Forge Beta: 09-24-2012 ver 1.2.14
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Forge Beta: 09-24-2012 ver 1.2.14
by Chris H. » 24 Sep 2012, 11:34
Forge Beta: 09-24-2012 ver 1.2.14
(Quest icons used created by Teekatas, from his Legendora set http://raindropmemory.deviantart.com)
11188 cards in total.
Multiple keyboard shortcut support added for CTRL and SHIFT keys. Shortcuts using ALT will not work and won't be supported. Keyboard shortcut system should be complete.
The Forge sealed deck mode has undergone significant changes. You can find these in the 1.2.14 beta and later versions. Instead of a single sealed deck match, you can now choose a 1-5 round gauntlet-style tournament where you will face increasingly difficult (probably) opponent decks. You can also choose to use starter packs instead of boosters in the block mode, choose to use 3-12 boosters instead of the default 6 in the full cardpool and custom (cube) modes, and so on.
Perhaps the most notable changes to the sealed deck mode are related to "fantasy blocks" and the greatly increased flexibility you have when you are building your own blocks.
After taking a well needed break our UI dev has fixed and tweaked a few UI issues that people noticed and reported in the past. The long-standing Map/Zeppelin bug should be OK now. Just one problem, when the Zeppelin is launched, the panel doesn't refresh automatically. This is probably related to the problem where the images don't draw "the first time around". Anyway, the back-end works as it should.
All modern legal sets are now at least 85% complete.
We recieved several reports of a bug which caused a crash report with the following content "java.lang.NumberFormatException: For input string: "X"". This should now be fixed.
--
On several occasions people have noticed that the forge deck editor and/or quest mode card shop would not open or display. We have also received reports that some of the tabs/panels in the deck editor are missing. Try deleting the file named "editor_preferred.xml" which is found in the "res/layouts" folder. This should force forge to then use the "editor_default.xml" file instead.
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 eachother. This work is not yet finished. As a result there is currently some inconsistencies with "Enters the battlefield with counters" (Not incredibly noticeable).
It seems like the front face of double faced cards aren't triggering properly, but the back face and single faced cards are.
A recent contribution to the code base should fix some of the bugs that people noticed with cloning type abilities. At this time there are two remaining issues that we hope will be addressed in the near future.
1. Leave play triggers don't work correct for clones.
2. Copies of cards that setup Zone Change triggers via addComesIntoPlayCommand and addLeavesPlayCommand will not function correctly.
The work on the new UI is now finished. We should not expect major changes or major additions to the UI. Future betas may include a few minor bug fixes to the UI. And we may also include a few minor tweaks.
We are now using a different system for our snapshot and beta releases. Unfortunately, this new system builds a jar file which does not accurately display the SVN revision number.
Forge may not be fully java 7 compatible at this time. We recommend that people downgrade to java 6.
--
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.
Many people helped with this version. A special thank you goes out to them. (Attempted to list names alphabetically):
ArsenalNut
Doublestrike
Hellfish
Marc
Max
Nordos
RumbleBBU
Slapshot5
Sloth
Sol
Torridus
ZzzzSleep
Chris H
Added the following cards to the Return to Ravnica branch (These cards are not yet available in this shapshot/beta build):
Added the following cards:
The links to the various archives:
(Quest icons used created by Teekatas, from his Legendora set http://raindropmemory.deviantart.com)
11188 cards in total.
Multiple keyboard shortcut support added for CTRL and SHIFT keys. Shortcuts using ALT will not work and won't be supported. Keyboard shortcut system should be complete.
The Forge sealed deck mode has undergone significant changes. You can find these in the 1.2.14 beta and later versions. Instead of a single sealed deck match, you can now choose a 1-5 round gauntlet-style tournament where you will face increasingly difficult (probably) opponent decks. You can also choose to use starter packs instead of boosters in the block mode, choose to use 3-12 boosters instead of the default 6 in the full cardpool and custom (cube) modes, and so on.
