It is currently 24 May 2025, 12:38
   
Text Size

Forge Beta: 07-12-2013 ver 1.4.3

Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins

Re: Forge Beta: 07-12-2013 ver 1.4.3

Postby gos » 17 Jul 2013, 13:52

My opponent's Rhino token enchanted with Elephant Guide died. He did not receive an Elephant token.
gos
 
Posts: 4369
Joined: 03 Mar 2011, 15:21
Location: Reykjavík, Iceland
Has thanked: 231 times
Been thanked: 232 times

Re: Forge Beta: 07-12-2013 ver 1.4.3

Postby TheSHEEEP » 17 Jul 2013, 14:08

Edit: Forget it, my mistaked :)
TheSHEEEP
 
Posts: 3
Joined: 04 Jul 2013, 15:45
Has thanked: 0 time
Been thanked: 1 time

Re: Forge Beta: 07-12-2013 ver 1.4.3

Postby dzejkej » 17 Jul 2013, 14:16

Description:

Forge keeps crashing by throwing NPE after I use Ninjutsu on Ninja of the Deep Hours.

I attached a stacktrace and a screenshot with the log, so you can see what exactly happened.

NullPointerException | Open
Code: Select all
Forge Version:    1.4.3-r22557
Operating System: Windows XP 5.1 x86
Java Version:     1.7.0_21 Oracle Corporation

java.lang.NullPointerException
   at forge.game.combat.Combat.assignAttackersDamage(Combat.java:479)
   at forge.game.combat.Combat.assignCombatDamage(Combat.java:527)
   at forge.game.phase.PhaseHandler.onPhaseBegin(PhaseHandler.java:342)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:928)
   at forge.game.GameAction.startGame(GameAction.java:1501)
   at forge.game.Match$1.run(Match.java:109)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1145)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:615)
   at java.lang.Thread.run(Thread.java:722)
NPE.jpg
dzejkej
 
Posts: 1
Joined: 17 Jul 2013, 14:10
Has thanked: 0 time
Been thanked: 0 time

Re: Forge Beta: 07-12-2013 ver 1.4.3

Postby Symphonic » 17 Jul 2013, 17:13

I noticed that the activated ability of Manor Gargoyle and Gargoyle Sentinel isn't working anymore in 1.4.3. Both creatures gain flying when their abilities are activated, but they don't lose defender. It did work some versions ago.
Symphonic
 
Posts: 146
Joined: 10 Dec 2011, 19:09
Has thanked: 3 times
Been thanked: 6 times

Re: Forge Beta: 07-12-2013 ver 1.4.3

Postby friarsol » 17 Jul 2013, 17:22

Symphonic wrote:I noticed that the activated ability of Manor Gargoyle and Gargoyle Sentinel isn't working anymore in 1.4.3. Both creatures gain flying when their abilities are activated, but they don't lose defender. It did work some versions ago.
dzejkej wrote:Forge keeps crashing by throwing NPE after I use Ninjutsu on Ninja of the Deep Hours.
Both of these were reported and fixed earlier in the thread.
friarsol
Global Moderator
 
Posts: 7593
Joined: 15 May 2010, 04:20
Has thanked: 243 times
Been thanked: 965 times

Re: Forge Beta: 07-12-2013 ver 1.4.3

Postby alfax » 17 Jul 2013, 19:22

Ignore | Open
It looks like M14 isn't available as a set for either draft or sealed - is there a fix we can do fairly easily, or best to wait for the next release?


EDIT: Ack - was opening the wrong version. Sorry about the bad report

Thank you!
Last edited by alfax on 18 Jul 2013, 16:32, edited 1 time in total.
alfax
 
Posts: 7
Joined: 05 Feb 2013, 22:33
Has thanked: 0 time
Been thanked: 0 time

Re: Forge Beta: 07-12-2013 ver 1.4.3

Postby TastetheJace » 17 Jul 2013, 21:03

Marek14 wrote:No, I'm pretty sure that it IS Bone Shredder that targets:
"When Bone Shredder enters the battlefield, destroy target nonartifact, nonblack creature."
Oh, ok. I thought it would say something to the effect of "When Bone Shredder enters the battlefield, it destroys target nonartifact, nonblack creature." Like creatures Anathemancer or Bogardan Hellkite. I didn't know cards like Acidic Slime has the creature doing the targeting. It's all good.
TastetheJace
 
Posts: 91
Joined: 30 Jul 2012, 00:13
Has thanked: 0 time
Been thanked: 0 time

Re: Forge Beta: 07-12-2013 ver 1.4.3

Postby Sloth » 17 Jul 2013, 21:05

Bundy wrote:Computer has Sphinx-Bone Wand in play. When it triggers the game stops with the wand on the stack and i can't continue.
Computer also has Mirari in play. They both trigger when computer played Mulch.
Fixed! Thanks Bundy.

