Forge Beta: 5-09-2015 ver 1.5.39
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Beta: 5-09-2015 ver 1.5.39
by Xyx » 02 Jun 2015, 11:05
If I double-block a Phantom Nomad with two +1/+1 counters, it dies. It should only lose one +1/+1 counter because all combat damage is dealt simultaneously. (There's also a Gatherer ruling to this effect.)
Re: Forge Beta: 5-09-2015 ver 1.5.39
by Agetian » 02 Jun 2015, 17:13
Fix attempted (r29550).Xyx wrote:If I double-block a Phantom Nomad with two +1/+1 counters, it dies. It should only lose one +1/+1 counter because all combat damage is dealt simultaneously. (There's also a Gatherer ruling to this effect.)
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Re: Forge Beta: 5-09-2015 ver 1.5.39
by friarsol » 02 Jun 2015, 18:16
Agetian, you can do "IsCombat$ False" instead of adding the block of code that you did.Agetian wrote:Fix attempted (r29550).Xyx wrote:If I double-block a Phantom Nomad with two +1/+1 counters, it dies. It should only lose one +1/+1 counter because all combat damage is dealt simultaneously. (There's also a Gatherer ruling to this effect.)
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Re: Forge Beta: 5-09-2015 ver 1.5.39
by Agetian » 02 Jun 2015, 18:18
Oh, haha, true - I'll go ahead and do that! No idea why I went for the extra block of code there tbh, lol. Thanks!friarsol wrote:Agetian, you can do "IsCombat$ False" instead of adding the block of code that you did.Agetian wrote:Fix attempted (r29550).Xyx wrote:If I double-block a Phantom Nomad with two +1/+1 counters, it dies. It should only lose one +1/+1 counter because all combat damage is dealt simultaneously. (There's also a Gatherer ruling to this effect.)
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Re: Forge Beta: 5-09-2015 ver 1.5.39
by psilo » 02 Jun 2015, 18:31
Should online for commander be playable yet? When I host a game, there's zero decks to choose from. Also I don't think the commander tuck rule is fixed yet.
Re: Forge Beta: 5-09-2015 ver 1.5.39
by arno592000 » 03 Jun 2015, 12:41
Hi,
I don't understand why this release contains 14766 cards, but when i go to the Deck Editor, it shows only 14500/14500 cards in the catalog ?
Maybe it's not the perfect place to ask, but i'm new in this forum and in Forge.
I don't understand why this release contains 14766 cards, but when i go to the Deck Editor, it shows only 14500/14500 cards in the catalog ?
Maybe it's not the perfect place to ask, but i'm new in this forum and in Forge.
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Re: Forge Beta: 5-09-2015 ver 1.5.39
by friarsol » 03 Jun 2015, 14:06
The card count includes special cards (Planes, Avatars, etc) which don't show up in the normal Deck Editor.arno592000 wrote:Hi,
I don't understand why this release contains 14766 cards, but when i go to the Deck Editor, it shows only 14500/14500 cards in the catalog ?
Maybe it's not the perfect place to ask, but i'm new in this forum and in Forge.
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Re: Forge Beta: 5-09-2015 ver 1.5.39
by ttdic » 04 Jun 2015, 05:03
Is there any chance the missing cards in Forge(about 150) will be implemented in the future?friarsol wrote:The card count includes special cards (Planes, Avatars, etc) which don't show up in the normal Deck Editor.arno592000 wrote:Hi,
I don't understand why this release contains 14766 cards, but when i go to the Deck Editor, it shows only 14500/14500 cards in the catalog ?
Maybe it's not the perfect place to ask, but i'm new in this forum and in Forge.
Re: Forge Beta: 5-09-2015 ver 1.5.39
by Marek14 » 04 Jun 2015, 05:50
Sure. I mean, that's the only remaining time they could be implemented...ttdic wrote:Is there any chance the missing cards in Forge(about 150) will be implemented in the future?friarsol wrote:The card count includes special cards (Planes, Avatars, etc) which don't show up in the normal Deck Editor.arno592000 wrote:Hi,
I don't understand why this release contains 14766 cards, but when i go to the Deck Editor, it shows only 14500/14500 cards in the catalog ?
Maybe it's not the perfect place to ask, but i'm new in this forum and in Forge.
Re: Forge Beta: 5-09-2015 ver 1.5.39
by Xyx » 04 Jun 2015, 22:57
The "aristocrats" combo does not work. It involves repeatedly saccing Fiend Hunter in response to its exile trigger to permanently exile all of the opponent's creatures. However, Forge keeps remembering what the Fiend Hunter exiled last time it was around.