Perhaps the most notable changes to the sealed deck mode are related to "fantasy blocks" and the greatly increased flexibility you have when you are building your own blocks.
After taking a well needed break our UI dev has fixed and tweaked a few UI issues that people noticed and reported in the past. The long-standing Map/Zeppelin bug should be OK now. Just one problem, when the Zeppelin is launched, the panel doesn't refresh automatically. This is probably related to the problem where the images don't draw "the first time around". Anyway, the back-end works as it should.
All modern legal sets are now at least 85% complete.
We recieved several reports of a bug which caused a crash report with the following content "java.lang.NumberFormatException: For input string: "X"". This should now be fixed.
--
On several occasions people have noticed that the forge deck editor and/or quest mode card shop would not open or display. We have also received reports that some of the tabs/panels in the deck editor are missing. Try deleting the file named "editor_preferred.xml" which is found in the "res/layouts" folder. This should force forge to then use the "editor_default.xml" file instead.
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 eachother. This work is not yet finished. As a result there is currently some inconsistencies with "Enters the battlefield with counters" (Not incredibly noticeable).
It seems like the front face of double faced cards aren't triggering properly, but the back face and single faced cards are.
A recent contribution to the code base should fix some of the bugs that people noticed with cloning type abilities. At this time there are two remaining issues that we hope will be addressed in the near future.
1. Leave play triggers don't work correct for clones.
2. Copies of cards that setup Zone Change triggers via addComesIntoPlayCommand and addLeavesPlayCommand will not function correctly.
The work on the new UI is now finished. We should not expect major changes or major additions to the UI. Future betas may include a few minor bug fixes to the UI. And we may also include a few minor tweaks.
We are now using a different system for our snapshot and beta releases. Unfortunately, this new system builds a jar file which does not accurately display the SVN revision number.
Forge may not be fully java 7 compatible at this time. We recommend that people downgrade to java 6.
--
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.
Many people helped with this version. A special thank you goes out to them. (Attempted to list names alphabetically):
ArsenalNut
Doublestrike
Hellfish
Marc
Max
Nordos
RumbleBBU
Slapshot5
Sloth
Sol
Torridus
ZzzzSleep
Chris H
Added the following cards to the Return to Ravnica branch (These cards are not yet available in this shapshot/beta build):
- RETURN TO RAVNICA BRANCH NEW CARDS | Open
- Abrupt Decay
Aerial Predation
Annihilating Fire
Archon of the Triumvirate
Archweaver
Armada Wurm
Armory Guard
Assassin's Strike
Auger Spree
Axebane Stag
Azorius Guildgate
Azorius Justiciar
Batterhorn
Bellows Lizard
Brushstrider
Catacomb Slug
Centaur Healer
Chromatic Lantern
Civic Saber
Cobblebrute
Collective Blessing
Crosstown Courier
Cyclonic Rift
Daggerdrome Imp
Dark Revenant
Dead Reveler
Deadbridge Goliath
Dramatic Rescue
Dreadbore
Dreg Mangler
Drudge Beetle
Dryad Militant
Ethereal Armor
Explosive Impact
Eyes in the Skies
Faerie Imposter
Fall of the Gavel
Fencing Ace
Gobbling Ooze
Goblin Electromancer
Goblin Rally
Golgari Charm
Golgari Decoy
Golgari Guildgate
Grim Roustabout
Grisly Salvage
Grove of the Guardian
Guttersnipe
Hypersonic Dragon
Isperia, Supreme Judge
