Forge Beta: 04-12-2013 ver 1.3.12
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Beta: 04-12-2013 ver 1.3.12
by timmermac » 14 Apr 2013, 03:06
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: Forge Beta: 04-12-2013 ver 1.3.12
by Sloth » 14 Apr 2013, 08:49
Fixed! Thanks cc-drake.cc-drake wrote:The epic ability of Neverending Torment doesn't stop me from casting spells
Fixed! Thanks TheNyGuy.TheNyGuy wrote:Exsanguinate does not allow you to add mana for X and the text on the stack reads "you lose life equal to" instead of "you gain life equal to"
Fixed! Thanks Zirbert.Zirbert wrote:The new version doesn't let me pay the X cost in the activiated ability of Cabal Interrogator. As soon as I've paid B, the Interrogator taps and the ability goes on the stack - with no effect, since my opponent "reveals" 0 cards.
cc-drake wrote:AI can activate Phyrexian Prowler without removing fade counters from him.
Diena wrote:It seems to have a problem with Golem Foundry: after having 3 counters on it, the AI constantly use the ability to summon a 3/3 golem without removing the counters on it.
mightyjl wrote:The AI is using Serrated Arrows and the counters aren't being removed.
Fixed! All remove counter costs were broken for the AI. Thanks cc-drake, Diena, mightyjl and timmermac.timmermac wrote:Same goes for Triskelion.
Fixed! Thanks timmermac.timmermac wrote:the listed casting cost for Phantasmal Terrain is incorrect. It's listed as![]()
. It should be
![]()
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Re: Forge Beta: 04-12-2013 ver 1.3.12
by muppet » 14 Apr 2013, 09:20
To add to the counters removed bug Experiment One can be regenerated by the ai without removing counters.
Sounds like these have been fixed though.
Sounds like these have been fixed though.
Re: Forge Beta: 04-12-2013 ver 1.3.12
by victorvndoom » 14 Apr 2013, 09:45
when i logged the first time in the patched version he asked as normal to put the decks in different folders just what engine supposed to do. But then he said that some files must be deleted that the program wouldnt do the update anymore. The problem is that i loaded the program a second time and it stopped at loading decks and it didnt continue ?
i have a autistic disorder. I speak english very well but it is not my mother language .I have also some dislectic / grammatical problems. please pay attention..i cant correct myself each time
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Re: Forge Beta: 04-12-2013 ver 1.3.12
by Pux » 14 Apr 2013, 10:45
Good job on the new release! I really appreciate all your effort:)
I only have one thing to critizise :
When you mark phases red to skip them they aren't skipped instantly and still flash when the Ai does nothing in them. I feel like this is a waste of time and that the game doesn't respond to my OKs that quickly anymore. I don't know if it's a bug or a feature, but it really is annoying for me.
I only have one thing to critizise :
When you mark phases red to skip them they aren't skipped instantly and still flash when the Ai does nothing in them. I feel like this is a waste of time and that the game doesn't respond to my OKs that quickly anymore. I don't know if it's a bug or a feature, but it really is annoying for me.
Re: Forge Beta: 04-12-2013 ver 1.3.12
by Chris H. » 14 Apr 2013, 11:47
A few bugs have recently been fixed and are included in this snapshot build:
Windows and linux users, download this: forge-1.3.13-20130414.105556-2.tar.bz2
Mac users, download this archive: forge-1.3.13-20130414.105556-2-osx.tar.bz2
Windows and linux users, download this: forge-1.3.13-20130414.105556-2.tar.bz2
Mac users, download this archive: forge-1.3.13-20130414.105556-2-osx.tar.bz2
- Fixed a few bugs -
The AI was not removing counters as part of paying a cost. Cards including Phyrexian Prowler, Golem Foundry, Serrated Arrows, Triskelion and others should now work correctly for the computer player.
Several people reported a ConcurrentModificationException which resulted in a crash report and this should now be fixed.
Wishes can now only retrieve cards you own which prevents retrieving an opponents card, which would then go into that player's hand.
Flicker effects were using the wrong Defined$ param.
Last edited by Chris H. on 14 Apr 2013, 14:03, edited 1 time in total.
