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Re: Forge Beta: 07-13-2012 ver 1.2.10

PostPosted: 30 Jul 2012, 17:54
by cc-drake
The Veilstone Amulet creates an effect token which does nothing.

Re: Forge Beta: 07-13-2012 ver 1.2.10

PostPosted: 30 Jul 2012, 22:57
by MrParivir
 Disciple of Bolas ' effect uses a cards initial power disregarding buffs,
specifically I sacrificed a Quirion Druid with 3 +1/+1 counters and Rancor attached (it was pacified) so I should have gained 6 life and drawn 6 cards but instead I drew 1 and gained 1.
I'm pretty sure that's correct but if not ignore this post.

Re: Forge Beta: 07-13-2012 ver 1.2.10

PostPosted: 31 Jul 2012, 01:23
by TastetheJace
I was able to use Vile Rebirth to create a 2/2 zombie token by illegally targeting Incinerate in my opponent's graveyard.

Re: Forge Beta: 07-13-2012 ver 1.2.10

PostPosted: 31 Jul 2012, 07:41
by Sloth
doombashar wrote:In forge Slumbering Dragon isn't able to attack or block until it has 6 counters.

Changing SVarCompare$ LE5 to SVarCompare$ LE4 fixes it
This has been fixed already.

cc-drake wrote:The Veilstone Amulet creates an effect token which does nothing.
Fixed! Thanks cc-drake.

MrParivir wrote: Disciple of Bolas ' effect uses a cards initial power disregarding buffs,
specifically I sacrificed a Quirion Druid with 3 +1/+1 counters and Rancor attached (it was pacified) so I should have gained 6 life and drawn 6 cards but instead I drew 1 and gained 1.
I'm pretty sure that's correct but if not ignore this post.
Fixed! Thanks MrParivir.

TastetheJace wrote:I was able to use Vile Rebirth to create a 2/2 zombie token by illegally targeting Incinerate in my opponent's graveyard.
This has been fixed already.

Re: Forge Beta: 07-13-2012 ver 1.2.10

PostPosted: 31 Jul 2012, 12:38
by muppet
Known issue I think with converted mana costs. Spells cast with a mana cost reducer in play are treated as having the converted mana cost used to cast the spell rather than the true converted mana cost. e.g. Goblin Warchief in play cast Mogg War Marshal for one red, this cannot be countered by Spell Snare which it should be.

Re: Forge Beta: 07-13-2012 ver 1.2.10

PostPosted: 31 Jul 2012, 14:29
by gos
The AI casts Renegade Troops. I cast Dissipate to counter them. The AI casts Rebuff the Wicked to counter the Dissipate, but Renegade Troops aren't a permanent when they're on the stack.

Re: Forge Beta: 07-13-2012 ver 1.2.10

PostPosted: 31 Jul 2012, 15:58
by lazylockie
if you Snapcaster Mage and target a instant or sorcery in your graveyard, cast the spell with flashback ability and cancel while paying the costs you'll lose the spell (it goes to exile and you can't cast it anymore)

Re: Forge Beta: 07-13-2012 ver 1.2.10

PostPosted: 31 Jul 2012, 16:06
by Sloth
muppet wrote:To clarify my earlier post Thorn of Amethyst doesn't affect any zero casting cost artifacts eg. moxen.
Fixed! Thanks muppet.

muppet wrote:Known issue I think with converted mana costs. Spells cast with a mana cost reducer in play are treated as having the converted mana cost used to cast the spell rather than the true converted mana cost. e.g. Goblin Warchief in play cast Mogg War Marshal for one red, this cannot be countered by Spell Snare which it should be.
I can't reproduce this, so it must have been fixed with the big costChange rewrite.

gos wrote:The AI casts Renegade Troops. I cast Dissipate to counter them. The AI casts Rebuff the Wicked to counter the Dissipate, but Renegade Troops aren't a permanent when they're on the stack.
Fixed! Thanks gos.

