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Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

Postby kingkarate1 » 19 Oct 2016, 01:56

When playing Dread Summons, it puts the zombie token(s) on the field untapped instead of tapped.

Also Kiora, Master of the Depths' [-2] does not allow you to deny choosing targets for the cards revealed(it is a may ability) to perhaps put all four or so into the graveyard even if there is creature and/or land among them. This most likely also happens for other cards with similar effects.
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

Postby archon1000 » 19 Oct 2016, 11:17

Hazardous Conditions does not work. It gives all creatures -2/-2 regardless of if they have counters.
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

Postby hstukenborg » 19 Oct 2016, 13:43

Hello,

I'm running 1.5.56 on macOS Sierra (10.12) and love it; however, when I run commander games (me vs. 3-4 AIs) after turn 25 the game inevitably slows to a crawl. I reproduced this on the same build under Windows 10, as well as with previous 'packaged' builds of Forge.

I took a sample during one of these episodes that I can provide, though the forum doesn't seem the appropriate spot.

Thanks!

-Henry Stukenborg
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

Postby saucemaker » 19 Oct 2016, 14:36

I kaladesh sealed, I have a problem with the AI tapping all of their lands on their turn, but not actually casting anything.

Has anyone else seen this?
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

Postby timmermac » 19 Oct 2016, 17:52

hstukenborg wrote:Hello,

I'm running 1.5.56 on macOS Sierra (10.12) and love it; however, when I run commander games (me vs. 3-4 AIs) after turn 25 the game inevitably slows to a crawl. I reproduced this on the same build under Windows 10, as well as with previous 'packaged' builds of Forge.

I took a sample during one of these episodes that I can provide, though the forum doesn't seem the appropriate spot.

Thanks!

-Henry Stukenborg
This may be a known issue with memory allocation. As games progress, Forge tends to use an increased amount of the available memory, which tends to cause significant reduction in performance.
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

Postby shinra » 19 Oct 2016, 20:52

hstukenborg wrote:Hello,

I'm running 1.5.56 on macOS Sierra (10.12) and love it; however, when I run commander games (me vs. 3-4 AIs) after turn 25 the game inevitably slows to a crawl. I reproduced this on the same build under Windows 10, as well as with previous 'packaged' builds of Forge.

I took a sample during one of these episodes that I can provide, though the forum doesn't seem the appropriate spot.

Thanks!

-Henry Stukenborg
Hi Henry,

In order to increase the allocation space for Java to use Forge, try this:

Right click on forge.command and change the default value (bold):

java -Xmx4096m -jar forge-gui-desktop-1.5.56-SNAPSHOT-jar-with-dependencies.jar

Then restart Forge

Hope this will help you during your long commander games ;)
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

Postby Indigo Dragon » 20 Oct 2016, 09:50

Incredibly Tiny Change
Inspiring Captain is a Human Soldier -> Should be Human Knight.
You know, for Daru Stinger.
Ctrl+C, Ctrl+V
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

Postby Xyx » 21 Oct 2016, 14:12

Is Emrakul, the Promised End supposed to work? The AI just passes during the turn that I was supposed to control. I don't get to run any of the AI's creatures into my 13/13.

EDIT: Never mind, I just didn't have the necessary stops set! :oops:
Last edited by Xyx on 21 Oct 2016, 15:36, edited 1 time in total.
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

Postby friarsol » 21 Oct 2016, 15:00

Xyx wrote:Is Emrakul, the Promised End supposed to work? The AI just passes during the turn that I was supposed to control. I don't get to run any of the AI's creatures into my 13/13.
I was just using it the other day and it was working fine. The main caveat is that if you have autoskips setup for during your opponents turn it just skips those phases as it usually does. You should still get the prompt for declaring attackers. There could be a better way of handling this, but I'm not sure how that would be.
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

Postby Xyx » 21 Oct 2016, 15:39

Yeah, I just figured that out. Forge actually did exactly what I instructed it to do, so I'll just have to learn to set some stops.

If you're looking for a way to help players figure this out... I don't know how easy it would be, but perhaps you could check if the player has a stop set for the opponent's precombat main phase, and if not, pop up a little reminder.
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

Postby Mrs Non-Gorilla » 22 Oct 2016, 19:19

The AI played Jester's Scepter, and the game crashed with the following error:

| Open
java.lang.RuntimeException: AbilityFactory : getAbility -- no API in :
at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:107)
at forge.game.ability.effects.CharmEffect.makePossibleOptions(CharmEffect.java:40)
at forge.game.ability.effects.CharmEffect.makeFormatedDescription(CharmEffect.java:89)
at forge.game.card.Card.formatSpellAbility(Card.java:1921)
at forge.game.card.Card.abilityTextInstantSorcery(Card.java:1757)
at forge.game.card.Card.getAbilityText(Card.java:1614)
at forge.game.card.CardView$CardStateView.updateAbilityText(CardView.java:1005)
at forge.game.card.CardView$CardStateView.updateKeywords(CardView.java:1016)
at forge.game.card.CardView.updateState(CardView.java:723)
at forge.game.card.Card.setState(Card.java:376)
at forge.game.ability.effects.MillEffect.resolve(MillEffect.java:64)
at forge.game.ability.AbilityApiBased.resolve(AbilityApiBased.java:60)
at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1296)
at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1277)
at forge.ai.ComputerUtil.playNoStack(ComputerUtil.java:288)
at forge.ai.PlayerControllerAi.playSpellAbilityNoStack(PlayerControllerAi.java:314)
at forge.game.trigger.WrappedAbility.resolve(WrappedAbility.java:444)
at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1296)
at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1277)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:521)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:978)
at forge.game.GameAction.startGame(GameAction.java:1463)
at forge.game.Match.startGame(Match.java:95)
at forge.match.HostedMatch$2.run(HostedMatch.java:220)
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1142)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:617)
at java.lang.Thread.run(Thread.java:745)
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

Postby Leshoyadut » 22 Oct 2016, 21:57

Description: Was playing multiplayer over LAN with a friend, and he played Knight of the White Orchid. This error popped up after a bit of waiting and prevented us from continuing the game.

NullPointerException | Open
Code: Select all
Forge Version:    1.5.56-r-1
Operating System: Windows 10 10.0 x86
Java Version:     1.8.0_101 Oracle Corporation

java.lang.NullPointerException
   at forge.player.PlayerControllerHuman.orderAndPlaySimultaneousSa(PlayerControllerHuman.java:1243)
   at forge.game.zone.MagicStack.chooseOrderOfSimultaneousStackEntry(MagicStack.java:851)
   at forge.game.zone.MagicStack.addAllTriggeredAbilitiesToStack(MagicStack.java:817)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:909)
   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)
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

Postby friarsol » 23 Oct 2016, 01:29

Leshoyadut wrote:Description: Was playing multiplayer over LAN with a friend, and he played Knight of the White Orchid. This error popped up after a bit of waiting and prevented us from continuing the game.
Was there any other cards in play that would have triggered off that entering the battlefield?
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

Postby Nekoatl » 23 Oct 2016, 04:32

Aradara Express should read "... total power 4 or more: ...".
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Re: Forge Beta Release: 09-26-2016 ver 1.5.56 (Kaladesh)

Postby DaniUG » 23 Oct 2016, 07:52

I decided to give Tiny Leaders a try on mobile, and something very weird happened.
I can play if I choose to use a random generated deck but if I make my own it does not allow me to save it.
The deck manager lets me create one, and then when I hit save it goes back to "your" decks panel and there is nothing there....
Tried several times always happened the same.
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