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Forge Release 07/14/2020 ver 1.6.36

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Re: Forge Release 07/14/2020 ver 1.6.36

Postby Tamarocker88 » 31 Aug 2020, 18:36

peepser wrote:AI never returns Crown of Doom to me, even if it has the mana and is attacking.
In this scenario, was it you who owned the Crown of Doom or the opponent? To be clear, the activated ability allows control to be transferred, but not ownership. The owner gets to drop it on the field, gift it to one of their opponents, and then the opponents get to play Hot Potato with it unless someone destroys it :). I use it as one of my not-so-hug cards in my Jodah group hug EDH deck. I thought the AI properly juggled ownership of the Crown of Doom between the other AI opponents successfully, but I could be wrong.
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Re: Forge Release 07/14/2020 ver 1.6.36

Postby martinisam » 03 Sep 2020, 04:56

I don't know if anyone else has been having this issue today, but none os the current meta game decks are loading - they all say 0 decks. Yesterday this was not an issue..
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Re: Forge Release 07/14/2020 ver 1.6.36

Postby peepser » 03 Sep 2020, 19:54

Bartizan Bats can't be blocked by Hollowhenge Spirit. Why? They are both flyers. Bats has Sword of the Animist attached. This does not stop blocking.
Attachments
bats can't be blocked.JPG
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Re: Forge Release 07/14/2020 ver 1.6.36

Postby timmermac » 04 Sep 2020, 01:43

According to your screenshot, there doesn't seem to be an issue. The bats are the only thing attacking and your Hollowhenge is blocking it. If it wasn't able to, you wouldn't even be able to assign it.
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Re: Forge Release 07/14/2020 ver 1.6.36

Postby Spatzi » 05 Sep 2020, 01:47

timmermac wrote:According to your screenshot, there doesn't seem to be an issue. The bats are the only thing attacking and your Hollowhenge is blocking it. If it wasn't able to, you wouldn't even be able to assign it.
Can’t block them. Refuses to let me use them as a blocker. A message like ‘Not valid’ pops up after ‘okay’.
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Re: Forge Release 07/14/2020 ver 1.6.36

Postby correioalternativo » 05 Sep 2020, 12:51

Diminishing Returns

How it is: Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws up to seven cards.

What Forge does: Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws seven cards.

*

Thank you for Forge =D>
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Re: Forge Release 07/14/2020 ver 1.6.36

Postby timmermac » 05 Sep 2020, 14:44

Spatzi wrote:
timmermac wrote:According to your screenshot, there doesn't seem to be an issue. The bats are the only thing attacking and your Hollowhenge is blocking it. If it wasn't able to, you wouldn't even be able to assign it.
Can’t block them. Refuses to let me use them as a blocker. A message like ‘Not valid’ pops up after ‘okay’.
I see what's causing it. The attacking creature has menace, which means that a double block is required if you're going to block it.
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Re: Forge Release 07/14/2020 ver 1.6.36

Postby peepser » 05 Sep 2020, 16:22

timmermac wrote:
Spatzi wrote:
timmermac wrote:According to your screenshot, there doesn't seem to be an issue. The bats are the only thing attacking and your Hollowhenge is blocking it. If it wasn't able to, you wouldn't even be able to assign it.
Can’t block them. Refuses to let me use them as a blocker. A message like ‘Not valid’ pops up after ‘okay’.
I see what's causing it. The attacking creature has menace, which means that a double block is required if you're going to block it.
I didn't even see that. It was hidden on the card. Easy to miss if you keep looking at card text.
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Re: Forge Release 07/14/2020 ver 1.6.36

Postby AStrangerIsHere » 05 Sep 2020, 18:49

correioalternativo wrote:Diminishing Returns

How it is: Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws up to seven cards.

What Forge does: Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws seven cards.

