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Re: Forge Beta: 11-16-2012 ver 1.3.1

PostPosted: 20 Nov 2012, 04:11
by moomarc
mahan21 wrote:
Metalworker has been fixed along with Deathrite Shaman. Steel Hellkite is now fixed. Thanks mahan21.
Thanks. That will be in the next update right?
That's right. If a bug is reported as fixed in this thread, the fixed version will only appear in the next beta (or the following day's snapshot build if you can't wait the few weeks between betas).

Re: Forge Beta: 11-16-2012 ver 1.3.1

PostPosted: 20 Nov 2012, 07:29
by Andy9973
Groffskithur

Thanks for another new release of Forge. Looks very good. Special thanks for adding Consume Spirit / Drain Life and Jade Monolith.

This is an error I got with the new version.

I countered AI's Groffskithur with Mana Drain. On my turn when Mana Drain 's ability resolved I got the following error.

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 1.3.1-r18201

OS: Windows 7 Version: 6.1 Architecture: amd64

Java Version: 1.7.0_06 Vendor: Oracle Corporation

Detailed error trace:
java.lang.NullPointerException
   at forge.card.abilityfactory.effects.ManaEffect.resolve(ManaEffect.java:60)
   at forge.card.abilityfactory.CommonDrawback.resolve(CommonDrawback.java:65)
   at forge.card.abilityfactory.AbilityFactory.passUnlessCost(AbilityFactory.java:1585)
   at forge.card.abilityfactory.AbilityFactory.resolve(AbilityFactory.java:1715)
   at forge.GameAction.playSpellAbilityNoStack(GameAction.java:2094)
   at forge.card.trigger.WrappedAbility.resolve(WrappedAbility.java:514)
   at forge.card.abilityfactory.AbilityFactory.resolve(AbilityFactory.java:1712)
   at forge.game.zone.MagicStack.resolveStack(MagicStack.java:909)
   at forge.game.phase.PhaseHandler.passPriority(PhaseHandler.java:718)
   at forge.game.player.ComputerAIGeneral.playSpellAbilities(ComputerAIGeneral.java:374)
   at forge.control.input.InputControl.getActualInput(InputControl.java:251)
   at forge.gui.GuiInput.update(GuiInput.java:50)
   at java.util.Observable.notifyObservers(Unknown Source)
   at java.util.Observable.notifyObservers(Unknown Source)
   at forge.util.MyObservable.updateObservers(MyObservable.java:38)
   at forge.control.input.InputControl.resetInput(InputControl.java:140)
   at forge.control.input.InputControl.resetInput(InputControl.java:136)
   at forge.game.phase.PhaseHandler.passPriority(PhaseHandler.java:723)
   at forge.control.input.InputPassPriority.selectButtonOK(InputPassPriority.java:74)
   at forge.gui.GuiInput.selectButtonOK(GuiInput.java:80)
   at forge.gui.match.controllers.CMessage$2.actionPerformed(CMessage.java:51)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
   at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
   at java.awt.AWTEventMulticaster.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$000(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)

Re: Forge Beta: 11-16-2012 ver 1.3.1

PostPosted: 20 Nov 2012, 10:39
by Alico
This may have been in earlier versions, but I did not notice it. How exactly do you 'buy' set unlocks when playing with that option enabled? I can't find an option for it anywhere! Or is it unlocked automatically with a certain number of wins, like the price cap removal?

Re: Forge Beta: 11-16-2012 ver 1.3.1

PostPosted: 20 Nov 2012, 10:56
by moomarc
Alico wrote:This may have been in earlier versions, but I did not notice it. How exactly do you 'buy' set unlocks when playing with that option enabled? I can't find an option for it anywhere! Or is it unlocked automatically with a certain number of wins, like the price cap removal?
In this bet, If I remember correctly, you get the option to unlock a set every 50 wins, at which point you need to have enough money saved up to buy the unlock otherwise you have to wait for the next 50 wins.

In the current dev version, and future beta, the unlock process is a bit easier and more flexible (although still pricey). Hopefully one of the devs that quest more frequently than myself can clarify for you.

Re: Forge Beta: 11-16-2012 ver 1.3.1

PostPosted: 20 Nov 2012, 11:05
by Alico
moomarc wrote:
Alico wrote:This may have been in earlier versions, but I did not notice it. How exactly do you 'buy' set unlocks when playing with that option enabled? I can't find an option for it anywhere! Or is it unlocked automatically with a certain number of wins, like the price cap removal?
In this bet, If I remember correctly, you get the option to unlock a set every 50 wins, at which point you need to have enough money saved up to buy the unlock otherwise you have to wait for the next 50 wins.

