Forge 04/02 (Unofficial Beta version)
by mtgrares
Moderators: timmermac, friarsol, Blacksmith, KrazyTheFox, Agetian, CCGHQ Admins
Forge 04/02 (Unofficial Beta version)
by DennisBergkamp » 03 Apr 2010, 02:19
(Quest icons used created by Teekatas, from his Legendora set http://raindropmemory.deviantart.com)
2894 cards in total.
Fixes/Features:
- Added a card shop along with a currency system to Quest mode!
- Many balance changes in Quest mode.
- Added some icons to the reward message pop-ups (after a quest match has been won, or lost).
- After a Quest win, the random rare is displayed if one is won.
- Apthaven made 3 new decks included in Quest mode.
- Devour is now optional.
- Nissa Revane's third ability now allows the player to specify which elves to grab (as opposed to dumping all creatures onto the battlefield).
- Removed Force of Will from AI usable counterspells (for now).
- Fixed some input issues not resetting correctly with cards like Bazaar of Baghdad (the "Discard a card" message would be floating around still, clicking on a card in hand would make it go away, but the card would start to be played).
- Fixed some more input issues with cards like Thirst for Knowledge (discarding a single artifact should actually be enough now).
- Fixed CARDNAME showing up in the stack description.
- Fixed Lull not having a spell description.
- Permanents should be untapped when coming into play from Oblivion Ring.
- Fixed Vitu-Ghazi, the City-Tree.
- Fixed Guul Draz Specter.
- Fixed a bug with Echoing Truth and face down creatures.
- Fixed the (annoying) "Pay Mana: " bug of Chandra Nalaar.
- Fixed a bug with the AI controlling Guardian of Cloverdell, and sacrificing kithkin it does not have.
- Fixed Devour in Shadow / Veteran Armorer bug.
- Fixed Drowned Catacombs and Glacial Fortress bugs.
- Kor Skyfisher should not be able to target the manapool anymore.
- Fixed a bug with Liliana Vess (and probably some other cards) if the human player is targeted while having an empty hand.
- Fixed a bug with Ashes to Ashes.
- Fixed a bug with Korlash, Heir to Blackblade (selecting all or more than two swamps would put all of them into play).
- Small fixes in Peel From Reality input text.
- Crib Swap should not target tokens generated from previous Crib Swaps anymore.
- Fixed the Refuge lands from tapping again when an Amulet of Vigor is controlled.
- Fixed Infest.
- Fixed Global Ruin (I think?).
- Fixed Bushido not working for blockers.
- Gaddock Teeg will now also make non-creature spells with X in their manacost uncastable.
- Fixed Force of Nature, Cosmic Horror upkeep costs.
- Chris added the enPump aura keyword (which will enable a lot of cards to be added through keywords alone).
- Rob added abGainLife keyword.
- Rob added spGainLife[Tgt] keyword.
- Jim fixed some of the Exalted bugs along with some changes in the combat code.
- Chris fixed quite a few errors in cards.txt.
New cards:
- Balance
- Putrid Leech
- Finest Hour (thanks Jim!)
- Kongming, "Sleeping Dragon"
- enPump auras (thanks Chris!)
- Chris added a bunch of Rob's keywords abGainLife and spGainLife[Tgt] cards.
2894 cards in total.
Fixes/Features:
- Added a card shop along with a currency system to Quest mode!
- Many balance changes in Quest mode.
- Added some icons to the reward message pop-ups (after a quest match has been won, or lost).
- After a Quest win, the random rare is displayed if one is won.
- Apthaven made 3 new decks included in Quest mode.
- Devour is now optional.
- Nissa Revane's third ability now allows the player to specify which elves to grab (as opposed to dumping all creatures onto the battlefield).
- Removed Force of Will from AI usable counterspells (for now).
- Fixed some input issues not resetting correctly with cards like Bazaar of Baghdad (the "Discard a card" message would be floating around still, clicking on a card in hand would make it go away, but the card would start to be played).
- Fixed some more input issues with cards like Thirst for Knowledge (discarding a single artifact should actually be enough now).