Re: Forge Beta: 07-13-2012 ver 1.2.10

PostPosted: 31 Jul 2012, 16:10
by uhlersoth
The deck editor won't open! I ran Forge from a command prompt to see what is going on, and there's a stack trace:

java.lang.IllegalArgumentException: H value greater than 100%!
at forge.gui.framework.DragCell.setRoughBounds(DragCell.java:219)
at forge.gui.framework.SLayoutIO.load(SLayoutIO.java:180)
at forge.gui.framework.SLayoutIO.loadLayout(SLayoutIO.java:75)
at forge.gui.deckeditor.VDeckEditorUI$1.doInBackground(VDeckEditorUI.jav
a:37)
at forge.gui.deckeditor.VDeckEditorUI$1.doInBackground(VDeckEditorUI.jav
a:34)
at javax.swing.SwingWorker$1.call(Unknown Source)
at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at javax.swing.SwingWorker.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Re: Forge Beta: 07-13-2012 ver 1.2.10

PostPosted: 31 Jul 2012, 16:30
by uhlersoth
I deleted the whole Forge directory and reextracted and it's fine.

Re: Forge Beta: 07-13-2012 ver 1.2.10

PostPosted: 31 Jul 2012, 19:02
by Hellfish
lazylockie wrote:if you Snapcaster Mage and target a instant or sorcery in your graveyard, cast the spell with flashback ability and cancel while paying the costs you'll lose the spell (it goes to exile and you can't cast it anymore)
I'm not seeing this. It might've been fixed, but what spell were you trying to flashback?

Edit: Look'it that, one thousand on the dot.

Re: Forge Beta: 07-13-2012 ver 1.2.10

PostPosted: 31 Jul 2012, 21:18
by Hellfish
Zirbert wrote:
Sloth wrote:
Zirbert wrote:I hate to point out a problem with this one, but...

Havengul Lich doesn't let me cast creatures from my opponent's graveyard. Unless there's some way of doing it that I'm not seeing - I can target creature cards in the AI's graveyard, and they appear under the flashback icon on the AI's side, but I can't seem to actually cast them.
Have you tried clicking on your flashback icon (even though it shows 0)?
I've tried that - still nothing. The Lich gains the activated abilities of the AI's creature that I target, but I can't figure out how to actually cast it.
It gains the activated abilities? It shouldn't do that unless you actually cast the creature.. Either way, I think I've fixed it. It was *almost* doable in script only, just goes to show how powerful scripting has become :)

My rules is a bit rusty but I think I've got it right: You shouldn't be able to cast the creature in question outside of your main phases unless it has flash (like usual, in other words), right?

Re: Forge Beta: 07-13-2012 ver 1.2.10

PostPosted: 31 Jul 2012, 21:27
by friarsol
Hellfish wrote:My rules is a bit rusty but I think I've got it right: You shouldn't be able to cast the creature in question outside of your main phases unless it has flash (like usual, in other words), right?
Yea it's basically the same as Yawgmoth's Will or Snapcaster Mage. The card you target allows you to cast it (ignoring normal "be in the hand" requirements) but only if you could normally cast it (timing). You aren't actually casting it as part of resolution.

Re: Forge Beta: 07-13-2012 ver 1.2.10

PostPosted: 31 Jul 2012, 22:04
by Hevarius
I've noticed when using the combo of a Black Sun's Zenith and Blood Artist / Falkenrath Noble to board wipe, the damage done by the BA/FN only goes until the game kills the creature, instead of everything dying at the same time, therefore cutting down the damage from killing 8-9 creatures to a mere 3 instead of dealing that much and gaining that much. It saddened me since this is my favourite combo, and my real deck. lol

Re: Forge Beta: 07-13-2012 ver 1.2.10

PostPosted: 31 Jul 2012, 22:11
by MrParivir
Quick Question. Am I right in assuming these fixes are first present in the next update, or are there mini patches somewhere?