Forge Beta: 04-26-2013 ver 1.3.13
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Forge Beta: 04-26-2013 ver 1.3.13
by Chris H. » 26 Apr 2013, 13:31
Forge Beta: 04-26-2013 ver 1.3.13
12538 cards in total.
Release Notes
- User data migration -
User data files, like decks, saved gauntlets, and card pictures, are now stored in new directories separate from the program data. When this version of Forge is first run, it will scan the program directory for all user data and automatically migrate the files to their new homes. There are three defined user data directores: userDir, cacheDir, and cardPicsDir, and their locations depend on the standard paths for your operating system:
Windows:
userDir=%APPDATA%/Forge/
cacheDir=%LOCALAPPDATA%/Forge/Cache/ (or %APPDATA%/Forge/Cache/ for windows versions before the local/roaming directory split)
OSX:
userDir=$HOME/Library/Application Support/Forge/
cacheDir=$HOME/Library/Caches/Forge/
Linux:
userDir=$HOME/.forge/
cacheDir=$HOME/.cache/forge/
cardPicsDir is defined as <cacheDir>/pics/cards/ by default. If you wish to use a non-default directory, please see the forge.profile.preferences.example file located in the Forge installation directory root. You can use this file to, for example, share the card pics directory with another program, such as Magic Workstation.
If you are using the Mac OS X version of Forge then you will find the forge.profile.preferences.example file by right clicking or control clicking on the Forge.app icon. Select "Show Package Contents" from the contextual menu. A Finder window will open and will display a folder named Contents. Navigate to the folder:
/Contents/Resources/Java/
and you will find the file named forge.profile.preferences.example.
For reference, here is the full list of moved directories and files:
- New Import Data dialog -
The Import Pictures dialog, accessed via the Content Downloaders submenu, has received an overhaul and has been reincarnated as the Import Data dialog. You may recognize it from the automatic data migration procedure if you had any data to migrate when this version was first started. Instead of just importing pictures from a previous version of Forge, it can now import any kind of Forge data whatsoever. If you have a directory full of deck files, you can use the Import Data dialog to copy or move them to the appropriate directory. If you have just downloaded a torrent of high-quality pics for a particular set, use the Import Data dialog to get them to the proper place. The dialog give you a full listing of all file copy/move operations, so you can see what will happen before you click 'Start Import'.
An importer option was added for including pictures in set-specific card directories that don't map to any currently known card. This handles the case where people have collected complete sets of pics in anticipation of when Forge supports them.
- Fixed a few bugs -
The AI was not removing counters as part of paying a cost. Cards including Phyrexian Prowler, Golem Foundry, Serrated Arrows, Triskelion and others should now work correctly for the computer player.
Several people reported a ConcurrentModificationException which resulted in a crash report and this should now be fixed.
Wishes can now only retrieve cards you own which prevents retrieving an opponents card, which would then go into that player's hand.
Flicker effects were using the wrong Defined$ param.
Spells that Change Target (like Swerve) are now able to redirect a Counterspell onto itself and this is now considered fixed.
- Targeting arrows -
Some people have noticed slowdowns when Targeting arrows are enabled. The battlefield Dock tab includes a targeting icon. You can set the targeting arrows to Off or to Card mouseover to speed up the game.
- Quest challenge start in play cards -
We have received reports that the quest challenge start in play cards are not appearing on the battlefield for some people. This was either fixed recently or it only affects some people but not all of them. Your match.xml and/or your quest save files may be corrupted.
- Human vs Human play over the internet -
Some initial code has been added that will at some point in the future allow human vs human play over the internet. This is a work in progress and is far from being implemented at this time. Please be patient. Anyone who is curious can read the messages in the viewtopic.php?f=52&t=9837 topic.
- Dragon's Maze -
We have created a branch for Dragon's Maze spoilers. These new cards are not included in the Forge distributions at this time. Please be patient as these DGM cards will become available in the near future. We plan to add these new Dragon's Maze cards to the 1.3.14 beta which should be released in a week or two.
- Random Deck generation -
Deck generation is now strictly conforming the colors chosen. You won't get any Boros Reckoner in a RG deck, that could be added before the change (because its manacost could be paid with red mana). Avacyn's Piligrim won't be added in a deck that has green but doesn't have white, though it does not consume, but produces white mana. As well there won't be added any creatures whose activated abilities require colors not choosen for a given deck.
