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Re: Forge Beta: 11-15-2013 ver 1.5.5

PostPosted: 18 Nov 2013, 21:43
by Marek14
Vengeful Pharaoh is bugged - it goes against these two rulings:

If multiple creatures deal combat damage to you simultaneously, Vengeful Pharaoh will only trigger once.

If multiple creatures deal combat damage to you and to a planeswalker you control simultaneously, Vengeful Pharaoh will trigger twice. The first trigger will cause Vengeful Pharaoh to be put on top of your library. The second trigger will then do nothing, as Vengeful Pharaoh is no longer in your graveyard when it tries to resolve. Note that the second trigger will do nothing even if Vengeful Pharaoh is put back into your graveyard before it tries to resolve, as it's a different Vengeful Pharaoh than the one that was there before.
Currently, it triggers once per attacking creature and it can destroy multiple creatures.

Re: Forge Beta: 11-15-2013 ver 1.5.5

PostPosted: 18 Nov 2013, 22:13
by gos
. Starke of Rath is still broken.

NullPointerException | Open
Code: Select all
Forge Version:    1.5.5-r${forge.revision}${forge.specialStatus} (mixed revisions detected; please update from the root directory)
Operating System: Windows 7 6.1 amd64
Java Version:     1.7.0_07 Oracle Corporation

java.lang.NullPointerException
   at forge.card.ability.effects.RemoveFromCombatEffect.resolve(RemoveFromCombatEffect.java:38)
   at forge.card.spellability.AbilitySub.resolve(AbilitySub.java:130)
   at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1112)
   at forge.card.ability.AbilityUtils.resolveSubAbilities(AbilityUtils.java:1105)
   at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1118)
   at forge.card.ability.AbilityUtils.resolveSubAbilities(AbilityUtils.java:1105)
   at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1118)
   at forge.card.ability.AbilityUtils.resolve(AbilityUtils.java:1094)
   at forge.game.zone.MagicStack.resolveStack(MagicStack.java:538)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:1003)
   at forge.game.GameAction.startGame(GameAction.java:1463)
   at forge.game.Match$1.run(Match.java:104)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Re: Forge Beta: 11-15-2013 ver 1.5.5

PostPosted: 19 Nov 2013, 01:35
by Xitax
drdev wrote:That's part of why I didn't do it that way, in addition to not following context menu standards.

Xitax, are you ok if I leave the behavior alone, or would you want a preference available to make this adjustment for you and others interested in it working that way, but not by default?

It's worth mentioning the first item is still highlighted by default, so if you click then press Enter, it will activate the first ability the same as it used to with the dialogs.
I'm good with the consensus. Leave it as is. I can understand why the risk of accidentally clicking the first option would be a concern.

Found this: elemental mastery needs token differentiation from young pyromancer

Re: Forge Beta: 11-15-2013 ver 1.5.5

PostPosted: 19 Nov 2013, 07:08
by andrewd13
Description: Was attacking with an Invisible Stalker, had just cast Hands of Binding and encoded it on the Stalker. No other creatures on the field, I had 1x Underground Sea, 1x Drowned Catacomb, 1x Island, opponent had 2x Island, 1x Giant Tortoise, which was just tapped with the casting of Hands of Binding.

NullPointerException | Open
Code: Select all
Forge Version:    1.5.5-r${forge.revision}${forge.specialStatus} (mixed revisions detected; please update from the root directory)
Operating System: Mac OS X 10.7.5 x86_64
Java Version:     1.7.0_45 Oracle Corporation

java.lang.NullPointerException
   at forge.card.ability.effects.PlayEffect.resolve(PlayEffect.java:214)
   at forge.card.ability.AbilityApiBased.resolve(AbilityApiBased.java:62)
   at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1112)
   at forge.card.ability.AbilityUtils.resolve(AbilityUtils.java:1094)
   at forge.card.spellability.HumanPlaySpellAbility.playAbility(HumanPlaySpellAbility.java:93)
   at forge.game.player.HumanPlay.playSpellAbilityNoStack(HumanPlay.java:245)
   at forge.game.player.PlayerControllerHuman.playSpellAbilityNoStack(PlayerControllerHuman.java:176)
   at forge.card.trigger.WrappedAbility.resolve(WrappedAbility.java:362)
   at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1112)
   at forge.card.ability.AbilityUtils.resolve(AbilityUtils.java:1094)
   at forge.game.zone.MagicStack.resolveStack(MagicStack.java:538)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:1003)
   at forge.game.GameAction.startGame(GameAction.java:1463)
   at forge.game.Match$1.run(Match.java:104)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1145)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:615)
   at java.lang.Thread.run(Thread.java:744)
EDIT: This seems to happen a lot when playing with Cipher.