- Fixed CARDNAME showing up in the stack description.
- Fixed Lull not having a spell description.
- Permanents should be untapped when coming into play from Oblivion Ring.
- Fixed Vitu-Ghazi, the City-Tree.
- Fixed Guul Draz Specter.
- Fixed a bug with Echoing Truth and face down creatures.
- Fixed the (annoying) "Pay Mana: " bug of Chandra Nalaar.
- Fixed a bug with the AI controlling Guardian of Cloverdell, and sacrificing kithkin it does not have.
- Fixed Devour in Shadow / Veteran Armorer bug.
- Fixed Drowned Catacombs and Glacial Fortress bugs.
- Kor Skyfisher should not be able to target the manapool anymore.
- Fixed a bug with Liliana Vess (and probably some other cards) if the human player is targeted while having an empty hand.
- Fixed a bug with Ashes to Ashes.
- Fixed a bug with Korlash, Heir to Blackblade (selecting all or more than two swamps would put all of them into play).
- Small fixes in Peel From Reality input text.
- Crib Swap should not target tokens generated from previous Crib Swaps anymore.
- Fixed the Refuge lands from tapping again when an Amulet of Vigor is controlled.
- Fixed Infest.
- Fixed Global Ruin (I think?).
- Fixed Bushido not working for blockers.
- Gaddock Teeg will now also make non-creature spells with X in their manacost uncastable.
- Fixed Force of Nature, Cosmic Horror upkeep costs.
- Chris added the enPump aura keyword (which will enable a lot of cards to be added through keywords alone).
- Rob added abGainLife keyword.
- Rob added spGainLife[Tgt] keyword.
- Jim fixed some of the Exalted bugs along with some changes in the combat code.
- Chris fixed quite a few errors in cards.txt.
New cards:
- Balance
- Putrid Leech
- Finest Hour (thanks Jim!)
- Kongming, "Sleeping Dragon"
- enPump auras (thanks Chris!)
- Chris added a bunch of Rob's keywords abGainLife and spGainLife[Tgt] cards.
-

DennisBergkamp - AI Programmer
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Re: Forge 04/02 (Unofficial Beta version)
by DennisBergkamp » 03 Apr 2010, 03:58
Some notes on the new quest mode:
- Some new decks were added in, to be able to continue an old quest, one would have to put a (blank) file named "edit" in the Forge folder, then import the three decks posted by Apthaven in the Deck forum as AI decks, and save them as Frodo 1, Frodo 2 and Frodo 3. Alternatively, one could remove the Frodo 1, Frodo 2 and Frodo 3 entries from the easy.txt, medium.txt and hard.txt files found in res/quest.
- After each match won, credits are earned. The amount of credits depends on the amount of matches won (10 + 0.2 * wins). Bonus credits can be earned by winning 2 games straight in the BO3 (+10), or winning through an alternate condition (Battle of Wits, Barren Glory, Poison Counters, Milling an opponent, ... ) (+100).
- Credits are lost when losing a match (-15).
- The selection of cards at the card shop will refresh after each match (so after a match, be sure to check out the card shop).
- The amount of cards available at the card shop is directly dependent on the current amount of wins.
- The percentage at which cards can be sold depends on number of wins (25%+(0.1*wins) % up to 60% max of the total value).
- Card prices can be edited in the all-prices.txt file, found in /res/quest. It does not have all of the Worldwake cards yet, for the missing cards it will assign a default value based on rarity (10/50/200). This list was largely based off of a real life price list found online.
- Adding the card shop was mostly an addition meant for longer quests... in a 10 or even 50 match quest length, it won't have that much of an impact.
- Some new decks were added in, to be able to continue an old quest, one would have to put a (blank) file named "edit" in the Forge folder, then import the three decks posted by Apthaven in the Deck forum as AI decks, and save them as Frodo 1, Frodo 2 and Frodo 3. Alternatively, one could remove the Frodo 1, Frodo 2 and Frodo 3 entries from the easy.txt, medium.txt and hard.txt files found in res/quest.