That is to say that now color identity is used for deck generation, that allows a better filtering of cards.
- Single declare attackers step -
Combined declare attackers step for all Defending Players/Planeswalkers. On declare attackers step you have to click the entiry you are about to attack and then click on the creatures that should attack it. Clicking on a planeswalker or player visually highlights it, so that you will see whos attackers are assigned at the moment. By default your first opponent is pre-selected.
- Booster slots -
Booster slots are now way more customizable. This change allows us to implement DGM boosters correctly. Note that custom cube .draft and .sealed files have changed their format. They require a booster description instead of Num(Rarity) N lines. Find example records in files describing SkieraCube and Juzamjedi cude coming with Forge. Singleton parameter is obsolette, since all cards within a booster slot are unique. Ignore rarity is also deprecated, for Booster options allow you to pick cards regardless of rarity with 'any' word standing for ignored rarity. (ex: 15 Any)
New Cards
New Vanguard Avatars
New Dragon's Maze branch Cards
Known Issues
Contributors to This Release
Gos
Hellfish
Marc
Max
Nordos
PowerClaws
RedDeckWins
RumbleBBU
Sloth
Sol
Swordshine
ZzzzSleep
Chris H
(Quest icons used created by Teekatas, from his Legendora set http://raindropmemory.deviantart.com)
(Thanks to the MAGE team for permission to use their targeting arrows.)
(Thanks to http://www.freesound.org/browse/ for providing some sound files.)
The links to the various archives:
12538 cards in total.
Release Notes
- User data migration -
User data files, like decks, saved gauntlets, and card pictures, are now stored in new directories separate from the program data. When this version of Forge is first run, it will scan the program directory for all user data and automatically migrate the files to their new homes. There are three defined user data directores: userDir, cacheDir, and cardPicsDir, and their locations depend on the standard paths for your operating system:
Windows:
userDir=%APPDATA%/Forge/
cacheDir=%LOCALAPPDATA%/Forge/Cache/ (or %APPDATA%/Forge/Cache/ for windows versions before the local/roaming directory split)
OSX:
userDir=$HOME/Library/Application Support/Forge/
cacheDir=$HOME/Library/Caches/Forge/
Linux:
userDir=$HOME/.forge/
cacheDir=$HOME/.cache/forge/
cardPicsDir is defined as <cacheDir>/pics/cards/ by default. If you wish to use a non-default directory, please see the forge.profile.preferences.example file located in the Forge installation directory root. You can use this file to, for example, share the card pics directory with another program, such as Magic Workstation.
If you are using the Mac OS X version of Forge then you will find the forge.profile.preferences.example file by right clicking or control clicking on the Forge.app icon. Select "Show Package Contents" from the contextual menu. A Finder window will open and will display a folder named Contents. Navigate to the folder:
/Contents/Resources/Java/
and you will find the file named forge.profile.preferences.example.
For reference, here is the full list of moved directories and files:
- Code: Select all
Old location New location
---------------- ----------------------
res/decks/ <userDir>/decks/
res/gauntlet/ <userDir>/gauntlet/
res/layouts/ <userDir>/preferences/
res/preferences/ <userDir>/preferences/
res/quest/data/ <userDir>/quest/saves/
res/pics/ <cacheDir>/pics/
forge.log <userDir>/forge.log
- New Import Data dialog -
The Import Pictures dialog, accessed via the Content Downloaders submenu, has received an overhaul and has been reincarnated as the Import Data dialog. You may recognize it from the automatic data migration procedure if you had any data to migrate when this version was first started. Instead of just importing pictures from a previous version of Forge, it can now import any kind of Forge data whatsoever. If you have a directory full of deck files, you can use the Import Data dialog to copy or move them to the appropriate directory. If you have just downloaded a torrent of high-quality pics for a particular set, use the Import Data dialog to get them to the proper place. The dialog give you a full listing of all file copy/move operations, so you can see what will happen before you click 'Start Import'.
An importer option was added for including pictures in set-specific card directories that don't map to any currently known card. This handles the case where people have collected complete sets of pics in anticipation of when Forge supports them.
