Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by Chris H. » 04 Dec 2011, 15:24
`juzamjedi wrote:Engineered Explosives is such a sweet addition. I also love Snapcaster Mage even though I understand why it is not AI playable. I posted another cube update in the drafting thread with a lot of improvements.
Thank you, I merged the new version into the SVN.
-
Chris H. - Forge Moderator
- Posts: 6320
- Joined: 04 Nov 2008, 12:11
- Location: Mac OS X Yosemite
- Has thanked: 644 times
- Been thanked: 643 times
Re: Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by Almost_Clever » 04 Dec 2011, 23:52
The downside (for me at least) to the in-game bug/crash report feature is I don't what bugs have been reported already.moomarc wrote:This is actually the correct place to post bugs discovered while playing with this beta. We started trying to do this to isolate which version bugs are related to and to curb monster threads. Ideally only bugs discovered in the nightly builds should be posted in the bugs thread. Any version can post bugs to the issue tracker via the in-game bug/crash report feature. But glad you're both enjoying the Forge!
The downside to reporting bugs in the beta release message is that is much more difficult to search for previously reported bugs, or to keep track of bugs that persist from one release to another. But since I'm afraid I'm more of a drone than a worker around here, I'll do what I can to make it easier on those who are actually contributing...
I attacked with two 5/3 Nath's Elite (both with +1/+1 counters). The computer blocked one with a 3/3 Inkfathom Divers and the other with a 1/1 Scarred Vinebreeder. I reinforced the Nath's Elite blocked by the Inkfathom Divers, but when it came time to assign damage, it was "blocked" by both blockers and died as well (and the other "unblocked" Nath's Elite did not deal damage to the computer).
The computer revealed a Game-Trail Changeling for its Winnower Patrol, but did not add a +1/+1 counter.
Kinship still does not work properly for creatures equipped with Runed Stalactite.
I cast Fatal Attraction on computer's Knight of Sursi and the computer played Patrician's Scorn to destroy my enchantment. The stack messages said (twice) that Fatal Attraction dealt 2 damage to the Knight of Sursi, but it survived with no damage on it.
I played the Gradeur ability of Baru, Fist of Krosa only instead of an 8/8 Wurm token, I got a 0/0 Wurm token that immediately disappeared.
The computer sacrificed an Aven Augur during its upkeep but it was exiled instead of being put into its graveyard.
Cyclical Evolution will not include any time counters when it suspends itself (regardless of if I initially suspended or hard-cast it). (Arc Blade doesn't work if hard-cast. Reality Strobe is working correctly.)
Playing a Forest from the top of the library via Magus of the Future does not trigger Baru, Fist of Krosa 's ability.
A woman came up to me and said / "I'd like to poison your mind / With wrong ideas that appeal to you / Though I am not unkind."
-
Almost_Clever - Tester
- Posts: 345
- Joined: 15 Jan 2009, 01:46
- Has thanked: 0 time
- Been thanked: 0 time
Re: Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by moomarc » 05 Dec 2011, 10:01
@Almost_Clever: If you're playing Forge and posting bugs, then you're more than a drone (we definitely can't test every possible scenario so we need you guys to help us break it and find the flaws). So thanks! 
Baru, Fist of Krosa grandeur ability is fixed in svn (thanks to Sloth).
Edit: If you're more comfortable posting in the bugs thread go for it. Maybe just post the version you're playing with so that we don't have to ask.

Baru, Fist of Krosa grandeur ability is fixed in svn (thanks to Sloth).
Edit: If you're more comfortable posting in the bugs thread go for it. Maybe just post the version you're playing with so that we don't have to ask.
-Marc
-
moomarc - Pixel Commander
- Posts: 2091
- Joined: 04 Jun 2010, 15:22
- Location: Johannesburg, South Africa
- Has thanked: 371 times
- Been thanked: 372 times
Re: Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by Generic Gamer » 05 Dec 2011, 20:14
I'm playing the AI deck 'AI Aluran Rats CH' from a while back and I'm noticing that Aluren doesn't seem to be working. I can't play my creatures at any time I want and I also have to pay a mana cost in order to play them.
