Forge Beta: 05-31-2013 ver 1.4.0
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Forge Beta: 05-31-2013 ver 1.4.0
by Chris H. » 31 May 2013, 12:15
Forge Beta: 05-31-2013 ver 1.4.0
12755 cards in total.
Release Notes
- Java 7 -
The devs are discussing a plan to update the battlefield display code with Java FX 2.2 and this should help to improve a few things. Java FX 2.2 requires Java 7 so it is important for members of our user base to update in the near future as Forge at the time of the update will no longer run under Java 6.
- New M14 cards -
We have added a branch to our SVN for the new cards that are currently being scripted. These cards are not yet available in this build of forge. Please be patient and they will soon become available.
- Blank screen when starting a match -
This problem should be fixed. At least you'll see an exception/crash report describing why the match didn't start instead of a blank screen.
- Duplicate triggers problem solved -
This problem has now been fixed. (Mana Vortex required 2 lands, Emrakul gave 2 extra turns, Empty the Warrens creatures two Storm triggers instead of one.)
- Constructed mode AI vs AI matches -
Added support for AI vs AI matches. There is a checkbox which allows you to view the AI vs AI match. This is a work in progress and is not finished. While it appears to work OK there is still a need for a few UI changes. Please be patient. These AI vs AI matches will not be a good way to test out various deck types against one another as the AI does not understand card combos and the AI is still limited at this time.
- Constructed mode Human vs Human Hotseat matches -
Hotseat matches are now possible. This mode has some known bugs to fix. At this time both players must use the same computer. Human vs Human matches via the internet is planned and should become available sometime in the future. Please be patient.
- Using predetermined decks in quest mode Challenges -
Added the capability to play Challenges vs predetermined decks (along with a few other related options to disallow specific quest mode things). Added Sorin vs Tibalt, and Tibalt vs Sorin as examples of Challenges that force you to use a specific Deck. (They seemed to be the best duel deck compatibility for the AI).
- Targeting Overlay -
Targeting arrows will now be shown for equipments equipping permanents currently under opponent's control (for those rare cases when e.g. an equipped creature gets Switcheroo'd for something else).
New Cards
New Planes
New M14 branch Cards
Known Issues
Contributors to This Release
Agetian
Gos
Hellfish
Marc
Max
Nordos
RedDeckWins
Sagephoenix
Sloth
Sol
Swordshine
ZzzzSleep
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:
12755 cards in total.
Release Notes
- Java 7 -
The devs are discussing a plan to update the battlefield display code with Java FX 2.2 and this should help to improve a few things. Java FX 2.2 requires Java 7 so it is important for members of our user base to update in the near future as Forge at the time of the update will no longer run under Java 6.
- New M14 cards -
We have added a branch to our SVN for the new cards that are currently being scripted. These cards are not yet available in this build of forge. Please be patient and they will soon become available.
- Blank screen when starting a match -
This problem should be fixed. At least you'll see an exception/crash report describing why the match didn't start instead of a blank screen.
- Duplicate triggers problem solved -
This problem has now been fixed. (Mana Vortex required 2 lands, Emrakul gave 2 extra turns, Empty the Warrens creatures two Storm triggers instead of one.)
- Constructed mode AI vs AI matches -
Added support for AI vs AI matches. There is a checkbox which allows you to view the AI vs AI match. This is a work in progress and is not finished. While it appears to work OK there is still a need for a few UI changes. Please be patient. These AI vs AI matches will not be a good way to test out various deck types against one another as the AI does not understand card combos and the AI is still limited at this time.
- Constructed mode Human vs Human Hotseat matches -
Hotseat matches are now possible. This mode has some known bugs to fix. At this time both players must use the same computer. Human vs Human matches via the internet is planned and should become available sometime in the future. Please be patient.
- Using predetermined decks in quest mode Challenges -
Added the capability to play Challenges vs predetermined decks (along with a few other related options to disallow specific quest mode things). Added Sorin vs Tibalt, and Tibalt vs Sorin as examples of Challenges that force you to use a specific Deck. (They seemed to be the best duel deck compatibility for the AI).
- Targeting Overlay -
Targeting arrows will now be shown for equipments equipping permanents currently under opponent's control (for those rare cases when e.g. an equipped creature gets Switcheroo'd for something else).
New Cards
- CARDS LIST | Open
- Boros Battleshaper
Boseiju, Who Shelters All
Bronze Horse
Caged Sun
Chain of Plasma
Endless Whispers
Fate Transfer
Fathom Trawl
Forcefield
Gauntlet of Power
Gustha's Scepter
Ink-Treader Nephilim
Jinxed Choker
Manaforge Cinder
Mindslaver
Paradox Haze
Precursor Golem
Psychogenic Probe
Puca's Mischief
Radiate
Reborn Hero
Reins of Power
Sand Golem
Showstopper
Sorin Markov
Spawnbroker
Thoughtbound Primoc
Treacherous Vampire
Tunnel Vision
Weatherseed Totem
Wild Mammoth
New Planes
- PLANES LIST | Open
- Akoum
Grove of the Dreampods
Naya
Sanctum of Serra
New M14 branch Cards
- M14 BRANCH CARDS LIST | Open
- Advocate of the Beast
Ajani's Chosen
Archangel of Thune
Awaken the Ancient
Battle Sliver
Blur Sliver
Bonescythe Sliver
Charging Grffin
Dawnstrike Paladin
Devout Invocation
Enlarge
Glimpse the Future
Grim Return
Groundshaker Sliver
Guardian of the Ages
Hive Stirrings
Hunt the Weak
Jace's Mindseeker
Kalonian Tusker
Liliana's Reaver
Master of Diversion
Megantic Sliver
Molten Birth
Ogre Battledriver
Predatory Sliver
Primeval Bounty
Regathan Firecat
Ring of Three Wishes
Rise of the Dark Realms
Scourge of Valkas
Sentinel Sliver
Seraph of the Sword
Shadowborn Apostle
Shadowborn Demon
Sliver Construct
Soulmender
Sporemound
Staff of the Death Magus
Staff of the Flame Magus
Staff of the Mind Magus
Staff of the Wild Magus
Steelform Sliver
Stonehorn Chanter
Striking Sliver
Thorncaster Sliver
Undead Minotaur
Vastwood Hydra
Vial of Poison
Windreader Sphinx
Woodborn Behemoth
Young Pyromancer
Known Issues
- ISSUES LIST | Open
- We have received several reports about a Null Pointer Exception crash report which contains the following info:
java.lang.NullPointerException
at forge.gui.match.VMatchUI.populate(VMatchUI.java:###)
at forge.control.FControl.changeState(FControl.java:###)
We currently suspect that this is a thread misuse issue. This will cause forge to crash eventually on some systems. Once the SwingWorkers that start different types of matches are refactored this problem should be fixed. The problem with a match starting with a blank screen will also be gone.