- Fixed a few bugs -
The AI was not removing counters as part of paying a cost. Cards including Phyrexian Prowler, Golem Foundry, Serrated Arrows, Triskelion and others should now work correctly for the computer player.
Several people reported a ConcurrentModificationException which resulted in a crash report and this should now be fixed.
Wishes can now only retrieve cards you own which prevents retrieving an opponents card, which would then go into that player's hand.
Flicker effects were using the wrong Defined$ param.
Spells that Change Target (like Swerve) are now able to redirect a Counterspell onto itself and this is now considered fixed.
- Targeting arrows -
Some people have noticed slowdowns when Targeting arrows are enabled. The battlefield Dock tab includes a targeting icon. You can set the targeting arrows to Off or to Card mouseover to speed up the game.
- Quest challenge start in play cards -
We have received reports that the quest challenge start in play cards are not appearing on the battlefield for some people. This was either fixed recently or it only affects some people but not all of them. Your match.xml and/or your quest save files may be corrupted.
- Human vs Human play over the internet -
Some initial code has been added that will at some point in the future allow human vs human play over the internet. This is a work in progress and is far from being implemented at this time. Please be patient. Anyone who is curious can read the messages in the viewtopic.php?f=52&t=9837 topic.
- Dragon's Maze -
We have created a branch for Dragon's Maze spoilers. These new cards are not included in the Forge distributions at this time. Please be patient as these DGM cards will become available in the near future. We plan to add these new Dragon's Maze cards to the 1.3.14 beta which should be released in a week or two.
- Random Deck generation -
Deck generation is now strictly conforming the colors chosen. You won't get any Boros Reckoner in a RG deck, that could be added before the change (because its manacost could be paid with red mana). Avacyn's Piligrim won't be added in a deck that has green but doesn't have white, though it does not consume, but produces white mana. As well there won't be added any creatures whose activated abilities require colors not choosen for a given deck.
That is to say that now color identity is used for deck generation, that allows a better filtering of cards.
- Single declare attackers step -
Combined declare attackers step for all Defending Players/Planeswalkers. On declare attackers step you have to click the entiry you are about to attack and then click on the creatures that should attack it. Clicking on a planeswalker or player visually highlights it, so that you will see whos attackers are assigned at the moment. By default your first opponent is pre-selected.
- Booster slots -
Booster slots are now way more customizable. This change allows us to implement DGM boosters correctly. Note that custom cube .draft and .sealed files have changed their format. They require a booster description instead of Num(Rarity) N lines. Find example records in files describing SkieraCube and Juzamjedi cude coming with Forge. Singleton parameter is obsolette, since all cards within a booster slot are unique. Ignore rarity is also deprecated, for Booster options allow you to pick cards regardless of rarity with 'any' word standing for ignored rarity. (ex: 15 Any)
New Cards
- CARDS LIST | Open
- Consuming Ferocity
Corrosion
Cowed by Wisdom
Cyclone
Dismantle
Fog Patch
Hipparion
Illuminate
Mind Whip
Myr Prototype
Needlebite Trap
Rumbling Aftershocks
Saproling Infestation
Spitting Slug
Stromgald Spy
Taunt
Worldheart Phoenix
New Vanguard Avatars
- VANGUARD AVATARS LIST | Open
- Elvish Champion Avatar
Ink-Eyes, Servant of Oni Avatar
Maralen of the Mornsong Avatar
Seshiro the Anointed Avatar
New Dragon's Maze branch Cards
- DRAGON'S MAZE BRANCH CARDS LIST | Open
- Advent of the Wurm
AEtherling
Alive // Well
Armed // Dangerous
Armored Wolf-Rider
Ascended Lawmage
Awe for the Guilds
Azorius Cluestone
Bane Alley Blackguard
Battering Krasis
Beck // Call
Beetleform Mage
Blast of Genius
Blaze Commando
Blood Baron of Vizkopa
Blood Scrivener