- Generic Gamer
- Posts: 6
- Joined: 05 Dec 2011, 20:09
- Has thanked: 0 time
- Been thanked: 0 time
Re: Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by friarsol » 05 Dec 2011, 21:11
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by Generic Gamer » 05 Dec 2011, 21:36
- Generic Gamer
- Posts: 6
- Joined: 05 Dec 2011, 20:09
- Has thanked: 0 time
- Been thanked: 0 time
Re: Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by friarsol » 05 Dec 2011, 21:55
Yep, it's not quite setup the way it should be, but it's functional enough for now.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by Sloth » 06 Dec 2011, 06:26
Fixed! Thanks Almost_Clever.Almost_Clever wrote:The computer revealed a Game-Trail Changeling for its Winnower Patrol, but did not add a +1/+1 counter.
Kinship still does not work properly for creatures equipped with Runed Stalactite.
Cyclical Evolution will not include any time counters when it suspends itself (regardless of if I initially suspended or hard-cast it). (Arc Blade doesn't work if hard-cast. Reality Strobe is working correctly.)
I think I can convert it to script.friarsol wrote:Yep, it's not quite setup the way it should be, but it's functional enough for now.
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by friarsol » 06 Dec 2011, 13:11
Be careful. It can only be cast as though it had flash if you cast it for free.Sloth wrote:I think I can convert it to script.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by Sloth » 06 Dec 2011, 14:27
Yes, I know. But I think it was still worth it to be converted. It now also works for cards that can be cast from other zones, works with cards that have restrictions when they can't be cast (for example Talara's Battalion), works with cards that have additional costs (for example Stitched Drake) and the AI is much much better. How often do you want to pay the cost of a creature when you can chose to not pay it?friarsol wrote:Be careful. It can only be cast as though it had flash if you cast it for free.Sloth wrote:I think I can convert it to script.
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by friarsol » 06 Dec 2011, 15:01
Not very often, only for X cost creatures like Krakilin. The improvements here are a strong step towards getting that fully scripted, and worth removing it from all the places it was hardcoded.Sloth wrote:Yes, I know. But I think it was still worth it to be converted. It now also works for cards that can be cast from other zones, works with cards that have restrictions when they can't be cast (for example Talara's Battalion), works with cards that have additional costs (for example Stitched Drake) and the AI is much much better. How often do you want to pay the cost of a creature when you can chose to not pay it?
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by Zirbert » 06 Dec 2011, 21:19
OK, here we go. Some of these are really simple, and some... probably really aren't. I like weird decks, and tend to run into card interactions that just shouldn't be. I've been accumulating these for a few days, so my apologies if any have already been fixed in SVN without my noticing. 1.1.8 throughout:
1. Autochthon Wurm has a space missing in its text box ("TrampleConvoke").
2. Delver of Secrets shows the picture for Insectile Aberration. There was no pic for Insectile Aberration (although that's easily fixed by renaming the .jpg). Deleting the Delver of Secrets pic and re-downloading doesn't help.
3. Overeager Apprentice should be a Human Minion, not a Thrull. Such are the hazards of copy-and-pasting code from similar cards while scripting.
4. Night Dealings should only gain counters when your opponent takes damage - instead, it gains counters on damaging creatures. Way broken and therefore much more fun, yes, but inaccurate.
5. Bottled Cloister returns all the cards from your exiled zone, not just the ones it removed. Makes it tricky to suspend stuff.
6. (AI issue, not a bug per se) - the AI repeatedly played Fleetfoot Panther, and had the Panther bounce itself instead of the Wall of Blossoms that the AI had in play. It did the same with a Stonecloaker later in that same game (had it bounce itself, not the Wall of Blossoms). It later used the gating creatures to bounce a Rhox Bodyguard, which was at least some improvement.
7. The AI used Memnarch to steal a Fellwar Stone from me. Later in the game I took control of Memnarch (actually by killing it then reanimating via Debtors' Knell, in case that matters). I tried using him to steal my Fellwar Stone back, but couldn't. I could target it, the ability read off the stack like it was happening - then nothing, the Stone stayed put on the AI side. I tried repeatedly as the game went on, but no go.
8. Debtors' Knell will let me cancel its use. It shouldn't, according to the card text. This matters mostly when the only possible target is something DK's controller doesn't want (Phage the Untouchable, not yet in Forge, would be the poster child).
9. A couple more Debtors' Knell issues that look like the same underlying problem:
-I yanked Keiga, the Tide Star out of the AI's graveyard. It died. The AI got to take control of a creature despite my having controlled Keiga at the time of its death.
