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Forge Release 07/22/2017 ver 1.6.1

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Re: Forge Release 07/22/2017 ver 1.6.1

Postby timmermac » 09 Aug 2017, 13:27

Diena wrote:Hi

Using the version 1.6.1, I cast "Hour of Revelation" with on battlefield "Crested Sunmare", horse tokens and other non-land permanents.
After resolution, all the non-land permanents are not on the battlefield including the Horse tokens.
Normally, they should survive because of the indestructibility granted by "Crested Sunmare".
Indestructibility doesn't get around Wrath of God type effects.
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Re: Forge Release 07/22/2017 ver 1.6.1

Postby Agetian » 09 Aug 2017, 13:37

timmermac wrote:
Diena wrote:Hi

Using the version 1.6.1, I cast "Hour of Revelation" with on battlefield "Crested Sunmare", horse tokens and other non-land permanents.
After resolution, all the non-land permanents are not on the battlefield including the Horse tokens.
Normally, they should survive because of the indestructibility granted by "Crested Sunmare".
Indestructibility doesn't get around Wrath of God type effects.
Actually, as far as I understand the rules, Wrath of God shouldn't kill anything that's indestructible. The problem (which I tried to solve) was that Crested Sunmare was destroyed first, and thus the horses lost indestructible while Wrath of God was still resolving. But I'm fairly certain that was incorrect, since the order in which the cards are removed from the battlefield shouldn't matter. Please correct me if I'm wrong :/

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Re: Forge Release 07/22/2017 ver 1.6.1

Postby Seravy » 09 Aug 2017, 20:17

Correct, indestructible protects from WoG and cards are destroyed at the same time so they are protecting each other. Or so it used to be when I was a judge.
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Re: Forge Release 07/22/2017 ver 1.6.1

Postby Diena » 10 Aug 2017, 00:32

I asked to a judge to confirm it is still true.
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Re: Forge Release 07/22/2017 ver 1.6.1

Postby mangyfox » 10 Aug 2017, 17:54

Definitely an issue with Abandoned Sarcophagus. Its replacement effect is active wherever the card is, not just when it is on the battlefield. If you have it in your deck and discard a card with cycling, or a creature with cycling dies, it is always exiled.
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Re: Forge Release 07/22/2017 ver 1.6.1

Postby Alico » 16 Aug 2017, 22:37

A few questions and issues with both multiplayer with AI and planechase modes.

The first issue is that multiplayer AI acts really strange sometimes. Things like an AI attacking another AI, and the second AI choosing not to block, even though doing so kills them. They could have lived if they blocked, but chose not to and died. I have seen this happen many times, and seems to be when the AI attack each other. They block the player just fine.

The second issue with multiplayer that also applies to planechase is that when a player dies during their turn, the plane the game is on is exiled with the rest of their stuff. This does not happen often, but can be an issue in strange cases. If this happens, the game stops being a planechase game, as the plane stays exiled and no longer moves from player to player.

Moving on from multiplayer issues, I had a question about the planes themselves, mostly in regards to Vanguard. Do Vangaurd effects count for token doubling effects, such as the Selesnya Loft Gardens, which should double tokens? For some reason, the creatures that are put into play with the Momir effect are not doubled.

There is also a really rare but annoying bug with Planechase where a plane does not go away when you planeswalk. It stays in play and you still gain its effects while also getting a new plane. While this is not a terrible thing, it does cause problems when Chaos or Planeswalk is rolled on the die, as you planeswalk twice (staying on the plane both times, while seeing two new planes) or get the chaos of both planes. As far as I can tell, it is random. Also very hard to reproduce, as I often play planechase in tandem with Momir Vanguard.


I tried to reproduce the interaction between Momir and Selesnya Loft Gardens in a Momir Basic game to see if it was my deck, and I got this error right after choosing to keep my hand.

IndexOutOfBoundsException | Open
Code: Select all
Forge Version:    1.6.1-r-1
Operating System: Windows 7 6.1 amd64
Java Version:     1.8.0_144 Oracle Corporation

java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.LinkedList.checkElementIndex(Unknown Source)
   at java.util.LinkedList.get(Unknown Source)
   at forge.util.collect.FCollection.get(FCollection.java:399)
   at forge.game.zone.Zone.get(Zone.java:160)
   at forge.game.player.Player.initPlane(Player.java:2758)
   at forge.game.GameAction.startGame(GameAction.java:1508)
   at forge.game.Match.startGame(Match.java:100)
   at forge.match.HostedMatch$2.run(HostedMatch.java:224)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Sorry for the huge post. I mostly play Momir+ with 4 players and a specially built planechase deck to go with it, so it would be nice to see these fixed. Momir+ is Momir Basic with moxes, bouncelands, and a few other extra special lands.
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Re: Forge Release 07/22/2017 ver 1.6.1

Postby Agetian » 17 Aug 2017, 06:16

I tried to address some of these. In particular, in Planechase, the planar decks will no longer disappear. Also, Momir Basic can now be used in conjunction with other variants (e.g. Planechase) without crashing the game. In addition to that, a script error in Selesnya Loft Gardens has been fixed, so it should double your Momir-spawned tokens just fine. These fixes will be available in the next build.