A small number of cards including Wall of Corpses, Abu Ja'far and others with a similar ability are not functional. The common issue here is actually that they check the blocker/attacker after being removed from the battlefield. Probably need to use LKI. Regular destroy/destroy all effects work just fine. The problem cards are caring about battlefield specific properties, that no longer apply when the base card is no longer on the battlefield.
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. There has also been reports that Forge will crash while creating/populating display components during start up or crash when a match is started. One or both of your layout xml files may be corrupted in some fashion. Try deleting the file(s) named "editor.xml" and/or "match.xml" that are now located in your userDir/preferences/ directory. This should force Forge to then use the default layout xml files 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 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 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.
There is currently a known issue with some of the cards that have effects triggering after the card goes to graveyard (e.g. Wall of Corpses, Abu Ja'Far) not working correctly.
Forge is likely to be compatible with Java 7 at this time. Some people have used forge with Java 7 and have not reported any problems that are related to Java 7. If you would like to upgrade to Java 7 and have held off because of Forge then you may upgrade as we do not think that it will cause an incompatibility type of problem. We will continue to try to maintain compatibility with Java 6 for the foreseeable future.
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
Gos
Hellfish
Marc
Max
Nordos
RedDeckWins
Sagephoenix
Sloth
Sol
Swordshine
ZzzzSleep
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 05/31/2013 Windows and Linux archive (requires java 6):
forge-1.4.0.tar.bz2 (30.5 MB, at cardforge.org)
Forge 05/31/2013 BETA packaged as a Mac OS application:
forge-1.4.0-osx.tar.bz2 (31.5 MB, at cardforge.org)
-
Chris H. - Forge Moderator
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Re: Forge Beta: 05-31-2013 ver 1.4.0
by friarsol » 31 May 2013, 12:25
Total:
Implemented (Missing) / Total = Percentage Implemented
12754 (544) / 13298 = 95.91 %
Standard:
Implemented (Missing) / Total = Percentage Implemented
1500 (4) / 1504 = 99.73 %
Missing (4):
Divine Deflection
Odric, Master Tactician
Redirect
Trait Doctoring
Set Completion
Implemented (Missing) / Total = Percentage Implemented
12754 (544) / 13298 = 95.91 %
Standard:
Implemented (Missing) / Total = Percentage Implemented
1500 (4) / 1504 = 99.73 %
Missing (4):
Divine Deflection
Odric, Master Tactician
Redirect
Trait Doctoring
Set Completion
- Sets | Open
- Set: Implemented (Missing) / Total = Percentage Implemented
Dark Ascension: 158 (0) / 158 = 100.0%
Return to Ravnica: 254 (0) / 254 = 100.0%
Conflux: 145 (0) / 145 = 100.0%
Starter 2000: 52 (0) / 52 = 100.0%
Duel Decks: Sorin vs. Tibalt: 71 (0) / 71 = 100.0%
Innistrad: 254 (0) / 254 = 100.0%
Gatecrash: 249 (0) / 249 = 100.0%
Mirrodin Besieged: 150 (0) / 150 = 100.0%
Legions: 145 (0) / 145 = 100.0%
Alara Reborn: 145 (0) / 145 = 100.0%
Avacyn Restored: 233 (1) / 234 = 99.57%
Shards of Alara: 233 (1) / 234 = 99.57%
Magic 2010: 233 (1) / 234 = 99.57%
Portal: 199 (1) / 200 = 99.5%
Tenth Edition: 366 (2) / 368 = 99.46%
Eventide: 179 (1) / 180 = 99.44%
Portal Three Kingdoms: 169 (1) / 170 = 99.41%
Starter 1999: 157 (1) / 158 = 99.37%
Dragon's Maze: 155 (1) / 156 = 99.36%
Portal Second Age: 154 (1) / 155 = 99.35%
Morningtide: 149 (1) / 150 = 99.33%
Worldwake: 144 (1) / 145 = 99.31%
Urza's Destiny: 142 (1) / 143 = 99.3%
Magic 2013: 232 (2) / 234 = 99.15%
Scars of Mirrodin: 232 (2) / 234 = 99.15%
Rise of the Eldrazi: 231 (2) / 233 = 99.14%
Ninth Edition: 341 (3) / 344 = 99.13%
Eighth Edition: 338 (4) / 342 = 98.83%
Seventh Edition: 331 (4) / 335 = 98.81%
Urza's Legacy: 141 (2) / 143 = 98.6%
Lorwyn: 282 (4) / 286 = 98.6%
Torment: 141 (2) / 143 = 98.6%
Classic Sixth Edition: 330 (5) / 335 = 98.51%
Zendikar: 231 (4) / 235 = 98.3%
Magic 2012: 230 (4) / 234 = 98.29%
New Phyrexia: 167 (3) / 170 = 98.24%
Guildpact: 162 (3) / 165 = 98.18%
Planeshift: 140 (3) / 143 = 97.9%
Shadowmoor: 280 (6) / 286 = 97.9%
Magic 2011: 229 (5) / 234 = 97.86%
Odyssey: 327 (8) / 335 = 97.61%
Champions of Kamigawa: 284 (7) / 291 = 97.59%
Fifth Dawn: 161 (4) / 165 = 97.58%
Urza's Saga: 326 (9) / 335 = 97.31%
Mercadian Masques: 326 (9) / 335 = 97.31%
Nemesis: 139 (4) / 143 = 97.2%
Time Spiral: 278 (8) / 286 = 97.2%
Darksteel: 160 (5) / 165 = 96.97%
Saviors of Kamigawa: 160 (5) / 165 = 96.97%
Ravnica: City of Guilds: 282 (9) / 291 = 96.91%
Tempest: 324 (11) / 335 = 96.72%
Invasion: 324 (11) / 335 = 96.72%
Dissension: 174 (6) / 180 = 96.67%
Judgment: 138 (5) / 143 = 96.5%
Scourge: 138 (5) / 143 = 96.5%
Planar Chaos: 159 (6) / 165 = 96.36%
Mirrodin: 280 (11) / 291 = 96.22%
Future Sight: 173 (7) / 180 = 96.11%
Prophecy: 137 (6) / 143 = 95.8%
Fifth Edition: 413 (21) / 434 = 95.16%
Exodus: 136 (7) / 143 = 95.1%
Time Spiral "Timeshifted": 115 (6) / 121 = 95.04%
Revised Edition: 281 (15) / 296 = 94.93%
Magic: The Gathering-Commander: 287 (16) / 303 = 94.72%
Onslaught: 317 (18) / 335 = 94.63%
Fourth Edition: 348 (20) / 368 = 94.57%
Vanguard: 100 (6) / 106 = 94.34%
Stronghold: 134 (9) / 143 = 93.71%