This is one of many instances where Forge does not treat a recurred creature as a new object. Another example is a Sun Titan with Animate Dead dying and being brought back by Angelic Renewal only to be sacrificed to the Animate Dead trigger. According to the game rules, that's a completely different Sun Titan from the one that had to be sacrificed.
This is one of many instances where Forge does not treat a recurred creature as a new object. Another example is a Sun Titan with Animate Dead dying and being brought back by Angelic Renewal only to be sacrificed to the Animate Dead trigger. According to the game rules, that's a completely different Sun Titan from the one that had to be sacrificed.
Re: Forge Beta: 5-09-2015 ver 1.5.39
by Agetian » 05 Jun 2015, 05:15
Can you please clarify how the Fiend Hunter combo works exactly? I want to reproduce it and look into this issue.Xyx wrote:The "aristocrats" combo does not work. It involves repeatedly saccing Fiend Hunter in response to its exile trigger to permanently exile all of the opponent's creatures. However, Forge keeps remembering what the Fiend Hunter exiled last time it was around.
This is one of many instances where Forge does not treat a recurred creature as a new object. Another example is a Sun Titan with Animate Dead dying and being brought back by Angelic Renewal only to be sacrificed to the Animate Dead trigger. According to the game rules, that's a completely different Sun Titan from the one that had to be sacrificed.
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Re: Forge Beta: 5-09-2015 ver 1.5.39
by mastroego » 05 Jun 2015, 10:40
Fiend Hunter arrives, and its exile trigger goes on the stack.
Before it resolves, you sacrifice the Hunter, so the second trigger goes on the stack. As this resolves first, it cannot return any card.
When the first trigger resolves, the exiled card is exiled for good.
I guess Xyx is using a combo with some card that reanimates Fiend Hunter, which exposes the bug.
Before it resolves, you sacrifice the Hunter, so the second trigger goes on the stack. As this resolves first, it cannot return any card.
When the first trigger resolves, the exiled card is exiled for good.
I guess Xyx is using a combo with some card that reanimates Fiend Hunter, which exposes the bug.
Re: Forge Beta: 5-09-2015 ver 1.5.39
by Nekoatl » 05 Jun 2015, 21:30
I just tried the Fiend Hunter combo using a pair of Angel of Glory's Rise, a Spawning Pit, and an Ashes of the Fallen. It works correctly for me; I was able to exile all of the opposing Ornithopter in a single main phase.
Re: Forge Beta: 5-09-2015 ver 1.5.39
by friarsol » 06 Jun 2015, 00:19
So change your phase indicators to stop during your upkeep? You can click on them to change from Red to Green.famotril wrote:When I play Scourglass it can not be sacrified because it is only possible in the upkeep phase, but the game skip the skeep phase when it is in play and it makes the card useless
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Re: Forge Beta: 5-09-2015 ver 1.5.39
by friarsol » 08 Jun 2015, 14:28
Famotril, please stop reporting bug reports from old versions. Once again you seem to be on 1.5.38, when the latest version is .40. Please read the link in my signature for more information.famotril wrote:[list=]Description: [I played Tezzeret the Seeker and the game crashed, normally I play this card without problems but I submit it just to contribute to make the game better][/list]
- RuntimeException | Open
- Code: Select all
Forge Version: 1.5.38-r-1
Operating System: Windows 7 6.1 x86
Java Version: 1.8.0_45 Oracle Corporation
java.lang.RuntimeException: AbilityFactory : getAbility -- no API in :
at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:106)
at forge.game.replacement.ReplacementHandler.executeReplacement(ReplacementHandler.java:170)
at forge.game.replacement.ReplacementHandler.run(ReplacementHandler.java:135)
at forge.game.replacement.ReplacementHandler.run(ReplacementHandler.java:71)
at forge.game.GameAction.changeZone(GameAction.java:175)
at forge.game.GameAction.moveTo(GameAction.java:389)
at forge.game.GameAction.moveTo(GameAction.java:370)
at forge.game.GameAction.moveToPlay(GameAction.java:478)
at forge.game.GameAction.moveTo(GameAction.java:528)
at forge.game.GameAction.moveTo(GameAction.java:520)
at forge.game.spellability.SpellPermanent.resolve(SpellPermanent.java:72)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:484)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:972)
at forge.game.GameAction.startGame(GameAction.java:1390)
at forge.game.Match.startGame(Match.java:96)
at forge.match.HostedMatch$2.run(HostedMatch.java:227)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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