- After each match won, credits are earned. The amount of credits depends on the amount of matches won (10 + 0.2 * wins). Bonus credits can be earned by winning 2 games straight in the BO3 (+10), or winning through an alternate condition (Battle of Wits, Barren Glory, Poison Counters, Milling an opponent, ... ) (+100).
- Credits are lost when losing a match (-15).
- The selection of cards at the card shop will refresh after each match (so after a match, be sure to check out the card shop).
- The amount of cards available at the card shop is directly dependent on the current amount of wins.
- The percentage at which cards can be sold depends on number of wins (25%+(0.1*wins) % up to 60% max of the total value).
- Card prices can be edited in the all-prices.txt file, found in /res/quest. It does not have all of the Worldwake cards yet, for the missing cards it will assign a default value based on rarity (10/50/200). This list was largely based off of a real life price list found online.
- Adding the card shop was mostly an addition meant for longer quests... in a 10 or even 50 match quest length, it won't have that much of an impact.
-

DennisBergkamp - AI Programmer
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Re: Forge 04/02 (Unofficial Beta version)
by Chris H. » 03 Apr 2010, 11:57
New cards added to this version:
- Code: Select all
Agility
Alexi's Cloak
An-Havva Inn
Angel's Mercy
Balance
Bargain
Blossoming Wreath
Bountiful Harvest
Brave the Elements
Burrowing
Cave Sense
Congregate
Darksteel Forge
Deepwood Tantiv
Divine Transformation
Eternal Warrior
Finest Hour
Fishliver Oil
Flaming Sword
Fountain of Youth
Frog Tongue
Fruition
Gerrard's Wisdom
Heroes' Reunion
Improvised Armor
Invigorating Falls
Joyous Respite
Kiss of the Amesha
Kongming, "Sleeping Dragon"
Landbind Ritual
Marble Chalice
Mournful Zombie
Natural Spring
Peach Garden Oath
Presence of the Wise
Putrid Leech
Renewing Dawn
Robber Fly
Sacred Prey
Savage Hunger
Soothing Balm
Spring of Eternal Peace
Starlight
Starlight Invoker
Sylvan Bounty
Tower of Eons
Vedalken Ghoul
Vital Surge
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Chris H. - Forge Moderator
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Re: Forge 04/02 (Unofficial Beta version)
by indicatie » 03 Apr 2010, 12:13
Trying it now. Started with a Sinkhole in Quest mode: 2652 credits!! Now I can buy the shop!
Don't mistake lack of talent for genius.
Re: Forge 04/02 (Unofficial Beta version)
by Chris H. » 03 Apr 2010, 13:04
all rarities for Forge 04-02-2010
This archive contains updated rarity files for Forge 04-02-2010. I added the missing rarity values for the new cards that were included in version 04-02-2010. 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, basic snow lands, and Rares three fantasy cards.
As of version 10-02-2009 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 Forge 04-02-2010. I added the missing rarity values for the new cards that were included in version 04-02-2010. 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, basic snow lands, and Rares three fantasy cards.
As of version 10-02-2009 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 04-02-2010.zip- (22.56 KiB) Downloaded 296 times
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Chris H. - Forge Moderator
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Re: Forge 04/02 (Unofficial Beta version)
by DennisBergkamp » 03 Apr 2010, 17:41
Wow! Maybe I should make the sell% a bit lower at the beginning...indicatie wrote:Trying it now. Started with a Sinkhole in Quest mode: 2652 credits!! Now I can buy the shop!
By the way, I managed to get an Imperial Seal, which is valued at 26052 credits
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DennisBergkamp - AI Programmer
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Re: Forge 04/02 (Unofficial Beta version)
by Chris H. » 03 Apr 2010, 17:59
We might want to limit the top price at which we can sell a card at for the first 50 games or so ... I imagine a starting card pool with one of the more expensive cards.
A mox for example. We sell that and have enough credits to buy out the card shop for the next 20 or so matches. Hmm.. So we cap the selling price at 200 credits for the first 50 games or so.
