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MostCromulentclaude
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Merge origin/master into menucleanupv2
Add Yield Settings menu item and Auto-Pass check item at the bottom of the Game menu (from Yield Rework V2). End Turn routes through YieldController.endTurn for consistent yield-state handling. All other Game-menu items removed during cleanup remain removed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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docs/Credit-and-Thanks.md

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1. Forest biome = Enchanted Forest - Logan Epic Canto // The Celtic King
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1. Plains biome = Cobblestone Village - Brandon Fiechter // Camelot - Brandon Fiechter
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1. Mountain biome = Goblin Tinker - Brandon Fiechter // Goblin King's Tavern - Brandon Fiechter
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1. Castle = Horus - Brandon Fiechter & Derek Fiechter
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1. Castle = Horus - Brandon Fiechter & Derek Fiechter
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## Other sprites and icons
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1. Clipboard icon by Dimitry Miroliubov at [Flaticon](https://www.flaticon.com/free-icon/clipboard_340068)

docs/Frequently-Asked-Questions.md

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# General
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## How do I download content?
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Forge has content downloaders within the app itself, you can use those tools to update the graphics assets. More information about card and token image assets can be found here. [Card Images, Downloading](Card-Images.md#downloading)
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## My desktop match/deck view is all messed up?
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Also use the mentioned measure if your match or deckeditor won't start - it would help in 90% of the cases.
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## I think I found a bug in Forge. What do I do?
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*Most users, who are running beta versions of Forge, should continue to use these instructions. As for alpha testers, these instructions have yet to be made congruent with the latest automatic bug reporting from within Forge.*
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Bug reports from users are the lifeblood of Forge. Please keep in mind that "beta" releases *are* test releases. Forge is constantly evolving, so we do not yet have "stable" or "production" releases. Because of the pace at which new cards are added to the multiverse by external forces, this will be the norm for some time. We do not expect everything to work 100%. We have a small number of developers and a handful of slightly less technical people actively improving the game. We simply cannot devote the resources to test every single card, much less the nearly infinite ways the cards can interact.
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* If you're unsure, you can also post on one of the support channels of the discord. In case you do not get a timely response, please submit a new issue anyway to make sure it doesn't get lost.
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## I have an idea to make Forge better. What do I do?
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Follow the directions in [Bug Reports](Frequently-Asked-Questions#i-think-i-found-a-bug-in-forge-what-do-i-do), keeping in mind that you are not reporting a bug, but rather a **Feature Request**.
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# Development
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## I want to help develop Forge. How do I get started?
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Forge is written in Java, so knowledge in that language (or similar Object Oriented languages like C++ or C\#) is very helpful. However, it is possible to learn the grammar for writing the data objects of cards without programming experience.
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A development environment such as [IntelliJ](https://www.jetbrains.com/idea) is beneficial, as it helps writing, compiling and testing your changes.
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To obtain the source code of Forge, read our [Development Guide](Development/IntelliJ-setup/IntelliJ-setup.md).
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## My system is all setup to help. What now?
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Take a look through the /res/cardsfolder folder. This is where all the card data lives. If you know of cards that are missing from Forge, see if there are similar cards that already exist.
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# Gameplay
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## Where do I use Flashback or a similar ability that is in an External area?
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Click on the Lightning Bolt icon in the player panel. Since cards with external Activations aren't as clear to activate, we created this shortcut for this specific purpose. After the last card is removed from a zone window, that window will automatically be hidden.
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## How do I target a player?
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Just click on the player's Avatar in the Player Panel when prompted to select a Player as a target.
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## Where did my mana go?
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If you have an effect that generated you some mana, and you don't know where it is. Check out the Player Panel. There are 6 different mana subpools one for each color/colorless that should have it. If you accidentally tapped your mana before your Main Phase, your mana is gone. Sorry, we don't have a way at this time to revert these actions. In general, I'd say it's easier/better to start casting a spell first, then activate your mana so this doesn't happen.
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# Quest Mode
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## What is the difference between Fantasy Quest and Normal Quest?
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In Normal Quest, you start with 20 life and only have access to the Card Shop. In Fantasy Quest, you start at 15 life and gain additional access to the Bazaar which allows you to buy things like extra life points, Pets, Plants and more.
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In Normal Quest, you start with 20 life and only have access to the Card Shop. In Fantasy, you start at 15 life and gain additional access to the Bazaar which allows you to buy things like extra life points, Pets, Plants and more.

