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Forge Beta: 01-04-2013 ver 1.3.4

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Re: Forge Beta: 01-04-2013 ver 1.3.4

Postby Harfenik » 16 Jan 2013, 09:48

Ok, no help here it seems...Thanks.
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Re: Forge Beta: 01-04-2013 ver 1.3.4

Postby friarsol » 16 Jan 2013, 13:16

Harfenik wrote:Ok, no help here it seems...Thanks.
Have you actually created a Quest? I've never seen that error.
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Re: Forge Beta: 01-04-2013 ver 1.3.4

Postby muppet » 16 Jan 2013, 13:26

I came back to forge after a bit of a break and missed the gauntlet stuff being implimented. Did I miss some documentation. I made a gauntlet and am able to save it and load it but thats about it.
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Re: Forge Beta: 01-04-2013 ver 1.3.4

Postby Legggy » 16 Jan 2013, 14:29

Is there any strict requirement in downloading Forge? Because everytime I tried, it returned DNS cache error... Should I sacrifice some goats?
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Re: Forge Beta: 01-04-2013 ver 1.3.4

Postby RumbleBBU » 16 Jan 2013, 15:12

friarsol wrote:
Harfenik wrote:Ok, no help here it seems...Thanks.
Have you actually created a Quest? I've never seen that error.
That's what I thought too...still, if you do have an existing Quest game and problem persists, please zip the contents of your res/quest/data folder and post them here.
It would help a lot of we could reproduce the error. (The crashdump, without context, does little more than tells us where something went wrong...without reproducing the crash, it is pretty much futile to try to catch the actual variables/values.)
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Re: Forge Beta: 01-04-2013 ver 1.3.4

Postby RumbleBBU » 16 Jan 2013, 15:19

Two personal observations I came across while developing the soon-to-be-released Jamuraa world. The environment I used for building Jamuraa was essentially 1.3.4, so if these have been addressed after 1.3.4, please ignore...

1) My opponent cast Necromancy and fetched one of those prot-black pump clerics (Order of the White Shield or Order of Leitbur) from its graveyard, which should, to my understanding, be illegal play. The cleric and Necromancy appeared on the battlefield, and immediately following that, Forge crashed.

2) I must join the ranks of people who wonder how to untap that single land allowed by a Winter Orb. The only way I've found so far is the dev-mode untap button. Really. This is something of a problem since a couple of Vintage-oriented Jamuraa opponents use the Winter Orb. (For the AI, the Winter Orb behaves as expected. The problem only affects the human player.)

...one more...

3) The AI cast Shimmer. Forge just hung up with it in the stack.
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Re: Forge Beta: 01-04-2013 ver 1.3.4

Postby friarsol » 16 Jan 2013, 15:43

RumbleBBU wrote:1) My opponent cast Necromancy and fetched one of those prot-black pump clerics (Order of the White Shield or the like) from its graveyard, which should, to my understanding, be illegal play. The cleric and Necromancy appeared on the battlefield, and immediately following that, Forge crashed.
This isn't an illegal play. Protection only matters when a Permanent is on the Battlefield.

What should happen is:
Necromancy ETB.
White Knight moves from Grave to Battlefield.
Necromancy Attaches.
Necromancy trigger finishes resolving.

State based Actions are checked:
White Knight protection sends Necromancy to Grave.
Necromancy LTB triggers.
White Knight is sacrificed.
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Re: Forge Beta: 01-04-2013 ver 1.3.4

Postby Devilman06 » 16 Jan 2013, 17:16

I have Knowledge Pool on the field and a Curse Of Exhaustion attached to my opponent. They cast ONE spell which gets exiled and still get to cast a card in exile with knowledge pool. According to curse of exhaustion they should not be able to do that. Same as when Teferi, Mage of Zhalfir is on the field the card they cast gets exiled but the should not be able to cast another.
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Re: Forge Beta: 01-04-2013 ver 1.3.4

Postby Andy9973 » 16 Jan 2013, 17:55

I've noticed something about the first ability of Tibalt, the Fiend-Blooded.

Whenever I activate his first ability, first a card gets discarded at random from my hand and afterwards the animation of a card being drawn shows up. But the ability should resolve exactly the other way around.
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Re: Forge Beta: 01-04-2013 ver 1.3.4

Postby friarsol » 16 Jan 2013, 18:08

Andy9973 wrote:Whenever I activate his first ability, first a card gets discarded at random from my hand and afterwards the animation of a card being drawn shows up. But the ability should resolve exactly the other way around.
I think the animation is just slower than the effects that are happening, so it may seem like it's the other way around, but it effect is fine.
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Re: Forge Beta: 01-04-2013 ver 1.3.4

Postby jwallstone » 16 Jan 2013, 18:36

I cast Barter in Blood with Blood Artist on the field. Opponent has two creatures. Blood Artist's ability only triggers once, whereas it should trigger for all three sacrificed creatures.
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Re: Forge Beta: 01-04-2013 ver 1.3.4

Postby Sloth » 16 Jan 2013, 18:54

RumbleBBU wrote:3) The AI cast Shimmer. Forge just hung up with it in the stack.
This has already been fixed. But the AI will always pick Islands.
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Re: Forge Beta: 01-04-2013 ver 1.3.4

Postby gos » 16 Jan 2013, 21:04

I don't seem to be getting any counters from Novijen, Heart of Progress.
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Re: Forge Beta: 01-04-2013 ver 1.3.4

Postby gos » 16 Jan 2013, 23:39

I couldn't get Durkwood Tracker to fight at all. It's like they don't have an activated ability.
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Re: Forge Beta: 01-04-2013 ver 1.3.4

Postby moomarc » 17 Jan 2013, 05:49

gos wrote:I don't seem to be getting any counters from Novijen, Heart of Progress.
Fixed. Thanks Gos!

gos wrote:I couldn't get Durkwood Tracker to fight at all. It's like they don't have an activated ability.
Just tested and it was working perfectly. Are you sure there was an attacking creature and that the tracker didn't have summoning sickness? Otherwise I guess it was just fixed already since the beta release.
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