Forge 06/12/2011 (unofficial BETA) version
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
25 posts
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Forge 06/12/2011 (unofficial BETA) version
by Chris H. » 12 Jun 2011, 20:36
Forge 06/12/2011 (unofficial BETA) version
(Quest icons used created by Teekatas, from his Legendora set
http://raindropmemory.deviantart.com)
8269 cards in total.
This version is based upon the revision # 9621 which is found on our SVN.
This version includes some new cards, bug fixes and a few new quest opponent decks. The developer mode at the new game window gives us a few new features to this option. These new features will primarily interest the devs as it will now help to test out specific cards while testing combat code changes.
We are working on a new Maven system of building the project and the OS specific archives that we release with each beta. The Maven script will help to automate the process and should require less time to prepare the beta releases.
We have added a new section to the readme.txt file and it states:
"The server which contained the high quality card pictures is now off line and these high quality card pictures are no longer available as a download from within the forge application. We apologize, but the current dev team do not maintain this server and this matter is out of our control.
Some people are choosing to re-download all of the low quality card and card set pictures when they install the next version of forge. This consumes large amounts of bandwidth needlessly.
The server containing the set pictures is limited to 30 gigs per month. At the current rate the server will hit the maximum of 30 gigs per month long before we reach the end of the month. Please be careful!
When you install the new version of forge find the forge/res/pics/ folder. Either move it or copy and paste the pics folder over to the recently installed new version of forge. This way you will only have to download the pictures for the new cards.
This should save enough bandwidth that everyone will be able to download the new set pictures from the cardforge server. We do appreciate your efforts to save bandwidth."
I found a utility to remove the hidden Mac-related files. I removed the ".SVN" and the /res/lib/ folders from this archive as they are not needed. We have changed the archiving format to ".tar.bz2" since this may help to store the file permissions for the Mac OS X launcher. There are utilities for Windows, Mac OS and the various *nix's that can be used to decompress these archives.
The Mac OS application version:
We have packaged the Forge 05/31/2011 BETA version as a Mac OS application. You can double click the Forge.app icon to launch the forge application on your Apple computer running Mac OS. This application will automatically increase the java heap space memory for you as it launches. This version does not require the forge.command file and it does not need to start the Terminal application as part of the start up process. This version should only require java 1.5.
You can move a copy of your pictures and decks over to the Forge.app application. Right click or control click on the Forge.app icon. Select Show Package Contents form the contextual menu. A Finder window will open and will display a folder named Contents. Navigate to the folder:
/Contents/Resources/Java/res/
Your decks can be placed in the decks folder, your pics can be placed in the pics folder, etc.
Many people helped with this version. A special thank you goes out to them:
Rob Cashwalker
Agetian
Sloth
Slapshot5
JenDave
Friar Sol
Snacko
Hellfish
Jeff Wadsworth
Jaedayr
SoulStorm
Starcrash
DeadSpeak
Chris H
Added many cards, including:
The links to the various archives:
(Quest icons used created by Teekatas, from his Legendora set
http://raindropmemory.deviantart.com)
8269 cards in total.
This version is based upon the revision # 9621 which is found on our SVN.
This version includes some new cards, bug fixes and a few new quest opponent decks. The developer mode at the new game window gives us a few new features to this option. These new features will primarily interest the devs as it will now help to test out specific cards while testing combat code changes.
We are working on a new Maven system of building the project and the OS specific archives that we release with each beta. The Maven script will help to automate the process and should require less time to prepare the beta releases.
We have added a new section to the readme.txt file and it states:
"The server which contained the high quality card pictures is now off line and these high quality card pictures are no longer available as a download from within the forge application. We apologize, but the current dev team do not maintain this server and this matter is out of our control.
Some people are choosing to re-download all of the low quality card and card set pictures when they install the next version of forge. This consumes large amounts of bandwidth needlessly.
The server containing the set pictures is limited to 30 gigs per month. At the current rate the server will hit the maximum of 30 gigs per month long before we reach the end of the month. Please be careful!
When you install the new version of forge find the forge/res/pics/ folder. Either move it or copy and paste the pics folder over to the recently installed new version of forge. This way you will only have to download the pictures for the new cards.
This should save enough bandwidth that everyone will be able to download the new set pictures from the cardforge server. We do appreciate your efforts to save bandwidth."
I found a utility to remove the hidden Mac-related files. I removed the ".SVN" and the /res/lib/ folders from this archive as they are not needed. We have changed the archiving format to ".tar.bz2" since this may help to store the file permissions for the Mac OS X launcher. There are utilities for Windows, Mac OS and the various *nix's that can be used to decompress these archives.
