Forge Beta: 11-05-2015 ver 1.5.47
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Beta: 11-05-2015 ver 1.5.47
by enterrrr » 10 Nov 2015, 06:10
@KrazyTheFox
this txt has garbage characters. I don't know whether we use some programme tools to see it or not.
this txt has garbage characters. I don't know whether we use some programme tools to see it or not.
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miffy.dat.txt
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by KrazyTheFox » 11 Nov 2015, 13:52
I don't get the same error you did, but I do get one that might be related. I'll see if I can figure out why it's happening and get back to you.enterrrr wrote:@KrazyTheFox
this txt has garbage characters. I don't know whether we use some programme tools to see it or not.
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by CERiggs » 13 Nov 2015, 04:12
Howdy!
I'm having trouble vanquishing Deathmist Raptor. He seems to automatically morph to a face down card when targeted by any removal spell or ability. The spell or ability subsequently fizzles. See attachments below:
I'm having trouble vanquishing Deathmist Raptor. He seems to automatically morph to a face down card when targeted by any removal spell or ability. The spell or ability subsequently fizzles. See attachments below:
- Ob Nixilis Reignited's -3 ability activated. Prompted to select a target.
- Deathmist Raptor chosen as target and immediately morphs to a face down card.
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by aescula » 13 Nov 2015, 04:30
Bug report that's been in for a while:
I'm a fan of scripting in custom cards (I'm careful with where I use them), but sometimes I don't wanna deal with the zipping. If there's a zip and text files in folders in /res/cardsfolder, then it crashes on STDOUT with the GUI staying on "Loading cards, examining folder."
The exception text is as follows:
I'm a fan of scripting in custom cards (I'm careful with where I use them), but sometimes I don't wanna deal with the zipping. If there's a zip and text files in folders in /res/cardsfolder, then it crashes on STDOUT with the GUI staying on "Loading cards, examining folder."
The exception text is as follows:
- Code: Select all
main > java.lang.ArithmeticException: / by zero
at forge.CardStorageReader.makeTaskListForFiles(CardStorageReader.java:262)
at forge.CardStorageReader.loadCards(CardStorageReader.java:175)
at forge.StaticData.<init>(StaticData.java:46)
at forge.model.FModel.initialize(FModel.java:136)
at forge.Singletons.initializeOnce(Singletons.java:53)
at forge.view.Main.main(Main.java:48)
Exception: java.lang.ExceptionInInitializerError thrown from the UncaughtExceptionHandler in thread "main"
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by Jahill » 13 Nov 2015, 07:04
I circumvent this annoyance by placing my custom cards into a folder with a name corresponding to their mutual set (wonky for cards spanning sets but you can choose any name) and place that folder inside the cardsfolder.zip. Anytime I want to edit those cards I open the zip with WinRar and keep it open, edit the files, save, then go to WinRar again and I should be prompted to apply those changes. I recommend using Notepad++.
The changes are applied to temporary files that only stay existant if cardsfolder.zip is opened, thus WinRar needs to stay opened.
The changes are applied to temporary files that only stay existant if cardsfolder.zip is opened, thus WinRar needs to stay opened.
Re: Forge Beta: 11-05-2015 ver 1.5.47
by Ldcs8T4EAnj8h5ZMD8rf » 13 Nov 2015, 16:38
I really appreciate the work put into this application. It is incredible.
Question: I updated from 1.5.46 to 1.5.47 on 10 November. My operating system is OS X 10.10.5. I have not modified my operating system since installing 1.5.46.
In-game I am noticing a difference in how the Declare Blockers phase is handled. When the AI declares attackers, I am given the option to declare blockers as normal (provided I have creatures, of course). After either declaring blockers or declining to do so, the application pauses during the Declare Blockers phase so I can play spells or activate abilities during the Declare Blockers phase as normal. When I declare attackers against the AI, after hitting the OK button to confirm the attackers, the application jumps through the Declare Blockers, First Strike, Combat Damage, and End Combat phases, leaving me in Main Phase 2. I am not given the opportunity to respond to the AI declaring blockers or to combat damage or after combat as I had been able to do in previous versions (always on OS X, dating back to the version Theros was added).
Has anyone else noticed this?
Possible Cause: The inclusion of the Auto-Yield might be involved. I have not used the Auto-Yield keyboard commands and I have not modified the application's Preferences in 1.5.47. They are unchanged from my settings in 1.5.46.