Boros Cluestone
Boros Mastiff
Breaking // Entering
Bred for the Hunt
Bronzebeak Moa
Carnage Gladiator
Clear a Path
Council of the Absolute
Crypt Incursion
Deadbridge Chant
Debt to the Deathless
Deputy of Acquittals
Dimir Cluestone
Down // Dirty
Dragonshift
Drown in Filth
Emmara Tandris
Exava, Rakdos Blood Witch
Far // Away
Fatal Fumes
Flesh // Blood
Fluxcharger
Gaze of Granite
Give // Take
Gleam of Battle
Goblin Test Pilot
Golgari Cluestone
Gruul Cluestone
Gruul War Chant
Haazda Snare Squad
Haunter of Nightveil
Hidden Strings
Hired Torturer
Izzet Cluestone
Jelenn Sphinx
Korozda Gorgon
Krasis Incubation
Kraul Warrior
Lavinia of the Tenth
Legion's Initiative
Lyev Decree
Master of Cruelties
Maw of the Obzedat
Maze Abomination
Maze Behemoth
Maze Glider
Maze Rusher
Maze Sentinel
Maze's End
Melek, Izzet Paragon
Mending Touch
Mindstatic
Mirko Vosk, Mind Drinker
Morgue Burst
Murmuring Phantasm
Mutant's Prey
Nivix Cyclops
Notion Thief
Obzedat's Aid
Opal Lake Gatekeeper
Orzhov Cluestone
Phytoburst
Pilfered Plans
Plasm Capture
Pontiff of Blight
Profit // Loss
Progenitor Mimic
Protect // Serve
Punish the Enemy
Rakdos Cluestone
Rakdos Drake
Ral Zarek
Ready // Willing
Reap Intellect
Render Silent
Renegade Krasis
Renounce the Guilds
Restore the Peace
Riot Control
Riot Piker
Rot Farm Skeleton
Rubblebelt Maaka
Runner's Bane
Ruric Thar, the Unbowed
Saruli Gatekeepers
Savageborn Hydra
Scab-Clan Giant
Scion of Vitu-Ghazi
Selesnya Cluestone
Simic Cluestone
Sin Collector
Sinister Possession
Sire of Insanity
Skylasher
Smelt-Ward Gatekeepers
Species Gorger
Spike Jester
Steeple Roc
Sunspire Gatekeepers
Tajic, Blade of the Legion
Teysa, Envoy of Ghosts
Thrashing Mossdog
Tithe Drinker
Toil // Trouble
Trostani's Summoner
Turn // Burn
Ubul Sar Gatekeepers
Uncovered Clues
Unflinching Courage
Varolz, the Scar-Striped
Viashino Firstblade
Voice of Resurgence
Vorel of the Hull Clade
Wake the Reflections
Warleader's Helix
Warped Physique
Weapon Surge
Wear // Tear
Woodlot Crawler
Zhur-Taa Ancient
Zhur-Taa Druid
Known Issues
- ISSUES LIST | Open
- A small number of cards including Wall of Corpses, Abu Ja'far and others with a similar ability are not functional. The common issue here is actually that they check the blocker/attacker after being removed from the battlefield. Probably need to use LKI. Regular destroy/destroy all effects work just fine. The problem cards are caring about battlefield specific properties, that no longer apply when the base card is no longer on the battlefield.
On several occasions people have noticed that the Forge deck editor and/or quest mode card shop would not open or display. We have also received reports that some of the tabs/panels in the deck editor are missing. There has also been reports that Forge will crash while creating/populating display components during start up or crash when a match is started. One or both of your layout xml files may be corrupted in some fashion. Try deleting the file(s) named "editor.xml" and/or "match.xml" that are now located in your userDir/preferences/ directory. This should force Forge to then use the default layout xml files instead.
Several people have noticed that the cards displayed on the battlefield will fail to be displayed when the number of cards on the battlefield increases. Maximizing the human panel can help to re-display the cards.
Some time was spent turning the static ETB triggers into the proper ETB replacement effects they should be, mainly to interact correctly with each other. This work is not yet finished. As a result there is currently some inconsistencies with "Enters the battlefield with counters" (Not incredibly noticeable).
A recent contribution to the code base should fix some of the bugs that people noticed with cloning type abilities. At this time there are two remaining issues that we hope will be addressed in the near future.
1. Leave play triggers don't work correct for clones.
2. Copies of cards that setup Zone Change triggers via addComesIntoPlayCommand and addLeavesPlayCommand will not function correctly.
There is currently a known issue with some of the cards that have effects triggering after the card goes to graveyard (e.g. Wall of Corpses, Abu Ja'Far) not working correctly.
