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Forge Beta: 01-11-2014 ver 1.5.10

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Forge Beta: 01-11-2014 ver 1.5.10

Postby Chris H. » 11 Jan 2014, 15:51

Forge Beta: 01-11-2014 ver 1.5.10


13421 cards in total.


Release Notes

- Two quick bug fixes -

Fixed an easily reproducible crash that would cause the game to become unplayable if you accidentally tried to cast a card or play a land that you couldn't play at that time.
Fixed a crash that would occur at times when moving your mouse over the tables in deck editors.


- Memory usage optimizations -
Components are no longer cached in memory for skinning purposes, which used to prevent some components from ever being cleared from memory.
Card images are now cleared from memory cache when switching screens and between games.
Card display panels are now disposed during game play when its card leaves a zone.


- Deck Editor usability improvements -
Added File menu with shortcuts for common actions in Deck Editor (such as Ctrl+S to save the current deck).
Support resetting and hiding filters.
Add/Remove context menu items now properly update based on the number of cards that can be added or removed from the deck.
Support adding X copies of card at a time, where X is chosen using dialog.
You'll now be prevented adding more than 4 copies of non-basic land cards in Constructed decks by default, with that number being configurable.
Full catalog now available for sideboarding in Deck Editor.
Title field and buttons now available on Current Deck pane when on other sections, with the current section name displaying above the table.


- More skinned dialogs -
Most remaining dialogs are now skinned, including all message, confirmation, input, and list choice dialogs.
Reveal-style list dialogs now focus OK button by default and support Escape and Close button without showing a Cancel button.
Increased transparency of backdrop behind dialogs and make it appear over navigation bar instead of disabling navigation bar.


- Constructed mode -
Recently a change was made to the constructed mode and this change now allows you to have up to 8 players rather than just two. The game formats that are located in the variants mode also allow up to eight players. The current user interface for this feature is fairly basic and is not very attractive. The settings tab allows you to set the number of opponents. The player tabs includes the same options that you used to see in the constructed mode.

Marc recently sketched out a couple of attractive mockups that look far more attractive than what we are now using. We just need someone with java skills and swing experience to modify the existing code.

viewtopic.php?f=52&t=12609#p138913


- Commander 2013 cards -
Forge now includes many of the new Commander 2013 cards. It may take a few days/weeks before these new card pictures become available for downloading via the "Download LQ Card Pictures" button. The LQ set pictures tend to take a few more weeks/months to process before they become available for downloading via the "Download LQ Set Pictures" button. Please be patient. The Forge devs are not involved in maintaining the servers that house these pictures.


New Cards

Cards list | Open
Bludgeon Brawl
Debt of Loyalty
Matopi Golem
Nullstone Gargoyle
Rootwater Matriarch
Skeleton Scavengers
Soldevi Sentry
Static Orb
Storage Matrix



New BNG branch Cards

BNG branch Cards list | Open
Kiora, the Crashing Wave



Known Issues

Issues list | Open
There is a known issue with the timing of Leaves the Battlefield triggers and multiple permanents Leaving the Battlefield. As an example, when Blood Artist died at the same time as a lot of other creatures due to a Wrath of God, the Blood Artist should trigger for every creature but does not do so.

Several people have noticed that the cards displayed on the battlefield will fail to be displayed when the number of cards on the battlefield increases. Maximizing the human panel can help to re-display the cards.

Some time was spent turning the static ETB triggers into the proper ETB replacement effects they should be, mainly to interact correctly with each other. This work is not yet finished. As a result there is currently some inconsistencies with "Enters the battlefield with counters" (Not incredibly noticeable).

A recent contribution to the code base should fix some of the bugs that people noticed with cloning type abilities. At this time there is one remaining issue that we hope will be addressed in the near future:
Copies of cards that setup Zone Change triggers via addComesIntoPlayCommand and addLeavesPlayCommand will not function correctly.

The Forge archive includes a readme.txt file and we ask that you spend a few minutes reading this file as it contains some information that may prove useful. We do tend to update this file at times and you should quickly read this file and look for new information for each and every new release. Thank you.

The archive format used for the Forge distribution is ".tar.bz2". There are utilities for Windows, Mac OS and the various *nix's that can be used to extract/decompress these ".tar.bz2" archives. We recommend that you extract/decompress the Forge archive into a new and unused folder.

Some people use the Windows application 7zip. This utility can be found at http://www.7-zip.org/download.html. Mac users can double click on the archive and the application Archive Utility will launch and extract the archive. Mac users do not need to download a separate utility.



Contributors to This Release

Agetian
DrDev
Gos
Max
Sloth
Sol
Swordshine
Chris H


(Quest icons used created by Teekatas, from his Legendora set http://raindropmemory.deviantart.com)
(Thanks to the MAGE team for permission to use their targeting arrows.)
(Thanks to http://www.freesound.org/browse/ for providing some sound files.)


