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MTGForge 07/29 (unofficial BETA) version

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MTGForge 07/29 (unofficial BETA) version

Postby DennisBergkamp » 29 Jul 2009, 13:07

New version!
Again, a lot of different people contributed to this version, so I hope I didn't forget to merge anything.
1835 cards in total now.

Fixes/Features:

- Added Rob's spPumpTgt keyword, modified existing cards to use this keyword.
- Lifelink should work according to the new rules now (trigger only once even if it has multiple instances).
- Fixed Threaten, it shouldn't reset stats on creatures anymore (counters, other buffs).
- Merged rares' combat code, which improves AI attacking/blocking.
- Rares added an option to filter out 1/1s from generated decks.
- Vitu-Ghazi, the City-Tree shouldn't have its ability show up three times anymore.
- Fixed some Muraganda Petroglyph / Morph issues.
- Changed a bunch of things with Crusade, Bad Moon, Meng Huo, Barbarian King, Kaysa, ... . They should work better now (with for example morph), hopefully this didn't introduce any new bugs.
- Bonesplitter shouldn't be able to equip creatures anymore that are under the opponent's control.
- Academy Ruins and Volrath's Stronghold shouldn't put useless artifacts and on top of the library anymore.
- Retribution of the Meek: AI should only cast this when it makes sense to do so.
- Added some enchant land functionality (and coded Squirrel Nest as a start).
- AEther Spellbomb shouldn't bounce tokens back to a player's hand anymore, but remove them from the game instead (exile them :) ).
- Lifespark Spellbomb should work correctly now for the AI.
- Added Rob's spDestroyTgt keyword.

Newly supported keywords:
spPumpTgt
spDestroyTgt
Protection from Demons
Protection from Dragons
Protection from Goblins

New cards:

- A lot of spDestroyTgt cards (25+) (thanks Chris for compiling this list!)
- Whirling Dervish
- Gargoyle Castle
- Mythic Proportions
- A bunch of "Lords": Goblin King, Lord of Atlantis, Elvish Champion
- Elvish Archdruid
- Reminisce (thanks Zerker!)
- Squirrel Nest + Earthcraft (!!!)
- Umbral Mantle, Mutavault, Dragon Blood (thanks Zerker!)
- Baneslayer Angel
- Honor of the Pure
- Ant Queen, Mold Adder
- A lot of 'vanilla' M10 cards (thanks Sloth!)
- Holy Strength, Brilliant Halo, Unholy Strength, Weakness
- Bunch of spPumpTgt cards (thanks Sloth!)

As always, thanks to Chris for providing me with the card pic urls :)

Zerker wrote a big mana pool update which looks very promising, but I haven't been able to merge it correctly within my version. Hopefully I can fix it for the next version.

http://forgedb.net78.net/mtgforge_releases/MTGForge0729.rar
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Re: MTGForge 07/29 (unofficial BETA) version

Postby apthaven » 29 Jul 2009, 14:03

Great!!! A new version is out..

Going to test this soon.

Thanks to everyone for this release :)
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Re: MTGForge 07/29 (unofficial BETA) version

Postby sdz » 29 Jul 2009, 17:33

respect)

please, add import csv-decks)
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Re: MTGForge 07/29 (unofficial BETA) version

Postby Chris H. » 29 Jul 2009, 21:58

DennisBergkamp wrote:New cards:

Mutavault
The new card Mutavault fails to display the text string:

"tap: add 1
1: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land."
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Re: MTGForge 07/29 (unofficial BETA) version

Postby Chris H. » 29 Jul 2009, 23:31

all rarities for MTG Forge 07-29-2009

This archive contains updated rarity files for MTG Forge 07-29. This set is not compatible with earlier versions of forge.

I added the missing values for the 2 new cards, Goldmeadow Harrier and Whirling Dervish.

This archive contains the all rarity files and a set of rarity files which are properly named for use with quest mode.

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Re: MTGForge 07/29 (unofficial BETA) version

Postby Mr.Chaos » 30 Jul 2009, 05:44

A big THANK YOU! to all involved. =D>
Squirrel Nest + Earthcraft, now there is a disaster waiting to happen. :lol:
I mean, overloading the game with saprolings was easy enough but you had to go and torture the poor game even more!
Not that I protest, mind you. I will be happy to see how many tokens this combo can produce before the game surrenders. :twisted:
By the way, be thankful for the fact that this game is single player. Imagine MTGForge with online play and this combo on the table... AAAARRGGGHHH! :shock:
Mmmm... then again, you might be able to bring the entire internet to a halt with that, causing massive overflows and flooding all servers with squirrels. :twisted: :twisted:
Ah, the famous: "too many squirrels on the internet" error. :mrgreen:
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: MTGForge 07/29 (unofficial BETA) version

Postby Marek14 » 30 Jul 2009, 06:02

The way you're describing lifelink is not how it works under new rules. Under new rules, it doesn't trigger AT ALL, it grants life simultaneously with damage. Not sure if that can be added easily, though.

