Forge Beta: 09-27-2013 ver 1.5.0
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Beta: 09-27-2013 ver 1.5.0
by jmartus » 28 Sep 2013, 02:40
The ai is not doing anything with its poke card.
Re: Forge Beta: 09-27-2013 ver 1.5.0
by Alico » 28 Sep 2013, 03:44
Magus of the Jar did not work properly in the last game I played. The cards stayed exiled face down and did not return to my hand. It was the opponent's Magus of the Jar.
Re: Forge Beta: 09-27-2013 ver 1.5.0
by Xitax » 28 Sep 2013, 06:23
Played Path to Exile on opponent's commander, and the commander just disappeared. Nothing in exile zones.
In another game, opponent exiled my commander with Soul Snare, I was allowed to apply the replacement effect and put it in the command zone. The next turn I drew a Soul Snare myself. Somehow the AI activated a soul snare a second time (mine was on the field, but AI had none) and exiled my commander again, but after casting mine I wasn't able to activate it.
In another game, opponent exiled my commander with Soul Snare, I was allowed to apply the replacement effect and put it in the command zone. The next turn I drew a Soul Snare myself. Somehow the AI activated a soul snare a second time (mine was on the field, but AI had none) and exiled my commander again, but after casting mine I wasn't able to activate it.
Re: Forge Beta: 09-27-2013 ver 1.5.0
by serrasmurf » 28 Sep 2013, 06:41
Hi,
congrats with this great new version of Forge!
2 issues:
when I rename a quest, Forge doesn't rename it but creates a copy (and both copies have the old name)
something i noticed since innistrad: when I buy innistrad fat packs, i always get a lot of Garruk Relentless cards. Garruk is starting to laugh at statistical variance. So maybe somone could check if Forge treats it as an uncommon or soemthing
thnx!
congrats with this great new version of Forge!
2 issues:
when I rename a quest, Forge doesn't rename it but creates a copy (and both copies have the old name)
something i noticed since innistrad: when I buy innistrad fat packs, i always get a lot of Garruk Relentless cards. Garruk is starting to laugh at statistical variance. So maybe somone could check if Forge treats it as an uncommon or soemthing
thnx!
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Re: Forge Beta: 09-27-2013 ver 1.5.0
by dontevenask » 28 Sep 2013, 07:11
The game seems to crash randomly at times, and I have to go to the task manager to quit. I don't even get a crash report (This only happens during matches).
Also, the AI keeps playing spells like Incinerate and Lightning Bolt, except they don't have targets. It just says Incinerate-
instead of Incinerate-Human or something like that. When this happens, the effect just fizzles and neither me nor my creatures take any damage.
Also, the AI keeps playing spells like Incinerate and Lightning Bolt, except they don't have targets. It just says Incinerate-
instead of Incinerate-Human or something like that. When this happens, the effect just fizzles and neither me nor my creatures take any damage.
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Re: Forge Beta: 09-27-2013 ver 1.5.0
by hbtfe » 28 Sep 2013, 07:35
I think I found another bug. I was playing Archenemy. At the end of my turn I had 8 cards and was asked to discard one. I clicked concede instead and the game stopped reacting, I had to close it via Task Manager.
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Re: Forge Beta: 09-27-2013 ver 1.5.0
by PsiOptics » 28 Sep 2013, 07:49
Game also crashes randomly seemingly at every match. I get no error report and I have to go to task manager. It doesn't even seem from playing anything in particular. It can happen at the end of a phase.
Re: Forge Beta: 09-27-2013 ver 1.5.0
by Diogenes » 28 Sep 2013, 08:12
I'm not sure why this works, but this issue can be corrected by placing all eight mountains in a block in DDL's edition file (delete either batch of four, then add four more lines of mountains to the other.)correioalternativo wrote:Duel Decks: Heroes vs. Monsters (DDL) has eight mountains, but Forge only shows four.
edit: This file should work. I just moved all the lands to the bottom.
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Re: Forge Beta: 09-27-2013 ver 1.5.0
by Hellfish » 28 Sep 2013, 09:07
I can't seem to reproduce this.If you encounter this again, could you please screenshot the boardstate? Also, if you can, try the next snapshot build.It'll have a note on the commander effect saying where that players commander currently is, see what that says when the commander disappears.Xitax wrote:Played Path to Exile on opponent's commander, and the commander just disappeared. Nothing in exile zones.
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
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Re: Forge Beta: 09-27-2013 ver 1.5.0
by gos » 28 Sep 2013, 13:11
I was aware of how the mulligan rules for Commander work. It just wasn't intuitively obvious that I should click on the cards in my hand.friarsol wrote:Commander mulliganing works differently.gos wrote:I can't mulligan in Commander, only the option to Keep is active.
Partial Paris Mulligan rule
Because Commander games are long and usually not played in multigame matches, the format uses a modified mulligan rule designed to alleviate mana-light hands without significantly increasing the odds of finding individual cards. This is also known as the "Brittany" mulligan rule.
In turn order, players may exile (face down) some or all of the cards in their hand.
Each player then draws one less card from their deck than the number they exiled.
Players who exiled at least one card may return to step 1 and repeat the process, drawing one less card each time.
Players shuffle all exiled cards into their deck.
It is worth noting that even with this form of mulligan, decks playing an insufficient number of mana sources will routinely draw poor hands or insufficient mana as the game progresses.
Thanks for the answer.
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Re: Forge Beta: 09-27-2013 ver 1.5.0
by timmermac » 28 Sep 2013, 13:14
Playing with the new beta against Clancy Wiggum. I'm about to kill him with a Willow Dryad and a Groundshaker Sliver when Forge totally locks up. I have to go into Windows Task Manager to kill it, and I notice that Forge is using about 850 megs of my RAM at that point. It was probably the 2nd or 3rd match I'd played.
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: Forge Beta: 09-27-2013 ver 1.5.0
by mook1e » 28 Sep 2013, 13:47
I am also having a problem with the game hanging, usually during an attack phase, but no particular actual specifically. It will stop responding and eventually go to a black screen. I have to force stop the game through the windows panel.
Love the app otherwise tho!
Love the app otherwise tho!
Re: Forge Beta: 09-27-2013 ver 1.5.0
by Dalek » 28 Sep 2013, 14:09
Attempted to make a relentless rats commander deck but was only allowed to put one relentless rats in the deck.
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Re: Forge Beta: 09-27-2013 ver 1.5.0
by eruditebaboon » 28 Sep 2013, 14:50
When I activate the ability of Gomazoa and then cast Flicker on it before it resolves, the Gomazoa is still shuffled into the library even though it should be treated as a different creature. However if I do the same thing with Void Stalker the stalker is not shuffled into the library.
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Re: Forge Beta: 09-27-2013 ver 1.5.0
by Dalek » 28 Sep 2013, 16:36
Just to add to previous comment. Only one Shadowborn Apostle is allowed in the commander deck. Both Relentless rats and Shadowborn Apostle's ability allows for unlimited amounts in a deck, even in a commander deck.
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