Current Known Bugs list
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Re: Current Known Bugs list
by zerker2000 » 24 Dec 2009, 22:10
And have to pay thousands of $$ for moxen and Time Walks? No thanks.
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
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Re: Current Known Bugs list
by DennisBergkamp » 24 Dec 2009, 22:29
Well, it all depends on the reward system... you could sell off a bunch of cards and make some $ on winning games also.
And I think it would add more balance to the game if it would be realistic like that, how would it be any fun if you could buy a bunch of moxen and Black Lotus right from the beginning?
A lot of the players that play Quest mode play hundreds of games (freestorageaccount had 451 wins and 0 losses for instance!), I know Vecc has a card pool of over 5000 cards.
And I think it would add more balance to the game if it would be realistic like that, how would it be any fun if you could buy a bunch of moxen and Black Lotus right from the beginning?
A lot of the players that play Quest mode play hundreds of games (freestorageaccount had 451 wins and 0 losses for instance!), I know Vecc has a card pool of over 5000 cards.
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Re: Current Known Bugs list
by Vecc » 24 Dec 2009, 22:49
^ Exactly, having stuff like the P9 costing like they do in real-life would add a lot of satisfaction to playing those in Quest Mode, I think.
That sounds a LOT more practic, Dennis.
store.TCGplayer.com seems like a nice place to have a price basis over; they have prices from many stores for even the most rare cards. Maybe it could be done so that the player can also edit those files, like the rarity files.
I understand there are different priorities and a lot of things to be messed with in Forge right now, but this sounds like a good idea for a future expansion.
That sounds a LOT more practic, Dennis.

I understand there are different priorities and a lot of things to be messed with in Forge right now, but this sounds like a good idea for a future expansion.

Re: Current Known Bugs list
by Resonantg » 25 Dec 2009, 05:39
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Re: Current Known Bugs list
by Almost_Clever » 25 Dec 2009, 15:05
-- Bog Initiate should cost 1B not B.
-- Volrath's Stronghold doesn't work (only use now is to generate 1 colorless mana).
-- More bugs with Adarkar Valkyrie. Targeting Arcanis the Omnipotent with Adarkar Valkyrie and Royal Assassin in response to the the computer tapping the Arcanis the Omnipotent to draw three cards causes the human to get the three cards. Pulling the computer's Eternal Witness back from the graveyard with Adarkar Valkyrie gets the computer one of its cards back from the graveyard.
-- Volrath's Stronghold doesn't work (only use now is to generate 1 colorless mana).
-- More bugs with Adarkar Valkyrie. Targeting Arcanis the Omnipotent with Adarkar Valkyrie and Royal Assassin in response to the the computer tapping the Arcanis the Omnipotent to draw three cards causes the human to get the three cards. Pulling the computer's Eternal Witness back from the graveyard with Adarkar Valkyrie gets the computer one of its cards back from the graveyard.
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Re: Current Known Bugs list
by DennisBergkamp » 25 Dec 2009, 16:46
It's official, Adarkar Valkyrie is now the buggiest card in Forge.
Hmm, Volrath's Stronghold works fine for me... there has to be a creature card in your graveyard though before you can use its second ability.
Hmm, Volrath's Stronghold works fine for me... there has to be a creature card in your graveyard though before you can use its second ability.
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Re: Current Known Bugs list
by DennisBergkamp » 25 Dec 2009, 16:49
Yeah, it has nothing to do with the stack in Magic, it just shows all of the "stack frames" of executing Forge as a program.Resonantg wrote:![]()
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Re: Current Known Bugs list
by Caranthol » 25 Dec 2009, 23:40
Hello.
I'm using the 12/14 beta and I have found two new bugs:
- I had Resurrection in my hand, but qhen I wanted to play it, it couldn't be selected for playing. Its mana cost even appear in the top.
- I played Kinsbaile Borderguard when I had two other Kithins in play but it didn't get the two +1/+1 counters.
Merry Christmas!!
I'm using the 12/14 beta and I have found two new bugs:
- I had Resurrection in my hand, but qhen I wanted to play it, it couldn't be selected for playing. Its mana cost even appear in the top.
- I played Kinsbaile Borderguard when I had two other Kithins in play but it didn't get the two +1/+1 counters.
Merry Christmas!!
Caranthol of Fornost, Dúnadan Knight, North Raider
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Re: Current Known Bugs list
by Almost_Clever » 26 Dec 2009, 13:27
Whoops! Yes, it is working it a test deck for me as well. I must have lost a creature to something like Crib Swap or Swords to Plowshares when I tried it before (although I thought I was trying to use it to recur an evoked Shriekmaw)...DennisBergkamp wrote:It's official, Adarkar Valkyrie is now the buggiest card in Forge.
Hmm, Volrath's Stronghold works fine for me... there has to be a creature card in your graveyard though before you can use its second ability.
A woman came up to me and said / "I'd like to poison your mind / With wrong ideas that appeal to you / Though I am not unkind."
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Re: Current Known Bugs list
by DennisBergkamp » 26 Dec 2009, 19:23
I think the Adarkar Valkyrie is an easy bug to fix by the way. Currently the controller is set AFTER the fetched card hits play... stuff should work correctly if it's done vice versa, right ?
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Re: Current Known Bugs list
by Rob Cashwalker » 28 Dec 2009, 01:51
Bloodstone Cameo went to the computer's in-play zone, not the mana zone.
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Re: Current Known Bugs list
by Vecc » 28 Dec 2009, 05:53
Hmm, Mutavault can't tap for mana the turn it comes into play. I suppose it's got something to do with the summoning sickness of it's creature-half, but that really shouldn't happen.
Also, Eternity Snare costs 4U, and it should cost 5U. I find Forge's version to be much more appropriatedly costed, tho'.
and Merfolk Sovereign should only pump Merfolk you control, and mine was being a traitor and pumping AI's Chameleon Colossus just now.
Also, Eternity Snare costs 4U, and it should cost 5U. I find Forge's version to be much more appropriatedly costed, tho'.

Re: Current Known Bugs list
by DennisBergkamp » 28 Dec 2009, 19:39
Actually, only the moxen and lands go into the mana zone. Moxen I kind of hacked in to show up there... maybe we should add some check if (hasManaAbility()) { put in mana zone} ?Rob Cashwalker wrote:Bloodstone Cameo went to the computer's in-play zone, not the mana zone.
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Re: Current Known Bugs list
by Rob Cashwalker » 28 Dec 2009, 20:30
Basically, if the ONLY ability an artifact has is a/are mana ability/ies, then it should go to mana zone. But artifacts like Phyrexian Totem shouldn't.
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Re: Current Known Bugs list
by Marek14 » 28 Dec 2009, 22:01
Maybe a list of names would be a simpler solution?DennisBergkamp wrote:Actually, only the moxen and lands go into the mana zone. Moxen I kind of hacked in to show up there... maybe we should add some check if (hasManaAbility()) { put in mana zone} ?Rob Cashwalker wrote:Bloodstone Cameo went to the computer's in-play zone, not the mana zone.
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