Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)
by mtgrares
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)
by ReliquaryTower » 29 Oct 2016, 14:39
@Hanmac
What does the updated script for Kemba's Legion look like, out of curiosity?
What does the updated script for Kemba's Legion look like, out of curiosity?
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)
by fangfa2 » 29 Oct 2016, 22:50
I created pure colorless/Eldrazi deck, saved it to work on it later and accidently played it. Error window showed, I ignored it, and now window from atachment show every time i try to start a Forge. Removing save from "app data/resouces/forge/quest" solved this, but it's not howi would like to play:)
I tried to paste mesage from error window, but..
Today is not my day
Thx for help:)
I tried to paste mesage from error window, but..
- http://www.slightlymagic.net/forum/ | Open
- Your post looks too spamy for a new user, please remove off-site URLs.
Today is not my day
Thx for help:)
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)
by Seravy » 30 Oct 2016, 01:18
Description: Tournament mode, AI vs AI, crashed when finished first round before starting second.
- IllegalStateException | Open
- Code: Select all
Forge Version: 1.5.56-r-1
Operating System: Windows XP 5.1 x86
Java Version: 1.7.0_80 Oracle Corporation
java.lang.IllegalStateException: No opponents left ingame for Sophie
at forge.game.player.Player.getOpponent(Player.java:255)
at forge.ai.ability.ChangeZoneAllAi.doTriggerAINoCost(ChangeZoneAllAi.java:269)
at forge.ai.SpellAbilityAi.doTriggerNoCostWithSubs(SpellAbilityAi.java:118)
at forge.ai.SpellAbilityAi.doTriggerAI(SpellAbilityAi.java:113)
at forge.ai.AiController.doTrigger(AiController.java:1394)
at forge.ai.PlayerControllerAi.prepareSingleSa(PlayerControllerAi.java:706)
at forge.ai.PlayerControllerAi.playTrigger(PlayerControllerAi.java:712)
at forge.game.trigger.TriggerHandler.runSingleTrigger(TriggerHandler.java:611)
at forge.game.trigger.TriggerHandler.runWaitingTrigger(TriggerHandler.java:337)
at forge.game.trigger.TriggerHandler.runWaitingTriggers(TriggerHandler.java:306)
at forge.game.GameAction.checkStateEffects(GameAction.java:873)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:905)
at forge.game.GameAction.startGame(GameAction.java:1463)
at forge.game.Match.startGame(Match.java:95)
at forge.match.HostedMatch$2.run(HostedMatch.java:220)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)
by Mrs Non-Gorilla » 31 Oct 2016, 14:54
Awakener Druid's animate ability is fizzling with a "couldn't add to stack, failed to target" message, despite there being lots of Forests around. Here's a screenshot:
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)
by Hanmac » 31 Oct 2016, 16:44
@Mrs Non-Gorilla:
first i fixed AnimateAI, it had a problem with mandatory targets.
then AI had problem with when a Targeted Trigger has no Target.
i think i fixed it.
now if the doTrigger does return false, it isn't added to the Stack anymore.
@all: is that the right way to do?
first i fixed AnimateAI, it had a problem with mandatory targets.
then AI had problem with when a Targeted Trigger has no Target.
i think i fixed it.
now if the doTrigger does return false, it isn't added to the Stack anymore.
@all: is that the right way to do?
Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)
by friarsol » 31 Oct 2016, 19:26
All triggers are required to have a target, if there's a legal target. If there isn't, it's not added to the stack. (Which should have already been happening)Hanmac wrote:@Mrs Non-Gorilla:
first i fixed AnimateAI, it had a problem with mandatory targets.
then AI had problem with when a Targeted Trigger has no Target.
i think i fixed it.
now if the doTrigger does return false, it isn't added to the Stack anymore.
@all: is that the right way to do?
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)
by Hanmac » 31 Oct 2016, 22:13
@friarsol: i added more checks to base SpellAbilityAi.
(tests does still pass, so it does look okay)
it prevents mandatory SpellAbility with Target, but without Candidates to go do the stack.
(Base Implementation of Sub-Ability does show a Warning that the function need to be overridden to define logic for Targets)
(tests does still pass, so it does look okay)
it prevents mandatory SpellAbility with Target, but without Candidates to go do the stack.