Apocalypse: 134 (9) / 143 = 93.71%
Planechase: 178 (13) / 191 = 93.19%
Unlimited Edition: 272 (20) / 292 = 93.15%
Limited Edition Beta: 272 (20) / 292 = 93.15%
Limited Edition Alpha: 270 (20) / 290 = 93.1%
Archenemy: 177 (14) / 191 = 92.67%
Promo set for Gatherer: 25 (2) / 27 = 92.59%
Mirage: 309 (26) / 335 = 92.24%
Weatherlight: 153 (14) / 167 = 91.62%
Fallen Empires: 93 (9) / 102 = 91.18%
Betrayers of Kamigawa: 150 (15) / 165 = 90.91%
Antiquities: 77 (8) / 85 = 90.59%
Chronicles: 105 (11) / 116 = 90.52%
Homelands: 104 (11) / 115 = 90.43%
Visions: 151 (16) / 167 = 90.42%
Alliances: 130 (14) / 144 = 90.28%
Arabian Nights: 70 (8) / 78 = 89.74%
Coldsnap: 139 (16) / 155 = 89.68%
Planechase 2012 Edition: 158 (19) / 177 = 89.27%
Legends: 272 (38) / 310 = 87.74%
The Dark: 104 (15) / 119 = 87.39%
Ice Age: 324 (49) / 373 = 86.86%
Last edited by friarsol on 31 May 2013, 12:33, edited 2 times in total.
- friarsol
- Global Moderator
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Re: Forge Beta: 05-31-2013 ver 1.4.0
by Max mtg » 31 May 2013, 12:30
Release notes errata
(at least my vision some points of these)
-= Blank screen starting a match =-
There are no more black screens at match start. If you see an exception with a stack trace similiar to
-= New Constructed Modes =-
You may now choose player type for constructed mode. That means if you set both to computer, you'll watch AI vs AI match. There are simple controls avaliable allowing you to pause a match at any point (in fact the game can be paused only when either side gets priority), make single step and resume the auto-play.
If you choose both humans, you'll play a hot-seat game, when each player sees each other's hand and actions. This could be useful to test ceratin decks or game features or for tuition. A real challenge when players don't see each other's hands will be implemented with network mode. There is no estimate on it yet.
Should you leave default settings, there'll start a usual human vs AI match, that you've been playing in previous versions.
-= Deck choice component =-
* You may select a deck from quest shop - it usually holds decklists of starter and event decks from recent editions.
* When playing against a quest challenge, the AI will recieve any extra cards or tokens on battlefield that were scripted for that challenge.
-= Secret feature noone has noted =-
Assigned damage is now displayed on creature cards above their power/toughness numbers.
-= Notable cards and effects =-
The card requested for almost three years Sorin Markov and Mindslaver have been implemented with completion of player control effect.
(at least my vision some points of these)
-= Blank screen starting a match =-
There are no more black screens at match start. If you see an exception with a stack trace similiar to
- Code: Select all
at forge.gui.framework.SLayoutIO.loadLayout(SLayoutIO.java:153)
at forge.gui.deckeditor.VDeckEditorUI.populate(VDeckEditorUI.java:35)
at forge.control.FControl.changeState(FControl.java:245)
-= New Constructed Modes =-
You may now choose player type for constructed mode. That means if you set both to computer, you'll watch AI vs AI match. There are simple controls avaliable allowing you to pause a match at any point (in fact the game can be paused only when either side gets priority), make single step and resume the auto-play.
If you choose both humans, you'll play a hot-seat game, when each player sees each other's hand and actions. This could be useful to test ceratin decks or game features or for tuition. A real challenge when players don't see each other's hands will be implemented with network mode. There is no estimate on it yet.
Should you leave default settings, there'll start a usual human vs AI match, that you've been playing in previous versions.
-= Deck choice component =-
* You may select a deck from quest shop - it usually holds decklists of starter and event decks from recent editions.
* When playing against a quest challenge, the AI will recieve any extra cards or tokens on battlefield that were scripted for that challenge.
-= Secret feature noone has noted =-
Assigned damage is now displayed on creature cards above their power/toughness numbers.
-= Notable cards and effects =-
The card requested for almost three years Sorin Markov and Mindslaver have been implemented with completion of player control effect.
Last edited by Max mtg on 31 May 2013, 20:06, edited 2 times in total.
Single class for single responsibility.
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- Programmer
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Re: Forge Beta: 05-31-2013 ver 1.4.0
by cc-drake » 31 May 2013, 15:45
Strange... Do I have to stop in AI's Declare attackers step AND Declare blockers step to be allowed to block?
Re: Forge Beta: 05-31-2013 ver 1.4.0
by friarsol » 31 May 2013, 16:07
Got any more context? I can block just fine when skipping the AIs Declare Attackers Step. Are you sure there isn't any Protection or Unblockable or anything else going on? What creatures are involved? What mode are you playing in?cc-drake wrote:Strange... Do I have to stop in AI's Declare attackers step AND Declare blockers step to be allowed to block?
- friarsol
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Re: Forge Beta: 05-31-2013 ver 1.4.0
by Pux » 31 May 2013, 16:22
Congrats on 1.4! The new features sound very interesting...