Izzet Charm
Izzet Guildgate
Jace, Architect of Thought
Jarad, Golgari Lich Lord
Judge's Familiar
Keening Apparition
Launch Party
Lotleth Troll
Loxodon Smiter
Martial Law
Mercurial Chemister
Minotaur Aggressor
Mizzium Mortars
Necropolis Regent
Niv-Mizzet, Dracogenius
Ogre Jailbreaker
Palisade Giant
Perilous Shadow
Phantom General
Precinct Captain
Psychic Spiral
Pyroconvergence
Rakdos Guildgate
Rakdos Ragemutt
Rakdos Shred-Freak
Rakdos's Return
Rakdos, Lord of Riots
Rest in Peace
Risen Sanctuary
Rites of Reaping
Runewing
Savage Surge
Search the City
Selesnya Guildgate
Sewer Shambler
Skull Rend
Skyline Predator
Slime Molding
Slitherhead
Sluiceway Scorpion
Slum Reaper
Soulsworn Spirit
Sphinx's Revelation
Stab Wound
Stealer of Secrets
Sunspire Griffin
Supreme Verdict
Tenement Crasher
Thoughtflare
Transguild Promenade
Treasured Find
Trestle Troll
Trostani, Selesnya's Voice
Ultimate Price
Utvara Hellkite
Vitu-Ghazi Guildmage
Voidwielder
Vraska the Unseen
Wayfaring Temple
Worldspine Wurm
Added the following cards:
- NEW CARD LIST | Open
- Arctic Merfolk
Two-Headed Giant of Foriys
Verdeloth the Ancient
Mirror Sheen
Dawnglow Infusion
Firespout
Invert the Skies
Unnerving Assault
Moonhold
Cankerous Thirst
Nivix, Aerie of the Firemind
Sunscape Battlemage
Foriysian Brigade
Wall of Glare
Palace Guard
Foriysian Interceptor
Selesnya Sagittars
Ironfist Crusher
Valor Made Real
Blood Tribute
Echo Circlet
Vanguard's Shield
Two-Headed Dragon
Cenn's Tactician
High Ground
Entangler
Thoughtweft Trio
Roar of Jukai
Double Negative
Repel Intruders
River's Grasp
Torrent of Souls
Revenant Patriarch
Ana Battlemage
Nightscape Battlemage
Thornscape Battlemage
Bog Down
Anavolver
Cetavolver
Degavolver
Hisoka, Minamo Sensei
Cytoplast Root-Kin
Gigantiform
Hunting Wilds
Kangee, Aerie Keeper
Molten Disaster
Prohibit
Prison Barricade
Primal Growth
Stormscape Battlemage
Thunderscape Battlemage
Necravolver
Rakavolver
Avatar of Hope
Anurid Swarmsnapper
Foriysian Totem
Luminous Guardian
Mounted Archers
Victimize
Aven Warhawk
Canopy Crawler
Daru Stinger
Embalmed Brawler
Feral Throwback
Ghastly Remains
Glowering Rogon
Kilnmouth Dragon
Zombie Brute
Martyr of Frost
Hollow Specter
Mammoth Harness
Prophecy
Aeon Chronicler
Armor of Thorns
Strongarm Tactics
The links to the various archives:
The Forge 09/24/2012 archive (requires java 6):
forge-1.2.14.tar.bz2 (43.8 MB, at cardforge.org)
Forge 09/24/2012 BETA packaged as a Mac OS application:
forge-1.2.14-osx.tar.bz2 (45 MB, at cardforge.org)
-
Chris H. - Forge Moderator
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Re: Forge Beta: 09-24-2012 ver 1.2.14
by swordshine » 24 Sep 2012, 13:02
Lots of lands are missing in the deck editor by the search engine.
Last edited by swordshine on 24 Sep 2012, 14:57, edited 1 time in total.
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Re: Forge Beta: 09-24-2012 ver 1.2.14
by victorvndoom » 24 Sep 2012, 14:17
how can i add lands in a constructed deck when you cant find any land in the editor
when comes java 7 on the todo list ?
I keep asking it because my computer keep asking to update it and then i cant load the forge editor
when comes java 7 on the todo list ?
I keep asking it because my computer keep asking to update it and then i cant load the forge editor
Last edited by victorvndoom on 24 Sep 2012, 14:19, edited 1 time in total.
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
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Re: Forge Beta: 09-24-2012 ver 1.2.14
by skibulk » 24 Sep 2012, 14:19
Magic Album catalogs 12,680 *unique* card titles. By that number forge has rules support for 88% of all cards ever printed. Is that accurate?
