It is currently 25 Aug 2025, 14:29
   
Text Size

Forge Beta: 06-25-2012 ver 1.2.9

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

Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby gos » 05 Jul 2012, 14:25

When I'm attacking, the AI's blocking choices are shown in the combat tab.

If I cast spells or trigger abilities, the view is switched to the stack tab (naturally), but after the stack resolves and I go back to the combat tab (to further consider my options), still in the cast spells/activate abilities part of the declare blockers phase, it is empty!
gos
 
Posts: 4369
Joined: 03 Mar 2011, 15:21
Location: Reykjavík, Iceland
Has thanked: 231 times
Been thanked: 232 times

Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby serrasmurf » 05 Jul 2012, 16:04

Rob Cashwalker wrote:
serrasmurf wrote:Hi, the card prices for quest are still a bit off (with regard to version 1.2.7). Bad commons/uncommons from legends/revised etc. shouldn't be 400+ credits..
Short of any new reports of grossly inaccurate values (precisely = 400) for some Alpha and Beta cards last week, this is my final statement on the card prices:

The old price list source hadn't been updated at all in over 5 months, and worse, they were missing data for a number of cards, so hard-coded defaults may have been displayed. So what we observed as "normal" prices for cards may have been skewed for a while.

The prices from tcgplayer.com are derived from data supplied by all their partnered card shops. Prices could change daily, though I'm only updating our server weekly.

Look at prices on Magic Online. They're typically at least double their cardboard-equivalents, sometimes triple or more. This is reflected in Forge as a scaling of up to 4x applied to cards based on age.

1x M13 - 8th Edition
2x Scourge - Portal
3x 5th Edition - Legends
4x Revised - Alpha

From a Vorthos point of view:
Just accept that cards in the Forge universe are harder to come by the older they are, no matter if they're "bad" cards. "Good" cards (usually valued higher in the real world) are scaled just the same.

Also, each time a cardshop window is displayed, the prices are randomly scaled higher and lower with a slim chance to be double-price or half-price.

BTW, if anyone didn't notice, 1 gold = 1 US cent.
OK,thans for the clarification.
It leads to an extra incentive to select the vintage booster after a win instead of a standard, but I like the "treasure" idea.
The old starter decks are now 995, they may need som higher prices.
kr,
alex
serrasmurf
 
Posts: 316
Joined: 30 Jan 2010, 14:09
Location: The Netherlands
Has thanked: 3 times
Been thanked: 18 times

Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby cc-drake » 05 Jul 2012, 18:22

When I activate Cabal Interrogator for X=2, the value for X gets somehow locked and I have to pay 2B to activate the Interrogator again.
cc-drake
 
Posts: 570
Joined: 14 Aug 2010, 07:15
Has thanked: 29 times
Been thanked: 6 times

Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby Xitax » 06 Jul 2012, 01:18

AI played Tribute to the Wild in spite of the fact I had nothing to sac.
Xitax
 
Posts: 918
Joined: 16 May 2010, 17:19
Has thanked: 183 times
Been thanked: 133 times

Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby cc-drake » 06 Jul 2012, 21:42

When I sacrifice Time Bomb to force a draw, I lose the game :-(
cc-drake
 
Posts: 570
Joined: 14 Aug 2010, 07:15
Has thanked: 29 times
Been thanked: 6 times

Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby friarsol » 06 Jul 2012, 22:31

cc-drake wrote:When I sacrifice Time Bomb to force a draw, I lose the game :-(
I don't think Forge supports Draws. You probably got awarded a win and a loss.
friarsol
Global Moderator
 
Posts: 7593
Joined: 15 May 2010, 04:20
Has thanked: 243 times
Been thanked: 965 times

Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby cc-drake » 07 Jul 2012, 07:42

 Sai of the Shinobi has no image and doesn't trigger when creatures enter the battlefield.
cc-drake
 
Posts: 570
Joined: 14 Aug 2010, 07:15
Has thanked: 29 times
Been thanked: 6 times

Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby gos » 07 Jul 2012, 17:10

When I return enchantments to play from my graveyard with Replenish, and they are creatures because of Opalescence, those that started the round on the battlefield, under my control do not have summoning sickness.
gos
 
Posts: 4369
Joined: 03 Mar 2011, 15:21
Location: Reykjavík, Iceland
Has thanked: 231 times
Been thanked: 232 times

Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby friarsol » 07 Jul 2012, 21:44

gos wrote:When I return enchantments to play from my graveyard with Replenish, and they are creatures because of Opalescence, those that started the round on the battlefield, under my control do not have summoning sickness.
gos, just to clarify: You have a few enchantments on the BF, you sacrifice them (or they die or whatever) then you Replenish? And Summoning Sickness isn't restored?