Also, would a log be of use to any wishing to investigate this performance issue?
Question: I updated from 1.5.46 to 1.5.47 on 10 November. My operating system is OS X 10.10.5. I have not modified my operating system since installing 1.5.46.
In-game I am noticing a difference in how the Declare Blockers phase is handled. When the AI declares attackers, I am given the option to declare blockers as normal (provided I have creatures, of course). After either declaring blockers or declining to do so, the application pauses during the Declare Blockers phase so I can play spells or activate abilities during the Declare Blockers phase as normal. When I declare attackers against the AI, after hitting the OK button to confirm the attackers, the application jumps through the Declare Blockers, First Strike, Combat Damage, and End Combat phases, leaving me in Main Phase 2. I am not given the opportunity to respond to the AI declaring blockers or to combat damage or after combat as I had been able to do in previous versions (always on OS X, dating back to the version Theros was added).
Has anyone else noticed this?
Possible Cause: The inclusion of the Auto-Yield might be involved. I have not used the Auto-Yield keyboard commands and I have not modified the application's Preferences in 1.5.47. They are unchanged from my settings in 1.5.46.
Also, would a log be of use to any wishing to investigate this performance issue?
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by friarsol » 13 Nov 2015, 19:37
Autoyield has actually been around for longer than just this release, it was just cleaned up a bit in a few situations. It actually sounds like you've deactivated some of your turn's combat stops. Check the phase indicators to see if they are green or red. Green means you'll stop, red means you won't. You might have accidentally clicked on an important one causing this type of behavior. If you happen to be colorblind, I'd recommend changing to one of the other themes (I can't remember which one is good for r/g colorblind) to discern the difference.Ldcs8T4EAnj8h5ZMD8rf wrote:In-game I am noticing a difference in how the Declare Blockers phase is handled. When the AI declares attackers, I am given the option to declare blockers as normal (provided I have creatures, of course). After either declaring blockers or declining to do so, the application pauses during the Declare Blockers phase so I can play spells or activate abilities during the Declare Blockers phase as normal. When I declare attackers against the AI, after hitting the OK button to confirm the attackers, the application jumps through the Declare Blockers, First Strike, Combat Damage, and End Combat phases, leaving me in Main Phase 2. I am not given the opportunity to respond to the AI declaring blockers or to combat damage or after combat as I had been able to do in previous versions (always on OS X, dating back to the version Theros was added).
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by slo-moe » 16 Nov 2015, 22:32
Strange defect: sometimes the game does not allow me to cast Magmatic Insight even though I have both the mana and a land in hand to discard. Sometimes I can cast it, sometimes not. I know....the worst kind of bug to solve
If I have two lands in my hand, I can cast it no problem. However, it seems to be the case that if I start my first main phase with only a single fetch-land in my hand, I am unable to cast it.
I'll keep testing and see if I can narrow it down.
Screenshot attached, showing one instance when I was not able to cast the spell.
Edit: tried again. Could not cast with an untapped Smoldering Marsh in play, and a Bloodstained Mire as my only land in hand. Next turn, drew an Evolving Wilds and now I could cast it. I canceled casting it, and played the Evolving Wilds. Now I cannot cast it with just a Bloodstained Mire as my only land in hand.

If I have two lands in my hand, I can cast it no problem. However, it seems to be the case that if I start my first main phase with only a single fetch-land in my hand, I am unable to cast it.
I'll keep testing and see if I can narrow it down.
Screenshot attached, showing one instance when I was not able to cast the spell.
Edit: tried again. Could not cast with an untapped Smoldering Marsh in play, and a Bloodstained Mire as my only land in hand. Next turn, drew an Evolving Wilds and now I could cast it. I canceled casting it, and played the Evolving Wilds. Now I cannot cast it with just a Bloodstained Mire as my only land in hand.
Re: Forge Beta: 11-05-2015 ver 1.5.47
by friarsol » 17 Nov 2015, 01:49
Fixedslo-moe wrote:Edit: tried again. Could not cast with an untapped Smoldering Marsh in play, and a Bloodstained Mire as my only land in hand. Next turn, drew an Evolving Wilds and now I could cast it. I canceled casting it, and played the Evolving Wilds. Now I cannot cast it with just a Bloodstained Mire as my only land in hand.