Other bugs are trickier for me - I haven't reproduced them yet, but I'll see what I can do.

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Re: Forge Release 07/22/2017 ver 1.6.1

Postby MaxMtg » 17 Aug 2017, 10:35

Agetian , how do we play Conspiracy , I know its a draft format , but in the booster draft, I don't see the conspiracy sets available , this might be because a lot of conspiracy cards are not yet implemented on Forge?
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Re: Forge Release 07/22/2017 ver 1.6.1

Postby Agetian » 17 Aug 2017, 10:51

MaxMtg wrote:Agetian , how do we play Conspiracy , I know its a draft format , but in the booster draft, I don't see the conspiracy sets available , this might be because a lot of conspiracy cards are not yet implemented on Forge?
Hmm, that's actually a very good question... I know that there is some support for conspiracies as such, but I don't see a way to start a draft that would involve conspiracies. I remember from way back that support for this game mode is incomplete, but I'm not certain as well how much is implemented and if the actual Conspiracy draft is supported yet. I'll try to dig around in the code and see if I can find anything relevant, I'll post a followup message if I figure something out. :)

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Re: Forge Release 07/22/2017 ver 1.6.1

Postby Agetian » 17 Aug 2017, 10:59

Kk, some additional information: it looks like both Conspiracy sets are commented out in "res/blockdata/blocks.txt". I tried uncommenting CNS, that enables it in Booster Draft mode. It's possible to go through the draft and even draft conspiracies and assign them in the deck (although a little bit weirdly - you have to switch to a separate Deck Section and then carefully choose only the ones you've drafted, otherwise you get random cards from your deck in the conspiracy section, it seems). Then, however, when I tried to start a match, the game crashed. I guess it means that Conspiracy support is incomplete or something :/

EDIT: Actually, fixing the crash is the easy part - adding "Cost$ 0" to the parameters of the generated Hidden Agenda ability at CardFactoryUtil#abilityRevealHiddenAgenda (line 202) fixes that part of the problem, but there's still no way to reveal the card (clicking on it does nothing), and so far I can't figure out why exactly it's not playable. :/

EDIT 2: Fixed the crash and revealing the hidden agenda. The mode is still not very playable though, the AI doesn't put any of its conspiracies in the conspiracy section of the deck.

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Re: Forge Release 07/22/2017 ver 1.6.1

Postby Agetian » 17 Aug 2017, 16:36

Ok, I went ahead and patched things up as much as I could, Conspiracy should now be pretty much playable, although it's a little rough around the edges (not all Conspiracy cards are supported, choosing cards in the beginning of the game is somewhat awkward, the AI could use some improvement). Still, CNS and CN2 drafting in Booster Draft mode will be enabled for testing in the upcoming release (and has been enabled in trunk effective as of r35100).

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Re: Forge Release 07/22/2017 ver 1.6.1

Postby MaxMtg » 17 Aug 2017, 16:59

Agetian wrote:Ok, I went ahead and patched things up as much as I could, Conspiracy should now be pretty much playable, although it's a little rough around the edges (not all Conspiracy cards are supported, choosing cards in the beginning of the game is somewhat awkward, the AI could use some improvement). Still, CNS and CN2 drafting in Booster Draft mode will be enabled for testing in the upcoming release (and has been enabled in trunk effective as of r35100).

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That's great!
Also the conspiracy sets are the ones with the highest amount of unimplemented cards , mostly because of the draft functionalities I would assume?
I have seen you have implemented all schemes but one from Archenemy Bolas , which also was one of the sets with a high amount of unimplemented cards/schemes
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Re: Forge Release 07/22/2017 ver 1.6.1

Postby Agetian » 17 Aug 2017, 17:04

Yeah, I think for Conspiracy (especially the second one - Take the Crown), the "draft matters" cards are not yet implemented, which say "draft this card face up" or something to that effect, and which allow you to do something else instead of drafting that card. Kinda tricky to implement, but would be cool :) I think they are the biggest chunk of the unimplemented conspiracies.

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Re: Forge Release 07/22/2017 ver 1.6.1

Postby MaxMtg » 17 Aug 2017, 19:24

Agetian wrote:Yeah, I think for Conspiracy (especially the second one - Take the Crown), the "draft matters" cards are not yet implemented, which say "draft this card face up" or something to that effect, and which allow you to do something else instead of drafting that card. Kinda tricky to implement, but would be cool :) I think they are the biggest chunk of the unimplemented conspiracies.

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Yes , that would require some changes in the draft code as well , or not?
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Re: Forge Release 07/22/2017 ver 1.6.1

Postby Agetian » 17 Aug 2017, 20:21

Yep, most surely - there is currently no way to draft face up or to take a different action rather than drafting a certain card.

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