The links to the various archives:

The Forge 01/11/2014 Windows and Linux archive (requires java 7):
 
forge-1.5.10.tar.bz2 (34.8 MB, at cardforge.org)


Forge 01/11/2014 BETA packaged as a Mac OS application:

We are not able to provide a Mac OS application package at this time. Please download the archive above and launch the forge jar file by double clicking on the "forge.command" launcher command file that is included in the archive.
 
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When i search in ."CMC range" topic

Postby jace 0844544820 » 11 Jan 2014, 17:45

Description: [describe what you were doing when the crash occurred]

NullPointerException | Open
Code: Select all
Forge Version:    1.5.10-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.gui.toolbox.FSkin$SkinnedSpinner.setFont(FSkin.java:2782)
   at javax.swing.LookAndFeel.installColorsAndFont(Unknown Source)
   at javax.swing.plaf.basic.BasicSpinnerUI.installDefaults(Unknown Source)
   at javax.swing.plaf.basic.BasicSpinnerUI.installUI(Unknown Source)
   at javax.swing.JComponent.setUI(Unknown Source)
   at javax.swing.JSpinner.setUI(Unknown Source)
   at javax.swing.JSpinner.updateUI(Unknown Source)
   at javax.swing.JSpinner.<init>(Unknown Source)
   at javax.swing.JSpinner.<init>(Unknown Source)
   at forge.gui.toolbox.FSkin$SkinnedSpinner.<init>(FSkin.java:2771)
   at forge.gui.toolbox.FSpinner.<init>(FSpinner.java:35)
   at forge.gui.toolbox.FSpinner.<init>(FSpinner.java:18)
   at forge.gui.toolbox.FSpinner$Builder.build(FSpinner.java:26)
   at forge.gui.toolbox.itemmanager.filters.ValueRangeFilter.addSpinner(ValueRangeFilter.java:103)
   at forge.gui.toolbox.itemmanager.filters.ValueRangeFilter.buildWidget(ValueRangeFilter.java:62)
   at forge.gui.toolbox.itemmanager.filters.ItemFilter.getWidget(ItemFilter.java:85)
   at forge.gui.toolbox.itemmanager.filters.ItemFilter.getPanel(ItemFilter.java:70)
   at forge.gui.toolbox.itemmanager.ItemManager.addFilter(ItemManager.java:722)
   at forge.gui.toolbox.itemmanager.CardManager$7.run(CardManager.java:134)
   at forge.gui.GuiUtils$1.actionPerformed(GuiUtils.java:131)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
   at javax.swing.AbstractButton.doClick(Unknown Source)
   at javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unknown Source)
   at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mouseReleased(Unknown Source)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$200(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
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Re: Forge Beta: 01-11-2014 ver 1.5.10

Postby Xitax » 11 Jan 2014, 19:51

.Elven Riders has some weird Oracle text: "Elven Riders can't be blocked except by Walls with Flying"
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Re: Forge Beta: 01-11-2014 ver 1.5.10

Postby supercommiefu » 11 Jan 2014, 20:52

Computer opponent can target himself with Test of Faith to prevent damage. Humans can't (which is correct).
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Re: Forge Beta: 01-11-2014 ver 1.5.10

Postby cc-drake » 11 Jan 2014, 23:05

- When I exile 5 creatures for Mass Polymorph, I get 10 creatures :-)
- Not sure if this is right: AI casts Tempting Wurm and I choose a creature with amplify (Glowering Rogon for example). Forge allows me to reveal the creature for it's own amplify ability - should this work this way?
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Re: Forge Beta: 01-11-2014 ver 1.5.10

Postby friarsol » 12 Jan 2014, 04:55

cc-drake wrote:- Not sure if this is right: AI casts Tempting Wurm and I choose a creature with amplify (Glowering Rogon for example). Forge allows me to reveal the creature for it's own amplify ability - should this work this way?
Nope, it can't be on the Battlefield and in your hand at the same time.
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Re: Forge Beta: 01-11-2014 ver 1.5.10

Postby cc-drake » 12 Jan 2014, 11:12

friarsol wrote:
cc-drake wrote:- Not sure if this is right: AI casts Tempting Wurm and I choose a creature with amplify (Glowering Rogon for example). Forge allows me to reveal the creature for it's own amplify ability - should this work this way?
Nope, it can't be on the Battlefield and in your hand at the same time.
Well, I'm not sure if the creature is already on the battlefield when amplify works. However, I found this in the rulings:
702.36a. Amplify is a static ability. ―Amplify N means ―As this object enters the battlefield, reveal any number of cards from your hand that share a creature type with it. This permanent enters the battlefield with N +1/+1 counters on it for each card revealed this way. You can‘t reveal this card or any other cards that are entering the battlefield at the same time as this card.
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Re: Forge Beta: 01-11-2014 ver 1.5.10

