Forge Release 08/18/2017 ver 1.6.2
by mtgrares
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Re: Forge Release 08/18/2017 ver 1.6.2
by Agetian » 04 Sep 2017, 06:09
Yeah, I think it just spread uncontrollably Someone used it by way of analogy a few times, and then others followed suit
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Re: Forge Release 08/18/2017 ver 1.6.2
by Agetian » 04 Sep 2017, 17:49
I think something is wrong with the build bot... :/ I asked about it on Discord a while ago, hopefully it'll get resolved soon.
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Re: Forge Release 08/18/2017 ver 1.6.2
by Indigo Dragon » 05 Sep 2017, 14:23
You can only choose up to 99 for Volcano Hellion. I want to be able to choose googolplex for Lifelink shenanigans.
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Re: Forge Release 08/18/2017 ver 1.6.2
by Agetian » 05 Sep 2017, 15:25
DoneIndigo Dragon wrote:You can only choose up to 99 for Volcano Hellion. I want to be able to choose googolplex for Lifelink shenanigans.
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Re: Forge Release 08/18/2017 ver 1.6.2
by lindleya1 » 06 Sep 2017, 15:27
Death's Shadow no longer increases it's power if you are below 0 hitpoints. It used to work fine, but since the latest update it doesn't go above 13/13
EDIT: Never mind, just seen that the rules have changed. RIP Lich dreams
EDIT: Never mind, just seen that the rules have changed. RIP Lich dreams
Re: Forge Release 08/18/2017 ver 1.6.2
by flavioj » 06 Sep 2017, 21:27
Targeting arrows are not appearing on this version.
Re: Forge Release 08/18/2017 ver 1.6.2
by Agetian » 07 Sep 2017, 04:28
Please try pressing T once or twice and see if they appear then. Maybe they accidentally got turned off.flavioj wrote:Targeting arrows are not appearing on this version.
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Re: Forge Release 08/18/2017 ver 1.6.2
by kvothe » 09 Sep 2017, 23:23
Fastlands entering the battlefield at the same time with other lands are counting them and entering tapped because of them, when it shouldn't happen.
Sometimes when looping Worldgorger Dragon and Animate Dead, it behaves weirdly. It has randomly stopped sacrificing the Dragon, leaving it in play. The sacrifice trigger appears in the log, but nothing happens. Animate Dead on any creature has also sacrificed the creature immediately for no reason.
Sometimes when looping Worldgorger Dragon and Animate Dead, it behaves weirdly. It has randomly stopped sacrificing the Dragon, leaving it in play. The sacrifice trigger appears in the log, but nothing happens. Animate Dead on any creature has also sacrificed the creature immediately for no reason.
Re: Forge Release 08/18/2017 ver 1.6.2
by Agetian » 10 Sep 2017, 03:11
Can you please provide a specific situation with specific cards where this would happen?kvothe wrote:Fastlands entering the battlefield at the same time with other lands are counting them and entering tapped because of them, when it shouldn't happen.
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Re: Forge Release 08/18/2017 ver 1.6.2
by RumbleBBU » 10 Sep 2017, 05:31
This is an old 'bug'. Not really 'bug' per se I guess but rather an unintended consequence of trying to fix some other issues with Animate Dead.kvothe wrote:Sometimes when looping Worldgorger Dragon and Animate Dead, it behaves weirdly. It has randomly stopped sacrificing the Dragon, leaving it in play. The sacrifice trigger appears in the log, but nothing happens. Animate Dead on any creature has also sacrificed the creature immediately for no reason.
In short, it happened when the 'Remembered' target of the sac trigger was changed to 'DirectRemembered', quite a long time ago actually. Now it sometimes can consider the target (Worldgorger Dragon) a different target from what it was originally attached to and the sac trigger fails to find it.
The good news is you can easily revert Animate Dead back to its original functionality in your copy of Forge. Just open the card script (animate_dead.txt in res/cardsfolder/a), find this line:
- Code: Select all
SVar:TrigSacrifice:DB$ Destroy | Sacrifice$ True | Defined$ DirectRemembered
- Code: Select all
SVar:TrigSacrifice:DB$ Destroy | Sacrifice$ True | Defined$ Remembered
And in any case, I think the Worldgorger Dragon combo is famous enough to be allowed to work even if that might cause some other issues in other specific cases.
Re: Forge Release 08/18/2017 ver 1.6.2
by Agetian » 10 Sep 2017, 05:56
I fixed it differently It was just missing cleanups (in fact, both cards were missing cleanups), which made the cards "remember" more than they should about their previous states/actions and thus the combo failed. Changing DirectRemembered to Remembered will most likely cause interaction issues, yeah (don't remember which ones exactly, but I remember that others were quite loud about them in the past ).
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Re: Forge Release 08/18/2017 ver 1.6.2
by kvothe » 10 Sep 2017, 16:55
Thank you both
The fast land issue: if they are entering the battlefield at the same time as other lands, for example the Dragon combo or Scapeshift, they should enter untapped if you control two or fewer lands.
A specific example would be you control 5 lands, one being Darkslick Shores, and use the dragon combo. When it enters you control no lands, so it comes untapped even though you'll have five lands in the end.
Another would be Scapshifting 4 lands away and keeping 2. If the 4 new lands you're getting are fastlands they should enter untapped.
Edit: It actually is putting the lands into play one at a time, so if the first land you played was a fastland it will come untapped but if it was the fifth it won't.
The fast land issue: if they are entering the battlefield at the same time as other lands, for example the Dragon combo or Scapeshift, they should enter untapped if you control two or fewer lands.
A specific example would be you control 5 lands, one being Darkslick Shores, and use the dragon combo. When it enters you control no lands, so it comes untapped even though you'll have five lands in the end.
Another would be Scapshifting 4 lands away and keeping 2. If the 4 new lands you're getting are fastlands they should enter untapped.
Edit: It actually is putting the lands into play one at a time, so if the first land you played was a fastland it will come untapped but if it was the fifth it won't.
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