MTGForge 10/17 (unofficial BETA) version
by mtgrares
Moderators: timmermac, friarsol, Blacksmith, KrazyTheFox, Agetian, CCGHQ Admins
MTGForge 10/17 (unofficial BETA) version
by DennisBergkamp » 18 Oct 2009, 02:46
Quick update to previous version (it had too many bugs). I accidentally named the previous version MTGForge1017, of course it should've been MTGForge1015. Ah well, I'll call this one MTGForge1018.
Features/Fixes:
- Fixed Life Burst and Kjeldoran Warcry.
- Zerker submitted a manapool related fix.
- Fixed Tremor (it shouldn't damage pro red creats anymore).
- Fixed Kazandu Blademaster in cards.txt.
- Fixed card-pictures.txt.
- Fixed Volrath's Stronghold, Academy Ruins (before, I think they would put the Creature/Artifact on the BOTTOM of your library instead).
- Fixed AEther Spellbomb.
- The Ally creatures that trigger when entering the battlefield should still trigger even if their creature type is not ally anymore for some reason (Conspiracy).
- Fixed Zendikar lands, they should enter play tapped now.
- AI will try to choose a smarter creature type for the following cards: Conspiracy/Engineered Plague/Shared Triumph/Steely Resolve/Cover of Darkness and Belbe's Portal. It's still not brilliant though, but in most cases it should make a smarter choice than merely "Sliver".
- Fixed a bug with Conspiracy set to Ally and Ally cards (their abilities would trigger on noncreatures coming into play).
- AI should know how to use the Turntimber Ranger and Conspiracy combo now (it will stop after it sees 15 wolves under his control - I set this to 20 at first but really 15 is enough, and it takes ages to click through the stack if there are more Ally creatures in play).
- Added a cycle Command, and fixed Renewed Faith.
- Fixed Spidersilk Net manacost.
- Fixed Patrol Signaler (shouldn't be able to put its ability on the stack multiple times). However, untapping is still part of its resolution, not part of the cost
- Fixed 1.5 related issues (hopefully all of them).
- Merged some fixes Rob submitted related to the new keyword.
- Turned Commands of cards into ArrayLists of Commands, hopefully this won't cause any weird bugs... it's a big change though, so it probably will
- AI should only discard a few cards to Wild Mongrel (before activating, hand size has to be bigger than 3).
New cards: (only 3)
- Temporal Spring
- Azusa, Lost but Seeking
- Accumulated Knowledge
Download here:
http://forgedb.net78.net/mtgforge_releases/MTGForge1018.rar
Or triple attachments.
Features/Fixes:
- Fixed Life Burst and Kjeldoran Warcry.
- Zerker submitted a manapool related fix.
- Fixed Tremor (it shouldn't damage pro red creats anymore).
- Fixed Kazandu Blademaster in cards.txt.
- Fixed card-pictures.txt.
- Fixed Volrath's Stronghold, Academy Ruins (before, I think they would put the Creature/Artifact on the BOTTOM of your library instead).
- Fixed AEther Spellbomb.
- The Ally creatures that trigger when entering the battlefield should still trigger even if their creature type is not ally anymore for some reason (Conspiracy).
- Fixed Zendikar lands, they should enter play tapped now.
- AI will try to choose a smarter creature type for the following cards: Conspiracy/Engineered Plague/Shared Triumph/Steely Resolve/Cover of Darkness and Belbe's Portal. It's still not brilliant though, but in most cases it should make a smarter choice than merely "Sliver".
- Fixed a bug with Conspiracy set to Ally and Ally cards (their abilities would trigger on noncreatures coming into play).
- AI should know how to use the Turntimber Ranger and Conspiracy combo now (it will stop after it sees 15 wolves under his control - I set this to 20 at first but really 15 is enough, and it takes ages to click through the stack if there are more Ally creatures in play).
- Added a cycle Command, and fixed Renewed Faith.
- Fixed Spidersilk Net manacost.
- Fixed Patrol Signaler (shouldn't be able to put its ability on the stack multiple times). However, untapping is still part of its resolution, not part of the cost
- Fixed 1.5 related issues (hopefully all of them).
- Merged some fixes Rob submitted related to the new keyword.
- Turned Commands of cards into ArrayLists of Commands, hopefully this won't cause any weird bugs... it's a big change though, so it probably will
- AI should only discard a few cards to Wild Mongrel (before activating, hand size has to be bigger than 3).
New cards: (only 3)
- Temporal Spring
- Azusa, Lost but Seeking
- Accumulated Knowledge
Download here:
http://forgedb.net78.net/mtgforge_releases/MTGForge1018.rar
Or triple attachments.
- Attachments
-
MTGForge_1018.part3.rar- (544.82 KiB) Downloaded 210 times
-
MTGForge_1018.part2.rar- (1.39 MiB) Downloaded 228 times
-
MTGForge_1018.part1.rar- (1.39 MiB) Downloaded 198 times
-