The Mac OS application version:
We have packaged the Forge 05/31/2011 BETA version as a Mac OS application. You can double click the Forge.app icon to launch the forge application on your Apple computer running Mac OS. This application will automatically increase the java heap space memory for you as it launches. This version does not require the forge.command file and it does not need to start the Terminal application as part of the start up process. This version should only require java 1.5.
You can move a copy of your pictures and decks over to the Forge.app application. Right click or control click on the Forge.app icon. Select Show Package Contents form the contextual menu. A Finder window will open and will display a folder named Contents. Navigate to the folder:
/Contents/Resources/Java/res/
Your decks can be placed in the decks folder, your pics can be placed in the pics folder, etc.
Many people helped with this version. A special thank you goes out to them:
Rob Cashwalker
Agetian
Sloth
Slapshot5
JenDave
Friar Sol
Snacko
Hellfish
Jeff Wadsworth
Jaedayr
SoulStorm
Starcrash
DeadSpeak
Chris H
Added many cards, including:
- NEW CARD LIST | Open
- Adarkar Windform
AEthermage's Touch
Aphotic Wisps
Aquitect's Will
Baleful Stare
Bandage
Barrenton Medic
Battlefield Medic
Brass Herald
Brood of Cockroaches
Canker Abomination
Catastrophe
Cephalid Aristocrat
Chained Throatseeker
Cinderhaze Wretch
Combat Medic
Copy Artifact
Corrupted Zendikon
Crazed Armodon
Crimson Wisps
Crusher Zendikon
Crystal Shard
D'Avenant Healer
Dance of Many
Daru Healer
Deathbringer Liege
Diligent Farmhand
Disciple of Tevesh Szat
Disembowel
Dispatch
Dwarven Vigilantes
Eiganjo Castle
Eladamri's Vineyard
Erratic Portal
Esper Battlemage
Ethereal Champion
Excise
Favorable Destiny
Femeref Healer
Flickerwisp
Forsaken Wastes
Galepowder Mage
Genesis Chamber
Gibbering Hyenas
Glimmerpoint Stag
Gloomwidow's Feast
Glyph of Destruction
Goblin Goon
Griffin Canyon
Guardian Zendikon
Gutwrencher Oni
Hasran Ogress
Heal
Healing Leaves
Healing Salve
Hell Swarm
Ichneumon Druid
Isolation Cell
Kavu Aggressor
Kei Takahashi
Knight of Valor
Lavacore Elemental
Liege of the Tangle
Loxodon Anchorite
Lyzolda, the Blood Witch
Magus of the Vineyard
Mana Geyser
Martyrs' Tomb
Master Healer
Mending Hands
Monstrous Hound
Murk Dwellers
Natural Affinity
Nether Void
Nightcreep
Niveous Wisps
Ordruun Commando
Orim's Thunder
Otherworldly Journey
Pact of Negation
Painwracker Oni
Pardic Firecat
Phyrexian Metamorph
Phyrexian Tyranny
Pincer Spider
Plague Fiend
Questing Phelddagrif
Rabid Elephant
Ravaging Riftwurm
Return to Dust
Rhystic Deluge
Rhystic Study
Rishadan Brigand
Rishadan Cutpurse
Rishadan Footpad
Rootwater Mystic
Savage Firecat
Scald
Scarwood Bandits
Scoria Wurm
Sculpting Steel
Segmented Wurm
Seizures
Selfless Exorcist
Sheltering Prayers
Shield of the Ages
Shieldmate's Blessing
Sinking Feeling
Soul Barrier
Soul Scourge
Spawning Pit
Split-Tail Miko
Squee's Toy
Sunken Hope
Sway of the Stars
Swift Maneuver
Tangleroot
Thermal Navigator
Tidehollow Sculler
Turn to Mist
Unwilling Recruit
Urborg Skeleton
Vastwood Zendikon
Vernal Bloom
Viridian Betrayers
Viridian Scout
Vodalian Serpent
Wail of the Nim
Walking Dream
Wayfarer's Bauble
Wellspring
Wild Wurm
Wind Zendikon
Winter Sky
Withering Gaze
Withstand
Zirilan of the Claw
Zombie Mob
The links to the various archives:
The Forge 06/12/2011 archive (requires java 5, possibly java 6):
forge 06122011.tar.bz2 (7.64 MB, at MediaFire)
forge06122011.zip (11.7 MB, at cardforge.org)
Forge 06/12/2011 BETA packaged as a Mac OS application:
Mac Forge 06122011.7z (7.8 MB, at MediaFire)
The quest opponent icons (New version, includes additional icons for the new opponents):
Quest_Opponent_Icons 06-12-2011.7z (1.33 MB, at MediaFire)
The quest pet icons (Original version, revision 2):
Pets 06-12-2011 rev 2.7z (1012.1 KB, at MediaFire)
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Chris H. - Forge Moderator
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- Joined: 04 Nov 2008, 12:11
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Re: Forge 06/12/2011 (unofficial BETA) version
by Chris H. » 12 Jun 2011, 20:37
Fixes/Features:
- Fixes / Features | Open
- - Completed the initial implementation of the Setup Battlefield dev command (it uses an external file dev_battle.txt in the root folder of MTG Forge as data for how to set up the battlefield situation).
