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Forge 06/05 (Unofficial Beta version)

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Re: Forge 06/05 (Unofficial Beta version)

Postby Rob Cashwalker » 11 Jun 2010, 04:26

timmermac wrote:It is possible to cheat somewhat in quest mode with this version. With the Deck Editor, you may add more than one copy of a spell, even if you currently only have one copy of said spell.
How did you do that? I tried to duplicate that, but each time I add a card the next one becomes selected. The picture doesn't change though.
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Re: Forge 06/05 (Unofficial Beta version)

Postby Almost_Clever » 11 Jun 2010, 04:52

Rob Cashwalker wrote:
timmermac wrote:It is possible to cheat somewhat in quest mode with this version. With the Deck Editor, you may add more than one copy of a spell, even if you currently only have one copy of said spell.
How did you do that? I tried to duplicate that, but each time I add a card the next one becomes selected. The picture doesn't change though.
It's an old problem. When you apply a filter, the list of available cards does not take into account the cards you already added to your deck. To see the problem, select the card you want multiple copies of (say, Ancestral Recall :lol: ), add it to your deck, and then filter something else (like Red); everything you've already selected reappears in the available card list without being removed from your deck. Just keep enabling/disabling some filter and more and more copies will show up. You will not be able to sell the multiple copies, but you can use them. Also, trying to reopen the deck later may cause an ignorable error.
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Re: Forge 06/05 (Unofficial Beta version)

Postby timmermac » 11 Jun 2010, 05:08

Further playing around reveals that it does kind of break things though. You can't really save the deck or open a deck in the deck editor if you've performed this "cheat" without the computer casting "Wall of Error Text". I just went ahead and restarted my quest after this happened. I'm not using the filters anymore.
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Re: Forge 06/05 (Unofficial Beta version)

Postby Chris H. » 11 Jun 2010, 10:05

Almost_Clever wrote:You will not be able to sell the multiple copies, but you can use them.
`
I came across a really weird situation last night. The card shop had a rare on sale for only 10 credits so I bought it. When the card appeared in my list the price of this card went up to 200 credits.

My sell percentage is currently 42.80% of value. I admit that I was really tempted to buy and sell a number of times to increase my pool of credits up to an awesome number. :mrgreen:
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Re: Forge 06/05 (Unofficial Beta version)

Postby Corwin72 » 12 Jun 2010, 04:31

new build this weekend?
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Re: Forge 06/05 (Unofficial Beta version)

Postby Hamletchickencrisis » 16 Jun 2010, 09:50

Raven Guild Master, when equipped with Mask of Riddles, will draw a card but not remove top ten cards of opponent's library from game.
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Re: Forge 06/05 (Unofficial Beta version)

Postby juzamjedi » 16 Jun 2010, 13:37

So... when would Forge move from "Unofficial Beta version" to "Most Stable release"? :P
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Re: Forge 06/05 (Unofficial Beta version)

Postby DennisBergkamp » 16 Jun 2010, 16:51

Fixed the Mask of Riddles thing, thanks for reporting :)

As for "Unofficial Beta version" versus "Most Stable release", I feel more comfortable with the former, since there's still a lot of bugs :mrgreen:
Then again, it's true, usually the latest version of Forge would be the most stable one (unless there is a lot of new content).
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Re: Forge 06/05 (Unofficial Beta version)

Postby Corwin72 » 16 Jun 2010, 20:46

If I sell extra cards in the shop should that shrink my questdata.dat?
Mine is currently 844kb.
I have tried to sell things but it just keeps getting bigger.
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Re: Forge 06/05 (Unofficial Beta version)

Postby Rob Cashwalker » 16 Jun 2010, 20:49

I've been thinking for a while that we should have two running versions, a "stable build" and the "latest build".

The latest build includes bug fixes and new features. The stable build only gets bug fixes until the new features are stable....

Many open source projects follow this model.

Rares offers a month-old version, as the "official" release, however it isn't benefiting from the bug fixes, and is just as unstable as it was in the first place.
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Re: Forge 06/05 (Unofficial Beta version)

Postby DennisBergkamp » 16 Jun 2010, 21:16

@ Corwin: yes selling a lot of cards should shrink the size of your questdata file (I'm pretty sure an ArrayList of strings gets saved into the file, selling should remove those cards).

Hmm, I'm not sure if we could get away with a "stable build". There's still hundreds of bugs after all...
Besides, I think we're kind of doing this already with the SVN. I usually try to fix as many bugs as possible before releasing a new version here on the forums, the "latest" version can always be grabbed from SVN.
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Re: Forge 06/05 (Unofficial Beta version)

Postby Chris H. » 16 Jun 2010, 23:29

We still have all of the original set of quest AI decks stored in the questData file. I spent a few minutes trying to delete them and the file became corrupted. I guess the new code and the new data stored within the questData file is causing this to happen. :(
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Re: Forge 06/05 (Unofficial Beta version)

Postby psillusionist » 17 Jun 2010, 09:02

I haven't been here for a while, so I'd like to give thanks to the guys who worked on the cards I requested: Exhume, Buried Alive, Doomed Necromancer to name a few.
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Re: Forge 06/05 (Unofficial Beta version)

Postby Chris H. » 17 Jun 2010, 12:34

A brief report on our new quest mode. I now have a little over 4000 cards in my card pool and it is starting to take just a small amount of time to enter the deck editor and the card shop. It is noticeable but not painfully slow.

I downloaded Corwin72's questData file and I sold a number of his cards and saw his questData file decrease in size. I sold enough cards to get down to 20 of each of the basic lands and 4 of the other cards. The file was smaller but was still quite large.

In the past I would only play 10 match short quests and on my current quest I have logged in over slightly 250 matches so far. I think the fantasy quest mode and the additional quest opponents make it fun to play a quest for a longer time. But 300 to 500 matches may be the practical limit for a quest. At that point it may be more fun to start over. :D
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Re: Forge 06/05 (Unofficial Beta version)

Postby Corwin72 » 21 Jun 2010, 11:31

What is the schedule for new builds?
Is it monthly or bimonthly or just when ever there is a good stopping point.
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