A mox for example. We sell that and have enough credits to buy out the card shop for the next 20 or so matches. Hmm.. So we cap the selling price at 200 credits for the first 50 games or so.
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Chris H. - Forge Moderator
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Re: Forge 04/02 (Unofficial Beta version)
by DennisBergkamp » 03 Apr 2010, 18:34
Yeah, that's a good idea (although I would never sell a Mox).... Maybe I'll cap the max selling price 500 for the first 50 games?
I'm also thinking of increasing credits earned per match, currently it just seems like almost 90% of all credits are made through selling cards.
I'm also thinking of increasing credits earned per match, currently it just seems like almost 90% of all credits are made through selling cards.
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DennisBergkamp - AI Programmer
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Re: Forge 04/02 (Unofficial Beta version)
by Mr.Chaos » 04 Apr 2010, 06:18
Thanks for a great update guys.
Although I haven't touched the quest mode in months, this shop idea sounds nice and I will give it a try.
That is, I hope to get to it. Been rather busy lately, never even got around to installing the previous beta.
Don't you just hate it when your life gets in the way of your gaming time?
Although I haven't touched the quest mode in months, this shop idea sounds nice and I will give it a try.
That is, I hope to get to it. Been rather busy lately, never even got around to installing the previous beta.
Don't you just hate it when your life gets in the way of your gaming time?
= coder at work, according to a coder.It does explain some of the bugs. - Mr.Chaos
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Re: Forge 04/02 (Unofficial Beta version)
by Chris H. » 04 Apr 2010, 10:45
I tend to be one of those people that move the pics folder from one version to the next as this prevents me from having to download a new batch of jpgs with each version. I have access to the SVN so I tend to do this quite often.
I just realized that this new version comes with several png icons which are used by quest mode and my method overwrites the png icons. I imagine that there might be a few people that might also move over there existing pics folder and not realize that there is several nice icons that will disappear.
I just realized that this new version comes with several png icons which are used by quest mode and my method overwrites the png icons. I imagine that there might be a few people that might also move over there existing pics folder and not realize that there is several nice icons that will disappear.
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Chris H. - Forge Moderator
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Re: Forge 04/02 (Unofficial Beta version)
by Huggybaby » 04 Apr 2010, 16:18
To fix this, Forge could check all images to make sure they're correct, then offer to download proper ones.
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Huggybaby - Administrator
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Re: Forge 04/02 (Unofficial Beta version)
by Chris H. » 04 Apr 2010, 19:41
`Huggybaby wrote:To fix this, Forge could check all images to make sure they're correct, then offer to download proper ones.
Forge will only download the missing card jpgs.
Dennis' latest beta release includes 4 png pic icons which jazz up the window displays in quest mode.
I can only attach 3 of the 4 but this should give everyone an idea of what is included now in the pics folder.
`
- Attachments
-
- Gold Icon
- GoldIcon.png (19.91 KiB) Viewed 2518 times
-
- Box Icon
- BoxIcon.png (28.41 KiB) Viewed 2518 times
-
- Book Icon
- BookIcon.png (33.42 KiB) Viewed 2518 times
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Chris H. - Forge Moderator
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Re: Forge 04/02 (Unofficial Beta version)
by Huggybaby » 04 Apr 2010, 20:21
Forge can't be coded to check for png icons and download them the same way it does pics?
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Re: Forge 04/02 (Unofficial Beta version)
by DennisBergkamp » 04 Apr 2010, 22:41
I'm not sure if it has a URL we could use for the icons... I think I had to do some resizing.
By the way, has anyone else got the chance to test out the new quest mode? I'm aware there's some balance changes that could be made, so suggestions are welcome
By the way, has anyone else got the chance to test out the new quest mode? I'm aware there's some balance changes that could be made, so suggestions are welcome
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DennisBergkamp - AI Programmer
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Re: Forge 04/02 (Unofficial Beta version)
by silly freak » 04 Apr 2010, 23:00
we could also read those images directly from the jar file. i'll see if I can do it for the next beta
___
where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
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