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Forge Android App: 11-13-2016 Alpha 1.5.58.002

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Re: Forge Android App: 03-14-2016 Alpha 1.5.50.001

Postby Traldar » 16 Mar 2016, 02:17

Hello there, Dan!

Thank you for all the effort put into this project! =D> It looks really amazing, a completely new experience in Forge!
The gamy is already very polished for an "unfinished" version, and of course we praise and value the many months you put into it!
Here is my initial feedback after playing for about 3 hours (and I plan to play so much more tomorrow!):

  • The initial deck seems very weak, I had a real hard time winning versus Exalted with Jenara on Bant (basically had to be lucky enough so the enemy would be mana screwed, so I had a meager chance). I still couldn't beat any of the Vanguard battles, as the decks really benefit from the Vanguard while my deck suffers badly. I think we need some power escalation on each plane, so the initial opponents are somewhat weaker, so the starting player has a chance to beat the deck even with a starter deck, or perhaps spice the initial decks a bit, by giving the player a couple of boosters so they can improve the decks (the initial amount of crystals is barely enough for 3 or 4 cards in your color).
  • I didn't understand that you get Planeswalk points after every match and I was unlucky to only get my first Planeswalk victory after defeating 8 or so regions (of course it's 1 in 8, but... :D ) so I was unable to leave the plane for a while, and that didn't feel a lot like the power of a planeswalker that can change planes at will. I understand there has to be some limitations, because it's a game and all, but perhaps there could be more ways to get Planeswalk points or they could be generated after each victory and spent on every travel.
  • Currently there is no real reason to planeswalk other that visiting more challenges and earning different cards, the game seems to lack purpose. In my opinion, there should be a motivation for you to leave, for example, to gain access to allies or spells that allows you to solve a challenge, perhaps some areas can only be accessed after you have a certain percentage of cards unlocked, of a specific card that can be gained after defeating a specific challenge. Each plane in the history of MTG tells a story (sometimes more than one), and in order to build the thematic decks for each plane we had to do a lot of research in terms of regions and the history of each plane. This could be used so that the player lives part of that history or at least some sort of variation on it.
  • The chaos challenge is interesting, but it could be so much more! ;) I don't recall if I mentioned that in the past, but I had an idea to relate the Chaos battles to the "endgame" of each plane. I don't know if you read my post or disliked the idea: but what if the Eldrazi (or some other thematic threats, like demons, undead, squirrels(!) enticed by "evil" Planeswalkers etc.) could be threatening a plane and you have to "solve" that plane in order to fully conquer it. When you have Chaos battles you have an opportunity to fight the threat of that plane, if you win you get more boosters that gives you more chance to get specific cards you may need to "save" or conquer the plane. When you lose, a region previously conquered may be lost, or razed, so that you have to fight there again in order to pass (and may eventually lose access to special cards or allies you found there).
  • I think you had this in your design already, but what if each challenge had a brief text or dialogue before and after? Perhaps even by having dialogue choices you could avoid the fight, or get an ally (a specific card or cards), or even harden the fight. The dialogue system could check if you have a certain card in order to open up new dialogue lines, for instance, in Theros, if you have the "Godsent" card in your deck you could fight Xenagos and have a much better chance to win. Perhaps the dialogue can give you hints on how the fight could be so you can prepare (like go to other planes or regions first to get cards. While some duels could have little or no opportunity for dialogue, and just fight. I know this demands so much more from the guys helping you in order to write this dialogues, but this could be REALLY interesting!

I know I am giving lots of crazy ideas and some of them may be hard to implement, but since you already spent quite a lot of time on this excellent new and fresh game mode, why not spice it up a bit, by adding purpose to Planeswalking around helping the planes or even wreaking havoc, depending on your choices! :)

I am undoubtedly very excited on what this new game mode has to offer, and will be very happy to collaborate in creating a very unique experience!

Cheers,
Traldar

drdev wrote:I'm excited to finally announce the initial release of Planar Conquest with 1.5.50.001. Although it's still unfinished, it should now at least be playable, and anyone up for trying it out and providing feedback will be greatly appreciated.

At the moment, only 4 planes are available for starting on or planeswalking to, with more to come once decks can be built. The available planes right now are Alara, Ravnica, Tarkir, and Theros.