Marek14 wrote: Flamekin Harbinger 's ability should be optional (maybe the same problem is with other Harbingers?).
Marek14 wrote:I accidentally managed to cancel populate effect of Druid's Deliverance -- shouldn't be possible, the creation of copy is not optional.
Both fixed. Thanks Marek14.
User avatar
Sloth
Programmer
 
Posts: 3498
Joined: 23 Jun 2009, 19:40
Has thanked: 125 times
Been thanked: 507 times

Re: Forge Beta: 07-12-2013 ver 1.4.3

Postby friarsol » 17 Jul 2013, 21:21

TastetheJace wrote:Oh, ok. I thought it would say something to the effect of "When Bone Shredder enters the battlefield, it destroys target nonartifact, nonblack creature." Like creatures Anathemancer or Bogardan Hellkite. I didn't know cards like Acidic Slime has the creature doing the targeting. It's all good.
Yea the templating between destroy and damage is different.
Shock: "~ deals 2 damage to..."
Stone Rain: "Destroy target land"

The reason it's implicitly said for damaging effects is due to how protection interacts with damage sources. There is no secondary interaction of protection with targeted destruction. If the effect can resolve, it will destroy.

But for damage here are some examples:

Ex 1: I cast Fling, sacrificing a 2/2 Black Knight targeting your White Knight. Your White Knight takes 2 damage and dies, since Fling is the source of the damage and it is not Black.

Ex 2: I cast Blood (from Flesh/Blood) targeting my 2/2 Black Knight and your 2/2 White Knight. Since my Knight is dealing the damage, your White Knight won't take any damage. But the spell will resolve since the targeting is done by a Red/Green card, not a Black card.

Ex 3: I have a 2/2 Black Knight, you have a Sunlance. You can't target my Knight with this spell, because of the protection. Damage never plays a role.
friarsol
Global Moderator
 
Posts: 7593
Joined: 15 May 2010, 04:20
Has thanked: 243 times
Been thanked: 965 times

Re: Forge Beta: 07-12-2013 ver 1.4.3

Postby Marek14 » 18 Jul 2013, 05:53

Though in case of destruction, the source CAN sometimes be important -- like with Karmic Justice or Cobra Trap. There's even a corner case where if you try destroying a creature but end up destroying an Aura with totem armor, these cards charge you with its destruction.
Marek14
Tester
 
Posts: 2771
Joined: 07 Jun 2008, 07:54
Has thanked: 0 time
Been thanked: 302 times

Re: Forge Beta: 07-12-2013 ver 1.4.3

Postby friarsol » 18 Jul 2013, 12:05

Marek14 wrote:Though in case of destruction, the source CAN sometimes be important -- like with Karmic Justice or Cobra Trap. There's even a corner case where if you try destroying a creature but end up destroying an Aura with totem armor, these cards charge you with its destruction.
I don't believe I said the source of destruction didn't matter, just that it didn't matter for protection, only targeting matters for protection.
friarsol
Global Moderator
 
Posts: 7593
Joined: 15 May 2010, 04:20
Has thanked: 243 times
Been thanked: 965 times

Re: Forge Beta: 07-12-2013 ver 1.4.3

Postby Marek14 » 18 Jul 2013, 15:33

Teferi's Puzzle Box let me choose the order of cards to put on bottom of OPPONENT'S library.
Marek14
Tester
 
Posts: 2771
Joined: 07 Jun 2008, 07:54
Has thanked: 0 time
Been thanked: 302 times

Re: Forge Beta: 07-12-2013 ver 1.4.3

Postby gos » 18 Jul 2013, 15:40

I had a Djinn Illuminatus in play and cast Pact of the Titan in my opponent's end turn phase. The Pact went on the stack and remained there, the OK button in the Prompt-tab seemed enabled and I was able to click on it, but the Pact remained on the stack and the game was stuck.
gos
 
Posts: 4369
Joined: 03 Mar 2011, 15:21
Location: Reykjavík, Iceland
Has thanked: 231 times
Been thanked: 232 times

Re: Forge Beta: 07-12-2013 ver 1.4.3

Postby gos » 18 Jul 2013, 15:59

My opponent had a Sphinx-Bone Wand in play. He cast Untamed Wilds. Untamed Wilds went on the stack, and the Wand's trigger on top of that, and then the game refused to progress. The OK button in the Prompt tab seemed enabled and I could click on it, but the game did not progress.
gos
 
Posts: 4369
Joined: 03 Mar 2011, 15:21
Location: Reykjavík, Iceland
Has thanked: 231 times
Been thanked: 232 times

Re: Forge Beta: 07-12-2013 ver 1.4.3

Postby aeschli » 18 Jul 2013, 16:31

There is some error with Mage Slayer. When the equipped creature is destroyed before the trigger resolves, the game crashes.
aeschli
 
Posts: 6
Joined: 18 Jul 2013, 16:23
Has thanked: 0 time
Been thanked: 0 time

PreviousNext

Return to Forge

Who is online

Users browsing this forum: Lavinia and 28 guests


Who is online

In total there are 29 users online :: 1 registered, 0 hidden and 28 guests (based on users active over the past 10 minutes)
Most users ever online was 4143 on 23 Jan 2024, 08:21

Users browsing this forum: Lavinia and 28 guests

Login Form