Re: Forge Beta: 05-31-2013 ver 1.4.0
by Nordos » 31 May 2013, 16:30
Description: opening the deck editor
- NullPointerException | Open
- Code: Select all
Forge Version: 1.4.0-r21849
Operating System: Windows 7 6.1 amd64
Java Version: 1.7.0_04 Oracle Corporation
java.lang.NullPointerException
at forge.gui.framework.SLayoutIO.loadLayout(SLayoutIO.java:153)
at forge.gui.deckeditor.VDeckEditorUI.populate(VDeckEditorUI.java:35)
at forge.control.FControl.changeState(FControl.java:245)
at forge.gui.home.CHomeUI$1.run(CHomeUI.java:69)
at forge.gui.toolbox.FLabel._doMouseAction(FLabel.java:309)
at forge.gui.toolbox.FLabel.access$5(FLabel.java:304)
at forge.gui.toolbox.FLabel$4.mouseClicked(FLabel.java:345)
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: 05-31-2013 ver 1.4.0
by Hib » 31 May 2013, 16:39
I can't pay X mana for Detritivore 's suspend ability. The OK button is always grayed out.
Re: Forge Beta: 05-31-2013 ver 1.4.0
by cc-drake » 31 May 2013, 17:07
Sorry, my fault... I accidently skipped the declare blockers part by pressing enter without realizing itfriarsol wrote:Got any more context? I can block just fine when skipping the AIs Declare Attackers Step. Are you sure there isn't any Protection or Unblockable or anything else going on? What creatures are involved? What mode are you playing in?cc-drake wrote:Strange... Do I have to stop in AI's Declare attackers step AND Declare blockers step to be allowed to block?

Re: Forge Beta: 05-31-2013 ver 1.4.0
by Pux » 31 May 2013, 17:15
Description: I played an AI vs AI game and got this crash. I played another AI vs AI game before (other decks) and got a similar (the same?) crash.
- ConcurrentModificationException | Open
- Code: Select all
Forge Version: 1.4.0-r21849
Operating System: Windows 7 6.1 amd64
Java Version: 1.7.0_03 Oracle Corporation
java.util.ConcurrentModificationException
at java.util.TreeMap$PrivateEntryIterator.nextEntry(Unknown Source)
at java.util.TreeMap$KeyIterator.next(Unknown Source)
at java.util.AbstractCollection.toArray(Unknown Source)
at java.util.ArrayList.<init>(Unknown Source)
at forge.game.phase.Combat.getAttackers(Combat.java:336)
at forge.gui.match.TargetingOverlay.assembleArcs(TargetingOverlay.java:216)
at forge.gui.match.TargetingOverlay.access$2(TargetingOverlay.java:80)
at forge.gui.match.TargetingOverlay$OverlayPanel.paintComponent(TargetingOverlay.java:320)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JLayeredPane.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JLayeredPane.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JComponent.paintToOffscreen(Unknown Source)
at javax.swing.RepaintManager$PaintManager.paintDoubleBuffered(Unknown Source)
at javax.swing.RepaintManager$PaintManager.paint(Unknown Source)
at javax.swing.RepaintManager.paint(Unknown Source)
at javax.swing.JComponent._paintImmediately(Unknown Source)
at javax.swing.JComponent.paintImmediately(Unknown Source)
at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.prePaintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.access$700(Unknown Source)
at javax.swing.RepaintManager$ProcessingRunnable.run(Unknown Source)
at java.awt.event.InvocationEvent.dispatch(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.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)
- Game log | Open
- Code: Select all
Match result: Kevin: 1 Amadeus: 1
Game outcome: Amadeus has lost because life total reached 0
Game outcome: Kevin has won because all opponents have lost
Damage: Johtull Wurm (57) deals 6 damageSteadfast Guard (73) to .
Damage: Steadfast Guard (73) deals 2 damageJohtull Wurm (57) to .
Damage: Mons's Goblin Raiders (16) deals 1 combat damage to Amadeus.
Damage: Emerald Oryx (34) deals 4 combat damage to Amadeus.
Phase: Kevin's Combat Damage
Phase: Kevin's First Strike Damage
Resolve stack: Whenever Johtull Wurm becomes blocked, it gets -2/-1 until end of turn for each creature blocking it beyond the first.
Combat: Amadeus assigned Steadfast Guard (73) to block Johtull Wurm (57).
Amadeus didn't block Emerald Oryx (34).
Amadeus didn't block Mons's Goblin Raiders (16).
Add to stack: Kevin activated Johtull Wurm (57).
Phase: Kevin's Declare Blockers - Play Instants and Abilities
Phase: Kevin's Declare Blockers
Combat: Kevin declared Johtull Wurm (57), Emerald Oryx (34) and Mons's Goblin Raiders (16) to attack Amadeus.
Phase: Kevin's Declare Attackers - Play Instants and Abilities
Phase: Kevin's Declare Attackers
Phase: Kevin's Begin Combat
Phase: Kevin's Main, precombat
Phase: Kevin's Draw
Phase: Kevin's Upkeep
Phase: Kevin's Untap
Turn: Turn 21 (Kevin)
Phase: Amadeus' Cleanup
Phase: Amadeus' End of Turn
Phase: Amadeus' Main, postcombat
Phase: Amadeus' End Combat
Damage: Steadfast Guard (73) deals 2 combat damage to Kevin.
Phase: Amadeus' Combat Damage
Phase: Amadeus' First Strike Damage
Combat: Kevin didn't block Steadfast Guard (73).
Phase: Amadeus' Declare Blockers - Play Instants and Abilities
Phase: Amadeus' Declare Blockers
Combat: Amadeus declared Steadfast Guard (73) to attack Kevin.
Phase: Amadeus' Declare Attackers - Play Instants and Abilities
Phase: Amadeus' Declare Attackers
Phase: Amadeus' Begin Combat
Phase: Amadeus' Main, precombat
Resolve stack: Ray of Revelation (79) - Destroy .
Add to stack: Amadeus cast Ray of Revelation (79) targeting Jolrael's Favor (38) .
Phase: Amadeus' Draw
Phase: Amadeus' Upkeep
Phase: Amadeus' Untap
Turn: Turn 20 (Amadeus)
Phase: Kevin's Cleanup
Phase: Kevin's End of Turn
Phase: Kevin's Main, postcombat
Phase: Kevin's End Combat
Resolve stack: Hammer of Ruin ability fizzles.
Add to stack: Kevin activated Hammer of Ruin (24) targeting .
Damage: Johtull Wurm (57) deals 6 damageSoul Warden (63) to .