Re: Forge Beta: 11-15-2013 ver 1.5.5

PostPosted: 19 Nov 2013, 11:15
by TalpanianEmperor
Hellfish wrote:The Cascade problem is that PlayEffect.resolve() calls PlayerControllerHuman.getAbilityToPlay(), which removes ability/spell options that can't be played due to timing restrictions. That's where it removes most abilities because the Cascading ability is on the stack, so unless you cascade into an instant it bombs. I'd fix it but I need some time to get myself in the mindset of the new code organisation..
Same thing happening with suspend on sorceries ( Arc Blade ).
Also, I had a bit of a bug when I played Enclave Cryptologist, tapped my Mystic Gate to pay for it, but I realised didn't have any mana to pay for the gate so I cancelled, then the Cryptologist entered the battlefield anyway.

EDIT: This is a problem with the Mystic Gate, since I can actually tap it and receive the mana before paying for it.

EDIT 2: Not sure whether this is a bug or not, but just wanted to point out that mystic gate still uses the old choice-making method (pop-up with U/W: Add UU to your mana pool, etc.) instead of the menu that appears out of the card, as now happens with others (suspend, borderposts, etc).

Re: Forge Beta: 11-15-2013 ver 1.5.5

PostPosted: 19 Nov 2013, 15:47
by drdev
To reiterate, if you're experience a crash when attempting to play a card without paying its mana cost for whatever reason (such as Cascade, Suspend, Cipher, Rebound, Hideaway, or because it otherwise says so), it will cause a crash right now. This is a known issue that's already fixed in the source.

In other words, all cards found by this Gatherer search are currently broken, but the fix is done and coming with the next snapshot build or release.

That aside, TalpanianEmperor, I'll have to investigate the issue with Mystic Gate. It should be showing the menu the same as other cards.

Re: Forge Beta: 11-15-2013 ver 1.5.5

PostPosted: 19 Nov 2013, 17:31
by Devilman06
Strange occurrence... I played sigarda, Host of herons and immediately afterwords my opponent played rout. they only had 3 mountains in play and none tapped when spell was played. nothing else on field except for my sigarda and vraska. forge didn't crash so i'm lead to believe it has to do with the alternate cost in rout. it should cost 2 more to play as instant.

Re: Forge Beta: 11-15-2013 ver 1.5.5

PostPosted: 20 Nov 2013, 01:32
by blade22031
I just got the new version of FORGE. I am trying to play the commander format have no idea how to add commander to the deck in the commander deck editor can anyone help me?

Re: Forge Beta: 11-15-2013 ver 1.5.5

PostPosted: 20 Nov 2013, 09:33
by Jabba
Guys, I'm still new to forge, however I found out that syncopate is not working as advertised.

Re: Forge Beta: 11-15-2013 ver 1.5.5

PostPosted: 20 Nov 2013, 10:07
by Hellfish
blade22031 wrote:I just got the new version of FORGE. I am trying to play the commander format have no idea how to add commander to the deck in the commander deck editor can anyone help me?
Click the "Change Section" button until you end up in the commander section. :)

Re: Forge Beta: 11-15-2013 ver 1.5.5

PostPosted: 20 Nov 2013, 13:12
by friarsol
Jabba wrote:Guys, I'm still new to forge, however I found out that syncopate is not working as advertised.
Please provide more information. Check out the link in my signature on how you can provide that.

Re: Forge Beta: 11-15-2013 ver 1.5.5

PostPosted: 20 Nov 2013, 13:20
by lujo
Diabolic Tutor crashes the game (tutoring broken I suppose).

Trying to use the madness mechanic crashed the game. (Big game hunter)

Using Djinn of Whishes and getting a Thrull Retainer (Aura) during opponents turn also crashed the game.

Re: Forge Beta: 11-15-2013 ver 1.5.5

PostPosted: 20 Nov 2013, 14:11
by drdev
The madness and Djinn of Wishes sound like they'd be fixed by the Cascade/alternate cost fix previously mentioned. Not sure about Diabolic Tutor though.

Re: Forge Beta: 11-15-2013 ver 1.5.5

PostPosted: 20 Nov 2013, 14:12
by lujo
Chronozoa is also bugged - vanishing seems to be removing too many counters.

EDIT: The first one works fine, but when the first vanishing ends and the Chronozoa "clones" iteslf it starts removing a counter for every chronozoa. I'm sure this wasn't intended.

Re: Forge Beta: 11-15-2013 ver 1.5.5

PostPosted: 20 Nov 2013, 15:40
by Chris H.
For those people who are encountering issues with alternate cost cards we would like to suggest that they update to the newest snapshot build:

forge-gui-1.5.6-20131120.151635-1.tar.bz2