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Forge 05/10 (Unofficial Beta version)

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Forge 05/10 (Unofficial Beta version)

Postby DennisBergkamp » 07 May 2010, 21:15

(Quest icons used created by Teekatas, from his Legendora set http://raindropmemory.deviantart.com)

3210 cards in total.

Released a new version to fix some of the new bugs that snuck into the 05/02 release. Also some new cards, Slapshot5 added most of them.


Fixes/Features:


- This version should contain Juzamjedi's draft files again.
- AI should always try to attack with creatures that have "At the beginning of the end step, sacrifice CARDNAME."
- If a counterspell can't be cast (Meddling Mage, Iona, Shield of Emeria, ...), the AI shouldn't be able to cast it either.
- Harrow should be cascadable now.
- Fixed the 1.5 Java incompatibility for the basic landsearch cards.
- Fixed some problems with Captain of the Watch.
- Fixed a small text problem with Chainer, Dementia Master.
- Fixed Iona, Shield of Emeria not preventing Sower of Temptation being cast (when blue is chosen).
- Slapshot5 added generic aura code.
- Slapshot5 added "You may choose not to untap CARDNAME during your untap step." keyword.
- Slapshot5 fixed Hedron Crab for the AI.
- Snacko fixed a bug with the AI targeting code of Firebolt.
- Chris fixed Mishra's Factory, Assembly-Worker, Daru Encampment and Goblin Burrows (they should be able to target creatures with Changeling now).
- Slapshot5 made fixes on Dredge (I wasn't aware we had the Dredge mechanic either), Dredge should trigger now on cards like Bazaar of Baghdad.
- Slapshot5 made improvements on the UI of Strip Mine and Wasteland.
- Slapshot5 fixed Kozilek's Predator and Hada Sky Patrol P/T.
- Chris fixed Suffer the Past.
- Slapshot5 made some fixes on Dark Depths.
- Chris fixed Inspiration (Sorcery -> Instant).

Quest specific:

- Made numerous fixes to Fantasy mode.
- Set max life in Fantasy Quest to 30.
- Added another plant ability.
- Added another pet (you can only have one pet active in a match at a time, in between games the selection can be made).
- Added another quest.
- Chris cleaned up the main Quest interface.
- Chris added a few new decks.

New Cards:


- Emrakul, the Aeons Torn, Artisan of Kozilek
- Time of Heroes
- Grave Defiler, Fallen Cleric, Lord of the Undead, Cemetery Reaper
- Sound the Call, Moonglove Extract

Slapshot5 added:
- Reanimate, Mana Vault, Vampire Hexmage, Sphinx of Magosi
- Greater Mossdog, Suffer the Past
- Rubinia Soulsinger, Old Man of the Sea, Time Elemental
- Wanderlust, Psychic Venom, Curse of Chains, Spirit Shackle, Festering Wound, Blight
- Lifeblood, Lifetap
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Re: Forge 05/10 (Unofficial Beta version)

Postby indicatie » 07 May 2010, 21:44

Nice! Trying it now.... =D>

Where's the 3th pet? I just see [Beasts] (for wolf) and [Nursery] (for plant)

And what does this button do? (DIDI, do NOT push that button!)... (See attachment)
WDTBD.jpg
Last edited by indicatie on 08 May 2010, 05:39, edited 1 time in total.
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Re: Forge 05/10 (Unofficial Beta version)

Postby DeadSpeak » 07 May 2010, 22:17

Thank you for the Eldrazi, Time of Heroes and Reanimate... =D>
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Re: Forge 05/10 (Unofficial Beta version)

Postby DennisBergkamp » 07 May 2010, 22:47

indicatie wrote:Nice! Trying it now.... =D>

Where's the 3th pet? I just see [Beasts] (for wolf) and [Nursery] (for plant)

And what does this button do? (DIDI, do NOT pus that button!)... (See attachment)
WDTBD.jpg
Ahh, this is for switching between pets. The second pet becomes available after maxing the Wolf.
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Re: Forge 05/10 (Unofficial Beta version)

Postby MadBat » 07 May 2010, 23:26

I noticed the following issues still present with this version:

Testing with a deck of rats agains cpu with same deck.
When all rats have fear, the cpu attacks with rats, even though I'm a lot stronger (he has 1/1 rats, I have 3/3)
But, I understood why... I could not block.
If I'm correct, fear can be blocked with artifact or black creatures or with other fear creatures.
I also had rats with fear and could not block.
So currently, fear makes your creatures unblockable!
EDIT: apparantly, it seems like the FEAR does start acting correctly a few turns after it kicked in.
I was able to block rats with my rats after a turn or 2

The other issue lies with many enchantments.
You can't target them as they are played as sorceries.
For example, Animate Dead or Lignify which end up in the graveyard after being casted.
The cpu uses lignify on my creatures and I can't target the enchantment to remove it.
Same with animate dead, I need to kill the creature instead of disenchanting.