Damage: Melira, Sylvok Outcast (35) deals 2 damageVenerable Monk (62) to .
Damage: Soul Warden (63) deals 1 damageJohtull Wurm (57) to .
Damage: Venerable Monk (62) deals 2 damageMelira, Sylvok Outcast (35) to .
Damage: Emerald Oryx (34) deals 4 combat damage to Amadeus.
Phase: Kevin's Combat Damage
Phase: Kevin's First Strike Damage
Resolve stack: Whenever Johtull Wurm becomes blocked, it gets -2/-1 until end of turn for each creature blocking it beyond the first.
Combat: Amadeus assigned Soul Warden (63) to block Johtull Wurm (57).
Amadeus didn't block Emerald Oryx (34).
Amadeus assigned Venerable Monk (62) to block Melira, Sylvok Outcast (35).
Add to stack: Kevin activated Johtull Wurm (57).
Phase: Kevin's Declare Blockers - Play Instants and Abilities
Phase: Kevin's Declare Blockers
Combat: Kevin declared Johtull Wurm (57), Emerald Oryx (34) and Melira, Sylvok Outcast (35) to attack Amadeus.
Phase: Kevin's Declare Attackers - Play Instants and Abilities
Phase: Kevin's Declare Attackers
Phase: Kevin's Begin Combat
Phase: Kevin's Main, precombat
Resolve stack: Bind (3) - countering. Kevin draws a card.
Add to stack: Kevin cast Bind (3) targeting G, Tap, Sacrifice Elvish Lyrist: Destroy target enchantment. .
Add to stack: Amadeus activated Elvish Lyrist (120) targeting Jolrael's Favor (38) .
Resolve stack: Jolrael's Favor (38) - Attach to
Add to stack: Kevin cast Jolrael's Favor (38) targeting Johtull Wurm (57) .
Phase: Kevin's Draw
Phase: Kevin's Upkeep
Phase: Kevin's Untap
Turn: Turn 19 (Kevin)
Phase: Amadeus' Cleanup
Phase: Amadeus' End of Turn
Phase: Amadeus' Main, postcombat
Phase: Amadeus' End Combat
Phase: Amadeus' Combat Damage
Phase: Amadeus' First Strike Damage
Phase: Amadeus' Declare Blockers - Play Instants and Abilities
Phase: Amadeus' Declare Blockers
Phase: Amadeus' Declare Attackers - Play Instants and Abilities
Phase: Amadeus' Declare Attackers
Phase: Amadeus' Begin Combat
Land: Amadeus played Plains (87)
Phase: Amadeus' Main, precombat
Phase: Amadeus' Draw
Phase: Amadeus' Upkeep
Phase: Amadeus' Untap
Turn: Turn 18 (Amadeus)
Phase: Kevin's Cleanup
Phase: Kevin's End of Turn
Resolve stack: Whenever another creature enters the battlefield, you gain 1 life.
Resolve stack: Johtull Wurm - Creature 6 / 6
Add to stack: Amadeus activated Soul Warden (63).
Add to stack: Kevin cast Johtull Wurm (57).
Phase: Kevin's Main, postcombat
Phase: Kevin's End Combat
Resolve stack: Hammer of Ruin ability fizzles.
Add to stack: Kevin activated Hammer of Ruin (24) targeting .
Damage: Emerald Oryx (34) deals 4 combat damage to Amadeus.
Phase: Kevin's Combat Damage
Phase: Kevin's First Strike Damage
Combat: Amadeus didn't block Emerald Oryx (34).
Phase: Kevin's Declare Blockers - Play Instants and Abilities
Phase: Kevin's Declare Blockers
Combat: Kevin declared Emerald Oryx (34) to attack Amadeus.
Phase: Kevin's Declare Attackers - Play Instants and Abilities
Phase: Kevin's Declare Attackers
Phase: Kevin's Begin Combat
Phase: Kevin's Main, precombat
Phase: Kevin's Draw
Phase: Kevin's Upkeep
Phase: Kevin's Untap
Turn: Turn 17 (Kevin)
Phase: Amadeus' Cleanup
Phase: Amadeus' End of Turn
Phase: Amadeus' Main, postcombat
Phase: Amadeus' End Combat
Phase: Amadeus' Combat Damage
Phase: Amadeus' First Strike Damage
Phase: Amadeus' Declare Blockers - Play Instants and Abilities
Phase: Amadeus' Declare Blockers
Phase: Amadeus' Declare Attackers - Play Instants and Abilities
Phase: Amadeus' Declare Attackers
Phase: Amadeus' Begin Combat
Land: Amadeus played Forest (68)
Phase: Amadeus' Main, precombat
Phase: Amadeus' Draw
Phase: Amadeus' Upkeep
Phase: Amadeus' Untap
Turn: Turn 16 (Amadeus)
Phase: Kevin's Cleanup
Phase: Kevin's End of Turn
Phase: Kevin's Main, postcombat
Phase: Kevin's End Combat
Resolve stack: Hammer of Ruin ability fizzles.
Add to stack: Kevin activated Hammer of Ruin (24) targeting .
Damage: Emerald Oryx (34) deals 4 combat damage to Amadeus.
Phase: Kevin's Combat Damage
Phase: Kevin's First Strike Damage
Combat: Amadeus didn't block Emerald Oryx (34).
Phase: Kevin's Declare Blockers - Play Instants and Abilities
Phase: Kevin's Declare Blockers
Combat: Kevin declared Emerald Oryx (34) to attack Amadeus.
Phase: Kevin's Declare Attackers - Play Instants and Abilities
Phase: Kevin's Declare Attackers
Phase: Kevin's Begin Combat
Resolve stack: Whenever another creature enters the battlefield, you gain 1 life.
Resolve stack: Melira, Sylvok Outcast - Creature 2 / 2
Add to stack: Amadeus activated Soul Warden (63).
Add to stack: Kevin cast Melira, Sylvok Outcast (35).
Phase: Kevin's Main, precombat
Phase: Kevin's Draw
Phase: Kevin's Upkeep
Phase: Kevin's Untap
Turn: Turn 15 (Kevin)
Phase: Amadeus' Cleanup
Phase: Amadeus' End of Turn
Resolve stack: Whenever another creature enters the battlefield, you gain 1 life.