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Re: Forge Beta: 09-24-2012 ver 1.2.14
by victorvndoom » 24 Sep 2012, 14:21
not all cards can be implemented in the forge engine, dont know it still remains the same , it is the same technology that doesnt make java 7 possible in forge i think
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
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Re: Forge Beta: 09-24-2012 ver 1.2.14
by saturnine » 24 Sep 2012, 14:37
It appears that the search function in the Deck Editor is broken. Searching by Type is now impossible, and searching by Title gets you the card you want maybe 50% of the time? I have no idea how it's working anymore.
Re: Forge Beta: 09-24-2012 ver 1.2.14
by friarsol » 24 Sep 2012, 14:44
I believe there are over 13k unique cards, and yes we have over 11.1k of them. We only have 3 or 4 sets that are less than 80%. I can post the Set Info breakdown later tonight (Unless someone beats me to it)skibulk wrote:Magic Album catalogs 12,680 *unique* card titles. By that number forge has rules support for 88% of all cards ever printed. Is that accurate?
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Re: Forge Beta: 09-24-2012 ver 1.2.14
by skibulk » 24 Sep 2012, 15:34
I'd like to see the breakdown if its easy to generate! Thanks.friarsol wrote:I can post the Set Info breakdown later tonight (Unless someone beats me to it)
Are cards missing because they have yet to be manually added or because they cannot be added as a result of incompatibilities?
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Re: Forge Beta: 09-24-2012 ver 1.2.14
by Bundy » 24 Sep 2012, 15:47
With the effect of Enduring Ideal in play i get this error at my next upkeep:
- Code: Select all
This is a Crash Report. An error has occurred. Please save this message to a file.
Please follow the instructions at this address to submit this Crash Report, plus what you were doing at the time:
http://tinyurl.com/3zzrnyb
Reporting bugs in Forge is very important. We thank you for your time.
null
Version:
Forge version 1.2.14-r17052
OS: Windows 7 Version: 6.1 Architecture: x86
Java Version: 1.7.0_07 Vendor: Oracle Corporation
Detailed error trace:
java.lang.NullPointerException
at forge.card.cardfactory.CardFactory.copySpellontoStack(CardFactory.java:165)
at forge.card.abilityfactory.AbilityFactoryCopy.copySpellResolve(AbilityFactoryCopy.java:846)
at forge.card.abilityfactory.AbilityFactoryCopy.access$600(AbilityFactoryCopy.java:58)
at forge.card.abilityfactory.AbilityFactoryCopy$1AbilityCopySpell.resolve(AbilityFactoryCopy.java:561)
at forge.card.abilityfactory.AbilityFactory.resolve(AbilityFactory.java:2849)
at forge.card.spellability.SpellAbilityRequirements.finishPaying(SpellAbilityRequirements.java:190)
at forge.card.cost.CostPayment.payCost(CostPayment.java:227)
at forge.card.cost.CostPayment.paidCost(CostPayment.java:190)
at forge.card.cost.CostMana.payHuman(CostMana.java:236)
at forge.card.cost.CostPayment.payCost(CostPayment.java:221)
at forge.card.spellability.SpellAbilityRequirements.startPaying(SpellAbilityRequirements.java:179)
at forge.card.spellability.SpellAbilityRequirements.needPayment(SpellAbilityRequirements.java:165)
at forge.card.spellability.SpellAbilityRequirements.fillRequirements(SpellAbilityRequirements.java:132)
at forge.GameAction.playSpellAbilityNoStack(GameAction.java:2034)
at forge.card.trigger.TriggerHandler$2.resolve(TriggerHandler.java:989)
at forge.card.abilityfactory.AbilityFactory.resolve(AbilityFactory.java:2849)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:889)
at forge.game.phase.PhaseHandler.passPriority(PhaseHandler.java:883)
at forge.game.player.ComputerAIGeneral.playSpellAbilities(ComputerAIGeneral.java:375)
at forge.control.input.InputControl.updateInput(InputControl.java:260)
at forge.gui.GuiInput.update(GuiInput.java:58)
at java.util.Observable.notifyObservers(Unknown Source)