DennisBergkamp - AI Programmer
- Posts: 2602
- Joined: 09 Sep 2008, 15:46
- Has thanked: 0 time
- Been thanked: 0 time
Re: MTGForge 10/17 (unofficial BETA) version
by Fracturedorb » 18 Oct 2009, 03:10
Bugs..
Umbral Mantle can be triggered several times before the stack resolves. Also the boost it gives the creature is permanant.
Kazandu the Blademaster... His ally trigger effects never fire off.
Umbral Mantle can be triggered several times before the stack resolves. Also the boost it gives the creature is permanant.
Kazandu the Blademaster... His ally trigger effects never fire off.
- Fracturedorb
- Posts: 72
- Joined: 06 Jun 2009, 23:12
- Has thanked: 0 time
- Been thanked: 0 time
Re: MTGForge 10/17 (unofficial BETA) version
by Fracturedorb » 18 Oct 2009, 03:12
BTW. I absolutly LOVE the new deck editor.
- Fracturedorb
- Posts: 72
- Joined: 06 Jun 2009, 23:12
- Has thanked: 0 time
- Been thanked: 0 time
Re: MTGForge 10/17 (unofficial BETA) version
by DennisBergkamp » 18 Oct 2009, 03:45
Weird, Kazandu Blademaster seems to work fine for me.
-

DennisBergkamp - AI Programmer
- Posts: 2602
- Joined: 09 Sep 2008, 15:46
- Has thanked: 0 time
- Been thanked: 0 time
Re: MTGForge 10/17 (unofficial BETA) version
by Niv-Mizzet » 18 Oct 2009, 04:53
The image for Accumulated Knowledge seems to be broken. It downloaded some kind of file, but it wasn't a jpeg I guess.
-

Niv-Mizzet - Posts: 125
- Joined: 17 Oct 2009, 21:20
- Has thanked: 0 time
- Been thanked: 5 times
Re: MTGForge 10/17 (unofficial BETA) version
by nelyn » 18 Oct 2009, 08:20
It did actually download the right file. It just does not have the .jpg extension listed in the card-pictures.txt file so the downloaded file also does not have the extension. I manually added it and the pict displayed properly.Niv-Mizzet wrote:The image for Accumulated Knowledge seems to be broken. It downloaded some kind of file, but it wasn't a jpeg I guess.
- nelyn
- Posts: 33
- Joined: 20 Sep 2009, 16:14
- Has thanked: 0 time
- Been thanked: 0 time
Re: MTGForge 10/17 (unofficial BETA) version
by cyclope » 18 Oct 2009, 12:18
Great this time i can tap lands and play with mtg forge again...
Thanks Deniis...
Thanks Deniis...
- cyclope
- Posts: 69
- Joined: 28 Sep 2009, 18:08
- Has thanked: 0 time
- Been thanked: 0 time
Re: MTGForge 10/17 (unofficial BETA) version
by Chris H. » 18 Oct 2009, 12:38
all rarities for MTG Forge 10-18-2009
This archive contains updated rarity files for MTG Forge 10-18. I added the missing rarity values for the 3 new cards that were included in version 10-18. This set is not compatible with earlier versions of forge.
This archive now contains only one set of rarity files. These files have had a rarity value assigned to all of the cards except for the basic lands and Rares three fantasy cards.
As of version 10-02 these rarity files now go inside of the res folder and are now of no use to you if you place them in the root folder. You can place a copy inside of the res folder and a second copy inside of the quest folder.
`
This archive contains updated rarity files for MTG Forge 10-18. I added the missing rarity values for the 3 new cards that were included in version 10-18. This set is not compatible with earlier versions of forge.
This archive now contains only one set of rarity files. These files have had a rarity value assigned to all of the cards except for the basic lands and Rares three fantasy cards.
As of version 10-02 these rarity files now go inside of the res folder and are now of no use to you if you place them in the root folder. You can place a copy inside of the res folder and a second copy inside of the quest folder.
`
- Attachments
-
All Rarities 10-18-2009.zip- (17.46 KiB) Downloaded 209 times
-

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: MTGForge 10/17 (unofficial BETA) version
by mtgrares » 19 Oct 2009, 21:11
As always thanks. I know how many hours I've burned working on MTG Forge.
- mtgrares
- DEVELOPER
- Posts: 1352
- Joined: 08 Sep 2008, 22:10
- Has thanked: 3 times
- Been thanked: 12 times
Re: MTGForge 10/17 (unofficial BETA) version
by DennisBergkamp » 19 Oct 2009, 22:05
I think I've lost count. Way too many, that's for sureI know how many hours I've burned working on MTG Forge.
-