- Removed Chronicles (CHR) from the list of possible block drafts for now (see the discussion at the forum).
- Added a possibility to preserve human/AI life amount in the Setup Battlefield dev command.
- Changed the initialization of the number of each rarity in a pack. This fixes pack files that do not explicitly state the card count for a particular rarity causing the draft to crash.
- Maven build files. Can create Mac App bundle.
- Fixed Drafting Alpha and Beta - incorrect set codes in SetInfoUtil and the pack files.
- The AI will now anticipate regeneration abilities.
- Improved the AI of curse pump etb abilities.
- Improved the AI of untap triggers.
- Added "SVar:RemAIDeck:True" to Blaze.
- Fixed some Java warnings.
- Removed SVar:RemAIDeck:True from Blaze (and several other AF_DealDamage Cost$ X spells) since the AI can infact pay the X portion to damage a creature or the human.
- Small Tweak to AF_Damage to not allow AI to pay more than max mana.
- Converted Dawnglare Invoker to Ability_Activated.
- Ran Set Info Script.
- Deleted an unneeded file that accidentally went into the last commit.
- Updated the Setup Battlefield functionality: made the dev_battle.txt format more intuitive, added an ability to add cards into the human and computer graveyards.
- Fixes, Updates and Ordering in CombatUtil and ComputerUtil.
- Added AI checks for regeneration in AF Destroy and DealDamage.
- Added an easy version of the Fin Fang Foom deck.
- Converted Jackal Pup and Shinka Gatekeeper to script.
- The Setup Battlefield command now allows to open a file through a standard file open dialog, so you're no longer limited to the file name dev_battle.txt.
- dev_battle.txt is no longer required for Setup Battlefield because the facility allows to open a custom-named text file through a standard file open dialog now (since r9136).
- Added P/T to Walker of Secret Ways.
- Added some SVars.
- Converted a few Instants to the standard Spell/Target/Cost system.
- Cost was passing wrong param for Instants.
- Fixed the LQ pic URLs for Coral Fighters, Cruel Fate and Eye Spy.
- Ran set info script.
- Refactored the Setup Battlefield dev command: moved the code to GuiDisplayUtil.java.
- Code simplification in Wall of Reverence.
- Added Player and Activator objects to SpellCast trigger; convert Forced Fruition to triggers.
- Some code fixes.
- Removed a couple un-needed imports.
- Several code simplifications in CF_Sorceries.
- Fixed logic change bug in Pulse of the Tangle.
- Added the requirements "OppPoisoned" and "OppNotPoisoned" to stPump.
- More code simplification in CF_Sorceries.
- Several code simplifications in CardFactoryUtil.java.
- Maven build. Can create Mac dmg and bzip, Windows exe file, bzip for Windows and Linux.
- Converted some etb "Put -1/-1 Counter on target" AF's to DB's.
- War Report will now count artifact creatures twice.
- Fixed rarity of Postmortem Lunge.
- Ran set info script.
- Code simplification in CF_Creatures and CF_Instants
- Maven build - fix plugin repo.
- Fixed the TableSorter.getRarity() method and it should now be compatible with the new set info. As a bonus, the new cards won in quest mode may now appear at the top of the list rather than requiring you to scroll down to the bottom of the listing.
- Corrected the rarity typo found in the SetInfo line for the cards Backlash and Rabble-Rouser as they were sorting to the very end of the card list with the table sorter fix.
- Code simplifications in CF_Creatures.
- Converted some hardcoded cards to Cost/Target.
- Added an optional condition and description to etbCounter.
- Converted cards with "If CARDNAME was kicked, it enters the battlefield with X +1/+1 counters on it." to etbCounter.
- Maven build: moved OSX build into profile so it does not build under Linux/Windows. Fixed permissions on executable files.
- Cleanup in GameActionUtil.
- The AI will now also anticipate targeted regeneration abilities.