(Base Implementation of Sub-Ability does show a Warning that the function need to be overridden to define logic for Targets)
Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)
by Seravy » 01 Nov 2016, 10:17
Not sure if this qualifies as a bug but the Legends booster box is showing the image of a Legions booster box instead. I haven't manually installed any of those, only single cards so it must have come from one of the downloaders (which one is doing the pack pictures btw? I still miss some of those.)
One more bug, when I sell many card at once in a shop repeatedly (if some of them had more than one copy, those remain selected and I can keep selling more), the shop sometimes ends up having twice as many copies of the cards as I sold. Not sure if I also get twice the money but it's certainly not good, as it allows duplicating cards if someone figures out how to trigger this.
more :
-data on the bazaar screen does not refresh when you enter it. It shows the money and level of the last time you opened it, even if it was opened in a completely different quest game.
-If you pick an avatar picture, it has no effect until you restart the game.
-AI enchanted my forest with Evil Presence (Enchanted land is a swamp) and there is a Kormus Bell (all swamps are 1/1 creatures) in play. Yet, my swamp-forest is not turning into a creature.
A bit more serious one :
I have Bloom Tender in play, 4 forests and no other permanents. When paying for costs manually, there is no problem, but if I hit "auto" to pay for a Durkwood Boars (4G) I get to play the creature AND have 4 green mana left in my mana pool after the forests and BT gets tapped, so the Bloom Tender most likely was counted as infinite mana and everything obtained from the forests ended up not used.
One more bug, when I sell many card at once in a shop repeatedly (if some of them had more than one copy, those remain selected and I can keep selling more), the shop sometimes ends up having twice as many copies of the cards as I sold. Not sure if I also get twice the money but it's certainly not good, as it allows duplicating cards if someone figures out how to trigger this.
more :
-data on the bazaar screen does not refresh when you enter it. It shows the money and level of the last time you opened it, even if it was opened in a completely different quest game.
-If you pick an avatar picture, it has no effect until you restart the game.
-AI enchanted my forest with Evil Presence (Enchanted land is a swamp) and there is a Kormus Bell (all swamps are 1/1 creatures) in play. Yet, my swamp-forest is not turning into a creature.
A bit more serious one :
I have Bloom Tender in play, 4 forests and no other permanents. When paying for costs manually, there is no problem, but if I hit "auto" to pay for a Durkwood Boars (4G) I get to play the creature AND have 4 green mana left in my mana pool after the forests and BT gets tapped, so the Bloom Tender most likely was counted as infinite mana and everything obtained from the forests ended up not used.
Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)
by Seravy » 02 Nov 2016, 10:48
Description: Draft tournament, end of AI vs AI match crash
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.56-r-1
Operating System: Windows XP 5.1 x86
Java Version: 1.7.0_80 Oracle Corporation
java.lang.NullPointerException
at forge.game.Match.getGamesWon(Match.java:154)
at forge.game.Match.getTitle(Match.java:56)
at forge.game.GameView.<init>(GameView.java:34)
at forge.game.Game.<init>(Game.java:247)
at forge.game.Match.createGame(Match.java:79)
at forge.match.HostedMatch.startGame(HostedMatch.java:133)
at forge.match.HostedMatch.continueMatch(HostedMatch.java:120)
at forge.match.HostedMatch$4.run(HostedMatch.java:346)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$300(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.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)
Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)
by HarlequinCasts » 02 Nov 2016, 11:41
BUG:
Journey to Nowhere does not exile Epochrasite if the Epochrasite already has returned from exile with +1/+1 counters.You can target it, but the Journey to Nowhere just resolves and the Epochrasite remains in play.
Journey to Nowhere does not exile Epochrasite if the Epochrasite already has returned from exile with +1/+1 counters.You can target it, but the Journey to Nowhere just resolves and the Epochrasite remains in play.
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)
by Seravy » 03 Nov 2016, 23:34
Bug : If I tap a land while playing a spell but then cancel, effects still trigger on tapping the land. In particular I lost a swamp I did not tap to Spreading Algae AND did not get a black mana out of it because it was cancelled.
Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)
by friarsol » 04 Nov 2016, 19:29
(Most) artifacts are colorless. Also, this is no longer the latest release, please download the latest release before posting bug reports.puckboss3 wrote:4 player EDH game (three AI), AI played All is Dust but artifacts remained on the battlefield.
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