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by MCXD » 17 Nov 2015, 20:37
Just a question... previous versions of Forge would pause and display the game-end screen (with the current match score and the log etc) at the end of each AI vs. AI game, however this build doesn't seem to do that. Instead, when an AI vs. AI game concludes, it immediately begins the next game. Then, at the end of the match, it immediately quits back to the main menu, with no opportunity to see which deck won or view the log. Is there any way to change it back to how it used to be?
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by Symphonic » 18 Nov 2015, 15:37
Two things I came across when testing my French EDH list (although I'm not totally sure if this was already Forge 1.5.47 or still 46):
I tried to counter a Tasigur that was paid with Cavern of Souls with my Venser, Shaper Savant but it didn't work - although it actually should work as the spell is not actually countered but just removed from the stack when playing Venser.
I wasn't able to return Tasigur (the opponent's commander) to it's owner's hand or the command zone by using Jace, the Mindsculptor 's -1 ability.
I tried to counter a Tasigur that was paid with Cavern of Souls with my Venser, Shaper Savant but it didn't work - although it actually should work as the spell is not actually countered but just removed from the stack when playing Venser.
I wasn't able to return Tasigur (the opponent's commander) to it's owner's hand or the command zone by using Jace, the Mindsculptor 's -1 ability.
Re: Forge Beta: 11-05-2015 ver 1.5.47
by Jahill » 19 Nov 2015, 15:17
AI doesn't choose a target for Fury Charm. Log entry for the spell is without a target as well.
http://i.imgur.com/Fpfh0z3.jpg?1
The spell just resolves hereafter without an effect.
When I cast Angel of Serenity while a level 6 Plant Wall (quest mode) in the battlefield but with no other valid target for Angel of Serenity in the battlefield or graveyard, Plant Wall gets removed without even prompting me to activate the ability.
http://i.imgur.com/Fpfh0z3.jpg?1
The spell just resolves hereafter without an effect.
When I cast Angel of Serenity while a level 6 Plant Wall (quest mode) in the battlefield but with no other valid target for Angel of Serenity in the battlefield or graveyard, Plant Wall gets removed without even prompting me to activate the ability.
Re: Forge Beta: 11-05-2015 ver 1.5.47
by u2892 » 19 Nov 2015, 15:25
Using version 1.5.47-r-1, some small things to report:
1. The ability of It That Betrays seems to trigger whenever I sacrifice permanents that the opponent owns, but I already control:
- Attack with It That Betrays, steal opponent's Ghost Quarter
- sacrifice Ghost Quarter to destroy opponent's land
- The Ghost Quarter returns to play under my control
2. I am unable to sacrifice Lion's Eye Diamond in response to the "pay mana cost" prompt, which makes it unusable when I want to use it to cast a spell from my hand (I'm forced to sacrifice the Lion's Eye Diamond first, and discard my hand)
3. When tapping Eldrazi Temple in response to the "pay mana cost" prompt for a colorless Eldrazi spell, only 1 mana is produced instead of 2
1. The ability of It That Betrays seems to trigger whenever I sacrifice permanents that the opponent owns, but I already control:
- Attack with It That Betrays, steal opponent's Ghost Quarter
- sacrifice Ghost Quarter to destroy opponent's land
- The Ghost Quarter returns to play under my control
2. I am unable to sacrifice Lion's Eye Diamond in response to the "pay mana cost" prompt, which makes it unusable when I want to use it to cast a spell from my hand (I'm forced to sacrifice the Lion's Eye Diamond first, and discard my hand)
3. When tapping Eldrazi Temple in response to the "pay mana cost" prompt for a colorless Eldrazi spell, only 1 mana is produced instead of 2
Re: Forge Beta: 11-05-2015 ver 1.5.47
by friarsol » 19 Nov 2015, 18:03
Thats not a bug. It's how LED works. You can only activate it as instant speed not as fast as a mana ability. Typically the way LED is abused is by activating it in response to card draw to get mana, since you lose your hand then immediately refill it.u2892 wrote:2. I am unable to sacrifice Lion's Eye Diamond in response to the "pay mana cost" prompt, which makes it unusable when I want to use it to cast a spell from my hand (I'm forced to sacrifice the Lion's Eye Diamond first, and discard my hand)
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by SmallStepsCorrupt » 19 Nov 2015, 20:11
Choosing any Commander set in "Tournaments" tab causes an error. It doesn't crash the game but it doesn't allow you to enter a tournament either. Probably because Commander sets don't have any boosters.
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