Resolve stack: Steadfast Guard - Creature 2 / 2
Add to stack: Amadeus activated Soul Warden (63).
Add to stack: Amadeus cast Steadfast Guard (73).
Phase: Amadeus' Main, postcombat
Phase: Amadeus' End Combat
Damage: Elvish Lyrist (120) deals 1 combat damage to Kevin.
Damage: Venerable Monk (62) deals 2 combat damage to Kevin.
Damage: Soul Warden (63) deals 1 combat damage to Kevin.
Phase: Amadeus' Combat Damage
Phase: Amadeus' First Strike Damage
Combat: Kevin didn't block Venerable Monk (62).
Kevin didn't block Elvish Lyrist (120).
Kevin didn't block Soul Warden (63).
Phase: Amadeus' Declare Blockers - Play Instants and Abilities
Phase: Amadeus' Declare Blockers
Combat: Amadeus declared Venerable Monk (62), Elvish Lyrist (120) and Soul Warden (63) to attack Kevin.
Phase: Amadeus' Declare Attackers - Play Instants and Abilities
Phase: Amadeus' Declare Attackers
Phase: Amadeus' Begin Combat
Land: Amadeus played Forest (65)
Phase: Amadeus' Main, precombat
Phase: Amadeus' Draw
Phase: Amadeus' Upkeep
Phase: Amadeus' Untap
Turn: Turn 14 (Amadeus)
Phase: Kevin's Cleanup
Phase: Kevin's End of Turn
Phase: Kevin's Main, postcombat
Phase: Kevin's End Combat
Resolve stack: Hammer of Ruin ability fizzles.
Add to stack: Kevin activated Hammer of Ruin (24) targeting .
Damage: Mons's Goblin Raiders (16) deals 1 combat damage to Amadeus.
Damage: Emerald Oryx (34) deals 4 combat damage to Amadeus.
Phase: Kevin's Combat Damage
Phase: Kevin's First Strike Damage
Combat: Amadeus didn't block Emerald Oryx (34).
Amadeus didn't block Mons's Goblin Raiders (16).
Phase: Kevin's Declare Blockers - Play Instants and Abilities
Phase: Kevin's Declare Blockers
Combat: Kevin declared Emerald Oryx (34) and Mons's Goblin Raiders (16) to attack Amadeus.
Phase: Kevin's Declare Attackers - Play Instants and Abilities
Phase: Kevin's Declare Attackers
Phase: Kevin's Begin Combat
Resolve stack: Hammer of Ruin (24) - Attach to
Add to stack: Kevin activated Hammer of Ruin (24) targeting Emerald Oryx (34) .
Land: Kevin played Mountain (8)
Phase: Kevin's Main, precombat
Phase: Kevin's Draw
Phase: Kevin's Upkeep
Phase: Kevin's Untap
Turn: Turn 13 (Kevin)
Phase: Amadeus' Cleanup
Phase: Amadeus' End of Turn
Resolve stack: Sacred Nectar (104) - Amadeus gains 4 life.
Add to stack: Amadeus cast Sacred Nectar (104).
Phase: Amadeus' Main, postcombat
Phase: Amadeus' End Combat
Damage: Elvish Lyrist (120) deals 1 combat damage to Kevin.
Damage: Venerable Monk (62) deals 2 combat damage to Kevin.
Damage: Soul Warden (63) deals 1 combat damage to Kevin.
Phase: Amadeus' Combat Damage
Phase: Amadeus' First Strike Damage
Combat: Kevin didn't block Venerable Monk (62).
Kevin didn't block Elvish Lyrist (120).
Kevin didn't block Soul Warden (63).
Phase: Amadeus' Declare Blockers - Play Instants and Abilities
Phase: Amadeus' Declare Blockers
Combat: Amadeus declared Venerable Monk (62), Elvish Lyrist (120) and Soul Warden (63) to attack Kevin.
Phase: Amadeus' Declare Attackers - Play Instants and Abilities
Phase: Amadeus' Declare Attackers
Phase: Amadeus' Begin Combat
Land: Amadeus played Forest (70)
Phase: Amadeus' Main, precombat
Phase: Amadeus' Draw
Phase: Amadeus' Upkeep
Phase: Amadeus' Untap
Turn: Turn 12 (Amadeus)
Phase: Kevin's Cleanup
Phase: Kevin's End of Turn
Resolve stack: Whenever another creature enters the battlefield, you gain 1 life.
Resolve stack: Mons's Goblin Raiders - Creature 1 / 1
Add to stack: Amadeus activated Soul Warden (63).
Add to stack: Kevin cast Mons's Goblin Raiders (16).
Phase: Kevin's Main, postcombat
Phase: Kevin's End Combat
Damage: Emerald Oryx (34) deals 2 combat damage to Amadeus.
Phase: Kevin's Combat Damage
Phase: Kevin's First Strike Damage
Combat: Amadeus didn't block Emerald Oryx (34).
Phase: Kevin's Declare Blockers - Play Instants and Abilities
Phase: Kevin's Declare Blockers
Resolve stack: Soul Nova (116) - Soul Nova - Exile.
Add to stack: Amadeus cast Soul Nova (116) targeting Hulking Ogre (37) .
Combat: Kevin declared Hulking Ogre (37) and Emerald Oryx (34) to attack Amadeus.
Phase: Kevin's Declare Attackers - Play Instants and Abilities
Phase: Kevin's Declare Attackers
Phase: Kevin's Begin Combat
Phase: Kevin's Main, precombat
Phase: Kevin's Draw
Phase: Kevin's Upkeep
Phase: Kevin's Untap
Turn: Turn 11 (Kevin)
Phase: Amadeus' Cleanup
Phase: Amadeus' End of Turn
Phase: Amadeus' Main, postcombat
Phase: Amadeus' End Combat
Phase: Amadeus' Combat Damage
Phase: Amadeus' First Strike Damage
Phase: Amadeus' Declare Blockers - Play Instants and Abilities
Phase: Amadeus' Declare Blockers
Phase: Amadeus' Declare Attackers - Play Instants and Abilities
Phase: Amadeus' Declare Attackers
Phase: Amadeus' Begin Combat
Land: Amadeus played Plains (85)
Phase: Amadeus' Main, precombat
Phase: Amadeus' Draw
Phase: Amadeus' Upkeep
Phase: Amadeus' Untap
Turn: Turn 10 (Amadeus)
Phase: Kevin's Cleanup
Phase: Kevin's End of Turn
Resolve stack: Whenever another creature enters the battlefield, you gain 1 life.
