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Forge Release 09/29/2018 ver 1.6.16

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Re: Forge Release 09/29/2018 ver 1.6.16

Postby puckboss3 » 01 Oct 2018, 21:29

The life gain from Severed Strands is missing
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Re: Forge Release 09/29/2018 ver 1.6.16

Postby jamincollins » 02 Oct 2018, 03:42

HarlequinCasts wrote:Game crashes when you right click on any card during a Custom Cube Draft. (i.e. just right click on any of the cards you are being offered to choose while drafting).
Thank you for reporting this. I've located the issue and will have a patch submitted shortly.

Edit:
Fix should now be merged and available in a recent snapshot build.
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Re: Forge Release 09/29/2018 ver 1.6.16

Postby gillman323 » 02 Oct 2018, 07:15

Never Happened: Causes opponent to wait indefinitely when it doesn't have any cards in hand.
Unexplained Disappearance: Doesn't let player surveil after returning creature to owner's hand.



Thanks for the hard work on Forge, very surprised to be playing GRN so quickly. Huge Thanks!
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Re: Forge Release 09/29/2018 ver 1.6.16

Postby tasteful » 02 Oct 2018, 11:45

man, i just wanna say thanks for that new random standard quest world, it's so much fun and a very cool new type of quest! big ups to everyone involved, good idea
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Re: Forge Release 09/29/2018 ver 1.6.16

Postby HarlequinCasts » 02 Oct 2018, 18:09

jamincollins wrote:
HarlequinCasts wrote:Game crashes when you right click on any card during a Custom Cube Draft. (i.e. just right click on any of the cards you are being offered to choose while drafting).
Thank you for reporting this. I've located the issue and will have a patch submitted shortly.

Edit:
Fix should now be merged and available in a recent snapshot build.
Thanks, just confirmed it working in the recent snapshot. Wasn't even a big deal, just seemed like a really random action to crash things :D
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Re: Forge Release 09/29/2018 ver 1.6.16

Postby peepser » 02 Oct 2018, 19:40

Forge slows down to a crawl after playing for an hour or longer. The AI takes forever to do anything, and even on my turn there is considerable lag. This is running on a PC with 8 gigs of ram. Any ideas why it slows down?
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Re: Forge Release 09/29/2018 ver 1.6.16

Postby timmermac » 02 Oct 2018, 20:05

Forge uses Java, which does not by default use all of system RAM. Instead, it has a certain amount allocated to it on program startup. An issue with Forge from the beginning is that as time goes by, Forge will use increasing amounts of memory up to the limit allocated to Java until it exceeds that limit and crashes. It is possible to increase the amount of memory allocated to Java, though the exact procedure to do so escapes me at the moment.
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
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Re: Forge Release 09/29/2018 ver 1.6.16

Postby jfirestorm » 03 Oct 2018, 01:04

Maze of Ith doesn't work correctly. The creature it targets still deals combat damage even though it was untapped. See screenshot with log
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Forge 1.6.16-SNAPSHOT-r-1u.jpg
Maze of Ith doesn't work
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Re: Forge Release 09/29/2018 ver 1.6.16

Postby Bobtheapple » 03 Oct 2018, 03:15

General Issues
When loading a deck in Deck Editor, the Title of the deck is not loaded, which can lead to unintended overwrites.

GRN Card Issues
Flower // Flourish: Flower currently allows the fetching of non-basic forests and plains, where the card should only retrieve basics.

Pause for Reflection: When in hand, prompts the player every turn during the opponent's pre-combat main step to pay for convoke. Also, the card description says "[Card Name] deals all combat damage that would be dealt this turn." where it should say "Prevent all combat damage that would be dealt this turn."

Sworn Companions: Card does not have a description in game.

Glaive of the Guildpact: Card is missing the equip ability.

Other Card Issues
Helm of the Host: Tokens are displayed as having summoning sickness, even though they may attack. Also, the abilities of the copied card are not shown in the description of the tokens.

GRN AI Issues
Niv-Mizzet, Parun: The AI will use instants such as dive down to try and save creatures from the final 1 damage dealt by Niv-Mizzet causing the controller of Niv-Mizzet to draw a card and have the opportunity to deal the lethal damage again before the instant resolves. This continues until the AI is out of tricks/mana.

