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Re: Forge 08/20/2010 (unofficial BETA) version

Posted:
29 Aug 2010, 14:47
by Rob Cashwalker
Was able to use
Stampede Driver 's ability without having to discard a card.
Whoever added it to the game didn't implement that part correctly:
- Code: Select all
abAllPump 1 G T:YouCtrl:+1/+1/Trample:Drawback$Discard/1
It should be:
- Code: Select all
abAllPump 1 G T:YouCtrl:+1/+1/Trample:Drawback$YouDiscard/1
It's not technically correct either, but functional for now. Soon, we will have discard as a cost implemented, just like Sacrificing has just been added as a cost.
Re: Forge 08/20/2010 (unofficial BETA) version

Posted:
29 Aug 2010, 19:13
by Caranthol
I can't open my constructed decks because all of them have Test Destroy in them, and it isn't in the cards.txt file. Can you give me the text to add to the file?
Thank you.
EDIT: I answer for myself.
I added this text:
- Code: Select all
Test Destroy
1
Instant
Destroy target permanent.
SVar:Rarity:
SVar:Picture:
Re: Forge 08/20/2010 (unofficial BETA) version

Posted:
29 Aug 2010, 19:34
by Caranthol
When I sort the cards by the Most Recently Added filter, I get the cards sorted by name only. How can I get the cards sorted by the correct filter?
Thank you.
Re: Forge 08/20/2010 (unofficial BETA) version

Posted:
29 Aug 2010, 20:26
by Chris H.
Caranthol wrote:When I sort the cards by the Most Recently Added filter, I get the cards sorted by name only. How can I get the cards sorted by the correct filter?
`
That filter no longer works due to recent changes in how we handle the cards.txt file. We should consider removing this filter from the list of choices.
Re: Forge 08/20/2010 (unofficial BETA) version

Posted:
29 Aug 2010, 20:45
by Caranthol
Chris H. wrote:Caranthol wrote:When I sort the cards by the Most Recently Added filter, I get the cards sorted by name only. How can I get the cards sorted by the correct filter?
`
That filter no longer works due to recent changes in how we handle the cards.txt file. We should consider removing this filter from the list of choices.
And will be another possibility to know which are the new cards in order to complete our decks? Or we have to read the list in the official bet topic to know which are?
Thank you.
Re: Forge 08/20/2010 (unofficial BETA) version

Posted:
29 Aug 2010, 21:00
by Chris H.
Caranthol wrote:And will be another possibility to know which are the new cards in order to complete our decks? Or we have to read the list in the official bet topic to know which are?
`
The developers have not yet had a chance to consider a new type of date filter. Looking at the list of new cards in the beta topic is the best solution at this time.
Re: Forge 08/20/2010 (unofficial BETA) version

Posted:
30 Aug 2010, 03:13
by Xitax
With this release, the downsized HQ card pics in the game area are suboptimal with jaggies.
Minor typo: the Plant Wall is 0/3 at lvl 3, but the bazaar shop says it's 1/3.
Thanks for all the hard work - lovin Forge!
Re: Forge 08/20/2010 (unofficial BETA) version

Posted:
30 Aug 2010, 17:12
by Hamletchickencrisis
I prefer to play with the new gui turned off but when I play against quest decks it defaults to the new gui even though I have it unchecked. Is there any way around this?
Re: Forge 08/20/2010 (unofficial BETA) version

Posted:
30 Aug 2010, 19:46
by juzamjedi
Can you change the top level plant wall to gain life every upkeep instead of requiring the TAP?
Re: Forge 08/20/2010 (unofficial BETA) version

Posted:
31 Aug 2010, 04:43
by Rob Cashwalker
Why? Isn't the plant wall broken enough?
Re: Forge 08/20/2010 (unofficial BETA) version

Posted:
31 Aug 2010, 14:21
by juzamjedi
I just mean that it's a bit annoying that I have to keep clicking on it every turn. I would either tap the wall at the end of AI's turn / or in response to removal, but it's obvious that I would want the extra life point every turn. The benefit to this is reducing user input rather than a kind of tactical game play advantage.
Yes it's minor, but I would appreciate it at least.
Re: Forge 08/20/2010 (unofficial BETA) version

Posted:
31 Aug 2010, 15:05
by Rob Cashwalker
I actually found it trained me to pay attention during the computer's end of turn.... Now, when I play quick games for testing, I find that I keep expecting to do something during the computer's turn, so I automatically move the mouse to where the plant wall usually is....
Maybe we could add another level to it... make it 2/4 with auto life gain?
Re: Forge 08/20/2010 (unofficial BETA) version

Posted:
31 Aug 2010, 16:23
by DennisBergkamp
Sure, this is a good idea... I'll make it a cheapish upgrade (maybe even keep it a 1/4 - then again it has deathtouch, its power doesn't matter much anyway).
Re: Forge 08/20/2010 (unofficial BETA) version

Posted:
31 Aug 2010, 17:08
by friarsol
Rob Cashwalker wrote:I actually found it trained me to pay attention during the computer's end of turn.... Now, when I play quick games for testing, I find that I keep expecting to do something during the computer's turn, so I automatically move the mouse to where the plant wall usually is....
Maybe we could add another level to it... make it 2/4 with auto life gain?
I think I'd prefer the Wall's ability to only be activated on the controller's turn. This way you can choose to leave it around as a blocker or you can choose to gain life. Once it gains a power and deathtouch it prevents a lot of attacks from the opponent.
Re: Forge 08/20/2010 (unofficial BETA) version

Posted:
31 Aug 2010, 17:22
by DennisBergkamp
That's also a good idea, it would make it a lot less powerful...