- Added 4 cards with "If CARDNAME was kicked, it enters the battlefield with X +1/+1 counters on it.".
- The AI will no longer play legendary lands if it controls one with the same name already.
- Converted Infernal Kirin to script.
- Fixed Celestial Kirin.
- Ran set info script.
- Fixed AF GainControl setting summoning sickness when control doesn't actually change.
- Fixed some AF GainControl cards.
- Some cleanup of modified classes.
- The AI will now only use sacrifice costs, if the card itself will be sacrificed (for cards like Seal of Removal) or a preferred sacrifice is present (Hatching Plans).
- Added Shrek 1 deck.
- Updated sacrifice cost AI in more AF's.
- Added special AI for Skullclamp.
- Converted Oubliette to script (its implementation was and still is incomplete) and removed its rarity.
- Fixed spell description in Vaevictis Asmandi.
- Fixed Nihil Spellbomb.
- Fixed Cumulative upkeep for the AI.
- Fixed the -1/-1 counter theme.
- Fixed activation cost for Minotaur Illusionist
- Ran set info script.
- Fixed Perish the Thought.
- Maven build - Windows icon matches Mac icon. Tokenized forge.sh.
- Converted Reiterate to script.
- Some more converting to Cost/Target classes.
- Remember can now handle Targeted Players.
- Converted Laquatus's Champion to Script.
- Converted the CF_Planeswalker stuff to Cost/Target; some improvements; some code simplifications.
- Some more prep work for United Targeting front.
- Converted Goblin Skycutter to Cost/Target system.
- Code simplifications in Cost_Payment.java.
- Code simplifications in CombatUtil and ComputerUtil.
- Converted Plague Rats to script.
- The AI will now anticipate DamagePrevention abilities.
- Removed rarity of Do or Die.
- Ran set info script.
- Little improvement of equipping AI.
- Added basic AI checks to AF PumpAll.
- Code simplifications for getting various CardLists.
- Eased the runaway safety measures of the AF Token AI (for Thopter Foundry and other reusable token generators).
- Minor simplifications in GameAction.java.
- More AI improvements in AF Token.
- Converted Sorcerer's Strongbox to script.
- Converted Fork, Reverberate, and Twincast to script. Note that Fork keeps the same functionality it had in the code.
- Maven build, fix version number.
- Added the option "UntilEndOfCombat" to AF Pump.
- Maven build, ignore some files generated by release plugin.
- Fixed LQ pic for Murk Dwellers.
- Various code simplifications relating to CardLists in GameActionUtil and CardFactoryUtil.
- Fixed the non-functional CardFactoryUtil.enPumpCurse_Enchant.canPlayAI(). The list.filter was failing to remove cards from the list that are inappropriate targets for the cursed aura.
- Ran set info script.
- Little AI update for AF Untap.
- Converted Tithe to script.
- Added the code for Hidetsugu's Second Rite back into CF_Instants.
- Converted Gift of Estates to script.
- Various code simplifications in CardFactoryUtil.java.
- Converted Identity Crisis to script.
- Minor code improvements.
- Some code cleanup in ComputerAI_General.
- Ran set info script.
- Small fix Vendilion Clique.
- Code simplifications in GameActionUtil.java.
- Text update for Standstill.
- Simplified the enPumpCurse canPlayAI bug fix code.
- Some card.txt fixes.
- Small fix Dread.
- Added Condition to AF ChangeZone.
- Converted Gift of Estates.
- Fixed power of Scalding Salamander.
- Added the ability to specify library content to the Setup Battlefield Dev Mode option.
- Simplified the code found in forge.card.cardFactory.CardFactory_Auras.
- Code simplifications in GameAction.java.
- Simplified the code found in forge.card.cardFactory.CardFactory_Creatures.
- Simplified the code found in forge.card.cardFactory.CardFactory_Equipment.
- Simplified the code found in forge.card.cardFactory.CardFactory_Planeswalkers.
- Simplified the code found in forge.card.cardFactory.
- Simplified the code found in forge.card.cardFactory.CardFactoryUtil.
- Improved the AI of PutCounter AF.
- Made the Setup Game State text file format not dependent on the line order, now the format is more free and allows only certain lines to be present in the file. The lines that are absent in the file will be set to the default value that makes no changes.
- Renamed Setup Battlefield to Setup Game State as the function slowly outgrows its initial usage.
- Fixed a bug in the graveyard and library processing in Setup Game State that caused the cards added to human library and graveyard be registered as AI cards that caused a number of weird side effects.
- Made the way Setup Game State modifies the graveyard consistent with that of the hand and the library (now the graveyard gets replaced with the cards specified in the game state setup file).