Forge is likely to be compatible with Java 7 at this time. Some people have used forge with Java 7 and have not reported any problems that are related to Java 7. If you would like to upgrade to Java 7 and have held off because of Forge then you may upgrade as we do not think that it will cause an incompatibility type of problem. We will continue to try to maintain compatibility with Java 6 for the foreseeable future.
The Forge archive includes a readme.txt file and we ask that you spend a few minutes reading this file as it contains some information that may prove useful. We do tend to update this file at times and you should quickly read this file and look for new information for each and every new release. Thank you.
The archive format used for the Forge distribution is ".tar.bz2". There are utilities for Windows, Mac OS and the various *nix's that can be used to extract/decompress these ".tar.bz2" archives. We recommend that you extract/decompress the Forge archive into a new and unused folder.
Some people use the Windows application 7zip. This utility can be found at http://www.7-zip.org/download.html. Mac users can double click on the archive and the application Archive Utility will launch and extract the archive. Mac users do not need to download a separate utility.
Contributors to This Release
Gos
Hellfish
Marc
Max
Nordos
PowerClaws
RedDeckWins
RumbleBBU
Sloth
Sol
Swordshine
ZzzzSleep
Chris H
(Quest icons used created by Teekatas, from his Legendora set http://raindropmemory.deviantart.com)
(Thanks to the MAGE team for permission to use their targeting arrows.)
(Thanks to http://www.freesound.org/browse/ for providing some sound files.)
The links to the various archives:
The Forge 04/26/2013 Windows and Linux archive (requires java 6):
forge-1.3.13.tar.bz2 (30.1 MB, at cardforge.org)
Forge 04/26/2013 BETA packaged as a Mac OS application:
forge-1.3.13-osx.tar.bz2 (31.1 MB, at cardforge.org)
-
Chris H. - Forge Moderator
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Re: Forge Beta: 04-26-2013 ver 1.3.13
by friarsol » 26 Apr 2013, 14:26
Implemented (Missing) / Total = Percentage Implemented
12537 (618) / 13155 = 95.30 %
12537 (618) / 13155 = 95.30 %
- Sets Completion | Open
- Set: Implemented (Missing) / Total = Percentage Implemented
Dark Ascension: 158 (0) / 158 = 100.0%
Return to Ravnica: 254 (0) / 254 = 100.0%
Conflux: 145 (0) / 145 = 100.0%
Starter 2000: 52 (0) / 52 = 100.0%
Mirrodin Besieged: 150 (0) / 150 = 100.0%
Legions: 145 (0) / 145 = 100.0%
Alara Reborn: 145 (0) / 145 = 100.0%
Innistrad: 253 (1) / 254 = 99.61%
Gatecrash: 248 (1) / 249 = 99.6%
Shards of Alara: 233 (1) / 234 = 99.57%
Avacyn Restored: 233 (1) / 234 = 99.57%
Magic 2010: 233 (1) / 234 = 99.57%
Portal: 199 (1) / 200 = 99.5%
Tenth Edition: 366 (2) / 368 = 99.46%
Eventide: 179 (1) / 180 = 99.44%
Portal Three Kingdoms: 169 (1) / 170 = 99.41%
Starter 1999: 157 (1) / 158 = 99.37%
Portal Second Age: 154 (1) / 155 = 99.35%
Morningtide: 149 (1) / 150 = 99.33%
Worldwake: 144 (1) / 145 = 99.31%
Urza's Destiny: 142 (1) / 143 = 99.3%
Magic 2013: 232 (2) / 234 = 99.15%
Rise of the Eldrazi: 231 (2) / 233 = 99.14%
Ninth Edition: 341 (3) / 344 = 99.13%
Eighth Edition: 338 (4) / 342 = 98.83%
Seventh Edition: 331 (4) / 335 = 98.81%
Urza's Legacy: 141 (2) / 143 = 98.6%
