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Re: Forge Beta: 3-14-2015 ver 1.5.37

Posted:
21 Mar 2015, 15:57
by stetman
Jvy32 wrote:Once you finished the Java upgrade, have you tried to run as administrator?
yes, but same message
elcnesh wrote:Just in case you're on a Mac
no i'm on windows 7, anyone know the path on windows?
Re: Forge Beta: 3-14-2015 ver 1.5.37

Posted:
21 Mar 2015, 16:07
by Stampedo
Hello!
- In the deck builder, is there a way to choose which edition of the card I want to use?
- When importing a deck, basic lands don't have pictures. I have to remove them, then re-add them manually (a bit tedious). Just wondering if there's a workaround.
Could be interesting if I could also replace the visuals of a card that is already in a deck without having to remove it and re-add it manually.
- Any plan about adding new quest decks using recent sets?
Anyway, awesome work as always, you guys are awesome.
EDIT: Ok I don't know what happened. Just played this build for the 1st time, during my first game, at some point I pressed "ok" (for "next") and the game went crazy, automatically jumping to the next phase indifinitely until I lost the game.
Did that ever happen to someone?
EDIT 2: I don't know why, but in this build Forge doesn't "remember" anything: card order in hand, last decks used, etc etc.
Re: Forge Beta: 3-14-2015 ver 1.5.37

Posted:
21 Mar 2015, 18:41
by TastetheJace
I think I messed around with
Artisan of Forms too much on the stack and broke it lol. It became a
War-Wing Siren card with no type (creature, enchantment, etc) and no interaction.
Re: Forge Beta: 3-14-2015 ver 1.5.37

Posted:
21 Mar 2015, 20:47
by Stampedo
Stampedo wrote:Hello!
- In the deck builder, is there a way to choose which edition of the card I want to use?
- When importing a deck, basic lands don't have pictures. I have to remove them, then re-add them manually (a bit tedious). Just wondering if there's a workaround.
Could be interesting if I could also replace the visuals of a card that is already in a deck without having to remove it and re-add it manually.
- Any plan about adding new quest decks using recent sets?
Anyway, awesome work as always, you guys are awesome.
EDIT: Ok I don't know what happened. Just played this build for the 1st time, during my first game, at some point I pressed "ok" (for "next") and the game went crazy, automatically jumping to the next phase indifinitely until I lost the game.
Did that ever happen to someone?
EDIT 2: I don't know why, but in this build Forge doesn't "remember" anything: card order in hand, last decks used, etc etc.
About Edit 1, it happens sometimes when I accidentaly double click on "Ok". The game will keep jumping phases until I lose.
Re: Forge Beta: 3-14-2015 ver 1.5.37

Posted:
21 Mar 2015, 23:58
by AwxAngel
In addition to the alternate cost issue, it seems that flashback isn't functioning as intended either. Cards with flashback can only be cast for their original cost, not their flashback cost. For some cards, this makes them cheaper, while cards such as
Cabal Therapy can be cast from graveyard for mana but not for sacrifice.
EDIT: Also was not offered to pay kicker cost on
Vines of Vastwood.
EDIT2: nvm didn't notice Gaddock
Re: Forge Beta: 3-14-2015 ver 1.5.37

Posted:
22 Mar 2015, 01:05
by correioalternativo
Stampedo wrote:Hello!
- When importing a deck, basic lands don't have pictures. I have to remove them, then re-add them manually (a bit tedious). Just wondering if there's a workaround.
20 "Mountains" = fail
20
Mountain = success
No plural.
Re: Forge Beta: 3-14-2015 ver 1.5.37

Posted:
22 Mar 2015, 01:15
by correioalternativo
Stampedo wrote:Hello!
Could be interesting if I could also replace the visuals of a card that is already in a deck without having to remove it and re-add it manually.
I agree. Maybe a drop-down list:
|ED1|↓
|ED2|
|ED3|
- | Open
- Code: Select all
<html>
<body>
<select>
<option value="ED1">ED1</option>
<option value="ED2">ED2</option>
<option value="ED3">ED3</option>
</select>
</body>
</html>
Re: Forge Beta: 3-14-2015 ver 1.5.37

Posted:
22 Mar 2015, 02:46
by Stampedo
Ok so apparently, unless you changed something in the mechanic, "Kicker" is broken.
Forge isn't asking for paying the kicker cost whenever I'm playing this type of card.
Re: Forge Beta: 3-14-2015 ver 1.5.37