- Added the ActivePlayer option to Setup Game State, it supports two values: Human and AI. It immediately switches control to the given player. Note that it does not change the current phase for now.
- A little cleanup in GuiDisplayUtil after making modifications to Setup Game State.
- Category names in Setup Game State are now case-insensitive.
- Setup Game State will now look for text files in the Forge directory instead of the system user directory (maybe it's worth creating the "tests" folder or something like that where to pile up test cases for various cards?)
- Simplified the code found in forge.gui.game.cardDetailPanel and forge.gui.input.Input_Attack.
- Simplified the code found in forge.gui.game.cardDetailPanel and forge.AllZoneUtil.
- Simplified the code found in forge.Card.
- Simplified the code found in forge.CardList.
- Simplified the code found in forge.CardListUtil.
- Simplified the code found in forge.Combat.
- Simplified the code found in forge.CombatUtil.
- Simplified the code found in forge.ComputerAI_General and forge.ComputerUtil_Attack2.
- Simplified the code found in forge.ComputerUtil_Block2 and forge.ComputerUtil and forge.DefaultPlayerZone.
- Simplified the code found in forge.EndOfTurn and forge.GameAction.
- Fixed Rarity of Scorched Ruins.
- Simplified the code found in forge.GameActionUtil.
- Text fix for Timetwister.
- Simplified the code found in forge.GuiDisplay3 and forge.GuiDisplay4 and forge.PhaseUtil and forge.Player and forge.ComesIntoPlay.
- Setup Game State now supports changing the current phase via the ActivePhase option (valid values are Untap, Upkeep, Draw, Main1, Declare Attackers, Declare Blockers, Main2, End of Turn, Cleanup).
- Fixed description of Sylvok Lifestaff.
- Maven build: fix release and deploy goals.
- Improved the AI of AF PumpAll.
- Setup Game State no longer requires the "END" tag in the end of the state setup files.
- Added an ability to add comments (preceded with "#") to the state setup files.
- Removed duplicate descriptions from some auras.
- Added Atomic Robo 3 deck.
- Fixed logic error in the AI part of unless cost counterspells.
- Reverted last commit.
- Simplified the code found in forge.Card and forge.CombatUtil. This should finish the conversion of getKeyword().contains(string) to hasKeyword(string).
- Fixed Titan's Revenge.
- Added the option DestinationAlternative to AF ChangeZone.
- Converted Dream Cache to new style DB.
- Removed doDrawBack function.
- Converted Teferi's Puzzle Box to Script.
- Added the ability to change Exile areas through Setup Game State (option names are HumanCardsInExile and AICardsInExile).
- Added some observer update commands to Setup Game State to make sure that the actual data about the number of cards in all areas are shown after the game state is modified.
- Cleanup after doDrawBack.
- Added the optional ability to specify a set for each card spawned through Setup Game State - for example, just Forest will spawn a "Forest" card using the last set available for it, while Forest@4ED will spawn a "Forest" card from the 4th Edition.
- Refactored the Setup Game State code (moved the repetitive code block out into a separate function, simplified the code).
- Moved SetInfo lists to external files.
- Bugfix in reading data files.
- Fixed triggers acting oddly when Setup Game State moves cards around.
- Fixed indexes.
- Fixed tokens vs ChangesZone triggers.
- Added some previously missed observer update calls to Setup Game State.
- Added RememberChanged in ChangeZoneHidden for Jeff.
- Centralized condition check and calling subabilities in AF resolve.
- Fixed misspelled method call in new Booster Draft generation code.
- Added NPH booster pack definition.
- Small fix.
- Code cleanups.
- Simplified the code found in forge.card.cardFactory.CardFactory_Auras and forge.card.cardFactory.CardFactory_Creatures. Updating c.getType().contains(string) to c.isType(string).
- Simplified the code found in forge.card.cardFactory.CardFactory_Lands and forge.card.cardFactory.CardFactory_Planeswalkers. Updating c.getType().contains(string) to c.isType(string).
- Simplified the code found in forge.card.cardFactory.CardFactory_Soceries and forge.card.cardFactory.CardFactory. Updating c.getType().contains(string) to c.isType(string).
- Defining the set code for Setup Game State is now consistent with the deck file format (e.g. Forest|4ED instead of the previously used Forest@4ED).
- Fixed issue with GainControl.
- Small fix.
- A little cleanup in a couple AFs.
- Ran Set Info script.
- Added AWAKENING counters.
- Added M1M1/P1P1 counters exchange to addCounterFromNonEffect.