Classic Sixth Edition: 330 (5) / 335 = 98.51%
Lorwyn: 281 (5) / 286 = 98.25%
Planeshift: 140 (3) / 143 = 97.9%
Magic 2011: 229 (5) / 234 = 97.86%
Magic 2012: 229 (5) / 234 = 97.86%
Scars of Mirrodin: 229 (5) / 234 = 97.86%
New Phyrexia: 166 (4) / 170 = 97.65%
Odyssey: 327 (8) / 335 = 97.61%
Guildpact: 161 (4) / 165 = 97.58%
Zendikar: 229 (6) / 235 = 97.45%
Urza's Saga: 326 (9) / 335 = 97.31%
Torment: 139 (4) / 143 = 97.2%
Mercadian Masques: 325 (10) / 335 = 97.01%
Fifth Dawn: 160 (5) / 165 = 96.97%
Saviors of Kamigawa: 160 (5) / 165 = 96.97%
Shadowmoor: 277 (9) / 286 = 96.85%
Tempest: 324 (11) / 335 = 96.72%
Dissension: 174 (6) / 180 = 96.67%
Champions of Kamigawa: 281 (10) / 291 = 96.56%
Scourge: 138 (5) / 143 = 96.5%
Nemesis: 138 (5) / 143 = 96.5%
Planar Chaos: 159 (6) / 165 = 96.36%
Ravnica: City of Guilds: 279 (12) / 291 = 95.88%
Judgment: 137 (6) / 143 = 95.8%
Darksteel: 158 (7) / 165 = 95.76%
Time Spiral: 273 (13) / 286 = 95.45%
Fifth Edition: 413 (21) / 434 = 95.16%
Prophecy: 136 (7) / 143 = 95.1%
Exodus: 136 (7) / 143 = 95.1%
Time Spiral "Timeshifted": 115 (6) / 121 = 95.04%
Revised Edition: 281 (15) / 296 = 94.93%
Invasion: 318 (17) / 335 = 94.93%
Mirrodin: 276 (15) / 291 = 94.85%
Fourth Edition: 348 (20) / 368 = 94.57%
Future Sight: 170 (10) / 180 = 94.44%
Magic: The Gathering-Commander: 286 (17) / 303 = 94.39%
Vanguard: 100 (6) / 106 = 94.34%
Onslaught: 314 (21) / 335 = 93.73%
Stronghold: 133 (10) / 143 = 93.01%
Apocalypse: 133 (10) / 143 = 93.01%
Unlimited Edition: 271 (21) / 292 = 92.81%
Limited Edition Beta: 271 (21) / 292 = 92.81%
Limited Edition Alpha: 269 (21) / 290 = 92.76%
Promo set for Gatherer: 25 (2) / 27 = 92.59%
Archenemy: 176 (15) / 191 = 92.15%
Mirage: 307 (28) / 335 = 91.64%
Weatherlight: 153 (14) / 167 = 91.62%
Planechase: 174 (17) / 191 = 91.1%
Antiquities: 77 (8) / 85 = 90.59%
Visions: 151 (16) / 167 = 90.42%
Arabian Nights: 70 (8) / 78 = 89.74%
Coldsnap: 139 (16) / 155 = 89.68%
Alliances: 129 (15) / 144 = 89.58%
Betrayers of Kamigawa: 147 (18) / 165 = 89.09%
Chronicles: 103 (13) / 116 = 88.79%
Homelands: 102 (13) / 115 = 88.7%
The Dark: 104 (15) / 119 = 87.39%
Fallen Empires: 89 (13) / 102 = 87.25%
Legends: 270 (40) / 310 = 87.1%
Ice Age: 323 (50) / 373 = 86.6%
Planechase 2012 Edition: 153 (24) / 177 = 86.44%
Last edited by friarsol on 26 Apr 2013, 14:58, edited 1 time in total.
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Re: Forge Beta: 04-26-2013 ver 1.3.13
by Nordos » 26 Apr 2013, 14:48
blinking is still broken.
I think it happens quite often if you blink a creature with a +1/+1 counter on it (as far as I see, it wouldn't get removed, but that could have only been because it broke when trying to blink it. It still blink the first time, though [ETB did trigger])
I think it happens quite often if you blink a creature with a +1/+1 counter on it (as far as I see, it wouldn't get removed, but that could have only been because it broke when trying to blink it. It still blink the first time, though [ETB did trigger])
Re: Forge Beta: 04-26-2013 ver 1.3.13
by ozks » 26 Apr 2013, 16:56
thank you! downloading...
the new thing of human vs human online it is very interesting, i hope you guys realese it soon!
the new thing of human vs human online it is very interesting, i hope you guys realese it soon!
