Forge Beta: 1-23-2015 ver 1.5.33
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Beta: 1-23-2015 ver 1.5.33
by schizophoenix » 26 Jan 2015, 02:01
I was able to target an opponent's Wind Spirit with Swiftfoot Boots equipped - with a returning Screams from Within.
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Re: Forge Beta: 1-23-2015 ver 1.5.33
by friarsol » 26 Jan 2015, 02:25
Auras being placed directly on the battlefield don't target, sooo that's a legal play. Notice the lack of the word "target" in this rules block.schizophoenix wrote:I was able to target an opponent's Wind Spirit with Swiftfoot Boots equipped - with a returning Screams from Within.
303.4f If an Aura is entering the battlefield under a player’s control by any means other than by resolving as an Aura spell, and the effect putting it onto the battlefield doesn’t specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the battlefield. The player must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects.
as opposed to:
303.4a An Aura spell requires a target, which is defined by its enchant ability.
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Re: Forge Beta: 1-23-2015 ver 1.5.33
by Nekoatl » 26 Jan 2015, 06:10
Cards exiled by the effect of Thada Adel, Acquisitor don't appear in the flashback zone, and clicking on them in the opponent's exiled zone does not give the ability to play the cards.
Re: Forge Beta: 1-23-2015 ver 1.5.33
by Hexadecimal » 26 Jan 2015, 09:05
Kira, Great Glass-Spinner, Jetting Glasskite, Shimmering Glasskite abilities don't work as intended.
I've tested it and here's the results. Player's own targeted abilities is never countered by player's own Glasskite. When AI targets player's permanent, ability works. When player targets AI's it doesn't. I had a situation where both I and the AI had Master Decoy and Shimmering Glasskite. Both Decoys used tap on enemy Glasskite. Ability triggered both times, yet mine tap worked, while AI's was countered.
I've tested it and here's the results. Player's own targeted abilities is never countered by player's own Glasskite. When AI targets player's permanent, ability works. When player targets AI's it doesn't. I had a situation where both I and the AI had Master Decoy and Shimmering Glasskite. Both Decoys used tap on enemy Glasskite. Ability triggered both times, yet mine tap worked, while AI's was countered.
Last edited by Hexadecimal on 26 Jan 2015, 12:31, edited 1 time in total.
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Re: Forge Beta: 1-23-2015 ver 1.5.33
by beerboggart » 26 Jan 2015, 10:16
Whenever I try to start a game Forge crashes and I get this message. This has been happening to me for the last couple of builds. I can play version 1.5.28, though.
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.33-r-1u
Operating System: Windows 7 6.1 x86
Java Version: 1.8.0_25 Oracle Corporation
java.lang.NullPointerException
at forge.screens.match.views.VPlayers.update(VPlayers.java:173)
at forge.screens.match.controllers.CPlayers.update(CPlayers.java:37)
at forge.gui.framework.DragCell.setSelected(DragCell.java:324)
at forge.gui.framework.DragCell.setSelected(DragCell.java:336)
at forge.gui.framework.DragCell.addDoc(DragCell.java:278)
at forge.gui.framework.SLayoutIO.loadLayout(SLayoutIO.java:374)
at forge.control.FControl.setCurrentScreen(FControl.java:276)
at forge.control.FControl.setCurrentScreen(FControl.java:249)
at forge.screens.match.CMatchUI.openView(CMatchUI.java:637)
at forge.match.MatchUtil.startGame(MatchUtil.java:176)
at forge.quest.QuestUtil$2.run(QuestUtil.java:583)
at forge.FThreads.invokeInEdtNowOrLater(FThreads.java:32)
at forge.quest.QuestUtil.finishStartingGame(QuestUtil.java:580)
at forge.quest.QuestUtil.startGame(QuestUtil.java:509)
at forge.screens.home.quest.CSubmenuDuels$5.actionPerformed(CSubmenuDuels.java:55)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$400(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
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Re: Forge Beta: 1-23-2015 ver 1.5.33
by elcnesh » 26 Jan 2015, 12:38
Actually, that's the correct behaviour (although admittedly a bit annoying). The card specifies that the trigger runs each EOC step, no matter if any blockers were declared.Andy9973 wrote:I just played a game with my deck that has Wall of Nets in it. On my first turn, End of Combat step, there were two delayed triggers of Wall of Nets even though there was nothing else on the battlefield except my first land and a Wall of Vines. It's the first time I played a game with a deck that has Wall of Nets in it with this version of Forge.
Edit: I continued playing and it seems to happen on each End of Combat step of each turn (also on AI's turn).
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Re: Forge Beta: 1-23-2015 ver 1.5.33
by Xyx » 26 Jan 2015, 12:57
Recurring Nightmare activation has an optional step that shouldn't be optional. First you're asked to sac a creature, then you're asked if you want to return Recurring Nightmare to your hand [Yes|No]. If you say [No], the whole process aborts but the sacrifice isn't rolled back.