- Changed damage from a source with Wither/Infect to use addCounter and not addCounterFromNonEffect.
- Little cleanup in AF GainControl.
- Fixed Pith Driller.
- Converted Rootwater Thief to script.
- Moved Unless cost to AbilityFactory making it available for all AFs.
- Added text to Drake Umbra.
- Cleanup in AF_CounterMagic.
- Fixed the duplicate text issue on a number of cards.
- Updated some SVars.
- Little fix.
- Simplified code for Singe-Minded Ogre.
- Code tweak in CardFactoryUtil.
- Ran Set Info script.
- Code simplifications in Target.java.
- CardList.add -> addAll in a couple places.
- CardList.add -> addAll in a couple of more places.
- CardList.add -> addAll in a couple of more places.
- CardList.add -> addAll in a couple of more places.
- Code simplification in Player.java.
- Code simplifications in GuiDisplay classes.
- Fixed missing function in AllZoneUtil.
- Maven now creates a DMG file for OSX that has a background and drag-n-drop installation.
- Ignore *.tmp files in base directory.
- Fixed Soul Barrier.
- Ran Set Info script.
- Fixed to give AF_GainControl creature to original controller instead of automatically donating it to the opponent.
- Fixed creatures copied via Clone not having abilities.
- Update Google download labels.
- Code rearrangement out of AllZoneUtil.
- Ran Set Info script.
- Standardized the targeting part of AF_Counter to make it more closely match other AFs and prevent NPEs.
- Added some comments in AllZoneUtil.
- Converted Presence of the Master to script.
- Added Card.getCurSetURL method.
- Enabled use of SetInfo URL - if a card only has one picture then apply a 35% probability to download from provided URL, to cut down on cardforge.org traffic.
- Moved setDealtDmgToHumanThisTurn() and setDealtDmgToComputerThisTurn() to Cleanup in Phase.java.
- Incremental updates to Ant build.xml (still not fully working.)
- Ran Set Info script.
- Added AF_RegenerateAll.
- Converted Loxodon Hierarch and Wrap in Vigor to AF.
- Updated some SVars.
- "How To Play" is now part of the "Help" menu item. Fixes an issue on OSX.
- Fix "Help" menu in German.
- Changed the default of UnlessPlayer to TargetedController.
- Ran Set Info script.
- Added Flood counters.
- Added the option "Unique" to AF Effect.
- Improved implementation of Liege of the Tangle.
- Added a NumCopies param to AF_CopyPermanent.
- Converted Rite of Replication to AF.
- Fixed SubAbility stuff in Jolt and Muscle Burst.
- Made the "SVar=" part optional for SubAbility$ (now that all old-style drawbacks have been removed.)
- Fixed unix permissions.
- Added AF_AnimateAll.
- Fixed Nightcreep to use SP$AnimateAll.
- Updated SVar for Nightcreep.
- Updated Starting Quest Pool to have more cards.
- Ran Set Info script.
- Since the cardforge SVN repo has a non-standard layout (no trunk dir), had to add a tagbase to the release plugin.
- Converted Mirror Entity to AF_AnimateAll.
- Improved selection message for exileFromGraveType.
- Converted Scarblade Elite to AF_Destroy.
- Converted Venerated Teacher to triggers.
- Added AI mana pool. You can see its contents by mousing over the AI life. The AI still won't use the mana though.
- Added trunk directory.
- Moved googlecode upload profile.
- Fixed rarity of Graveborn Muse.
- Little fixes to card text files.
- Ran Set Info script.
- The AI will now use mana from the mana pool.
- Removed SVar:RemAIDeck:True from some cards.
- Fixed Goblin Tunneler's pump ability.
- Simplified the code found in forge.card.cardFactory.CardFactoryUtil and forge.card.abilityFactory.AbilityFactory_Animate. Updating c.getType().contains(string) to c.isType(string).
- Simplified the code found in forge.card.cardFactory.CardFactoryUtil and forge.card.spellability.Ability_Mana and forge.card.spellability.Spell_Permanent. Updating c.getType().contains(string) to c.isType(string).
- Simplified the code found in forge.AIPlayer and forge.CardListUtil and forge.CombatUtil. Updating c.getType().contains(string) to c.isType(string).
- Added targeting and Defined parameters to AF Mana.
- Fixed some cards with TapsForMana triggers.
- Fixed missing SVar on Jackal Pup.
- Fixed Elspeth, Knight-Errant pump ability lasting past EOT.
- Converted Gauntlet of Might, Overgrowth and Wild Growth to script.
- Removed extra pipe in Manabarbs.