at java.util.Observable.notifyObservers(Unknown Source)
at forge.util.MyObservable.updateObservers(MyObservable.java:41)
at forge.control.input.InputControl.resetInput(InputControl.java:146)
at forge.game.phase.PhaseHandler.passPriority(PhaseHandler.java:872)
at forge.control.input.InputPassPriority.selectButtonOK(InputPassPriority.java:76)
at forge.gui.GuiInput.selectButtonOK(GuiInput.java:92)
at forge.gui.match.controllers.CMessage$2.actionPerformed(CMessage.java:52)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$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.AbstractButton.doClick(Unknown Source)
at forge.gui.toolbox.FButton$1.keyPressed(FButton.java:89)
at java.awt.Component.processKeyEvent(Unknown Source)
at javax.swing.JComponent.processKeyEvent(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.KeyboardFocusManager.redispatchEvent(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.dispatchKeyEvent(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.preDispatchKeyEvent(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.typeAheadAssertions(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.dispatchEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(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: 09-24-2012 ver 1.2.14
by saturnine » 24 Sep 2012, 15:56
Not entirely sure how it works, but cards that redirect the targets of spells like Misdirection, Deflection, Swerve, and Spellskite haven't been implemented because the devs haven't figured out a way to code it AFAIK. The same should apply to all those cards that remain unimplemented, with a good example being Sorin Markov and Karn Liberated, whose ults seem to be impossible to implement (would love to have those planeswalkers though).skibulk wrote:I'd like to see the breakdown if its easy to generate! Thanks.friarsol wrote:I can post the Set Info breakdown later tonight (Unless someone beats me to it)
Are cards missing because they have yet to be manually added or because they cannot be added as a result of incompatibilities?
Re: Forge Beta: 09-24-2012 ver 1.2.14
by friarsol » 24 Sep 2012, 16:38
At this point in time, all cards added to Forge are scripted. I'm sure there are cards that exist that could be scripted right now, but there aren't too many of those. Most of the ones that are remaining just require additional coding to support keywords, or abilities.skibulk wrote:Are cards missing because they have yet to be manually added or because they cannot be added as a result of incompatibilities?
We currently don't support Banding and the "prevent next source of your choice" that you see on Circles of Protection, which is like 100 cards between them. Basically any effect that's fairly unique hasn't been scripted because the effort to get that one card may not be worth it to the few people donating their time to the project (such as Equinox or Ice Cauldron)
We do have a wiki with some instructions on how to script cards (It's a bit out of date, but still has a ton of info), but really the best way to script cards is find an existing cards that is similar to the one you want to script. Try to figure out what it's doing, test it (a lot) and ask questions on the Developer's Forum in the Card Development Questions thread.
Edit: Fixing Horrendous English, and repeated phrasing.
Last edited by friarsol on 24 Sep 2012, 20:01, edited 1 time in total.
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Re: Forge Beta: 09-24-2012 ver 1.2.14
by Sloth » 24 Sep 2012, 19:52
I can confirm this. There is something wrong with these two filters. It looks like the string is converted to lower case, but is compared case sensitive.saturnine wrote:It appears that the search function in the Deck Editor is broken. Searching by Type is now impossible, and searching by Title gets you the card you want maybe 50% of the time? I have no idea how it's working anymore.
EDIT: Fixed! Thanks saturnine.
