Forge Beta: 11-30-2012 ver 1.3.2
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Beta: 11-30-2012 ver 1.3.2
by schnautzr » 11 Dec 2012, 03:51
Oooooh...I've often wondered if there was any such rule! Thanks!friarsol wrote:...you are not required to find a card, even if you have one.
-
schnautzr - Posts: 106
- Joined: 23 Aug 2012, 01:13
- Location: UTC -6/-5
- Has thanked: 27 times
- Been thanked: 7 times
Re: Forge Beta: 11-30-2012 ver 1.3.2
by jwallstone » 11 Dec 2012, 03:58
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.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.
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.
- jwallstone
- Posts: 66
- Joined: 02 Mar 2012, 06:16
- Has thanked: 0 time
- Been thanked: 0 time
Re: Forge Beta: 11-30-2012 ver 1.3.2
by 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.
- jwallstone
- Posts: 66
- Joined: 02 Mar 2012, 06:16
- Has thanked: 0 time
- Been thanked: 0 time
Re: Forge Beta: 11-30-2012 ver 1.3.2
by RumbleBBU » 11 Dec 2012, 07:26
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.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.
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
Re: Forge Beta: 11-30-2012 ver 1.3.2
by Nordos » 11 Dec 2012, 12:50
It is enabled, but I still dont get any bounty :-/yagi wrote:you must turn on developer mode and change the win by milling to enabled.Nordos wrote:Is it wanted, that winning via Laboratory Maniac isn't an alternate win?
not sure why this is off by default. also play more than one land on each turn is on by default.
Re: Forge Beta: 11-30-2012 ver 1.3.2
by 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...
- gos
- Posts: 4369
- Joined: 03 Mar 2011, 15:21
- Location: Reykjavík, Iceland
- Has thanked: 231 times
- Been thanked: 232 times
Re: Forge Beta: 11-30-2012 ver 1.3.2
by 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.
- krevett
- Posts: 109
- Joined: 21 Feb 2012, 22:24
- Location: France
- Has thanked: 18 times
- Been thanked: 9 times
Re: Forge Beta: 11-30-2012 ver 1.3.2
by 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.
- gos
- Posts: 4369
- Joined: 03 Mar 2011, 15:21
- Location: Reykjavík, Iceland
- Has thanked: 231 times
- Been thanked: 232 times
Re: Forge Beta: 11-30-2012 ver 1.3.2
by 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!
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.
- krevett
- Posts: 109
- Joined: 21 Feb 2012, 22:24
- Location: France
- Has thanked: 18 times
- Been thanked: 9 times
Re: Forge Beta: 11-30-2012 ver 1.3.2
by 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
or
choice. It would keep returning when I tried to get rid of it. There ought to be a way to cancel 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


-- 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.
The Great Wall of Bugs. Gando, you will not be forgotten.
And a chip off the old block.
-
freestorageaccount - Posts: 246
- Joined: 21 Sep 2009, 01:42
- Location: Hilbert's Hotel
- Has thanked: 1 time
- Been thanked: 0 time
Re: Forge Beta: 11-30-2012 ver 1.3.2
by jwallstone » 11 Dec 2012, 21:41
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.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
- jwallstone
- Posts: 66
- Joined: 02 Mar 2012, 06:16
- Has thanked: 0 time
- Been thanked: 0 time
Re: Forge Beta: 11-30-2012 ver 1.3.2
by 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.
I'm not sure, but Prey Upon on the other hand seems to work properly.
- jwallstone
- Posts: 66
- Joined: 02 Mar 2012, 06:16
- Has thanked: 0 time
- Been thanked: 0 time
Re: Forge Beta: 11-30-2012 ver 1.3.2
by 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.
-
schnautzr - Posts: 106
- Joined: 23 Aug 2012, 01:13
- Location: UTC -6/-5
- Has thanked: 27 times
- Been thanked: 7 times
Re: Forge Beta: 11-30-2012 ver 1.3.2
by friarsol » 12 Dec 2012, 01:43
Nope? What made you think that?schnautzr wrote:I thought "fight" isn't supposed to leave any damage on surviving creatures or take into consideration previous damage.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Forge Beta: 11-30-2012 ver 1.3.2
by 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.
- jwallstone
- Posts: 66
- Joined: 02 Mar 2012, 06:16
- Has thanked: 0 time
- Been thanked: 0 time
Who is online
Users browsing this forum: No registered users and 28 guests