Posted:
22 Mar 2015, 02:47
by Stampedo
correioalternativo wrote:Stampedo wrote:Hello!
- When importing a deck, basic lands don't have pictures. I have to remove them, then re-add them manually (a bit tedious). Just wondering if there's a workaround.
20 "Mountains" = fail
20
Mountain = success
No plural.
Thanks for the info, but then the import tool should report the issue, I had no way to guess.
Re: Forge Beta: 3-14-2015 ver 1.5.37

Posted:
22 Mar 2015, 05:41
by AwxAngel
Just had a crash of what is most likely
Panoptic Mirror attempting to cast
Time Warp.
I would guess that it is related to the cascade crash (tested with
Bloodbraid Elf,
Violent Outburst and
Demonic Dread), and that the current build has trouble handling spells being cast from zones other than hand (flashback works, but only by paying the original casting cost, not the flashback cost; reproduce with
Dread Return or
Cabal Therapy)
EDIT: also Miracle trigger works nicely, but then asks for the full cost of the spell, instead of the miracle cost (
Temporal Mastery).
Re: Forge Beta: 3-14-2015 ver 1.5.37

Posted:
22 Mar 2015, 10:55
by Xyx
There's some sort of caching mismatch between the Deck Editor and the games (as well as the View Deck button in the Home tab). If I update a deck and then start a new match with it (or view it using the View Deck button), I will get the old deck. I have to restart Forge every time I make changes.
Re: Forge Beta: 3-14-2015 ver 1.5.37

Posted:
22 Mar 2015, 14:21
by saturnine
Description: I activated the second ability of
Spawnsire of Ulamog.
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.37-r-1
Operating System: Windows 7 6.1 amd64
Java Version: 1.8.0_25 Oracle Corporation
java.lang.NullPointerException
at forge.player.HumanPlaySpellAbility.playAbility(HumanPlaySpellAbility.java:67)
at forge.player.HumanPlay.playSpellAbility(HumanPlay.java:95)
at forge.player.PlayerControllerHuman.playSaFromPlayEffect(PlayerControllerHuman.java:1162)
at forge.game.ability.effects.PlayEffect.resolve(PlayEffect.java:215)
at forge.game.ability.AbilityApiBased.resolve(AbilityApiBased.java:60)
at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1234)
at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1216)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:479)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:972)
at forge.game.GameAction.startGame(GameAction.java:1390)
at forge.game.Match.startGame(Match.java:96)
at forge.match.HostedMatch$2.run(HostedMatch.java:227)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Re: Forge Beta: 3-14-2015 ver 1.5.37

Posted:
22 Mar 2015, 17:30
by kpruss
Hi, i'm using the latest snapshot build for Forge and there's a small thing that has been bugging me. When I duel an opponent in quest mode, their icon is randomized in the first game but returns to normal games 2 and 3. Also if I want to change my icon and have it hold, I have to restart the client.
I'm not sure if any preferences are affecting this, I've been using forge regularly for a year but I have not noticed this. Do the ai personality affect this? I do not know what this option does. I have it set on default.
I changed the default png file that contains icons, I filled it out with a few more and replaced some with some custom icons.
However I do not know why that would affect the AI icons which are held in a folder in the user directory.
Btw thx for the great work on this awesome program, probably put thousands of hours into this already.
Re: Forge Beta: 3-14-2015 ver 1.5.37

Posted:
22 Mar 2015, 21:16
by AwxAngel
If I'm just misunderstanding the rules, please correct me.
I notice that when attacking, after blockers are declared at start of Declare Blockers step, I receive priority and can cast. However if I am the defender, and I declare blockers, when the attacking player passes, we jump right into damage and I don't get priority.
Is this intended? I thought I could declare blockers and then cast pump spells, or do I need to cast them in Declare Attackers?
Re: Forge Beta: 3-14-2015 ver 1.5.37

Posted:
22 Mar 2015, 22:02
by friarsol
AwxAngel wrote:If I'm just misunderstanding the rules, please correct me.
I notice that when attacking, after blockers are declared at start of Declare Blockers step, I receive priority and can cast. However if I am the defender, and I declare blockers, when the attacking player passes, we jump right into damage and I don't get priority.
Is this intended? I thought I could declare blockers and then cast pump spells, or do I need to cast them in Declare Attackers?
Sounds like you have phase set to autoskip. The green phase indicators mean you'll receive priority as normal, the red indicators mean you'll autoskip. If you wish to do something during a specific phase, just click on the phase indicator to toggle it.