DennisBergkamp - AI Programmer
- Posts: 2602
- Joined: 09 Sep 2008, 15:46
- Has thanked: 0 time
- Been thanked: 0 time
Re: MTGForge 10/17 (unofficial BETA) version
by Mr.Chaos » 20 Oct 2009, 06:07
Rest assured, they were not wasted. I for one am glad you guys put all that time into making this game great!DennisBergkamp wrote:I think I've lost count. Way too many, that's for sureI know how many hours I've burned working on MTG Forge.
I play lots of games, commercial and freeware, but this is the only game I have been using almost daily for the past few years.
Other games come and go but this game just refuses to leave.
= coder at work, according to a coder.It does explain some of the bugs. - Mr.Chaos
- Tester
- Posts: 625
- Joined: 06 Sep 2008, 08:15
- Has thanked: 0 time
- Been thanked: 0 time
Re: MTGForge 10/17 (unofficial BETA) version
by mtgrares » 20 Oct 2009, 19:06
We should charge $1 per hour to play MTG Forge,Mr.Chaos wrote:I play lots of games, commercial and freeware, but this is the only game I have been using almost daily for the past few years. Other games come and go but this game just refuses to leave.
- mtgrares
- DEVELOPER
- Posts: 1352
- Joined: 08 Sep 2008, 22:10
- Has thanked: 3 times
- Been thanked: 12 times
Re: MTGForge 10/17 (unofficial BETA) version
by mtgrares » 20 Oct 2009, 19:21
Can you explain this? I don't really understand what you are saying.DennisBergkamp wrote:Turned Commands of cards into ArrayLists of Commands, hopefully this won't cause any weird bugs... it's a big change though, so it probably will
- mtgrares
- DEVELOPER
- Posts: 1352
- Joined: 08 Sep 2008, 22:10
- Has thanked: 3 times
- Been thanked: 12 times
Re: MTGForge 10/17 (unofficial BETA) version
by DennisBergkamp » 20 Oct 2009, 19:33
It actually hasn't caused any bugs (yet), which is a good thing 
I'll explain: we used to have c.setDestroy(some kind of command) or c.setComesIntoPlay(another command), and these commands would be executed when the permanent would get destroyed (hit the graveyard from play) or when it would come into play ("enter the battlefield").
The problem with this is that sometimes certain cards would overwrite other cards' commands. Adarkar Valkyrie for example, would do a c.setDestroy(Command) on a different card, and overwrite the card's current Destroy Command. Imagine the card targeted with this ability was Haunted Angel or a Symbiotic Elf, their original destroy commands never would have triggered.
So now instead of calling c.setDestroy(Command c), I refactored it into c.addDestroyCommand(Command c), which will just add a command into the ArrayList. All of the commands in the ArrayList will get executed whenever the card gets destroyed. In the case of the previous example, both commands will trigger for Haunted Angel, or Symbiotic Elf.
I'll explain: we used to have c.setDestroy(some kind of command) or c.setComesIntoPlay(another command), and these commands would be executed when the permanent would get destroyed (hit the graveyard from play) or when it would come into play ("enter the battlefield").
The problem with this is that sometimes certain cards would overwrite other cards' commands. Adarkar Valkyrie for example, would do a c.setDestroy(Command) on a different card, and overwrite the card's current Destroy Command. Imagine the card targeted with this ability was Haunted Angel or a Symbiotic Elf, their original destroy commands never would have triggered.
So now instead of calling c.setDestroy(Command c), I refactored it into c.addDestroyCommand(Command c), which will just add a command into the ArrayList. All of the commands in the ArrayList will get executed whenever the card gets destroyed. In the case of the previous example, both commands will trigger for Haunted Angel, or Symbiotic Elf.
-

DennisBergkamp - AI Programmer
- Posts: 2602
- Joined: 09 Sep 2008, 15:46
- Has thanked: 0 time
- Been thanked: 0 time
Re: MTGForge 10/17 (unofficial BETA) version
by zerker2000 » 22 Oct 2009, 01:55
Not quite so I'm afraid: I tried to merge via svn, now forge refuses to start up (i.e. I get the error handler pop up window complaining about ArrrayList<Command>-s in Card.java). While technically this doesn't constitute a bug, it does mean I am not immediately available for split mana bug fixing. Why not use CommandList-s anyways?DennisBergkamp wrote:It actually hasn't caused any bugs (yet), which is a good thing
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
- zerker2000
- Programmer
- Posts: 569
- Joined: 09 May 2009, 21:40
- Location: South Pasadena, CA
- Has thanked: 0 time
- Been thanked: 0 time
32 posts
• Page 1 of 3 • 1, 2, 3
Who is online
Users browsing this forum: Google [Bot] and 12 guests
