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Forge Release 09/29/2019 ver 1.6.29

Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins

Re: Forge Release 09/29/2019 ver 1.6.29

Postby Xitax » 30 Oct 2019, 17:29

Could you please add support for extra art cards? ELD has quite a few, but so did WAR. Thanks!
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Re: Forge Release 09/29/2019 ver 1.6.29

Postby timmermac » 31 Oct 2019, 06:46

I'm sure someone will correct me if I'm wrong here, but I don't think first strike works with the fight mechanic.
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Re: Forge Release 09/29/2019 ver 1.6.29

Postby Fregnor » 31 Oct 2019, 17:33

It appears that the AI cannot play Giant Opportunity and Gingerbrute well.

With Giant Opportunity, the AI will play it when it only has one food. But instead of choosing to create three foods, it sacrifices its single food and then does not get a 7/7 Giant.

With Gingerbrute, the AI does not understand that the creature has an unblockable effect. So the AI never ever uses this effect. A competent player would use this effect almost every turn, and only not use it if there was no mana to spend or if he or she was about to sacrificially block with Gingerbrute.

So I think both of these cards should be tagged as cards the AI cannot play well.
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Re: Forge Release 09/29/2019 ver 1.6.29

Postby friarsol » 01 Nov 2019, 01:50

peepser wrote:Capashen Knight is 1/1. I play Dromoka’s Command on it, choosing +1/+1 counter and fight target creature you don’t control. it fights a 2/2 Parasitic Strix. They both die, but the knight should’ve survived because it has first strike.
Yea that's not true. First strike only has to deal with combat, not fight.
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Re: Forge Release 09/29/2019 ver 1.6.29

Postby rickp » 02 Nov 2019, 10:20

Will Seven Dwarfs be playable in a future build?

I see it isn't in at the moment or is too hard to script in?

Great release btw. Forge is great.
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Re: Forge Release 09/29/2019 ver 1.6.29

Postby Fregnor » 02 Nov 2019, 18:13

Resolute Rider has the wrong mana cost for its second effect. It is supposed to be W/B W/B W/B and not W/B W/B W/B W/B.
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Re: Forge Release 09/29/2019 ver 1.6.29

Postby leshrac » 03 Nov 2019, 11:09

Something is off with Field of the Dead and the way it checks the number of different named lands in play. I'm playing it in a deck with lots of fetchlands and also other cards like Elvish Reclaimer that can put a land from your library into play. And I often get the trigger for Field of the Dead when I'm at 6 or even just 5 lands when a land enters play this way. Sometimes there is just the trigger and I don't get a Zombie, but sometimes I do get a Zombie with just 6 lands in play. I can't say exactly what's going wrong there, but maybe it counts lands that were in play in the same turn but doesn't realize some of them have already left play. It might even be related to my Vesuva problem I posted a while ago:

leshrac wrote:I have a weird issue with Vesuva: Sometimes it just doesn't want to copy a land. That means either it will enter as a land without any abilities without giving me the option to copy the land I have in play, or when it gives me the option to copy a land, one of my lands is greyed out and I can't select it. This bug doesn't show up every time, most of the time Vesuva is working correctly, I'm only really encountering this bug in the first few turns of each game. My newest theory what's happening: I can't select any land that entered play after the last spell of the game was cast. I guess this might be the result of a fix that occured a while ago, I remember at one point I could copy a land that entered play at the same time as Vesuva and that got fixed.
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Re: Forge Release 09/29/2019 ver 1.6.29

Postby Stinky » 03 Nov 2019, 18:02

In addition to the issue with Tome of Legends triggering while it is in your library (which a user before me already noted), I also noticed another similar issue: I played commander with Akiri, Line Slinger and Bruse Tarl, Boorish Herder as partner commanders and I noticed that as long as Iroas, God of Victory was in my DECK, no damage would be dealt to my attacking creatures (as if Iroas was on the battlefield). When I removed Iroas from the deck everything went back to normal. I later tested with Iroas as commander and the same issue happened.
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Re: Forge Release 09/29/2019 ver 1.6.29

Postby sugus » 04 Nov 2019, 00:16

I have been having a problem with [[Etrata, the Silencer]]. When playing in commander, if I flicker her just before her ability resolves (to prevent her from being shuffled into my library), I'll exile the creatures and place the hit counters, but once the third creature is exiled, that player won't lose the game.
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Re: Forge Release 09/29/2019 ver 1.6.29

Postby peepser » 04 Nov 2019, 19:34

Cloudreader Sphinx does not let me scry. I get a darkened screen saying 'waiting for opponent', then I have to hit ESC to get back in the game.
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Re: Forge Release 09/29/2019 ver 1.6.29

Postby gos » 04 Nov 2019, 22:10

Etchings of the Chosen makes me pay {1} {W} {B} instead of {1} for its activated ability.
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Re: Forge Release 09/29/2019 ver 1.6.29

Postby Marek14 » 05 Nov 2019, 07:28

Face-down creatures don't reveal themselves when they die in combat.
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Re: Forge Release 09/29/2019 ver 1.6.29

Postby peepser » 05 Nov 2019, 21:28

Orzhov Advokist still does not work. I keep adding counters to a creature during upkeep but it lets me attack with all my creatures the same turn. The AI never adds counters to its creatures during my upkeep.
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Re: Forge Release 09/29/2019 ver 1.6.29

Postby rickp » 06 Nov 2019, 07:26

Bug

Sky Swallower - 8/8 creature from the Guildpact Expansion

This creature doesn't work properly - just plays as an 8/8 creature without allowing the opponent to take control of the other players permanents.

I know it's an older card but any change of getting a fix for this?

Thanks!
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Re: Forge Release 09/29/2019 ver 1.6.29

Postby twosat » 06 Nov 2019, 20:20

peepser wrote:Orzhov Advokist still does not work. I keep adding counters to a creature during upkeep but it lets me attack with all my creatures the same turn. The AI never adds counters to its creatures during my upkeep.
If it's your Orzhov Advokist then it is right that you can attack your opponents. You can not attack yourself. So to me it seems like the right behavior.

In some cases it could be the right choice for the AI NOT to add counters. Personally i think the AI ist to dumb to reallize when it would be better to add the two counters.

So the card seems right coded. But the AI do not know what to do.
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