While this matters only in corner cases (like when you're attacked for lethal damage, but have a blocker with lifelink that could push you to positive numbers again), it's worth to note that this corner case is exactly the reason why Wizards changed it.
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Re: MTGForge 07/29 (unofficial BETA) version

Postby DennisBergkamp » 30 Jul 2009, 12:41

Squirrel Nest + Earthcraft, now there is a disaster waiting to happen. :lol:
:lol:
I figured you'd like those, Mr Chaos. By the way, currently that combo does involve a lot of clicking... As a test, I made a slight change to Earthcraft in my local version: if there is only one untapped creature in play, it will just tap that creature and untap the targeted land. This way, you won't always have to select a creature to tap from the list.
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Re: MTGForge 07/29 (unofficial BETA) version

Postby apthaven » 30 Jul 2009, 13:21

Mr.Chaos wrote:A big THANK YOU! to all involved. =D>
Squirrel Nest + Earthcraft, now there is a disaster waiting to happen. :lol:
I mean, overloading the game with saprolings was easy enough but you had to go and torture the poor game even more!
Not that I protest, mind you. I will be happy to see how many tokens this combo can produce before the game surrenders. :twisted:
By the way, be thankful for the fact that this game is single player. Imagine MTGForge with online play and this combo on the table... AAAARRGGGHHH! :shock:
Mmmm... then again, you might be able to bring the entire internet to a halt with that, causing massive overflows and flooding all servers with squirrels. :twisted: :twisted:
Ah, the famous: "too many squirrels on the internet" error. :mrgreen:
I have a deck based on this combo. I'll post it here.
"I am a man and real men do not consume pink beverages. Get thee gone woman, and bring me something brown." - Jace Wayland
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Re: MTGForge 07/29 (unofficial BETA) version

Postby GandoTheBard » 30 Jul 2009, 17:08

A day early for a bday present but thanks Dennis. I'll have to dl it and check it out.
visit my personal homepage here: http://outofthebrokensky.com

Listen to my podcast with famed AJ_Impy "Freed from the Real" on http://puremtgo.com
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Re: MTGForge 07/29 (unofficial BETA) version

Postby DennisBergkamp » 30 Jul 2009, 22:10

You're most welcome :)
Hope you have a great birthday by the way, Gando!
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Re: MTGForge 07/29 (unofficial BETA) version

Postby Mr.Chaos » 31 Jul 2009, 06:42

DennisBergkamp wrote:
Squirrel Nest + Earthcraft, now there is a disaster waiting to happen. :lol:
:lol:
I figured you'd like those, Mr Chaos. By the way, currently that combo does involve a lot of clicking... As a test, I made a slight change to Earthcraft in my local version: if there is only one untapped creature in play, it will just tap that creature and untap the targeted land. This way, you won't always have to select a creature to tap from the list.
I tried the combo, it works, does involve a lot of tapping but that is not my main gripe with it.
My problem is that enchantments are placed at the far right, beyond the tokens.
I see 3 possible solutions:
A - Put enchantments and artifacts that need activation after creature CARDS but before TOKENS. That way you don't have to scroll for a mile and a half to get to the enchantment.
B - Get rid of the current way of displaying tokens and go for just 2 tokens for each kind of token.
1 stack would be the ones that can attack this turn, the other has summoning sickness. Just use a number displayed on top of the card to show how many tokens there are. Or 2 numbers with a T or U in front. T = tapped, U = untapped.
C - seperate creature and non creature cards completely. This would put creatures in the top/front row and below that, between the creatures and the lands, you play your enchantments and artifacts. This also would prevent the scrolling but probably requires even more code mangling and might be better suited for Rares V2 rather than the current version.

Afterthought: combining options B and C would probably give the best screen display, but I accept that we do not live in a perfect world.
Well, no. I do NOT accept that. It's just that everybody else keeps telling me that. :x
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: MTGForge 07/29 (unofficial BETA) version

Postby DennisBergkamp » 31 Jul 2009, 10:12

These changes would be tricky... I do agree with all of them though, except maybe stacking tokens by summoning sickness: currently it's easy to see which tokens have summoning sickness (because you can just click a bunch of times on a stack when declaring attackers, it will assign any of them that don't have sickness by just clicking on the top card).

Hmm, then again, the number thing would be pretty damn cool, and should improve performance significantly. Let me think about these for a few days :)
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Re: MTGForge 07/29 (unofficial BETA) version

Postby DennisBergkamp » 31 Jul 2009, 10:15

Here's a new version with some small fixes and updates:

1841 cards.

- Manapool should empty again after each phase.
- AI shouldn't target his own creatures anymore with Weakness.
- Fixed Mutavault text.
- Quest mode should work again.
- Slight change to Squirrel Nest (if there is only one untapped creature under the player's control, it will just tap it).
- Few new cards using Rob's new keywords (thanks Chris!).
- Prevented a few newer cards the AI cannot use effectively from showing up in generated decks.

http://forgedb.net78.net/mtgforge_releases/MTGForge0731.rar
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Re: MTGForge 07/29 (unofficial BETA) version

Postby Chris H. » 31 Jul 2009, 14:31

all rarities for MTG Forge 07-31-2009

This archive contains updated rarity files for MTG Forge 07-31. I added the missing rarity values for the 6 new cards. This set is not compatible with earlier versions of forge.

This archive contains the all rarity files and a set of files which are properly named for use with quest mode.

.
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all rarities 07-31-2009.zip
(29.41 KiB) Downloaded 337 times
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