It is currently 26 Aug 2025, 22:23
   
Text Size

Forge Beta: 04-12-2013 ver 1.3.12

Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins

Re: Forge Beta: 04-12-2013 ver 1.3.12

Postby timmermac » 14 Apr 2013, 03:06

the listed casting cost for Phantasmal Terrain is incorrect. It's listed as {1} {U} . It should be {U} {U}
"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
User avatar
timmermac
Tester
 
Posts: 1512
Joined: 17 May 2010, 20:36
Has thanked: 18 times
Been thanked: 95 times

Re: Forge Beta: 04-12-2013 ver 1.3.12

Postby Sloth » 14 Apr 2013, 08:49

cc-drake wrote:The epic ability of Neverending Torment doesn't stop me from casting spells :-)
Fixed! Thanks cc-drake.

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 TheNyGuy.

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.
Fixed! Thanks Zirbert.

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.
timmermac wrote:Same goes for Triskelion.
Fixed! All remove counter costs were broken for the AI. Thanks cc-drake, Diena, mightyjl and timmermac.

timmermac wrote:the listed casting cost for Phantasmal Terrain is incorrect. It's listed as {1} {U} . It should be {U} {U}
Fixed! Thanks timmermac.
User avatar
Sloth
Programmer
 
Posts: 3498
Joined: 23 Jun 2009, 19:40
Has thanked: 125 times
Been thanked: 507 times

Re: Forge Beta: 04-12-2013 ver 1.3.12

Postby 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.
muppet
Tester
 
Posts: 590
Joined: 03 Aug 2011, 14:37
Has thanked: 33 times
Been thanked: 30 times

Re: Forge Beta: 04-12-2013 ver 1.3.12

Postby 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
victorvndoom
 
Posts: 54
Joined: 09 Nov 2010, 18:45
Has thanked: 0 time
Been thanked: 0 time

Re: Forge Beta: 04-12-2013 ver 1.3.12

Postby 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.
Pux
 
Posts: 99
Joined: 12 Feb 2013, 13:48
Has thanked: 12 times
Been thanked: 6 times

Re: Forge Beta: 04-12-2013 ver 1.3.12

Postby 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

- 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
User avatar
Chris H.
Forge Moderator
 
Posts: 6320
Joined: 04 Nov 2008, 12:11
Location: Mac OS X Yosemite
Has thanked: 644 times
Been thanked: 643 times

Re: Forge Beta: 04-12-2013 ver 1.3.12

Postby Max mtg » 14 Apr 2013, 12:03

Chris H. wrote:A few bugs have recently been fixed and are included in the most recent snapshot build which can be found here.
To make it more specific:

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
Single class for single responsibility.
Max mtg
Programmer
 
Posts: 1997
Joined: 02 Jul 2011, 14:26
Has thanked: 173 times
Been thanked: 334 times

Re: Forge Beta: 04-12-2013 ver 1.3.12

Postby cc-drake » 14 Apr 2013, 13:04

Sloth wrote:
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.
Fixed! Thanks Zirbert.
Same issue with Roiling Horror. Has this also been fixed?

- 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...
cc-drake
 
Posts: 570
Joined: 14 Aug 2010, 07:15
Has thanked: 29 times
Been thanked: 6 times

Re: Forge Beta: 04-12-2013 ver 1.3.12

Postby friarsol » 14 Apr 2013, 14:16

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 ?
Sounds like you have either a corrupt deck file, or one of the decks you have doesn't have a valid card name.
friarsol
Global Moderator
 
Posts: 7593
Joined: 15 May 2010, 04:20
Has thanked: 243 times
Been thanked: 965 times

Re: Forge Beta: 04-12-2013 ver 1.3.12

Postby friarsol » 14 Apr 2013, 14:18

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.
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.
friarsol
Global Moderator
 
Posts: 7593
Joined: 15 May 2010, 04:20
Has thanked: 243 times
Been thanked: 965 times

Re: Forge Beta: 04-12-2013 ver 1.3.12

Postby 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:

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]
gos
 
Posts: 4369
Joined: 03 Mar 2011, 15:21
Location: Reykjavík, Iceland
Has thanked: 231 times
Been thanked: 232 times

Re: Forge Beta: 04-12-2013 ver 1.3.12

Postby Pux » 14 Apr 2013, 16:11

friarsol wrote:
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.
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.
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.

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)
Pux
 
Posts: 99
Joined: 12 Feb 2013, 13:48
Has thanked: 12 times
Been thanked: 6 times

Re: Forge Beta: 04-12-2013 ver 1.3.12

Postby eruditebaboon » 14 Apr 2013, 22:44

:arrow: Cloudshift also has the same problem as Ghostly Flicker - if a creature is the target of a spell before Cloudshift is cast on it, it will still be the target of that spell after it resolves.

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.
eruditebaboon
 
Posts: 9
Joined: 07 Mar 2013, 20:22
Has thanked: 0 time
Been thanked: 0 time

Re: Forge Beta: 04-12-2013 ver 1.3.12

Postby 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.
eruditebaboon
 
Posts: 9
Joined: 07 Mar 2013, 20:22
Has thanked: 0 time
Been thanked: 0 time

Re: Forge Beta: 04-12-2013 ver 1.3.12

Postby 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)
freddyjsg
 
Posts: 66
Joined: 12 Feb 2013, 13:24
Has thanked: 18 times
Been thanked: 1 time

PreviousNext

Return to Forge

Who is online

Users browsing this forum: No registered users and 41 guests

Main Menu

User Menu

Our Partners


Who is online

In total there are 41 users online :: 0 registered, 0 hidden and 41 guests (based on users active over the past 10 minutes)
Most users ever online was 7303 on 15 Jul 2025, 20:46

Users browsing this forum: No registered users and 41 guests

Login Form