Forge 08/20/2010 (unofficial BETA) version
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
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Re: Forge 08/20/2010 (unofficial BETA) version
by Rob Cashwalker » 29 Aug 2010, 14:47
Whoever added it to the game didn't implement that part correctly:Was able to use Stampede Driver 's ability without having to discard a card.
- Code: Select all
abAllPump 1 G T:YouCtrl:+1/+1/Trample:Drawback$Discard/1
- Code: Select all
abAllPump 1 G T:YouCtrl:+1/+1/Trample:Drawback$YouDiscard/1
The Force will be with you, Always.
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Re: Forge 08/20/2010 (unofficial BETA) version
by Caranthol » 29 Aug 2010, 19:13
I can't open my constructed decks because all of them have Test Destroy in them, and it isn't in the cards.txt file. Can you give me the text to add to the file?
Thank you.
EDIT: I answer for myself.
I added this text:
Thank you.
EDIT: I answer for myself.
I added this text:
- Code: Select all
Test Destroy
1
Instant
Destroy target permanent.
SVar:Rarity:
SVar:Picture:
Caranthol of Fornost, Dúnadan Knight, North Raider
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Re: Forge 08/20/2010 (unofficial BETA) version
by Caranthol » 29 Aug 2010, 19:34
When I sort the cards by the Most Recently Added filter, I get the cards sorted by name only. How can I get the cards sorted by the correct filter?
Thank you.
Thank you.
Caranthol of Fornost, Dúnadan Knight, North Raider
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Re: Forge 08/20/2010 (unofficial BETA) version
by Chris H. » 29 Aug 2010, 20:26
`Caranthol wrote:When I sort the cards by the Most Recently Added filter, I get the cards sorted by name only. How can I get the cards sorted by the correct filter?
That filter no longer works due to recent changes in how we handle the cards.txt file. We should consider removing this filter from the list of choices.
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Re: Forge 08/20/2010 (unofficial BETA) version
by Caranthol » 29 Aug 2010, 20:45
And will be another possibility to know which are the new cards in order to complete our decks? Or we have to read the list in the official bet topic to know which are?Chris H. wrote:`Caranthol wrote:When I sort the cards by the Most Recently Added filter, I get the cards sorted by name only. How can I get the cards sorted by the correct filter?
That filter no longer works due to recent changes in how we handle the cards.txt file. We should consider removing this filter from the list of choices.
Thank you.
Caranthol of Fornost, Dúnadan Knight, North Raider
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Re: Forge 08/20/2010 (unofficial BETA) version
by Chris H. » 29 Aug 2010, 21:00
`Caranthol wrote:And will be another possibility to know which are the new cards in order to complete our decks? Or we have to read the list in the official bet topic to know which are?
The developers have not yet had a chance to consider a new type of date filter. Looking at the list of new cards in the beta topic is the best solution at this time.
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Re: Forge 08/20/2010 (unofficial BETA) version
by Xitax » 30 Aug 2010, 03:13
With this release, the downsized HQ card pics in the game area are suboptimal with jaggies.
Minor typo: the Plant Wall is 0/3 at lvl 3, but the bazaar shop says it's 1/3.
Thanks for all the hard work - lovin Forge!
Minor typo: the Plant Wall is 0/3 at lvl 3, but the bazaar shop says it's 1/3.
Thanks for all the hard work - lovin Forge!
Re: Forge 08/20/2010 (unofficial BETA) version
by Hamletchickencrisis » 30 Aug 2010, 17:12
I prefer to play with the new gui turned off but when I play against quest decks it defaults to the new gui even though I have it unchecked. Is there any way around this?
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Re: Forge 08/20/2010 (unofficial BETA) version
by juzamjedi » 30 Aug 2010, 19:46
Can you change the top level plant wall to gain life every upkeep instead of requiring the TAP?
Re: Forge 08/20/2010 (unofficial BETA) version
by Rob Cashwalker » 31 Aug 2010, 04:43
Why? Isn't the plant wall broken enough?
The Force will be with you, Always.
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Re: Forge 08/20/2010 (unofficial BETA) version
by juzamjedi » 31 Aug 2010, 14:21
I just mean that it's a bit annoying that I have to keep clicking on it every turn. I would either tap the wall at the end of AI's turn / or in response to removal, but it's obvious that I would want the extra life point every turn. The benefit to this is reducing user input rather than a kind of tactical game play advantage.
Yes it's minor, but I would appreciate it at least.
Yes it's minor, but I would appreciate it at least.
Re: Forge 08/20/2010 (unofficial BETA) version
by Rob Cashwalker » 31 Aug 2010, 15:05
I actually found it trained me to pay attention during the computer's end of turn.... Now, when I play quick games for testing, I find that I keep expecting to do something during the computer's turn, so I automatically move the mouse to where the plant wall usually is....
Maybe we could add another level to it... make it 2/4 with auto life gain?
Maybe we could add another level to it... make it 2/4 with auto life gain?
The Force will be with you, Always.
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Rob Cashwalker - Programmer
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Re: Forge 08/20/2010 (unofficial BETA) version
by DennisBergkamp » 31 Aug 2010, 16:23
Sure, this is a good idea... I'll make it a cheapish upgrade (maybe even keep it a 1/4 - then again it has deathtouch, its power doesn't matter much anyway).
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Re: Forge 08/20/2010 (unofficial BETA) version
by friarsol » 31 Aug 2010, 17:08
I think I'd prefer the Wall's ability to only be activated on the controller's turn. This way you can choose to leave it around as a blocker or you can choose to gain life. Once it gains a power and deathtouch it prevents a lot of attacks from the opponent.Rob Cashwalker wrote:I actually found it trained me to pay attention during the computer's end of turn.... Now, when I play quick games for testing, I find that I keep expecting to do something during the computer's turn, so I automatically move the mouse to where the plant wall usually is....
Maybe we could add another level to it... make it 2/4 with auto life gain?
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Re: Forge 08/20/2010 (unofficial BETA) version
by DennisBergkamp » 31 Aug 2010, 17:22
That's also a good idea, it would make it a lot less powerful...
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