Or do you mean that you had Enchantments on the BF before you Replenished, and the Replenish brought back an Opalescence, which turned the existing Enchantments into Creatures without summoning sickness? (Because this is actually fine, it's just like activating a manland normally.)
friarsol
Global Moderator
 
Posts: 7593
Joined: 15 May 2010, 04:20
Has thanked: 243 times
Been thanked: 965 times

Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby gos » 08 Jul 2012, 21:16

friarsol wrote:
gos wrote:When I return enchantments to play from my graveyard with Replenish, and they are creatures because of Opalescence, those that started the round on the battlefield, under my control do not have summoning sickness.
gos, just to clarify: You have a few enchantments on the BF, you sacrifice them (or they die or whatever) then you Replenish? And Summoning Sickness isn't restored?
That's exactly correct.
gos
 
Posts: 4369
Joined: 03 Mar 2011, 15:21
Location: Reykjavík, Iceland
Has thanked: 231 times
Been thanked: 232 times

Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby gos » 08 Jul 2012, 21:48

.River of Tears produces black mana on my opponent's turn if I played a land in my last turn.
gos
 
Posts: 4369
Joined: 03 Mar 2011, 15:21
Location: Reykjavík, Iceland
Has thanked: 231 times
Been thanked: 232 times

Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby Zirbert » 09 Jul 2012, 00:55

Some storage counter lands aren't working correctly. This affects the Fallen Empires cycle (Hollow Trees, Bottomless Vault, Sand Silos, Dwarven Hold, Icatian Store) and the Mercadian Masques cycle (Rushwood Grove, Fountain of Cho, Saprazzan Cove, Mercadian Bazaar, Subterranean Hangar). Here's the problem:

You can accumulate storage counters as normal (by leaving them tapped or by tapping, for the respective cycles), and they work fine the first time you tap them and remove counters for mana.

However, although you can still keep adding counters to them, for the remainder of the game, whenever you tap one of them for mana a second (or more) time, you'll get the amount of mana that you got the first time you used it. You don't even get prompted for how many counters to remove. No counters get removed, and you get that same amount of mana even if there aren't that many counters on the land.

In better news, this does not affect the Time Spiral cycle of storage lands (Dreadship Reef, etc.). They seem to be working normally.
Zirbert
 
Posts: 512
Joined: 13 Oct 2010, 16:04
Has thanked: 104 times
Been thanked: 19 times

Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby gos » 10 Jul 2012, 13:05

I had Mishra's Factory and Nantuko Monastery in play, activated. My opponent's Coat of Arms gave them both +1/+1, presumably because they were both lands.
gos
 
Posts: 4369
Joined: 03 Mar 2011, 15:21
Location: Reykjavík, Iceland
Has thanked: 231 times
Been thanked: 232 times

Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby moomarc » 10 Jul 2012, 13:44

gos wrote:I had Mishra's Factory and Nantuko Monastery in play, activated. My opponent's Coat of Arms gave them both +1/+1, presumably because they were both lands.
Code: Select all
                        alreadyAdded.clear();
                        for (int x2 = 0; x2 < type.get(x).getType().size(); x2++) {
                            if (!alreadyAdded.contains(type.get(x))) {
                                if (!type.get(x).getType().get(x2).equals("Creature")
                                        && !type.get(x).getType().get(x2).equals("Legendary")
                                        && !type.get(x).getType().get(x2).equals("Artifact")) {
Looks like the filtering for Coat of Arms in GameActionUtil only filters out Creature, Artifact and Legendary as types not to match. Could we not use this instead:
Code: Select all
                        alreadyAdded.clear();
                        for (int x2 = 0; x2 < type.get(x).getType().size(); x2++) {
                            if (!alreadyAdded.contains(type.get(x))) {
                                if (CardUtil.isACreatureType(type.get(x).getType().get(x2))) {
Seems like that should be the best solution because if I read it correctly at the moment the same bug would occur for all animated types that aren't usually creatures.

Edit: Just tested this and it works. Fixed!
-Marc
User avatar
moomarc
Pixel Commander
 
Posts: 2091
Joined: 04 Jun 2010, 15:22
Location: Johannesburg, South Africa
Has thanked: 371 times
Been thanked: 372 times

Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby fiend123 » 10 Jul 2012, 19:23

When I remove cards from a deck, a duplicate card is created in the card catalogue.

Attached image is from cube draft mode.


EDIT: Bloodthirst seems to be locked in. The computer casted Flickerwisp on my Bloodthirsted Stormblood Beserker during its turn, and the Stormblood Beserker returned to the battlefield with 2 +1/+1 counters despite no damage was done during the computer's turn.

EDIT2: Computer cast Rite of Replication on a creature equipped with Sword of Fire and Ice, which fizzles and Rite of Replication is sent to the graveyard.
Attachments
Printscreen.jpg
fiend123
 
Posts: 70
Joined: 05 Mar 2012, 17:26
Has thanked: 2 times
Been thanked: 1 time

PreviousNext

Return to Forge

Who is online

Users browsing this forum: No registered users and 53 guests

Main Menu

User Menu

Our Partners


Who is online

In total there are 53 users online :: 0 registered, 0 hidden and 53 guests (based on users active over the past 10 minutes)
Most users ever online was 7303 on 15 Jul 2025, 20:46

Users browsing this forum: No registered users and 53 guests

Login Form