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forge/CHANGES.txt

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Forge Beta: 12-##-2012 ver 1.3.3
(Quest icons used created by Teekatas, from his Legendora set http://raindropmemory.deviantart.com)
(Thanks to the MAGE team for permission to use their targeting arrows.)
(Thanks to http://www.freesound.org/browse/ for providing some sound files.)
11### cards in total.
The Alara Reborn set is now 100% implemented.
Some initial work is being done to add Schemes to a branch and this work is not yet available in this build.
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This version of forge includes a few sound files for the new sound effect system. While we have several sounds assigned to a few of the available events there are a number of events that do not yet have a assigned sound file. This should be considered a work in progress and we could use some help in finding interesting sounds that we can add to forge.
The sound files need to be in wav or au format, wav appears to be more wide spread but the code can handle either format. The sound files need to be copy right free and they should be in the public domain.
You can either record your own sounds if you have the necessary equipment or you may be able to find an appropriate sound on a web site such as this site:
http://www.freesound.org/browse/
You should note that sound files can be large sized and we would like to avoid this if possible. A good size to shoot for would be 50 K or less. There is a freeware sound editor that may have versions for all operating systems. This app is named Audacity.
We have a forge forum topic at the Collectible Card Games Headquarters web site that is devoted to finding sounds for this new sound system. Please visit this topic and contribute a sound or two. We can use your help and assistance. :)
http://www.slightlymagic.net/forum/viewtopic.php?f=26&t=8570
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On several occasions people have noticed that the forge deck editor and/or quest mode card shop would not open or display. We have also received reports that some of the tabs/panels in the deck editor are missing. Try deleting the file named "editor_preferred.xml" which is found in the "res/layouts" folder. This should force forge to then use the "editor_default.xml" file instead.
Several people have noticed that the cards displayed on the battlefield will fail to be displayed when the number of cards on the battlefield increases. Maximizing the human panel can help to re-display the cards.
Some time was spent turning the static ETB triggers into the proper ETB replacement effects they should be, mainly to interact correctly with eachother. This work is not yet finished. As a result there is currently some inconsistencies with "Enters the battlefield with counters" (Not incredibly noticeable).
It seems like the front face of double faced cards aren't triggering properly, but the back face and single faced cards are.
A recent contribution to the code base should fix some of the bugs that people noticed with cloning type abilities. At this time there are two remaining issues that we hope will be addressed in the near future.
1. Leave play triggers don't work correct for clones.
2. Copies of cards that setup Zone Change triggers via addComesIntoPlayCommand and addLeavesPlayCommand will not function correctly.
We are now using a different system for our snapshot and beta releases. Unfortunately, this new system builds a jar file which does not accurately display the SVN revision number.
Forge is likely to be compatible with Java 7 at this time. Some people have used forge with Java 7 and have not reported any problems that are related to Java 7. If you would like to upgrade to Java 7 and have held off because of Forge then you may upgrade as we do not think that it will cause an incompatibility type of problem at this time. We will continue to try to maintain compatibility with Java 6 for the foreseeable future.
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The Forge archive includes a readme.txt file and we ask that you spend a few minutes reading this file as it contains some information that may prove useful. We do tend to update this file at times and you should quickly read this file and look for new information for each and every new release. Thank you.
The archive format used for the Forge distribution is ".tar.bz2". There are utilities for Windows, Mac OS and the various *nix's that can be used to extract/decompress these ".tar.bz2" archives. We recommend that you extract/decompress the Forge archive into a new and unused folder.
Some people use the Windows application 7zip. This utility can be found at http://www.7-zip.org/download.html. Mac users can double click on the archive and the application Archive Utility will launch and extract the archive. Mac users do not need to download a separate utility.
Fixes/Features:
- Fixed Korozda Monitor.
- Simplified sacrificeHuman.
- Removed CardFactoryEquipment.
- Cleanup.
- CheckStyle.
- Cleanup and FindBugs fixes.