Reason: added better urls
Reason: added better urls
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Re: Forge Beta: 04-12-2013 ver 1.3.12
by Max mtg » 14 Apr 2013, 12:03
To make it more specific:Chris H. wrote:A few bugs have recently been fixed and are included in the most recent snapshot build which can be found here.
Windows and linux users, download this: forge-1.3.13-20130414.105556-2.tar.bz2
Mac users, download this archive: forge-1.3.13-20130414.105556-2-osx.tar.bz2
Last edited by Chris H. on 14 Apr 2013, 13:59, edited 1 time in total.
Reason: made urls more user friendly
Reason: made urls more user friendly
Single class for single responsibility.
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Re: Forge Beta: 04-12-2013 ver 1.3.12
by cc-drake » 14 Apr 2013, 13:04
Same issue with Roiling Horror. Has this also been fixed?Sloth wrote:Fixed! Thanks Zirbert.Zirbert wrote:The new version doesn't let me pay the X cost in the activiated ability of Cabal Interrogator. As soon as I've paid B, the Interrogator taps and the ability goes on the stack - with no effect, since my opponent "reveals" 0 cards.
- Another one: When I counter one of AI's spells with Fold into AEther, I am allowed to put a creature onto the battlefield. Should be AI...
Re: Forge Beta: 04-12-2013 ver 1.3.12
by friarsol » 14 Apr 2013, 14:16
Sounds like you have either a corrupt deck file, or one of the decks you have doesn't have a valid card name.victorvndoom wrote:when i logged the first time in the patched version he asked as normal to put the decks in different folders just what engine supposed to do. But then he said that some files must be deleted that the program wouldnt do the update anymore. The problem is that i loaded the program a second time and it stopped at loading decks and it didnt continue ?
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Re: Forge Beta: 04-12-2013 ver 1.3.12
by friarsol » 14 Apr 2013, 14:18
Just because you mark them as skipped doesn't mean they aren't happening. The game state still has to enter that phase, and see if the AI does want to do anything. This works as intended.Pux wrote:I only have one thing to critizise :
When you mark phases red to skip them they aren't skipped instantly and still flash when the Ai does nothing in them. I feel like this is a waste of time and that the game doesn't respond to my OKs that quickly anymore. I don't know if it's a bug or a feature, but it really is annoying for me.
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Re: Forge Beta: 04-12-2013 ver 1.3.12
by gos » 14 Apr 2013, 14:29
Archenemy mode is ignoring the setting "Use default scheme decks if possible" or my .dck file is incorrectly formatted.
I repeatedly get schemes that are not included in the .dck file when playing.
This is the .dck file in question:
I repeatedly get schemes that are not included in the .dck file when playing.
This is the .dck file in question:
- Code: Select all
[metadata]
Name=Seaside Villainy
[general]
constructed
[main]
8 Island
8 Plains
4 Drowner of Secrets
4 Judge of Currents
4 Riptide Pilferer
4 Samurai of the Pale Curtain
4 Silvergill Adept
4 Stonybrook Schoolmaster
4 Remand
4 Mystic Gate
4 Wanderwine Hub
1 Memnarch
3 Ambassador Laquatus
1 Oona, Queen of the Fae
1 Rune-Tail, Kitsune Ascendant
2 Sygg, River Guide
[scheme]
2 I Know All, I See All
2 My Undead Horde Awakens
2 The Very Soil Shall Shake
2 Every Hope Shall Vanish
2 Every Last Vestige Shall Rot
2 I Delight in Your Convulsions
2 My Genius Knows No Bounds
2 Realms Befitting My Majesty
2 Roots of All Evil
1 Your Fate Is Thrice Sealed
1 Your Puny Minds Cannot Fathom
[sideboard]
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Re: Forge Beta: 04-12-2013 ver 1.3.12
by Pux » 14 Apr 2013, 16:11
I just played a game in 1.3.9 and 1.3.12 and have to say that 1.3.12 behaved really sluggish in comparison. That's what I meant, the game just felt different. I guess something in the phase code got a bit unoptimized.friarsol wrote:Just because you mark them as skipped doesn't mean they aren't happening. The game state still has to enter that phase, and see if the AI does want to do anything. This works as intended.Pux wrote:I only have one thing to critizise :
When you mark phases red to skip them they aren't skipped instantly and still flash when the Ai does nothing in them. I feel like this is a waste of time and that the game doesn't respond to my OKs that quickly anymore. I don't know if it's a bug or a feature, but it really is annoying for me.