Fixed! Thanks Bundy.Bundy wrote:With the effect of Enduring Ideal in play i get this error at my next upkeep:
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Re: Forge Beta: 09-24-2012 ver 1.2.14
by friarsol » 24 Sep 2012, 23:25
- Set Breakdown | Open
- Set: Implemented (Missing) / Total = Percentage Implemented
Dark Ascension: 158 (0) / 158 = 100.0%
From the Vault: Dragons: 15 (0) / 15 = 100.0%
Starter 2000: 52 (0) / 52 = 100.0%
Duel Decks: Elspeth vs. Tezzeret: 73 (0) / 73 = 100.0%
Duel Decks: Garruk vs. Liliana: 57 (0) / 57 = 100.0%
From the Vault: Relics: 15 (0) / 15 = 100.0%
From the Vault: Legends: 15 (0) / 15 = 100.0%
Innistrad: 253 (1) / 254 = 99.61%
Mirrodin Besieged: 149 (1) / 150 = 99.33%
Magic 2013: 232 (2) / 234 = 99.15%
Starter 1999: 156 (2) / 158 = 98.73%
Conflux: 143 (2) / 145 = 98.62%
Duel Decks: Divine vs. Demonic: 55 (1) / 56 = 98.21%
Battle Royale Box Set: 103 (2) / 105 = 98.1%
Portal: 196 (4) / 200 = 98.0%
Alara Reborn: 142 (3) / 145 = 97.93%
Avacyn Restored: 229 (5) / 234 = 97.86%
Portal Three Kingdoms: 166 (4) / 170 = 97.65%
Premium Deck Series: Slivers: 40 (1) / 41 = 97.56%
Magic 2011: 228 (6) / 234 = 97.44%
Portal Second Age: 151 (4) / 155 = 97.42%
Tenth Edition: 358 (10) / 368 = 97.28%
Duel Decks: Venser vs. Koth: 68 (2) / 70 = 97.14%
Duel Decks: Phyrexia vs. the Coalition: 65 (2) / 67 = 97.01%
Shards of Alara: 227 (7) / 234 = 97.01%
Scars of Mirrodin: 227 (7) / 234 = 97.01%
Magic 2010: 226 (8) / 234 = 96.58%
Magic 2012: 226 (8) / 234 = 96.58%
Beatdown Box Set: 79 (3) / 82 = 96.34%
Duel Decks: Ajani vs. Nicol Bolas: 74 (3) / 77 = 96.1%
Legions: 139 (6) / 145 = 95.86%
Duel Decks: Knights vs. Dragons: 69 (3) / 72 = 95.83%
Urza's Legacy: 137 (6) / 143 = 95.8%
Rise of the Eldrazi: 223 (10) / 233 = 95.71%
Ninth Edition: 329 (15) / 344 = 95.64%
Seventh Edition: 320 (15) / 335 = 95.52%
Eighth Edition: 326 (16) / 342 = 95.32%
New Phyrexia: 162 (8) / 170 = 95.29%
Zendikar: 223 (12) / 235 = 94.89%
Worldwake: 137 (8) / 145 = 94.48%
Urza's Destiny: 135 (8) / 143 = 94.41%
Premium Deck Series: Fire and Lightning: 29 (2) / 31 = 93.55%
Classic Sixth Edition: 313 (22) / 335 = 93.43%
From the Vault: Exiled: 14 (1) / 15 = 93.33%
Fifth Dawn: 154 (11) / 165 = 93.33%
Eventide: 167 (13) / 180 = 92.78%
Premium Deck Series: Graveborn: 25 (2) / 27 = 92.59%
Urza's Saga: 310 (25) / 335 = 92.54%
Torment: 132 (11) / 143 = 92.31%
Tempest: 308 (27) / 335 = 91.94%
Magic: The Gathering-Commander: 277 (26) / 303 = 91.42%
Lorwyn: 261 (25) / 286 = 91.26%
Duel Decks: Jace vs. Chandra: 51 (5) / 56 = 91.07%
Guildpact: 150 (15) / 165 = 90.91%
Stronghold: 130 (13) / 143 = 90.91%
Saviors of Kamigawa: 150 (15) / 165 = 90.91%
Morningtide: 136 (14) / 150 = 90.67%
Future Sight: 163 (17) / 180 = 90.56%
Planeshift: 129 (14) / 143 = 90.21%
Time Spiral: 258 (28) / 286 = 90.21%
Fifth Edition: 390 (44) / 434 = 89.86%
Masters Edition: 166 (19) / 185 = 89.73%
Exodus: 128 (15) / 143 = 89.51%
Mirrodin: 260 (31) / 291 = 89.35%
Onslaught: 299 (36) / 335 = 89.25%
Weatherlight: 149 (18) / 167 = 89.22%