*

Thank you for Forge =D>
Here, add:
Upto$ True | AILogic$ OptionalDraw
to that line
SVar:DBDraw:DB$ Draw | Defined$ Player | NumCards$ 7 | SpellDescription$ Then each player draws up to seven cards.
of the script of Diminishing Returns and that should be good.
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Re: Forge Release 07/14/2020 ver 1.6.36

Postby yoshimario40 » 06 Sep 2020, 02:13

Northmoc1344 wrote:Off-color Auto-Pay Issues (yoshimario40) I've created an issue for this on the GIT. Please feel free to keep an eye on the progress or post more info if you make more observations.

Force of Rage tokens (Symphonic) Great catch. Here's the fix; should be implemented soon.

Unlocking new sets, booster packs (indicatie) Sounds like you're maybe referring to Quest Mode? I've asked a few people who know more about that mode than I. I'll post back when I hear something unless I see you hop on the discord. :)
Thanks for creating the issue on gitlab. I might create a few more there just to put down some of the bugs I've seen. (If that's okay with you guys.)
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Re: Forge Release 07/14/2020 ver 1.6.36

Postby Alexey2666 » 06 Sep 2020, 11:26

Does Forge have Russian language support? And if there is how to turn it on? Maybe you need to download the russification file separately? Thank
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Re: Forge Release 07/14/2020 ver 1.6.36

Postby Xitax » 06 Sep 2020, 17:39

There's some kind of issue with Teferi's Puzzle Box. My opponent has one, and I have drawn a card this turn before Puzzle Box activates, and I end up with no cards in hand.

Relevant draw effects this game:
Opponent has: Leovold, Emissary of Trest, Teferi's Puzzle Box
I have: Lifecrafter's Bestiary

EDIT: apparently I draw for the turn first, which makes this a nasty lock. Gatherer re "at the beginning of your draw step ~": "The triggered ability is put onto the stack after you have already drawn your card for the turn."
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Re: Forge Release 07/14/2020 ver 1.6.36

Postby gos » 09 Sep 2020, 16:10

gos wrote:Gate to the Afterlife only searches your library for God-Pharaoh's Gift. I don't think this has ever worked properly.
I ran into this bug again in version 1.6.36 today.
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Re: Forge Release 07/14/2020 ver 1.6.36

Postby Symphonic » 09 Sep 2020, 18:34

Two things I came across, even if they may not qualify as typical bugs:
1) Returning spells to hand:
When you return a spell to the opponent's hand when it gets to the stack (e.g. using Remand or Venser, Shaper Savant), the opponent stays with the same target of the spell when casting it again, even when this target is not legal any more.
An example that happened to me: Opponent plays Kolaghan's Command to deal damage to my planeswalker, I cast Remand in response. In the following attack phase my planeswalker dies. During the opponent's next turn, he plays Kolaghan's Command again, still targeting the same planeswalker, even though this planeswalker is not on the battlefield any more.
2) Autotapping lands:
When involving Triomes, autotapping prefers to tap your other lands, resulting in that you can't play the remaining spells in your hand. There seems to be a priority list of lands that stay untapped if possible (e.g. Karakas, Modern Horizon sac-lands,..), and per se that's a good thing. The importance of Triomes staying untapped shouldn't be higher than the option to play spells though.
Here's a screenshot of an example:
I used autotap to cast Uro, the Triome stayed untapped, hereby tapping both of my white mana sources, denying me the opportunity to play my Enlightened Tutor afterwards.
| Open
autopay mana forge.jpg
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Re: Forge Release 07/14/2020 ver 1.6.36

Postby Symphonic » 09 Sep 2020, 20:23

I used Crop Rotation for Field of the Dead when I had six lands in play.
I got a Zombie token, seems as if the sacrificed land also counted towards the seven, although it shouldn't.
Screenshot:
| Open
crop rotation into field of the dead forge.jpg

Edit: I could even reproduce the bug with 5 lands on the battlefield (and a few lands in the graveyard) and using Crop Rotation on one of them for Field of the Dead.
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