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Forge Beta: 11-30-2012 ver 1.3.2

Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins

Re: Forge Beta: 11-30-2012 ver 1.3.2

Postby schnautzr » 11 Dec 2012, 03:51

friarsol wrote:...you are not required to find a card, even if you have one.
Oooooh...I've often wondered if there was any such rule! Thanks!
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Re: Forge Beta: 11-30-2012 ver 1.3.2

Postby jwallstone » 11 Dec 2012, 03:58

Chris H. wrote:
timmermac wrote:Hmm.... You might want to try editing the file using a text editor. That also tends to work better.
 
The quest Preferences that are set within the game tend to be limited to an upper and lower setting within the code itself. This prevents people from changing the prefs to a level that can unbalance the game.

To go beyond these min max settings we have to edit the quest presences file itself as timmermac suggests.
I'm not sure that's the problem here. The text files read the same numbers I entered. The behavior is qualitatively different from, for example, the credits awarded for a win. For credits, trying to enter a value larger than 100 gives an error and keeps the value under 100. Changing the credits manually via the text file does work.

On the card rewards, however, the preferences lets you set the numbers - at least for the values I attempted. Then the text file correctly matches the numbers I entered. But then the rewards do not match.

Can one of you just test it and confirm, rather than this back and forth? It really doesn't take long.
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Re: Forge Beta: 11-30-2012 ver 1.3.2

Postby jwallstone » 11 Dec 2012, 04:38

Also, renaming quests doesn't work. The filename changes but the new name doesn't display in the program.
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Re: Forge Beta: 11-30-2012 ver 1.3.2

Postby RumbleBBU » 11 Dec 2012, 07:26

jwallstone wrote:On the card rewards, however, the preferences lets you set the numbers - at least for the values I attempted. Then the text file correctly matches the numbers I entered. But then the rewards do not match.
Taking a wild guess...you're playing with a format 'enforced' during the quest? That makes the booster rewards behave a little differently. The rarity ratios you set in the preferences are ignored, and instead you get actual boosters that are valid for your format.
Currently, the preferences settings only affect the full-cardpool boosters you get if you didn't define a persisting format for your quest. The boosters you get with a persisting format use the same ratios as the real boosters.

Maybe there should be a quest startup option that lets you define whether you want to be rewarded with
1) actual boosters that are valid for your format
or
2) with randomized ad-hoc boosters that draw from the full pool of cards that are valid for your format, and use the rarity ratios defined in the quest preferences
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Re: Forge Beta: 11-30-2012 ver 1.3.2

Postby Nordos » 11 Dec 2012, 12:50

yagi wrote:
Nordos wrote:Is it wanted, that winning via Laboratory Maniac isn't an alternate win?
you must turn on developer mode and change the win by milling to enabled.

not sure why this is off by default. also play more than one land on each turn is on by default.
It is enabled, but I still dont get any bounty :-/
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Re: Forge Beta: 11-30-2012 ver 1.3.2

Postby gos » 11 Dec 2012, 12:55

The AI cast Death or Glory. The pile I chose ended up in the graveyard, and the other one in exile...
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Re: Forge Beta: 11-30-2012 ver 1.3.2

Postby krevett » 11 Dec 2012, 13:02

When countering a morph with Mana Drain I get the cmc of the real card added to my pool instead of 3.
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Re: Forge Beta: 11-30-2012 ver 1.3.2

Postby gos » 11 Dec 2012, 19:03

When I flicker Venser, Shaper Savant with Momentary Blink, he doesn't return my opponent's creature to his hand.
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Re: Forge Beta: 11-30-2012 ver 1.3.2

Postby krevett » 11 Dec 2012, 19:22

AI control The Abyss and I control for only creature Ulamog, the Infinite Gyre (wich is colorless but not an artifact-creature), during my upkeep I should sacrifice my creature and get to select it but it's not sacrificed.

Edit: Sorry for that it reads destroy I thought I had to sacrifice... So it's not a bug!
Last edited by krevett on 11 Dec 2012, 19:35, edited 1 time in total.
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Re: Forge Beta: 11-30-2012 ver 1.3.2

Postby freestorageaccount » 11 Dec 2012, 19:30

I seem to recall Blaze doing damage even though I cast it via Spelltwine (I had no other sorceries or instants so I just chose it).

In one game, I had 1 life and went to cast Epic Experiment. Trouble is, I mindlessly clicked Shivan Reef and the dialog came up with the {U} or {R} choice. It would keep returning when I tried to get rid of it. There ought to be a way to cancel it.
-- freestorageaccount (= accurate forge notes) This is not a subliminal message. At least for the prosilver theme.

The Great Wall of Bugs. Gando, you will not be forgotten.
And a chip off the old block.
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Re: Forge Beta: 11-30-2012 ver 1.3.2

Postby jwallstone » 11 Dec 2012, 21:41

RumbleBBU wrote:Taking a wild guess...you're playing with a format 'enforced' during the quest? That makes the booster rewards behave a little differently. The rarity ratios you set in the preferences are ignored, and instead you get actual boosters that are valid for your format.
Currently, the preferences settings only affect the full-cardpool boosters you get if you didn't define a persisting format for your quest. The boosters you get with a persisting format use the same ratios as the real boosters.

Maybe there should be a quest startup option that lets you define whether you want to be rewarded with
1) actual boosters that are valid for your format
or
2) with randomized ad-hoc boosters that draw from the full pool of cards that are valid for your format, and use the rarity ratios defined in the quest preferences
Great. This is probably it. In this case, a quick note on the preferences section that "Applies only to X mode" would clear things up.
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Re: Forge Beta: 11-30-2012 ver 1.3.2

Postby jwallstone » 11 Dec 2012, 21:44

The "Fight" mechanic doesn't work properly. When using Ulvenwald Tracker, my creature often doesn't seem to take any damage. Also, if the opponent's creature already has some damage on it, and the additional fight damage should kill it, it doesn't get killed.

I'm not sure, but Prey Upon on the other hand seems to work properly.
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Re: Forge Beta: 11-30-2012 ver 1.3.2

Postby schnautzr » 12 Dec 2012, 01:16

I thought "fight" isn't supposed to leave any damage on surviving creatures or take into consideration previous damage.
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Re: Forge Beta: 11-30-2012 ver 1.3.2

Postby friarsol » 12 Dec 2012, 01:43

schnautzr wrote:I thought "fight" isn't supposed to leave any damage on surviving creatures or take into consideration previous damage.
Nope? What made you think that?
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Re: Forge Beta: 11-30-2012 ver 1.3.2

Postby jwallstone » 12 Dec 2012, 04:36

The Sleight of Hand ability purchased from the Bazaar in Quest Mode doesn't work. You don't get a free mulligan.
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