Resolve stack: Emerald Oryx - Creature 2 / 3
Add to stack: Amadeus activated Soul Warden (63).
Add to stack: Kevin cast Emerald Oryx (34).
Phase: Kevin's Main, postcombat
Phase: Kevin's End Combat
Resolve stack: Hammer of Ruin ability fizzles.
Add to stack: Kevin activated Hammer of Ruin (24) targeting .
Damage: Hulking Ogre (37) deals 5 combat damage to Amadeus.
Phase: Kevin's Combat Damage
Phase: Kevin's First Strike Damage
Combat: Amadeus didn't block Hulking Ogre (37).
Phase: Kevin's Declare Blockers - Play Instants and Abilities
Phase: Kevin's Declare Blockers
Combat: Kevin declared Hulking Ogre (37) to attack Amadeus.
Phase: Kevin's Declare Attackers - Play Instants and Abilities
Phase: Kevin's Declare Attackers
Phase: Kevin's Begin Combat
Land: Kevin played Forest (42)
Phase: Kevin's Main, precombat
Phase: Kevin's Draw
Phase: Kevin's Upkeep
Phase: Kevin's Untap
Turn: Turn 9 (Kevin)
Phase: Amadeus' Cleanup
Phase: Amadeus' End of Turn
Phase: Amadeus' Main, postcombat
Phase: Amadeus' End Combat
Damage: Elvish Lyrist (120) deals 1 combat damage to Kevin.
Damage: Venerable Monk (62) deals 2 combat damage to Kevin.
Damage: Soul Warden (63) deals 1 combat damage to Kevin.
Phase: Amadeus' Combat Damage
Phase: Amadeus' First Strike Damage
Combat: Kevin didn't block Venerable Monk (62).
Kevin didn't block Elvish Lyrist (120).
Kevin didn't block Soul Warden (63).
Phase: Amadeus' Declare Blockers - Play Instants and Abilities
Phase: Amadeus' Declare Blockers
Combat: Amadeus declared Venerable Monk (62), Elvish Lyrist (120) and Soul Warden (63) to attack Kevin.
Phase: Amadeus' Declare Attackers - Play Instants and Abilities
Phase: Amadeus' Declare Attackers
Phase: Amadeus' Begin Combat
Land: Amadeus played Forest (69)
Phase: Amadeus' Main, precombat
Phase: Amadeus' Draw
Phase: Amadeus' Upkeep
Phase: Amadeus' Untap
Turn: Turn 8 (Amadeus)
Phase: Kevin's Cleanup
Phase: Kevin's End of Turn
Phase: Kevin's Main, postcombat
Phase: Kevin's End Combat
Resolve stack: Hammer of Ruin ability fizzles.
Add to stack: Kevin activated Hammer of Ruin (24) targeting .
Damage: Hulking Ogre (37) deals 5 combat damage to Amadeus.
Phase: Kevin's Combat Damage
Phase: Kevin's First Strike Damage
Combat: Amadeus didn't block Hulking Ogre (37).
Phase: Kevin's Declare Blockers - Play Instants and Abilities
Phase: Kevin's Declare Blockers
Combat: Kevin declared Hulking Ogre (37) to attack Amadeus.
Phase: Kevin's Declare Attackers - Play Instants and Abilities
Phase: Kevin's Declare Attackers
Phase: Kevin's Begin Combat
Resolve stack: Hammer of Ruin (24) - Attach to
Add to stack: Kevin activated Hammer of Ruin (24) targeting Hulking Ogre (37) .
Land: Kevin played Forest (46)
Phase: Kevin's Main, precombat
Phase: Kevin's Draw
Phase: Kevin's Upkeep
Phase: Kevin's Untap
Turn: Turn 7 (Kevin)
Phase: Amadeus' Cleanup
Phase: Amadeus' End of Turn
Resolve stack: Whenever another creature enters the battlefield, you gain 1 life.
Resolve stack: When Venerable Monk enters the battlefield, you gain 2 life.
Resolve stack: Venerable Monk - Creature 2 / 2
Add to stack: Amadeus activated Venerable Monk (62).
Add to stack: Amadeus activated Soul Warden (63).
Add to stack: Amadeus cast Venerable Monk (62).
Phase: Amadeus' Main, postcombat
Phase: Amadeus' End Combat
Damage: Elvish Lyrist (120) deals 1 combat damage to Kevin.
Damage: Soul Warden (63) deals 1 combat damage to Kevin.
Phase: Amadeus' Combat Damage
Phase: Amadeus' First Strike Damage
Combat: Kevin didn't block Elvish Lyrist (120).
Kevin didn't block Soul Warden (63).
Phase: Amadeus' Declare Blockers - Play Instants and Abilities
Phase: Amadeus' Declare Blockers
Combat: Amadeus declared Elvish Lyrist (120) and Soul Warden (63) to attack Kevin.
Phase: Amadeus' Declare Attackers - Play Instants and Abilities
Phase: Amadeus' Declare Attackers
Phase: Amadeus' Begin Combat
Land: Amadeus played Plains (86)
Phase: Amadeus' Main, precombat
Phase: Amadeus' Draw
Phase: Amadeus' Upkeep
Phase: Amadeus' Untap
Turn: Turn 6 (Amadeus)
Phase: Kevin's Cleanup
Phase: Kevin's End of Turn
Resolve stack: Whenever another creature enters the battlefield, you gain 1 life.
Resolve stack: Hulking Ogre - Creature 3 / 3
Add to stack: Amadeus activated Soul Warden (63).
Add to stack: Kevin cast Hulking Ogre (37).
Phase: Kevin's Main, postcombat
Phase: Kevin's End Combat
Phase: Kevin's Combat Damage
Phase: Kevin's First Strike Damage
Phase: Kevin's Declare Blockers - Play Instants and Abilities
Phase: Kevin's Declare Blockers
Phase: Kevin's Declare Attackers - Play Instants and Abilities
Phase: Kevin's Declare Attackers
Phase: Kevin's Begin Combat
Land: Kevin played Mountain (10)
Phase: Kevin's Main, precombat
Phase: Kevin's Draw
Phase: Kevin's Upkeep
Phase: Kevin's Untap
Turn: Turn 5 (Kevin)
Phase: Amadeus' Cleanup
Phase: Amadeus' End of Turn
Resolve stack: Soul Warden - Creature 1 / 1
Add to stack: Amadeus cast Soul Warden (63).