- Added [avatar] decksection (for deck-default vanguard avatars)
- Little text fix for preventNextDamage.
- More text fixes.
- Fixing a poorly scripted Warden of the Wall
- Bludgeoned MigLayout into adding a CardDetailPanel to Vanguard home screen. Please tell me/tweak it if it looks horrible on resolutions beyond 1280x1024
- The AI will now react to Nether Void.
- Fixed Coalition Relic.
- Fixed Explore and Summer Bloom.
- Added a possibility to couple sacrifice costs with other costs (currently by sacrificing, pun semi-intended, the input-based sacrifice interface and replacing it with a menu-based selection one).
- Cleared out the changes.txt file, now ready for new material.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Added a TODO note to GameActionUtil (if fully chained inputs are implemented in the future), fixed imports.
- Bring active players VField to the front. Helps keep track in 8 player games.
- Made CardDetailPanel conform to skin colors.
- Added EffectZone$ Command to a few missed AF_Effect scripts
- CheckStyle.
- When the user is asked whether he wants to pay the sacrifice cost, the card for which the sacrifice cost is paid will be highlighted on the playfield.
- A little fix for the previous commit.
- Minor edit and fix to changes.txt
- Consolidated some calls related to card panel highlighting for the Sacrifice costs.
- Reverted the example Gauntlet contest to start at 0% progress (used to be 11% progress in the very beginning).
- Added listing of the avatar and commander to FDeckChooser decklists.
- Removing Variants branch
- Created Schemes branch
- Schemes:Base commit for Schemes.
- Added AF_Abandon.
- Added Trigger SetInMotion
- Added schemes A Display of My Dark Power (Thanks,Marc!) and I Know All, I See All.
- Schemes:Added ARC to setdata.
- Schemes: Added Behold the Power of Destruction.
- Updated some SVars.
- Added Timeshifted setinfo to Leviathan.
- Converted "Damage that would reduce your life total to less than 1 reduces it to 1 instead." to a player keyword.
- Fixed Angel's Grace.
- Added beginnings of a Scheme Deck editor.
- Made exiting the scheme editor dump you at the archenemy home screen.
- Made scheme deck editor save correctly.
- Added a fluff piece to the changes.txt file.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Implemented X color restrictions for the AI, now Crypt Rats should be correctly used by the AI. Hopefully the support will work for all color restrictions including two-color ones (like the Soul Burn which may potentially be implemented later).
- Removed a debug line.
- Schemes: Let the player specify the deck of each opponent in Archenemy mode.
- Let the player specify his own scheme deck.
- Fixed Scheme deck editor.
- CheckStyle.
- Schemes: Changed Archenemy's DocID.
- Added Oracle to schemes.
- PerSetTracking.py will now also check Archenemy.
- Made some cards with "Whenever an opponent" triggers multiplayer compatible.
- Schemes: Added AF_SetInMotion,added ReplaceSetInMotion
- Fixed multiple schemes being set into motion consecutively.
- Schemes: Removed debug script
- Fixing Viscerid Drone's activation costs
- Fixed the spell description for Judge Unworthy
- Convert Goblin Charbelcher to script
- Enable DevMode to add Lands directly into play
- Convert Gilder Bairn and Vampire Hexmage to script
- Added support for Repeating over Counters
- changed target style to newer ValidTgts version
- reworked methods for finding SpellAbility targets
- Fixed Liliana of the Veil.
- Fixed AI choosing logic of AF TwoPiles.
- Fixed mana costs not always coming first in combineCosts.
- Added AILogic parameter to AF TwoPiles.
- Added the parameter "UnlessSwitched" to SpellAbilities (to switch paid and unpaid commands).
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Expanded checkDiscardCost.
- Fixed Bloodthirst overwriting the X SVar.
- Fixed StackDescription of AF PumpAll.
- Fixed Venser, the Sojourner emblem name.
- Schemes: Changed DefinedPlayer Opponent so that it adds all opponents
- Added a NeedsToPlay SVar to Sunken City.
