attackers.
I will now make a test deck for compy so I can build up the tokens in heaps and heaps and see if I can cause a crash. :mrgreen:
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: MTGForge 06/06 (unofficial BETA) version

Postby Mr.Chaos » 07 Jun 2009, 08:24

I think I really broke it this time. I've been staring at "Computer's End of Turn - Play Instants and Abilities" after I clicked OK to switch to the beginning of my turn for 6 minutes now and nothing happens.
I have a Mycoloth with 256 counters on it in play and a Rhys the redeemed to double my tokens each turn.
The big empty grey areas left and right of the play area have returned but no double row of tokens yet.
8 minutes, Game still hangs, I'm calling it officially dead now.
That went quicker than I expected. But I have to admit I am not surprised. There must have been close to or even over 2500 tokens in play on my side.
No wonder compy threw the towel. LOL! :lol:
And to think I went easy on him! I mean, there wasn't even a single Essence Warden in play!

Edit, just noticed that upon continueing the match, at the start of the 2nd game, the huge empty grey areas left and right of the play area are still there. No reset was done for that.
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: MTGForge 06/06 (unofficial BETA) version

Postby zerker2000 » 07 Jun 2009, 08:46

Mr.Chaos wrote:But for stacked Mox Emerald this does not work, you have to click on the actual mox you want to tap.
I asume it is the same for all mox cards.
To attack with tokens, you also have to tap each card exactly, no clicking the top of the stack repeatedly to select the one below as attacker.
Personally, I would like to see them all work like the lands because it becomes edge hunting with the cursor otherwise. (Or maybe I am just lazy. :P )
But having to move your mouse to click each attacking token individually instead of 4 clicks on the top card get tiresome, especially when attacking with more than 100 tokens!
I second the complaint (my first stack-test game was with the Kiki-Mite deck, and it was annoying to have to click on the uncovered portions of the cards.)
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.


--Eladamri, the Seed of Freyalise
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Re: MTGForge 06/06 (unofficial BETA) version

Postby Mr.Chaos » 07 Jun 2009, 08:57

Right, 2nd game, off with the kiddy gloves, came out fighting with 2 Essence Warden, Rhys and 2 Mycoloth.
Must have been around 1500 tokens and compy goes into drool mode. (just sits there doing nothing. I find this a better discription than saying the game hangs.)
Obviously, the addition of the wardens scared the heck out of his calculating skills. :lol:
Ok, that's it for the saproling token making testing for this build.

*blink* Imagine the horror if I had added a Loxodon Warhammer into the deck... :shock: NO! NO! Let's not do that. Have mercy.
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: MTGForge 06/06 (unofficial BETA) version

Postby Hellfish » 07 Jun 2009, 12:28

The old Chandra Nalaar (And other planeswalkers? Will test soonish) "Empty mana cost" bug that's been mentioned before (I searched and found a post saying it was fixed sometime in may, I think) is still in. Basically, play Chandra; use the first ability (Deal 1 damage to target player) and forge will prompt "Pay mana cost: ". It goes away if you click Chandra again,though.
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
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Re: MTGForge 06/06 (unofficial BETA) version

Postby Rob Cashwalker » 07 Jun 2009, 15:09

Dennis - you didn't specifically list adding EQUIPMENT... just that you added a few equipment cards.... That's such a HUGE feature it should be in big bold letters....

Great job again!
The Force will be with you, Always.
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