Resolve stack: Elvish Lyrist - Creature 1 / 1
Add to stack: Amadeus cast Elvish Lyrist (120).
Phase: Amadeus' Main, postcombat
Phase: Amadeus' End Combat
Phase: Amadeus' Combat Damage
Phase: Amadeus' First Strike Damage
Phase: Amadeus' Declare Blockers - Play Instants and Abilities
Phase: Amadeus' Declare Blockers
Phase: Amadeus' Declare Attackers - Play Instants and Abilities
Phase: Amadeus' Declare Attackers
Phase: Amadeus' Begin Combat
Land: Amadeus played Forest (64)
Phase: Amadeus' Main, precombat
Phase: Amadeus' Draw
Phase: Amadeus' Upkeep
Phase: Amadeus' Untap
Turn: Turn 4 (Amadeus)
Phase: Kevin's Cleanup
Phase: Kevin's End of Turn
Resolve stack: Hammer of Ruin
Add to stack: Kevin cast Hammer of Ruin (24).
Phase: Kevin's Main, postcombat
Phase: Kevin's End Combat
Phase: Kevin's Combat Damage
Phase: Kevin's First Strike Damage
Phase: Kevin's Declare Blockers - Play Instants and Abilities
Phase: Kevin's Declare Blockers
Phase: Kevin's Declare Attackers - Play Instants and Abilities
Phase: Kevin's Declare Attackers
Phase: Kevin's Begin Combat
Land: Kevin played Forest (43)
Phase: Kevin's Main, precombat
Phase: Kevin's Draw
Phase: Kevin's Upkeep
Phase: Kevin's Untap
Turn: Turn 3 (Kevin)
Phase: Amadeus' Cleanup
Phase: Amadeus' End of Turn
Phase: Amadeus' Main, postcombat
Phase: Amadeus' End Combat
Phase: Amadeus' Combat Damage
Phase: Amadeus' First Strike Damage
Phase: Amadeus' Declare Blockers - Play Instants and Abilities
Phase: Amadeus' Declare Blockers
Phase: Amadeus' Declare Attackers - Play Instants and Abilities
Phase: Amadeus' Declare Attackers
Phase: Amadeus' Begin Combat
Land: Amadeus played Plains (90)
Phase: Amadeus' Main, precombat
Phase: Amadeus' Draw
Phase: Amadeus' Upkeep
Phase: Amadeus' Untap
Turn: Turn 2 (Amadeus)
Phase: Kevin's Cleanup
Phase: Kevin's End of Turn
Phase: Kevin's Main, postcombat
Phase: Kevin's End Combat
Phase: Kevin's Combat Damage
Phase: Kevin's First Strike Damage
Phase: Kevin's Declare Blockers - Play Instants and Abilities
Phase: Kevin's Declare Blockers
Phase: Kevin's Declare Attackers - Play Instants and Abilities
Phase: Kevin's Declare Attackers
Phase: Kevin's Begin Combat
Land: Kevin played Mountain (7)
Phase: Kevin's Main, precombat
Phase: Kevin's Draw
Phase: Kevin's Upkeep
Phase: Kevin's Untap
Turn: Turn 1 (Kevin)
Mulligan: Amadeus has kept a hand of 7 cards
Mulligan: Kevin has kept a hand of 7 cards
Re: Forge Beta: 05-31-2013 ver 1.4.0
by Chris H. » 31 May 2013, 17:18
Nordos wrote:Description: opening the deck editorDunno. Even happened before the update. Tried to restart java, yet it didn't seem to solve the issue.
- NullPointerException | Open
- Code: Select all
Forge Version: 1.4.0-r21849
Operating System: Windows 7 6.1 amd64
Java Version: 1.7.0_04 Oracle Corporation
java.lang.NullPointerException
at forge.gui.framework.SLayoutIO.loadLayout(SLayoutIO.java:153)
at forge.gui.deckeditor.VDeckEditorUI.populate(VDeckEditorUI.java:35)
at forge.control.FControl.changeState(FControl.java:245)
at forge.gui.home.CHomeUI$1.run(CHomeUI.java:69)
at forge.gui.toolbox.FLabel._doMouseAction(FLabel.java:309)
at forge.gui.toolbox.FLabel.access$5(FLabel.java:304)
at forge.gui.toolbox.FLabel$4.mouseClicked(FLabel.java:345)
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)
I suspect that your editor.xml file somehow became corrupt and needs to be deleted. I had a similar situation myself last week.
-
Chris H. - Forge Moderator
- Posts: 6320
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- Location: Mac OS X Yosemite
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- Been thanked: 643 times
Re: Forge Beta: 05-31-2013 ver 1.4.0
by Banichi » 31 May 2013, 18:00
The speed increase is both fantastic and very welcome.
I see the right-click context menu is working perfectly.
Thank you very much for your ongoing improvements!
I see the right-click context menu is working perfectly.
Thank you very much for your ongoing improvements!
Re: Forge Beta: 05-31-2013 ver 1.4.0
by Hib » 31 May 2013, 18:13
What do you mean by "right-click context menu"? I don't have such a thing.Banichi wrote:The speed increase is both fantastic and very welcome.
I see the right-click context menu is working perfectly.
Thank you very much for your ongoing improvements!
Re: Forge Beta: 05-31-2013 ver 1.4.0
by Hellfish » 31 May 2013, 18:18
Right click on triggered abilities on the stack marked (OPTIONAL) to set wether you want to always accept or decline them. 

So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
-
Hellfish - Programmer
- Posts: 1297
- Joined: 07 Jun 2009, 10:41
- Location: South of the Pumphouse
- Has thanked: 110 times
- Been thanked: 169 times
Re: Forge Beta: 05-31-2013 ver 1.4.0
by friarsol » 31 May 2013, 18:22
Actually, I'm not sure if they are marked Optional anymore. I was playing my Lorescale Coatl quest deck the other day and noticed they were missing.Hellfish wrote:Right click on triggered abilities on the stack marked (OPTIONAL) to set wether you want to always accept or decline them.
- friarsol
- Global Moderator
- Posts: 7593
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