-Same story, different card. I yanked Kokusho, the Evening Star out of the AI's graveyard. It died. I lost 5 life, the AI gained 5.
All for now. Sorry for the deluge - I'd been taking lots of notes, but was too lazy to write up the post.
1. Autochthon Wurm has a space missing in its text box ("TrampleConvoke").
2. Delver of Secrets shows the picture for Insectile Aberration. There was no pic for Insectile Aberration (although that's easily fixed by renaming the .jpg). Deleting the Delver of Secrets pic and re-downloading doesn't help.
3. Overeager Apprentice should be a Human Minion, not a Thrull. Such are the hazards of copy-and-pasting code from similar cards while scripting.
4. Night Dealings should only gain counters when your opponent takes damage - instead, it gains counters on damaging creatures. Way broken and therefore much more fun, yes, but inaccurate.
5. Bottled Cloister returns all the cards from your exiled zone, not just the ones it removed. Makes it tricky to suspend stuff.
6. (AI issue, not a bug per se) - the AI repeatedly played Fleetfoot Panther, and had the Panther bounce itself instead of the Wall of Blossoms that the AI had in play. It did the same with a Stonecloaker later in that same game (had it bounce itself, not the Wall of Blossoms). It later used the gating creatures to bounce a Rhox Bodyguard, which was at least some improvement.
7. The AI used Memnarch to steal a Fellwar Stone from me. Later in the game I took control of Memnarch (actually by killing it then reanimating via Debtors' Knell, in case that matters). I tried using him to steal my Fellwar Stone back, but couldn't. I could target it, the ability read off the stack like it was happening - then nothing, the Stone stayed put on the AI side. I tried repeatedly as the game went on, but no go.
8. Debtors' Knell will let me cancel its use. It shouldn't, according to the card text. This matters mostly when the only possible target is something DK's controller doesn't want (Phage the Untouchable, not yet in Forge, would be the poster child).
9. A couple more Debtors' Knell issues that look like the same underlying problem:
-I yanked Keiga, the Tide Star out of the AI's graveyard. It died. The AI got to take control of a creature despite my having controlled Keiga at the time of its death.
-Same story, different card. I yanked Kokusho, the Evening Star out of the AI's graveyard. It died. I lost 5 life, the AI gained 5.
All for now. Sorry for the deluge - I'd been taking lots of notes, but was too lazy to write up the post.
Re: Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by Chris H. » 07 Dec 2011, 00:18
`Zirbert wrote:1. Autochthon Wurm has a space missing in its text box ("TrampleConvoke").
3. Overeager Apprentice should be a Human Minion, not a Thrull. Such are the hazards of copy-and-pasting code from similar cards while scripting.
These two are now fixed, thank you.
-
Chris H. - Forge Moderator
- Posts: 6320
- Joined: 04 Nov 2008, 12:11
- Location: Mac OS X Yosemite
- Has thanked: 644 times
- Been thanked: 643 times
Re: Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by sagephoenix » 07 Dec 2011, 05:27
I'm not sure if all Champion ability creatures are missing their "enter graveyard" triggers, but Changeling Titan and Grave Pact do not work correctly. If I play it but choose not to champion a creature, it's sacrificed, therefor, put into the grave from play.
- sagephoenix
- Posts: 177
- Joined: 29 Aug 2011, 14:07
- Has thanked: 57 times
- Been thanked: 3 times
Re: Forge Beta: 11-25-2011 ver 1.1.8 rev 12235
by Sloth » 07 Dec 2011, 10:58
Fixed! Thanks Zirbert.Zirbert wrote:4. Night Dealings should only gain counters when your opponent takes damage - instead, it gains counters on damaging creatures. Way broken and therefore much more fun, yes, but inaccurate.
5. Bottled Cloister returns all the cards from your exiled zone, not just the ones it removed. Makes it tricky to suspend stuff.
8. Debtors' Knell will let me cancel its use. It shouldn't, according to the card text. This matters mostly when the only possible target is something DK's controller doesn't want (Phage the Untouchable, not yet in Forge, would be the poster child).
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
50 posts
• Page 2 of 4 • 1, 2, 3, 4
Who is online
Users browsing this forum: No registered users and 39 guests