Re: Forge Beta: 04-26-2013 ver 1.3.13
by Max mtg » 26 Apr 2013, 17:03
It won't be soon. Say, in a few months.ozks wrote:thank you! downloading...
the new thing of human vs human online it is very interesting, i hope you guys realese it soon!
Single class for single responsibility.
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Re: Forge Beta: 04-26-2013 ver 1.3.13
by lazylockie » 26 Apr 2013, 17:25
how does this new attack policy handles the alpha strike button?
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Re: Forge Beta: 04-26-2013 ver 1.3.13
by friarsol » 26 Apr 2013, 17:46
lazylockie wrote:how does this new attack policy handles the alpha strike button?
Nevermind Max answered up above.
Last edited by friarsol on 26 Apr 2013, 18:14, edited 1 time in total.
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Re: Forge Beta: 04-26-2013 ver 1.3.13
by Max mtg » 26 Apr 2013, 17:50
All unassigned creatures are declared to attack the first avaliable entity, that is player-opponent in most cases.lazylockie wrote:how does this new attack policy handles the alpha strike button?
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Re: Forge Beta: 04-26-2013 ver 1.3.13
by horsekateer » 26 Apr 2013, 18:08
Exciting news about multiplayer, guys. Also can't wait for those DGM cards. 2 quick bugs with the new beta: First, tryingto report a bug and a bug happened, haha. Description: [describe the problem]
- General bug report | Open
- Code: Select all
Forge Version: 1.3.13-r21215
Operating System: Mac OS X 10.8.3 x86_64
Java Version: 1.6.0_43 Apple Inc.
- Draft file | Open
- Code: Select all
Name:SeanCube
DeckFile:SeanCube
IgnoreRarity:True
Singleton:True
LandSetCode:ZEN
NumCards:15
NumSpecials:0
NumMythics:1
NumRares:5
NumUncommons:5
NumCommons:5
NumPacks:3
- horsekateer
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Re: Forge Beta: 04-26-2013 ver 1.3.13
by correioalternativo » 26 Apr 2013, 18:27
Two suggestions:
"Select a Card" window for Mox Diamond, similar to Chrome Mox.
Make Scroll Rack easier to use (select cards clicking the card pictures in human hand tab)
I ask this because my favorite deck is Tax Rack/Parfait
. Thank you.
*
A user complained in the last topic:
Please excuse my poor English.
"Select a Card" window for Mox Diamond, similar to Chrome Mox.
Make Scroll Rack easier to use (select cards clicking the card pictures in human hand tab)
I ask this because my favorite deck is Tax Rack/Parfait

*
A user complained in the last topic:
Is there a way to configure this to be like was before 1.3.12? It's a big slowdown in the game for me.When you mark phases red to skip them they aren't skipped instantly and still flash when the Ai does nothing in them. I feel like this is a waste of time and that the game doesn't respond to my OKs that quickly anymore. I don't know if it's a bug or a feature, but it really is annoying for me.
Please excuse my poor English.
-
correioalternativo - Posts: 279
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Re: Forge Beta: 04-26-2013 ver 1.3.13
by Max mtg » 26 Apr 2013, 19:19
Yes, you receive 14 cards because default booster template is applied to the cube (that is "pick 10 commons, 3 uncommons, 1 raremythic and 1 basicland" out of the provided cards) since the .draft and .sealed format has changed (and will be changed even futher in the next release) your custom settings are not recognized.horsekateer wrote:Second, I've imported and set up my own cube into the program and noticed that in the new beta, I'm only getting 14 cards per pack and cards are coming up multiple times in different packs despite the draft file being set to 15 cards and singleton and the deck file only containing one copy of each card. Anyone know why this might be happening?Thanks for the help in advance and as always to everyone who contributes, this program is THE best.