Here's also another bug report
Description: I attacked with Duskmantle Prowler enchanted with Mark of the Vampire
- NullPointerException | Open
- Code: Select all
Forge Version: 1.3.12-r20962
Operating System: Windows 7 6.1 amd64
Java Version: 1.7.0_03 Oracle Corporation
java.lang.NullPointerException
at forge.gui.match.views.VLog.updateConsole(VLog.java:116)
at forge.gui.match.controllers.CLog.update(CLog.java:41)
at forge.gui.match.controllers.CLog.update(CLog.java:49)
at java.util.Observable.notifyObservers(Unknown Source)
at java.util.Observable.notifyObservers(Unknown Source)
at forge.util.MyObservable.updateObservers(MyObservable.java:38)
at forge.GameLog.add(GameLog.java:61)
at forge.game.zone.MagicStack.add(MagicStack.java:351)
at forge.game.zone.MagicStack.chooseOrderOfSimultaneousStackEntry(MagicStack.java:1057)
at forge.game.zone.MagicStack.chooseOrderOfSimultaneousStackEntryAll(MagicStack.java:997)
at forge.game.phase.PhaseHandler.setPriority(PhaseHandler.java:159)
at forge.game.phase.PhaseHandler.resetPriority(PhaseHandler.java:172)
at forge.game.phase.PhaseHandler.handleBeginPhase(PhaseHandler.java:407)
at forge.gui.InputProxy$1.run(InputProxy.java:66)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Re: Forge Beta: 04-12-2013 ver 1.3.12
by eruditebaboon » 14 Apr 2013, 22:44

Edit: also counters that are on the creature are not removed.
Last edited by eruditebaboon on 15 Apr 2013, 02:57, edited 2 times in total.
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Re: Forge Beta: 04-12-2013 ver 1.3.12
by eruditebaboon » 15 Apr 2013, 01:40
AI bug: The computer cast Bribery but it put into play a card from its own library instead of from my library.
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Re: Forge Beta: 04-12-2013 ver 1.3.12
by freddyjsg » 15 Apr 2013, 01:56
Description: The AI cast Malfegor. It crashed with its ability on the stack
- IllegalArgumentException | Open
- Code: Select all
Forge Version: 1.3.12-r20962
Operating System: Windows 7 6.1 x86
Java Version: 1.7.0_13 Oracle Corporation
java.lang.IllegalArgumentException: Min must not be greater than Max
at forge.control.input.InputSelectManyBase.<init>(InputSelectManyBase.java:30)
at forge.control.input.InputSelectCards.<init>(InputSelectCards.java:10)
at forge.control.input.InputSelectCardsFromList.<init>(InputSelectCardsFromList.java:13)
at forge.game.player.PlayerControllerHuman.choosePermanentsToSacrifice(PlayerControllerHuman.java:250)
at forge.card.ability.effects.SacrificeEffect.resolve(SacrificeEffect.java:64)
at forge.card.spellability.AbilitySub.resolve(AbilitySub.java:128)
at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1070)
at forge.card.ability.AbilityUtils.resolveSubAbilities(AbilityUtils.java:1063)
at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1076)
at forge.card.ability.AbilityUtils.resolve(AbilityUtils.java:1049)
at forge.game.ai.ComputerUtil.playNoStack(ComputerUtil.java:313)
at forge.card.trigger.WrappedAbility.resolve(WrappedAbility.java:418)
at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1070)
at forge.card.ability.AbilityUtils.resolve(AbilityUtils.java:1049)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:615)
at forge.game.phase.PhaseHandler$1.run(PhaseHandler.java:741)
at forge.game.phase.PhaseHandler.passPriority(PhaseHandler.java:749)
at forge.game.player.PlayerController.passPriority(PlayerController.java:77)
at forge.control.input.InputBase$1.run(InputBase.java:78)
at forge.FThreads$1.run(FThreads.java:113)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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