Since I hadn't yet revealed the final details on traveling between planes, here they are. As you conquer events for the first time, you receive a planeswalker emblem that appears on the event's square. These emblems can then be used to unlock planes to travel to on the Planeswalk screen, after which you can travel to that plane at no cost. The emblem cost to unlock additional planes increases each time you unlock one. Also note that will receive bonus emblems when you land on the green Planeswalk spot on the Chaos Wheel. Lastly, note that the emblems received per conquer, from the wheel, and the costs of the first and increase for additional planes are all configurable on the conquest Preferences screen.

Another thing I haven't previously finalized is how the new Planeswalker variant will work. Basically, it's just like Commander, except that you can pay for the cost with any color mana, allowing your Planeswalker to be played from the command zone regardless of your deck's colors. The Planeswalker you select to represent yourself on the plane map will automatically be chosen as your "commander" for such games regardless of your current commander/deck.

Thanks for the support that has led to this release. I hope everyone enjoys Planar Conquest.
-Dan
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Re: Forge Android App: 03-14-2016 Alpha 1.5.50.002

Postby lefty » 16 Mar 2016, 02:35

Description: AI opponent got to cleanup phase in their turn and the app crashed. In quest mode. Happened two games in a row against different opponents.

NullPointerException | Open
Code: Select all
Forge Version:    1.5.50.002
Operating System: Linux 3.10.61-6309174 aarch64
Java Version:     0 The Android Project

java.lang.NullPointerException: Attempt to invoke virtual method 'java.lang.String forge.game.card.Card.getName()' on a null object reference
   at forge.ai.ComputerUtil.getCardPreference(ComputerUtil.java:362)
   at forge.ai.AiController.getCardsToDiscard(AiController.java:954)
   at forge.ai.AiController.getCardsToDiscard(AiController.java:922)
   at forge.ai.PlayerControllerAi.chooseCardsToDiscardToMaximumHandSize(PlayerControllerAi.java:407)
   at forge.game.phase.PhaseHandler.onPhaseBegin(PhaseHandler.java:341)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:1000)
   at forge.game.GameAction.startGame(GameAction.java:1479)
   at forge.game.Match.startGame(Match.java:96)
   at forge.match.HostedMatch$2.run(HostedMatch.java:220)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1112)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:587)
   at java.lang.Thread.run(Thread.java:818)
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Re: Forge Android App: 03-14-2016 Alpha 1.5.50.001

Postby Sirspud » 16 Mar 2016, 13:33

Traldar wrote:I had a real hard time winning versus Exalted with Jenara on Bant (basically had to be lucky enough so the enemy would be mana screwed, so I had a meager chance). I still couldn't beat any of the Vanguard battles, as the decks really benefit from the Vanguard while my deck suffers badly. I think we need some power escalation on each plane, so the initial opponents are somewhat weaker, so the starting player has a chance to beat the deck even with a starter deck, or perhaps spice the initial decks a bit, by giving the player a couple of boosters so they can improve the decks (the initial amount of crystals is barely enough for 3 or 4 cards in your color).
Yeah, that's my fault. I made a lot of the decks and they are pretty mean. Tight focus and synergy with balanced mana bases and a very potent thematic creature base all being helmed by a worthy opponent. Aside from tweaking initial deck generation, I can edit the decks and work with Dan to determine a better difficulty curve as you progress through a plane. Leave a few decks per region as they are, and make some intentional suboptimal choices for decks you face earlier in the planar progression.
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Re: Forge Android App: 03-14-2016 Alpha 1.5.50.002

Postby drdev » 16 Mar 2016, 15:24

Alternatively, I could prommatically create easier versions of every deck by simply swapping rares/mythics for commons/uncommons with similar mana costs. That way we only need to build the expert version of each deck and can scale down difficulty as needed.
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Re: Forge Android App: 03-14-2016 Alpha 1.5.50.002

Postby Sirspud » 16 Mar 2016, 16:48

Description: [was playing ajani mentor of heroes on theros in planar conquest. AI just used ajani's first +1 ability targeting his tapped soul of theros]