Postby cc-drake » 12 Jan 2014, 11:29

cc-drake wrote:- When I exile 5 creatures for Mass Polymorph, I get 10 creatures :-)
Same effect for Whirlpool Rider.
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Re: Forge Beta: 01-11-2014 ver 1.5.10

Postby friarsol » 12 Jan 2014, 13:53

cc-drake wrote:Well, I'm not sure if the creature is already on the battlefield when amplify works. However, I found this in the rulings:
702.36a. Amplify is a static ability. ―Amplify N means ―As this object enters the battlefield, reveal any number of cards from your hand that share a creature type with it. This permanent enters the battlefield with N +1/+1 counters on it for each card revealed this way. You can‘t reveal this card or any other cards that are entering the battlefield at the same time as this card.
Right, the important bit is in the Amplify reminder text "As ~ ETB", if the creature is Entering the Battlefield, it's no longer in your hand.
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Re: Forge Beta: 01-11-2014 ver 1.5.10

Postby goldaryn » 12 Jan 2014, 14:55

I believe Whirlpool Rider is bugged - it draws the cards without shuffling them in first.

Thanks for Forge, love it.
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Re: Forge Beta: 01-11-2014 ver 1.5.10

Postby schnautzr » 12 Jan 2014, 21:54

Image

Not sure if it's reproducible, but here are the steps:
*First strike damage is dealt, killing a creature.
*Creature with Midnight Recovery cipher deals damage to player.
*Midnight Recovery is copied, targeting the creature that just died.
*Targeted creature returns to hand, but is still shown as attacking.
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Re: Forge Beta: 01-11-2014 ver 1.5.10

Postby Marek14 » 12 Jan 2014, 22:27

friarsol wrote:
cc-drake wrote:Well, I'm not sure if the creature is already on the battlefield when amplify works. However, I found this in the rulings:
702.36a. Amplify is a static ability. ―Amplify N means ―As this object enters the battlefield, reveal any number of cards from your hand that share a creature type with it. This permanent enters the battlefield with N +1/+1 counters on it for each card revealed this way. You can‘t reveal this card or any other cards that are entering the battlefield at the same time as this card.
Right, the important bit is in the Amplify reminder text "As ~ ETB", if the creature is Entering the Battlefield, it's no longer in your hand.
I'm not sure about that, Sol. It's not on the battlefield yet -- it's entering it. If it's not in your hand either, where exactly is it?
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Re: Forge Beta: 01-11-2014 ver 1.5.10

Postby aescula » 13 Jan 2014, 03:13

Error in the game... Teferi's Puzzle Box is making everyone draw double the number of cards discarded. I've looked at the card file itself and even though I've managed some modding of those, I can't figure out if that's the problem to certainty.
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Re: Forge Beta: 01-11-2014 ver 1.5.10

Postby Davor Vitief » 13 Jan 2014, 16:24

Description: Whenever a "on player damage effect" is triggered by a creature with a card cyphered on it the game crashes. This time is a hidden strings cyphered on a Snapcaster Mage damaging me.

NullPointerException | Open
Code: Select all
Forge Version:    1.5.10-r${forge.revision}${forge.specialStatus} (mixed revisions detected; please update from the root directory)
Operating System: Windows 7 6.1 x86
Java Version:     1.7.0_45 Oracle Corporation

java.lang.NullPointerException
   at forge.ai.ComputerUtilMana.calculateManaCost(ComputerUtilMana.java:492)
   at forge.ai.ComputerUtilMana.payManaCost(ComputerUtilMana.java:94)
   at forge.ai.ComputerUtilMana.canPayManaCost(ComputerUtilMana.java:62)
   at forge.ai.ComputerUtilCost.canPayCost(ComputerUtilCost.java:356)
   at forge.ai.SpellAbilityAi.doTriggerAI(SpellAbilityAi.java:33)
   at forge.game.ability.SpellApiBased.canPlayFromEffectAI(SpellApiBased.java:65)
   at forge.game.player.PlayerControllerAi.playSaFromPlayEffect(PlayerControllerAi.java:640)
   at forge.game.ability.effects.PlayEffect.resolve(PlayEffect.java:220)
   at forge.game.ability.AbilityApiBased.resolve(AbilityApiBased.java:63)
   at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1182)
   at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1164)
   at forge.ai.ComputerUtil.playNoStack(ComputerUtil.java:316)
   at forge.game.player.PlayerControllerAi.playSpellAbilityNoStack(PlayerControllerAi.java:300)
   at forge.game.trigger.WrappedAbility.resolve(WrappedAbility.java:362)
   at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1182)
   at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1164)
   at forge.game.zone.MagicStack.resolveStack(MagicStack.java:592)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:1028)
   at forge.game.GameAction.startGame(GameAction.java:1525)
   at forge.game.Match$1.run(Match.java:120)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Re: Forge Beta: 01-11-2014 ver 1.5.10

Postby cc-drake » 13 Jan 2014, 21:36

Whein I use Provoke to force AI to block, AI will block my Stormblood Berserker with only one creature.
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