- Added a chkAIDrawback function to AF LoseLife.
- Schemes: Changed LQ image links to better images. Can be used as template for other schemes
- Fixed Brass Squire.
- Removed some unnecessary chkAIDrawback overrides.
- Updated cardTemplateScript to automatically add correct LQ pic urls.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Schemes: Added player property NotSelf
- Schemes: removed early debugging cost for Imprison This Insolent Wretch that I forgot to revert
- Added CostRemoveCounter to payCostDuringAbilityResolve.
- GUI: Themed order selection window.
- Fix imports.
- Schemes: Renamed player property NotSelf to Other
- Removed duplicate StackDescription of SubAbilities from AF ChangeZone.
- Schemes: Reverted my earlier change to getDefinedPlayers:Opponent. (Will slowly go through each case after merging at a later stage to make multiplayer compatible using Player.Other or Player.Opponent where applicable)
- Little CanPlayAI updates.
- Fixed Telekinesis.
- Added an easy version of the Gold Finger opponent.
- Schemes:Merged in r18521-18589 from trunk
- Fixed Repay in Kind for multiplayer
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Updated some more AI functions.
- Added a "save deck" button to the Limited deck editor to avoid confusion. The button will generate a proper confirmation message, so it won't confuse the player by just saying that the deck with the given name already exists (which is not appropriate for Limited since there is only one deck anyway).
- Changed the draft mode option text from "Play all 8 opponents" to "Play all 7 opponents" since the human is the 8th player and he has seven opponents.
- Added card panel highlighting to orderBlockingMultipleAttackers.
- Corrected a mistype.
- Reversed order of game log.
- Converted Sarpadian Empires, Vol. VII
- Added code for "CARDNAME can attack as though it didn't have defender." to isUsefulPumpKeyword.
- Randomly generated decks will now feature cards from random editions (so, no more "all lands Zendikar" etc.).
- Simplified the code for random set codes in generated decks.
- Fixed NotEnchantedBy broken in my previous commit
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Schemes: Forgot to commit some code for Mortal Flesh Is Weak
- Slight tweak to ChangeZoneAll so that you won't be given a choice ordering box when moving cards to the library if the list has fewer than two cards
- Added the scheme and the sound directories to the SVN trunk.
- The AI will now activate Lu Su, Wu Advisor and other little AI tweaks.
- Updating Crocodile Pet for Static OpponentTurn changes
- Actual right fix for Crocs
- Allow Auras to Enchant cards in graveyards for (Animate Dead and Spellwewaver Volute)
- Convert Animate Dead and Dance of the Dead to script (oh joyous day)
- Some small changes in AF_Animate to grant spells with the right timing
- Only move Auras into play if it's a cast spell
- Sound System: Enabling sounds by default, adding the currently available free sounds to the SVN.
- Made CardFactoryUtil.getExternalZoneActivationCards compatible with multiplayer
- Use the more verbose title instead of name for duels and challenges in quests (it used to be this way).
- Added a fluff piece to the changes.txt file.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- uncommented some recently included tokens' download links
- minor tweak
- Fixed Armor of Thorns.
- Fixed Demoralize.
- Fixing text of Sen Triplets
- The Constructed deck editor now has an option to either show all cards from all sets or show unique cards only (see the Preferences tab), the Sealed Mode, Draft Mode, and Quest Mode deck editors will always show cards from all sets in order to avoid issues and confusion.
- Made the default value of the "Show Unique Cards Only" (in Constructed) "true" (checked) to mimic the original Forge behavior.
- Player.Opponent now returns opponents only, while Player.Other returns all other players
- Converted some cards for multiplayer compatibility
- improved stack description for LoseLife
- converted a few more cards for multiplayer compatibility
- Added a fluff piece to the changes.txt file.
- BuildInfo.getVersion() is once again returning an incorrct SVN number ("-r18445").
- add check to drawing miracle so that miracle cost is not triggered in opening hand.
