Forge Beta: 06-25-2012 ver 1.2.9
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Beta: 06-25-2012 ver 1.2.9
by 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!
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!
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Re: Forge Beta: 06-25-2012 ver 1.2.9
by serrasmurf » 05 Jul 2012, 16:04
OK,thans for the clarification.Rob Cashwalker wrote: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: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..
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.
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
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Re: Forge Beta: 06-25-2012 ver 1.2.9
by 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.
Re: Forge Beta: 06-25-2012 ver 1.2.9
by Xitax » 06 Jul 2012, 01:18
AI played Tribute to the Wild in spite of the fact I had nothing to sac.
Re: Forge Beta: 06-25-2012 ver 1.2.9
by cc-drake » 06 Jul 2012, 21:42
When I sacrifice Time Bomb to force a draw, I lose the game 

Re: Forge Beta: 06-25-2012 ver 1.2.9
by friarsol » 06 Jul 2012, 22:31
I don't think Forge supports Draws. You probably got awarded a win and a loss.cc-drake wrote:When I sacrifice Time Bomb to force a draw, I lose the game
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Re: Forge Beta: 06-25-2012 ver 1.2.9
by cc-drake » 07 Jul 2012, 07:42
Sai of the Shinobi has no image and doesn't trigger when creatures enter the battlefield.
Re: Forge Beta: 06-25-2012 ver 1.2.9
by 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.
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Re: Forge Beta: 06-25-2012 ver 1.2.9
by friarsol » 07 Jul 2012, 21:44
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?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.
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.)
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Re: Forge Beta: 06-25-2012 ver 1.2.9
by gos » 08 Jul 2012, 21:16
That's exactly correct.friarsol wrote: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?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.
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Re: Forge Beta: 06-25-2012 ver 1.2.9
by 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.
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Re: Forge Beta: 06-25-2012 ver 1.2.9
by 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.
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.
Re: Forge Beta: 06-25-2012 ver 1.2.9
by 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.
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Re: Forge Beta: 06-25-2012 ver 1.2.9
by 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")) {
- 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))) {
Edit: Just tested this and it works. Fixed!
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Re: Forge Beta: 06-25-2012 ver 1.2.9
by 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.
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.
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