- Converted Pit Scorpion to triggers.
- Tweak stack description for AF_Poison and code cleanup in AbilityFactory_AlterLife class.
- Simplified the code found in forge.GameAction and forge.ComputerAI_General and forge.ComputerUtil. Updating c.getType().contains(string) to c.isType(string).
- Simplified the code found in forge.GameActionUtil and forge.PlayerZone_ComesIntoPlay and forge.RunTest. Updating c.getType().contains(string) to c.isType(string).
- Updated isType("Aura") to isAura().
- Moved window/linux build into profile to make the Maven install goal less time-consuming.
- Updated isType("Creature") to isCreature().
- Updated isType("Enchantment") to isEnchantment().
- Updated isType("Equipment") to isEquipment().
- Updated isType("Instant") to isInstant().
- Updated isType("Land") to isLand().
- Gave googlecode upload tasks different name for each platform.
- Fixed AF_Token adding triggers to the created token. I was getting errors testing changes to Serpent Generator. Tested with Mitotic Slime and Skirk Ridge Exhumer, which are the only cards using this. They still work as expected.
- Converted Serpent Generator tokens to triggers.
- Retired the keyword "Whenever this creature deals damage to a player, that player gets a poison counter."
- Converted Dovescape to triggers.
- Updated isType("Planeswalker") to isPlaneswalker().
- Updated isType("Snow") to isSnow().
- Updated isType("Sorcery") to isSorcery().
- Updated isType("Wall") to isWall().
- Updated isType("Basic") to isBasicLand().
- Little fixes in the AI mana paying.
- Converted Forbidden Orchard to script.
- Added AF_RemoveCounterAll.
- Converted Heartmender to triggers.
- A few xcount additions.
- Several small tweaks in AF_Counters.
- Cleanup in Ability_Mana.java.
- Ran Set Info script.
- Removed misnamed card.
- Small fix to Eladamris Vineyard.
- Small fix.
- Ran Set Info script.
- Added TriggerZones$ Battlefield to Gauntlet of Might.
- Removed two unneeded functions.
- Added TriggerZones$ Battlefield to two more cards.
- Added the option to use Y instead of X in hasProperty.
- Some preparations for triggered counter abilities with defined controlled by the AI.
- Fixed a regression that caused the booster draft mode to crash when a block with only one or two sets was chosen.
- Fixed Phyrexian Rebirth, it should only give you one X/X token.
- Fixed casting cost of Forced Worship.
- Fixed java warning in QuestStallPurchasable.java.
- Incremental changes toward Vesuva.
- Added a section to the readme file pertaining to card picture issues.
- Improved Clash stack description.
- Fixed Pulling Teeth and Springjack Knight.
- The AI will now check checkETBEffects before playing evoked creatures.
- Converted Counterbalance to script.
- Fixed a bug in the AI of AF Dig.
- Method name tweaking in AF_Pump for clarity.
- Small tweak in AF_Choose.
- Proper fix for drafting sets since the externalized set data.
- Ran Set Info script.
- Allowed the AI to play sorceries without PlayMain1 SVar in Main1 (timing should be handled by canPlayAI in the AF's).
- Added AF_Unpump for things like "target creature loses flying until end of turn".
- Updated the changes.txt file. Not finished at this time.
- Added a very hard version of the Gold Finger deck.
- Added a Cube to the Draft folder, to have one available in the default build.
- Converted Chalice of the Void to script.
- Removed some redundant SVars.
- Renamed AF_Unpump to AF_Debuff.
- Ran set info script.
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Re: Forge 06/12/2011 (unofficial BETA) version
by jhamma66 » 13 Jun 2011, 15:06
Great work! Quick question... I have been trying to follow along, but it seems you can no longer create a deck in the main editor to use in Quest mode. Am I right and is there a way to do it?
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Re: Forge 06/12/2011 (unofficial BETA) version
by jendave » 13 Jun 2011, 15:10
I finished the fixes to the Maven build. I was able to fix the OSX build issues so now the OSX and Windows/Linux package creation is fully automated. I posted some details here:
Maven build
Maven build
Re: Forge 06/12/2011 (unofficial BETA) version
by Chris H. » 13 Jun 2011, 15:28
`jhamma66 wrote:Great work! Quick question... I have been trying to follow along, but it seems you can no longer create a deck in the main editor to use in Quest mode. Am I right and is there a way to do it?
Sorry, but this is no longer an option. Importing a deck into quest mode was more of an un-intended accident rather than a planned feature.
Ideally, people who start a quest would be given some options when they start a quest. But importing a strong, killer-type, tournament winning deck would defeat the purpose of quest mode.