- Triggers will now wait to trigger if the Stack is frozen. (Fixes Valakut not triggering enough times)
- Convert Earthbind to Script now that the timing works
- Fixed Mind Swords.
- Added the recent commit logs to changes.txt.
- Explicitly shuffle Haunting Echoes instead of using it inside RepeatEach
- Fixed Tower Above.
- Sigh, missed a new class.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Fixing rarity on Aura Finesse
- Added an option to the preferences window to randomize card art in the human decks (e.g. different card art for basic lands from the same set) for whoever likes variety.
- Better name for the card art randomization option.
- Minor code cleanup.
- Fix to avoid Comodification errors with Waiting Triggers and infinite loops with multiple resolving Waiting Triggers
- Convert Guilty Conscience to Script
- Fixing a crash in Island Sanctuary before the game starts
- Convert Convincing Mirage and Phantasmal Terrain to script
- Small tweak to Triggers to allow them to refire Statics when they finish resolving (useful for Conving Mirage to actually grant its ability immediately upon resolving)
- Made the random set generation for random decks more optimal.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Small fixes to Animate Dead and Dance of the Dead
- Fixed the ability cost for Engineered Explosives.
- Convert Night Soil to script (done with CF_Enchantments)
- Temporarily disable changes needed for Valakut timing properly, since it seemed to have adversely effect a bunch of other triggers
- Fixed Elfhame Sanctuary.
- Fixed getGamesWonBy crashing when the game was a draw.
- Fixed Yawgmoth's Will.
- Sound system: Added a way to play card-specific sound effects depending on the presence of the SoundEffect SVar on a card. If the SVar is present, the sound file specified in the SVar must be present, otherwise no sound is played.
- Improved doTriggerAINoCost in AF Attach.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
Many people helped with this version. A special thank you goes out to them. (Attempted to list names alphabetically):
Added the following Schemes (They are not yet available in this build):
A Display of My Dark Power
I Know All, I See All
Behold the Power of Destruction
Look Skyward and Despair
My Genius Knows No Bounds
Realms Befitting My Majesty
Roots of All Evil
The Iron Guardian Stirs
The Very Soil Shall Shake
Which of You Burns Brightest?
Ignite the Cloneforge!
Perhaps You've Met My Cohort
Tooth, Claw, and Tail
Your Will Is Not Your Own
Plots That Span Centuries
All Shall Smolder in My Wake
Approach My Molten Realm
Embrace My Diabolical Vision
Your Puny Minds Cannot Fathom
Imprison This Insolent Wretch
Your Fate Is Thrice Sealed
The Pieces Are Coming Together
My Wish Is Your Command
Nothing Can Stop Me Now
Dance, Pathetic Marionette
Mortal Flesh Is Weak
Every Hope Shall Vanish
Every Last Vestige Shall Rot
Evil Comes to Fruition
I Call on the Ancient Magics
Added the following Vanguard Avatars:
Flametongue Kavu Avatar
Added the following cards:
Catalyst Stone
Opal-Eye, Konda's Yojimbo
Read the Runes
Sirocco
Spelltithe Enforcer
AEther Rift
Kindle the Carnage
Pack Hunt
Leviathan
Exalted Dragon
Reclamation
Flooded Woodlands
Impromptu Raid
Riptide Mangler
Wand of Ith
Consecrate Land
Dash Hopes
Phantasmagorian
Brain Gorgers
Barbarian Bully
Cursed Monstrosity
Dong Zhou, the Tyrant
Kithkin Zealot
Junk Golem
Retether
Aura Graft
AEther Snap
Scrounge
Bruna, Light of Alabaster
Sen Triplets
Withdraw
Crown of the Ages
Kitsune Mystic // Autumn-Tail, Kitsune Sage
Quest for the Holy Relic
Phantasmal Sphere
Scarab of the Unseen
Argothian Wurm
Marshaling the Troops
Cinder Cloud
Harmony of Nature
Shivan Wumpus
end