Forge Beta: 02-08-2013 ver 1.3.8
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Beta: 02-08-2013 ver 1.3.8
by friarsol » 27 Feb 2013, 19:47
Read the card. Your opponents are not your teammates.Pux wrote:Huh, now I'm confused. Why not?ChaossssMark wrote:The opponents are NOT supposed to get token copies of Imperial Mask. BTW, HOW was that implemented in Forge?Symphonic wrote:The opponent doesn't get a token when I play Imperial Mask.
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Re: Forge Beta: 02-08-2013 ver 1.3.8
by Pux » 27 Feb 2013, 20:07
Oups, I'm stupidfriarsol wrote:Read the card. Your opponents are not your teammates.Pux wrote:Huh, now I'm confused. Why not?ChaossssMark wrote:The opponent doesn't get a token when I play Imperial Mask.
The opponents are NOT supposed to get token copies of Imperial Mask. BTW, HOW was that implemented in Forge?

Re: Forge Beta: 02-08-2013 ver 1.3.8
by ChaossssMark » 27 Feb 2013, 20:15
Sorry. I'm not a programmer, so generally the error reports are giberish to me, but I have understood that Forge more or less says what made it crash, like " X card missing in Y set, but Y set present."friarsol wrote:This was just one release that had one bug introduced that affected a wide array of keywords. The next release is coming very soon, and fixes the Evoke/Morph/Miracle/Dredge/etc issue.ChaossssMark wrote:Also, I already stated this, but I want to reiterate: Evoke, Morph, Multikicker (tried to cast Marshal's Anthem, nothing happened), Miracle. All of these are at least partly broken (Everflowing Chalice works, for some reason).You seem to be confused. What you are calling a "null error" is accessing a variable that should exist but doesn't. That is exactly what made it crash.ChaossssMark wrote:I understand Forge is usermade, some instability is to be expected, but something's wrong when the software can't even tell WHAT made it crash...
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Re: Forge Beta: 02-08-2013 ver 1.3.8
by friarsol » 27 Feb 2013, 20:21
For errors where more information is available, a more appropriate error message exists. But, for example, if you try to assign damage to a Card that doesn't exist (due to some bug in the code) you'll get an NPE along with which file the crash occurred in (and possibly a line number depending on how you are running Forge). This extra information along with useful situational information, like what you were trying to do, helps us track down and resolve bugs.
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Re: Forge Beta: 02-08-2013 ver 1.3.8
by Pux » 27 Feb 2013, 20:23
I found a pretty unusual bug: If you exile an equipment with living weapon (for example Sickleslicer) with Prototype Portal and then put a token of it on the battlefield the germ creature is on the enchantment side of the battlefield and not able to attack or block.
Re: Forge Beta: 02-08-2013 ver 1.3.8
by myk » 27 Feb 2013, 21:39
edit - replied to post on last page that has since been answered. deleted.
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Re: Forge Beta: 02-08-2013 ver 1.3.8
by Zirbert » 28 Feb 2013, 02:25
The AI can (and does) put two counters on the same creature with Travel Preparations. It should only be able to put one counter per creature.
Re: Forge Beta: 02-08-2013 ver 1.3.8
by PsiOptics » 01 Mar 2013, 08:09
Bug: If multiple creatures are exiled with Astral Slide only one will return why the rest remain in exile.
Re: Forge Beta: 02-08-2013 ver 1.3.8
by swordshine » 01 Mar 2013, 09:05
PsiOptics wrote:Bug: If multiple creatures are exiled with Astral Slide only one will return why the rest remain in exile.
Fixed! Thanks, PsiOptics and Zirbert.Zirbert wrote:If multiple creatures get exiled in the same turn by Astral Slide (by cycling more than one card), only one of them returns at the end of the turn. The rest remain exiled. Looks like the Astral Slide is only remembering one exiled creature (the last one targeted). Both return triggers go on the stack at EoT, but only one actually works.
Multiple copies of Astral Slide on the battlefield work fine - each one remembers the creature it exiles and returns it.
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