docs/User-Guide.md

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- [Easier creature type selection](#easier-creature-type-selection)
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- [Auto-Target](#auto-target)
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- [Auto-Pay](#auto-pay)
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- [Auto-Yield](#auto-yield)
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- [Auto-Pass and Yield Options](#auto-pass-and-yield-options)
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- [Auto-Yield and Trigger Decisions](#auto-yield-and-trigger-decisions)
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- [Shift Key helper](#shift-key-helper)
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- [Full Control](#full-control)
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- [Repeatable Sequences (Macros)](#repeatable-sequences-macros)
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- You can still manually pay the cost by clicking mana sources in play (e.g. lands) or clicking symbols in your mana pool, which might be a good idea if you want to save specific mana sources for a later play that turn.
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- you'll still be prompted when paying Sunburst or cards that care what colors are spent to cast it (ex. Firespout).
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## Auto-Yield
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- When a spell or an ability appears on the stack and it says "(OPTIONAL)" you can right-click it to decide if you want to always accept or to decline it.
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## Auto-Pass and Yield Options
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**Yielding** lets you hand priority to Forge so it passes on your behalf instead of you needing to click through every priority pass. This helps you get to your desired phase of action quickly.
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It is possible to specify the granularity level for auto-yields: the difference is that, for example, when choosing per ability if you auto-yield to Hellrider's triggered ability once, all triggers from other Hellrider cards will be automatically yielded to as well. When choosing per card, you will need to auto-yield to each Hellrider separately.
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Forge offers several yield options depending on how long you want to skip prompts:
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Note that in when auto-yielding per ability, yields will NOT be automatically cleared between games in a match, which should speed the game up. When auto-yielding per card, yields WILL be automatically cleared between games because they are dependent on card IDs which change from game to game, thus you will need to auto-yield to each card again in each game of the match.
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- **Auto-Pass** — a persistent toggle that automatically yields priority when you have no playable actions. Available on **Desktop** via the Auto-Pass dock icon and the **P** hotkey, or on **Mobile** from the in-match Game menu.
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- **End Turn** — auto-pass through the rest of the current turn, bypassing any phase stops. Triggered by the End Turn dock button.
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- **Yield markers** — auto-pass until a specific phase is reached. Right-click (or long-press) a phase indicator to set one; a fast-forward symbol marks the active cell. Each (player, phase) cell is independent, so in multiplayer you can yield to a specific opponent's end step.
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- **Yield to stack / Resolve entire stack** — auto-pass while the stack resolves. Right-click a stack item to choose: **Yield to stack** auto-passes until the stack empties or an interrupt fires (for example, an opponent casts another spell); **Resolve entire stack** keeps auto-passing until the whole stack is empty even if opponents cast more spells.
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- Pressing "End Turn" skips your attack phase and doesn't get cancelled automatically if a spell or ability is put on the stack. You'll still be given a chance to declare blockers if your opponent attacks, but after that the rest of your opponent's turn will then progress without you receiving priority.
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> [!NOTE]
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> For more information and configuration options — including interrupt conditions, automatic yield suggestions, and speed settings — see [Advanced Yield Options](advanced-yield-options.md).
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## Individual Yields and Trigger Decisions
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When a spell or an ability appears on the stack you can right-click it to decide if you want to always accept (Always Yes) or always decline it (Always No). For abilities marked "(OPTIONAL)" the same right-click lets you set an auto-yield so you don't get prompted on subsequent activations.
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The granularity and lifetime of these decisions are controlled by the **Auto Yield/Trigger Mode** setting under Settings → Preferences:
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- **Per Card (Each Game)** — decisions are tied to a specific card instance and cleared at the end of each game. You'll need to set them again in the next game of the match. (For example, auto-yielding one Hellrider does not affect another copy of Hellrider.)
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- **Per Ability (Each Match)** — decisions apply to every copy of the ability and persist across games within the current match, then clear when you start a new match.
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- **Per Ability (Each Session)** — decisions persist across matches until you close Forge.
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- **Per Ability (Each Install)** — decisions are saved to disk and persist across Forge restarts.
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Pick a longer-lived scope when you want recurring triggers (e.g. routine ETBs, upkeep optional triggers) to stay yielded across many games; pick a shorter scope when you want a clean slate each game.
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To alleviate pressing this accidentally, as long as you're passing this way, you'll be able to press Escape or the Cancel button to be given the chance to act again. Phases with stops and spells/abilities resolving will be given a slight delay to allow you to see what's going on.
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The current list of active auto-yields and Always Yes / Always No trigger decisions is visible from Game → Auto-Yields and Triggers, where individual entries can be cleared.
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## Shift Key helper
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* When you mouse over a flip, transform or Morph (controlled by you) card in battlefield, hold SHIFT to see other state of that card at the side panel that displays card picture and details.
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- **Move an entire cell:** Click and drag the handle on the left side of a cell's header to move all its tabs as a unit.
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- **Drop zones:** Dragging to the left, right, top, or bottom edge of a target cell splits it in that direction. Dragging to the centre adds the panel as a tab. A visual preview shows where the panel will land.
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Layouts are saved as XML files and adapt to different window sizes and resolutions.
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Layouts are saved as XML files and adapt to different window sizes and resolutions.
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- **Save/Load:** Use **Layout > File** in the menu bar to save, open, or revert layouts.
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- **Default layouts** ship with Forge and are restored when you select **Revert to Default Layout**.
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- **User layouts** are stored in your Forge user data directory under `preferences/` (e.g., `%APPDATA%/Forge/preferences/match.xml` on Windows).

docs/_sidebar.md

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- [AI](ai.md)
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- [Network Play](network-play.md)
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- [Advanced search](Advanced-Search.md)
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- [Advanced Yield Options](advanced-yield-options.md)
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- Adventure Mode
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