Expansion // Explosion: The AI will cast Explosion with X=0 and two open mana if Firemind's Research is in play with one charge counter, and then use the remaining two mana to draw a card from Firemind's Research. While this does get around counter magic, it is probably always a mis-play to essentially cycle Expansion // Explosion for 6 mana.
Last edited by Bobtheapple on 06 Oct 2018, 10:06, edited 8 times in total.
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Re: Forge Release 09/29/2018 ver 1.6.16

Postby Fregnor » 03 Oct 2018, 03:34

That is interesting about House Guildmage. The program likes this code:
Code: Select all
A:AB$ Surveil | Cost$ 2 B T | Amount$ 2 | SpellDescription$ Surveil 2.
But it does not like this code:
Code: Select all
A:AB$ Surveil | Cost$ 2 B T | SurveilNum$ 2 | SpellDescription$ Surveil 2.
So this is the way that works properly in my game:
Code: Select all
Name:House Guildmage
ManaCost:U B
Types:Creature Human Wizard
PT:2/2
A:AB$ Pump | Cost$ 1 U T | ValidTgts$ Creature | TgtPrompt$ Select target creature | KW$ HIDDEN This card doesn't untap during your next untap step. | Permanent$ True | IsCurse$ True | SpellDescription$ Target creature doesn't untap during its controller's next untap step.
A:AB$ Surveil | Cost$ 2 B T | Amount$ 2 | SpellDescription$ Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Oracle:{1}{U}, {T}: Target creature doesn't untap during its controller's next untap step.\n{2}{B}, {T}: Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Some other issues:

Vigorspore Wurm gives a power and toughness boost to another creature but does not give it Vigilance like it should.

Experimental Frenzy continuously reveals the top card of the owner's deck to everyone rather than just the owner.

With Invert//Invent, the Invert half of the spell does not do anything.
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Re: Forge Release 09/29/2018 ver 1.6.16

Postby Fregnor » 03 Oct 2018, 04:30

I think I have Vigorspore Wurm working right in my game now so that it bestows Vigilance along with the buff. Here is what I changed the coding to:

Code: Select all
Name:Vigorspore Wurm
ManaCost:5 G
Types:Creature Wurm
PT:6/4
K:CantBeBlockedByAmount GT1
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigPump | TriggerDescription$ Undergrowth - When CARDNAME enters the battlefield, target creature gains vigilance and gets +X/+X until end of turn, where X is the number of creature cards in your graveyard.
SVar:TrigPump:DB$ Pump | ValidTgts$ Creature | TgtPrompt$ Select target creature | KW$ Vigilance | NumAtt$ X | NumDef$ X | References$ X
SVar:X:Count$TypeInYourYard.Creature
SVar:PlayMain1:TRUE
Oracle:Undergrowth — When Vigorspore Wurm enters the battlefield, target creature gains vigilance and gets +X/+X until end of turn, where X is the number of creature cards in your graveyard.\nVigorspore Wurm can't be blocked by more than one creature.
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Re: Forge Release 09/29/2018 ver 1.6.16

Postby fsecco » 03 Oct 2018, 19:53

Where do I post new cards I've programmed? I've done Mission Briefing.
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Re: Forge Release 09/29/2018 ver 1.6.16

Postby ajacobs899 » 03 Oct 2018, 20:00

There seems to be an issue with Arclight Phoenix. The card's ability never triggers. When I've cast 3 or more instants/sorceries in the first main phase, when I move to combat with the card in my graveyard, there is no trigger. Instead, I move through combat normally while the card in question remains in my yard.
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Re: Forge Release 09/29/2018 ver 1.6.16

Postby ajacobs899 » 03 Oct 2018, 20:07

I have found another issue with Risk Factor. The card says your opponent has a choice between dealing themselves 4 damage or drawing you three cards. Instead, no matter the condition it always chooses the draw three option on resolution. It doesn't seem to matter my board presence or the AI's life total when it resolves, it still chooses the draw three option even when their health is above their starting life total. It may be possible this is an issue with the card itself (i.e. the game does not recognize the presence of a choice making it just a draw 3 spell) or it doesn't work properly with the AI.
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Re: Forge Release 09/29/2018 ver 1.6.16

Postby austinio7116 » 03 Oct 2018, 21:44

fsecco wrote:Where do I post new cards I've programmed? I've done Mission Briefing.
Maybe on here : viewtopic.php?f=52&t=22673

or Discord
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