Ravnica: City of Guilds: 259 (32) / 291 = 89.0%
Nemesis: 127 (16) / 143 = 88.81%
Mercadian Masques: 297 (38) / 335 = 88.66%
Fourth Edition: 326 (42) / 368 = 88.59%
Revised Edition: 262 (34) / 296 = 88.51%
Time Spiral "Timeshifted": 107 (14) / 121 = 88.43%
Antiquities: 75 (10) / 85 = 88.24%
Scourge: 126 (17) / 143 = 88.11%
Champions of Kamigawa: 256 (35) / 291 = 87.97%
Darksteel: 145 (20) / 165 = 87.88%
Limited Edition Alpha: 252 (38) / 290 = 86.9%
Odyssey: 291 (44) / 335 = 86.87%
Shadowmoor: 248 (38) / 286 = 86.71%
Apocalypse: 124 (19) / 143 = 86.71%
Unlimited Edition: 253 (39) / 292 = 86.64%
Limited Edition Beta: 253 (39) / 292 = 86.64%
Coldsnap: 134 (21) / 155 = 86.45%
Planar Chaos: 142 (23) / 165 = 86.06%
Invasion: 288 (47) / 335 = 85.97%
Betrayers of Kamigawa: 141 (24) / 165 = 85.45%
Homelands: 98 (17) / 115 = 85.22%
Promo set for Gatherer: 23 (4) / 27 = 85.19%
Dissension: 153 (27) / 180 = 85.0%
Judgment: 120 (23) / 143 = 83.92%
Fallen Empires: 85 (17) / 102 = 83.33%
Arabian Nights: 65 (13) / 78 = 83.33%
Prophecy: 119 (24) / 143 = 83.22%
Chronicles: 96 (20) / 116 = 82.76%
Mirage: 274 (61) / 335 = 81.79%
Legends: 253 (57) / 310 = 81.61%
Alliances: 116 (28) / 144 = 80.56%
The Dark: 95 (24) / 119 = 79.83%
Visions: 132 (35) / 167 = 79.04%
Ice Age: 294 (78) / 372 = 79.03%
Planechase 2012 Edition: 132 (45) / 177 = 74.58%
The only thing that is incorrect in this breakdown is counting Helm of Obedience (which I'm working on) but it's not actually in the latest release.
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- friarsol
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Re: Forge Beta: 09-24-2012 ver 1.2.14
by Doublestrike » 25 Sep 2012, 00:06
Small edit here, actually Map/Zep should be working 100%, and images should be updating just fine.Chris H. wrote:The long-standing Map/Zeppelin bug should be OK now. Just one problem, when the Zeppelin is launched, the panel doesn't refresh automatically. This is probably related to the problem where the images don't draw "the first time around".

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Doublestrike - UI Programmer
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Re: Forge Beta: 09-24-2012 ver 1.2.14
by Zirbert » 25 Sep 2012, 01:45
1.2.14 (and also tested in 1.2.13, for that matter) -
I can't cast Gravepurge, Cruel Revival, or Gaea's Blessing (targetting myself) if there are no creature cards in my graveyard. I should be able to, since zero satisfies the targetting conditions of "any number" or "up to X". I suspect the same issue will exist with other "up to X targets" cards, but those are the only three I've tested so far.
I can't cast Gravepurge, Cruel Revival, or Gaea's Blessing (targetting myself) if there are no creature cards in my graveyard. I should be able to, since zero satisfies the targetting conditions of "any number" or "up to X". I suspect the same issue will exist with other "up to X targets" cards, but those are the only three I've tested so far.
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