- Draft file | Open
- Code: Select all
Name:SeanCube
DeckFile:SeanCube
IgnoreRarity:True
Singleton:True
LandSetCode:ZEN
NumCards:15
NumSpecials:0
NumMythics:1
NumRares:5
NumUncommons:5
NumCommons:5
NumPacks:3
From release notes:
Please let us know if this note didn't help to solve the problem (and needs to be improved)- Booster slots -
Booster slots are now way more customizable. This change allows us to implement DGM boosters correctly. Note that custom cube .draft and .sealed files have changed their format. They require a booster description instead of Num(Rarity) N lines. Find example records in files describing SkieraCube and Juzamjedi cube coming with Forge. Singleton parameter is obsolette, since all cards within a booster slot are unique. Ignore rarity is also deprecated, for Booster options allow you to pick cards regardless of rarity with 'any' word standing for ignored rarity. (ex: 15 Any)
Single class for single responsibility.
- Max mtg
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Re: Forge Beta: 04-26-2013 ver 1.3.13
by gos » 26 Apr 2013, 19:38
Description: During my Declare Blockers phase, I am attacking with Auriok Glaivemaster, equipped with Healer's Headdress. Opponent controlled a Dark Impostor. Also during my opponent's Declare Attackers phase. Repeatedly, on both occasions.
- NullPointerException | Open
- Code: Select all
Forge Version: 1.3.13-r21215
Operating System: Windows 7 6.1 amd64
Java Version: 1.7.0_07 Oracle Corporation
EDT > There is an error in the card code for Auriok Glaivemaster:
java.lang.NullPointerException
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Re: Forge Beta: 04-26-2013 ver 1.3.13
by horsekateer » 26 Apr 2013, 20:54
Amazing I totally read that and fully glazed over it when looking for an explanation, duurr. Thanks so much!Max mtg wrote:Yes, you receive 14 cards because default booster template is applied to the cube (that is "pick 10 commons, 3 uncommons, 1 raremythic and 1 basicland" out of the provided cards) since the .draft and .sealed format has changed (and will be changed even futher in the next release) your custom settings are not recognized.horsekateer wrote:Second, I've imported and set up my own cube into the program and noticed that in the new beta, I'm only getting 14 cards per pack and cards are coming up multiple times in different packs despite the draft file being set to 15 cards and singleton and the deck file only containing one copy of each card. Anyone know why this might be happening?Thanks for the help in advance and as always to everyone who contributes, this program is THE best.
- Draft file | Open
- Code: Select all
Name:SeanCube
DeckFile:SeanCube
IgnoreRarity:True
Singleton:True
LandSetCode:ZEN
NumCards:15
NumSpecials:0
NumMythics:1
NumRares:5
NumUncommons:5
NumCommons:5
NumPacks:3
From release notes:Please let us know if this note didn't help to solve the problem (and needs to be improved)- Booster slots -
Booster slots are now way more customizable. This change allows us to implement DGM boosters correctly. Note that custom cube .draft and .sealed files have changed their format. They require a booster description instead of Num(Rarity) N lines. Find example records in files describing SkieraCube and Juzamjedi cube coming with Forge. Singleton parameter is obsolette, since all cards within a booster slot are unique. Ignore rarity is also deprecated, for Booster options allow you to pick cards regardless of rarity with 'any' word standing for ignored rarity. (ex: 15 Any)
- horsekateer
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Re: Forge Beta: 04-26-2013 ver 1.3.13
by horsekateer » 26 Apr 2013, 21:09
Actually there is one thing...Max mtg wrote:Please let us know if this note didn't help to solve the problem (and needs to be improved)
So Ive changed the draft file so it matches the new other cube files as you mentioned. The "15 any" thing is working great, however I'm still getting the same cards coming up in multiple boosters. Did I miss something in the new file it looks like this:
- SeanCube draft file | Open
- Name:SeanCube
DeckFile:SeanCube
LandSetCode:ZEN
Booster: 15 Any
NumPacks:3
- horsekateer
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Re: Forge Beta: 04-26-2013 ver 1.3.13
by Jak » 26 Apr 2013, 21:19
I think there is a small error in the implentation of Knight of the Reliquary.
The land you put in play is put into play as if you played it from your hand (e.g. for most multicolored lands tapped or you are asked to pay 2 life to put it untapped into play).
But as far as I understand the rulings, it comes always untapped into play.
The land you put in play is put into play as if you played it from your hand (e.g. for most multicolored lands tapped or you are asked to pay 2 life to put it untapped into play).
But as far as I understand the rulings, it comes always untapped into play.
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