In the current dev version, and future beta, the unlock process is a bit easier and more flexible (although still pricey). Hopefully one of the devs that quest more frequently than myself can clarify for you.
50 wins is quite a lot, especially if you start in standard. In the future, will there be a way to perhaps keep the opponents deck in the format you are playing as well? That way you won't be facing Legacy Decks when using nothing but standard cards, or the like. Otherwise, is there a way to change that number somewhere, like a preference file?

Re: Forge Beta: 11-16-2012 ver 1.3.1

PostPosted: 20 Nov 2012, 13:31
by moomarc
Alico wrote:
moomarc wrote:
Alico wrote:This may have been in earlier versions, but I did not notice it. How exactly do you 'buy' set unlocks when playing with that option enabled? I can't find an option for it anywhere! Or is it unlocked automatically with a certain number of wins, like the price cap removal?
In this bet, If I remember correctly, you get the option to unlock a set every 50 wins, at which point you need to have enough money saved up to buy the unlock otherwise you have to wait for the next 50 wins.

In the current dev version, and future beta, the unlock process is a bit easier and more flexible (although still pricey). Hopefully one of the devs that quest more frequently than myself can clarify for you.
50 wins is quite a lot, especially if you start in standard. In the future, will there be a way to perhaps keep the opponents deck in the format you are playing as well? That way you won't be facing Legacy Decks when using nothing but standard cards, or the like. Otherwise, is there a way to change that number somewhere, like a preference file?
Rumble is slowly expanding the format and hopes to have 'quest worlds' where everything will be limited by your sefined formats. There is still quite a lot of work before that's all set up though and he had some setbacks because of some massive code base overhauls that kept interfering with his work.

Re: Forge Beta: 11-16-2012 ver 1.3.1

PostPosted: 20 Nov 2012, 15:32
by gos
The AI cast Exotic Curse on my Hearth Kami, but it doesn't seem to have any effect. He has both Swamps (3) and Islands (1) in play, along with a Bad Moon. My Kami remains 2/1.

Re: Forge Beta: 11-16-2012 ver 1.3.1

PostPosted: 20 Nov 2012, 15:51
by gos
The AI controlled Ward of Bones, Obelisk of Esper and Cauldron of Souls (3 artifacts). I could still cast my 4th artifact, Talisman of Indulgence (I already controlled another Talisman of Indulgence and 2 Chromatic Sphere s).

Re: Forge Beta: 11-16-2012 ver 1.3.1

PostPosted: 20 Nov 2012, 16:12
by friarsol
gos wrote:The AI controlled Ward of Bones, Obelisk of Esper and Cauldron of Souls (3 artifacts). I could still cast my 4th artifact, Talisman of Indulgence (I already controlled another Talisman of Indulgence and 2 Chromatic Sphere s).
I think you might be reading this wrong. You can cast something if you currently have the same amount.

Re: Forge Beta: 11-16-2012 ver 1.3.1

PostPosted: 20 Nov 2012, 22:03
by gos
friarsol wrote:
gos wrote:The AI controlled Ward of Bones, Obelisk of Esper and Cauldron of Souls (3 artifacts). I could still cast my 4th artifact, Talisman of Indulgence (I already controlled another Talisman of Indulgence and 2 Chromatic Sphere s).
I think you might be reading this wrong. You can cast something if you currently have the same amount.
Oops, sorry!

Re: Forge Beta: 11-16-2012 ver 1.3.1

PostPosted: 20 Nov 2012, 22:04
by gos
I sacrificed a 1/100 Cleric with Starlit Sanctum 's white ability. I only gained 1 life.

Re: Forge Beta: 11-16-2012 ver 1.3.1

PostPosted: 20 Nov 2012, 23:25
by Sloth
gos wrote:The AI cast Exotic Curse on my Hearth Kami, but it doesn't seem to have any effect. He has both Swamps (3) and Islands (1) in play, along with a Bad Moon. My Kami remains 2/1.
gos wrote:I sacrificed a 1/100 Cleric with Starlit Sanctum 's white ability. I only gained 1 life.
Both fixed! Thanks gos.

Re: Forge Beta: 11-16-2012 ver 1.3.1

PostPosted: 21 Nov 2012, 06:18
by Fallen
 Collective Restraint doesn't work at all. Tested with basic lands, shocklands and dual lands.

Re: Forge Beta: 11-16-2012 ver 1.3.1

PostPosted: 21 Nov 2012, 07:19
by moomarc
Fallen wrote: Collective Restraint doesn't work at all. Tested with basic lands, shocklands and dual lands.
Appears to have been fixed already.

Re: Forge Beta: 11-16-2012 ver 1.3.1

PostPosted: 21 Nov 2012, 12:30
by cc-drake
When AI provokes one of my creatures with an enchanted Goblin Grappler, and I kill the Grappler in response, I'm not able to declare blockers. I guess the game forces me to block the dead Grappler.