Re: Forge Beta: 1-23-2015 ver 1.5.33
by Andy9973 » 26 Jan 2015, 16:21
But no Wall of Nets ever entered the battlefield in my game, and therefore no Wall of Nets ever blocked any creature in that game.elcnesh wrote:Actually, that's the correct behaviour (although admittedly a bit annoying). The card specifies that the trigger runs each EOC step, no matter if any blockers were declared.Andy9973 wrote:I just played a game with my deck that has Wall of Nets in it. On my first turn, End of Combat step, there were two delayed triggers of Wall of Nets even though there was nothing else on the battlefield except my first land and a Wall of Vines. It's the first time I played a game with a deck that has Wall of Nets in it with this version of Forge.
Edit: I continued playing and it seems to happen on each End of Combat step of each turn (also on AI's turn).
As written above the only thing I did on my first turn was playing a land and a Wall of Vines. There were never any blocks happening with Wall of Nets in that game. There's no reason why that trigger should go on the stack at all.
Re: Forge Beta: 1-23-2015 ver 1.5.33
by Aetherbird » 26 Jan 2015, 17:50
Umezawas Jitte doesn't work somehow... the game crashes instantly when you try to duell with a deck containing a jitte or trying to mark it in the Deckbuilder.
Edit:
Edit:
- 2015-01-26-00.txt
- Error description
- (3.19 KiB) Downloaded 195 times
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Re: Forge Beta: 1-23-2015 ver 1.5.33
by elcnesh » 26 Jan 2015, 18:34
Ah, I see. Looks like that was fixed just before the release of this version, maybe you're on an older one?Andy9973 wrote:But no Wall of Nets ever entered the battlefield in my game
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Re: Forge Beta: 1-23-2015 ver 1.5.33
by serrasmurf » 26 Jan 2015, 18:47
1: I sacrifice Kokusho, the Evening Star
2: The life loss kills my opponent
3: Forge freezes
Happened twice, so reproducable
2: The life loss kills my opponent
3: Forge freezes
Happened twice, so reproducable
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Re: Forge Beta: 1-23-2015 ver 1.5.33
by Hexadecimal » 26 Jan 2015, 19:51
Kusari-Gama doesn't deal any damage if attacking creature equipped with it was destroyed by defender.
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Re: Forge Beta: 1-23-2015 ver 1.5.33
by Mattias » 26 Jan 2015, 20:14
Gotten this several times now. When about to pick the last card in the last pack I get this:
Description: [describe what you were doing when the crash occurred]
Additionally I have another "gamedesign" thingy. Wouldnt it be more fair to reward "turn1" win bonus if you are on the draw too?
Oh, another thing. Have a change in AI occured? I find the AI to more often just make all out attacks to put me at 1-3 and then just pass the turn leaving himself dead on board to a counter attack.
Description: [describe what you were doing when the crash occurred]
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.33-r-1u
Operating System: Windows 7 6.1 x86
Java Version: 1.7.0_25 Oracle Corporation
java.lang.NullPointerException
at forge.screens.deckeditor.CDeckEditorUI.addSelectedCards(CDeckEditorUI.java:159)
at forge.screens.deckeditor.CDeckEditorUI$6.run(CDeckEditorUI.java:241)
at forge.itemmanager.ItemManager.activateSelectedItems(ItemManager.java:1189)
at forge.itemmanager.views.ImageView$4.onLeftDoubleClick(ImageView.java:225)
at forge.toolbox.FMouseAdapter.mousePressed(FMouseAdapter.java:146)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Additionally I have another "gamedesign" thingy. Wouldnt it be more fair to reward "turn1" win bonus if you are on the draw too?
Oh, another thing. Have a change in AI occured? I find the AI to more often just make all out attacks to put me at 1-3 and then just pass the turn leaving himself dead on board to a counter attack.
Re: Forge Beta: 1-23-2015 ver 1.5.33
by KrazyTheFox » 26 Jan 2015, 21:33
beerboggart wrote:Whenever I try to start a game Forge crashes and I get this message. This has been happening to me for the last couple of builds. I can play version 1.5.28, though.
<snip>
Try downloading a snapshot here (http://www.krazyweb.net/forge/) and see if that fixes this problem. There were a few fixes right after release that may apply here.Mattias wrote:Gotten this several times now. When about to pick the last card in the last pack I get this:
<snip>
This happens in quest mode, dont know if it happens in nonquestmode. Several different draft formats, the rapport above from FRF/KTK/KTK.
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Re: Forge Beta: 1-23-2015 ver 1.5.33
by Mattias » 26 Jan 2015, 22:12
Thank you, I will try that.KrazyTheFox wrote:Try downloading a snapshot here (http://www.krazyweb.net/forge/) and see if that fixes this problem. There were a few fixes right after release that may apply here.
I am curious, am I the only one that gets auto skipping of turns: As an effect resolves the game just start flipping through the phases until it gets to the opponents turn. Just had a game where it happened at several ocations ending in me loosing due to Summoner's Pact. This is really weird, and I wonder if it is common? One occurance is when I click yes on the last may ability on the stack, then it starts skipping phases with the "yes/no" window still up.
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