If these were already reported, my excuses. Didn't search before as it's late...
gn8 :p
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Re: Forge 05/10 (Unofficial Beta version)

Postby koravain » 07 May 2010, 23:58

Thanks for the very quick "At the beginning of the end step, sacrifice CARDNAME" AI fix!
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Re: Forge 05/10 (Unofficial Beta version)

Postby Chris H. » 08 May 2010, 01:09

all rarities for Forge 05-10-2010

This archive contains updated rarity files for Forge 05-10-2010. I added the missing rarity values for the new cards that were included in Forge version 05-10-2010. 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.

As of version 04-11-2010 another set of rarity file appears in the /res/draft/ folder. You can if you want, move a copy of the all rarities into this folder but this will include every card your potential draft pool. Draft mode will likely be more fun if you place rarity files that include a limited set of cards into this folder.


`
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Re: Forge 05/10 (Unofficial Beta version)

Postby nilloc » 08 May 2010, 02:43

Is it intentional that milling a player in quest mode no longer gives the bonus +100 credits?
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Re: Forge 05/10 (Unofficial Beta version)

Postby DennisBergkamp » 08 May 2010, 05:07

nilloc wrote:Is it intentional that milling a player in quest mode no longer gives the bonus +100 credits?
No, I messed up. Someone reported that the bonus happened when the computer won through milling... so I tried fixing this but I got it the other way around (and now it will only actually work if the computer mills the player). Ugh, anyway I just fixed it for the next version.
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Re: Forge 05/10 (Unofficial Beta version)

Postby indicatie » 08 May 2010, 05:42

MadBat wrote:If I'm correct, fear can be blocked with artifact or black creatures or with other fear creatures.
You are almost correct, but it's just: creatures with fear can be blocked by black and/or artifact creatures. Having a red creature with fear does not make it able to block another creature with fear.
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Re: Forge 05/10 (Unofficial Beta version)

Postby TheRobberBaron » 08 May 2010, 05:53

Will there be pictures for the new tokens created through the bazaar?
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Re: Forge 05/10 (Unofficial Beta version)

Postby DennisBergkamp » 08 May 2010, 17:17

Ah, yeah I forgot to upload those. Anyway, I'm on a diff PC now but I'll post them later today.
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Re: Forge 05/10 (Unofficial Beta version)

Postby freestorageaccount » 08 May 2010, 19:13

DennisBergkamp wrote:Someone reported that the bonus happened when the computer won through milling... so I tried fixing this but I got it the other way around (and now it will only actually work if the computer mills the player). Ugh, anyway I just fixed it for the next version.
S.orry Dennis, but the same turns out to happen for Battle of Wits, so other alternate wins might also be affected (though I can't think of any more in Forge at the moment). On the other hand, this bug does partially compensate for the rather meagre constant 10-credit bonus for winning the first two games of a match. (You have not lost once! Bonus: +10 credits. You have earned 851 credits in total.)

While we're on the subject, I thought some new special wins would be a cool possibility like some elements of the Fantasy quest...
Imagination wrote:
  • Win a handicapped game.
  • Win without ever controlling a creature.
  • Win without ever controlling a non-mana-producing permanent.
  • Win before your Nth turn.
  • Win without attacking (Shining Shoal et al. are allowed).
  • Win without losing any life, hence no Necropotence, Volcanic Fallout, etc. Gaining life does not restore this status.
  • Win while the computer's life is at least 20 lower than its value at the beginning of the turn.
  • Win after taking mulligans to zero (currently not allowed).
  • 'Epic': Win without casting a spell (in reality quite easy against certain decks; think about it).
These would be worth different numbers of credits, of course, and ideally could be handled by simple flags reset whenever a game begins, which I tried to keep in mind for the examples. If other people have more ideas, please share them. :)
-- freestorageaccount (= accurate forge notes) This is not a subliminal message. At least for the prosilver theme.

The Great Wall of Bugs. Gando, you will not be forgotten.
And a chip off the old block.
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Re: Forge 05/10 (Unofficial Beta version)

Postby Almost_Clever » 08 May 2010, 20:22

freestorageaccount wrote:Sorry Dennis, but the same turns out to happen for Battle of Wits, so other alternate wins might also be affected (though I can't think of any more in Forge at the moment).
How about poison counters, Helix Pinnacle, Barren Glory, Epic Struggle, Felidar Sovereign, Near-Death Experience? Or even Klaas, Elf Friend :D ?
A woman came up to me and said / "I'd like to poison your mind / With wrong ideas that appeal to you / Though I am not unkind."
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