But then again, people do want to play strong constructed mode decks against decks that the AI can use to good effect. They want an opponent that will challenge them. But this type of game should take place outside of quest mode?
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Re: Forge 06/12/2011 (unofficial BETA) version
by Chris H. » 13 Jun 2011, 15:29
`jendave wrote:I finished the fixes to the Maven build. I was able to fix the OSX build issues so now the OSX and Windows/Linux package creation is fully automated. I posted some details here:
Maven build
Ah, good to hear Dave. I will join you over at the Maven topic.

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Re: Forge 06/12/2011 (unofficial BETA) version
by jhamma66 » 13 Jun 2011, 15:33
I enjoy both to be honest. Starting with a limited pool and building up is great fun. Sometimes I enjoy testing out killer deck ideas in Quest mode too. It's fine either way but I know I'm not the only other player here who enjoyed doing it so if the option were to return I highly doubt we'd see any complaints.
Either way, FORGE rules!
Either way, FORGE rules!
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Re: Forge 06/12/2011 (unofficial BETA) version
by Chris H. » 13 Jun 2011, 16:01
`jhamma66 wrote:I enjoy both to be honest. Starting with a limited pool and building up is great fun. Sometimes I enjoy testing out killer deck ideas in Quest mode too. It's fine either way but I know I'm not the only other player here who enjoyed doing it so if the option were to return I highly doubt we'd see any complaints.
Either way, FORGE rules!
Testing out killer decks in quest mode might bring some problems. Pets, buying or selling cards, the bazaar can slow you down if you just want to play a killer deck against strong AI decks that do not just up an quit on you.

It might be nice if the Random deck choice in constructed mode games picked quest decks for the AI. People have suggested a gauntlet mode which would select for the AI a series of quest deck opponents.
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Re: Forge 06/12/2011 (unofficial BETA) version
by jhamma66 » 13 Jun 2011, 19:31
Well, you don't *have* to use the plant or pets and the bazaar is optional as well. I guess my point is that Forge represents an opportunity to play M:TG in new ways. Playing killer decks in Quest is just another way. There's no Leaderboards and no real reason to restrict players from doing it. I love the game and play it every day... just saying.Chris H. wrote:Testing out killer decks in quest mode might bring some problems. Pets, buying or selling cards, the bazaar can slow you down if you just want to play a killer deck against strong AI decks that do not just up an quit on you.
It might be nice if the Random deck choice in constructed mode games picked quest decks for the AI. People have suggested a gauntlet mode which would select for the AI a series of quest deck opponents.
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Re: Forge 06/12/2011 (unofficial BETA) version
by Chris H. » 13 Jun 2011, 19:49
`jhamma66 wrote:There's no Leaderboards and no real reason to restrict players from doing it.
Not yet.

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Re: Forge 06/12/2011 (unofficial BETA) version
by goonjamin » 14 Jun 2011, 14:02
Hi,
1st off great work! I'm loving all the improvements this project is seeing lately.
One question, I have the pet tokens you included here and they show up in game but in the bazaar where you purchase the pet I just have a blank picture (I assume because there is no image in the token folder for this). If I can find some images to use here what would I name them to make them show up in game?
1st off great work! I'm loving all the improvements this project is seeing lately.
One question, I have the pet tokens you included here and they show up in game but in the bazaar where you purchase the pet I just have a blank picture (I assume because there is no image in the token folder for this). If I can find some images to use here what would I name them to make them show up in game?
Re: Forge 06/12/2011 (unofficial BETA) version
by Chris H. » 14 Jun 2011, 14:53
`goonjamin wrote:One question, I have the pet tokens you included here and they show up in game but in the bazaar where you purchase the pet I just have a blank picture (I assume because there is no image in the token folder for this). If I can find some images to use here what would I name them to make them show up in game?
I recently started a quest and noticed that there were no pics displayed in the bazaar. I purchased the plant wall and the picture appeared.
I suspect that you have to buy or to upgrade a pet to get one of the pics to be scaled down to a size that will fit the picture box.
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Re: Forge 06/12/2011 (unofficial BETA) version
by goonjamin » 15 Jun 2011, 00:48
That's odd, I have bought the 0/1 plant wall but I still don't see a picture, just them empty box?
Re: Forge 06/12/2011 (unofficial BETA) version
by Chris H. » 15 Jun 2011, 01:02
`goonjamin wrote:That's odd, I have bought the 0/1 plant wall but I still don't see a picture, just them empty box?
Oops, it looks like there are pics for the tokens folder and for the icons folder. Try this update:
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