NullPointerException | Open
Code: Select all
Forge Version:    1.5.50.002
Operating System: Linux 3.10.49-g201f9bb aarch64
Java Version:     0 The Android Project

java.lang.NullPointerException: Attempt to invoke virtual method 'int java.lang.Integer.intValue()' on a null object reference
   at forge.game.spellability.TargetRestrictions.getDividedValue(TargetRestrictions.java:767)
   at forge.game.ability.effects.CountersPutEffect.resolve(CountersPutEffect.java:113)
   at forge.game.ability.AbilityApiBased.resolve(AbilityApiBased.java:60)
   at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1249)
   at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1231)
   at forge.game.zone.MagicStack.resolveStack(MagicStack.java:503)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:1003)
   at forge.game.GameAction.startGame(GameAction.java:1479)
   at forge.game.Match.startGame(Match.java:96)
   at forge.match.HostedMatch$2.run(HostedMatch.java:220)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1112)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:587)
   at java.lang.Thread.run(Thread.java:818)
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Re: Forge Android App: 03-14-2016 Alpha 1.5.50.002

Postby Aridale » 16 Mar 2016, 19:57

Description: AI plays squadron hawk and fetches the other 4 copies. At cleanup there's always an error. At 3 or less copies it doesn't error.

NullPointerException | Open
Code: Select all
Forge Version:    1.5.50.002
Operating System: Linux 3.10.40-g9a3e9ef armv7l
Java Version:     0 The Android Project

java.lang.NullPointerException: Attempt to invoke virtual method 'java.lang.String forge.game.card.Card.getName()' on a null object reference
   at forge.ai.ComputerUtil.getCardPreference(ComputerUtil.java:362)
   at forge.ai.AiController.getCardsToDiscard(AiController.java:954)
   at forge.ai.AiController.getCardsToDiscard(AiController.java:922)
   at forge.ai.PlayerControllerAi.chooseCardsToDiscardToMaximumHandSize(PlayerControllerAi.java:407)
   at forge.game.phase.PhaseHandler.onPhaseBegin(PhaseHandler.java:341)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:1000)
   at forge.game.GameAction.startGame(GameAction.java:1479)
   at forge.game.Match.startGame(Match.java:96)
   at forge.match.HostedMatch$2.run(HostedMatch.java:220)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1113)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:588)
   at java.lang.Thread.run(Thread.java:818)
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Re: Forge Android App: 03-14-2016 Alpha 1.5.50.002

Postby friarsol » 16 Mar 2016, 20:17

Code: Select all
java.lang.NullPointerException: Attempt to invoke virtual method 'java.lang.String forge.game.card.Card.getName()' on a null object reference
Yea this issue snuck in right before the last release, it's been fixed in the trunk, but needs a new Android release to resolve. It can crop up a lot since it's AI related.
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Re: Forge Android App: 03-14-2016 Alpha 1.5.50.002

Postby Sirspud » 17 Mar 2016, 13:41

Description: Entering any Random Deck square in Theros in Planar Conquest throws this error. Able to continue, but attempting to start match just sits there with splash screen for Starting Battle.

NullPointerException | Open
Code: Select all
Forge Version:    1.5.50.002
Operating System: Linux 3.10.49-g201f9bb aarch64
Java Version:     0 The Android Project

java.lang.NullPointerException: Attempt to invoke virtual method 'boolean java.lang.String.endsWith(java.lang.String)' on a null object reference
   at forge.card.CardDb$CardRequest.fromString(CardDb.java:85)
   at forge.card.CardDb.getCard(CardDb.java:224)
   at forge.planarconquest.ConquestEvent.getAvatarCard(ConquestEvent.java:80)
   at forge.screens.planarconquest.ConquestMultiverseScreen$BattleBar.update(ConquestMultiverseScreen.java:685)
   at forge.screens.planarconquest.ConquestMultiverseScreen$BattleBar.access$500(ConquestMultiverseScreen.java:665)
   at forge.screens.planarconquest.ConquestMultiverseScreen$PlaneGrid$MoveAnimation.onEnd(ConquestMultiverseScreen.java:551)
   at forge.animation.ForgeAnimation.advanceAll(ForgeAnimation.java:38)
   at forge.Forge.render(Forge.java:292)
   at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:422)
   at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1522)
   at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1239)
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Re: Forge Android App: 03-17-2016 Alpha 1.5.50.004

Postby drdev » 18 Mar 2016, 03:59

friarsol wrote:
Code: Select all
java.lang.NullPointerException: Attempt to invoke virtual method 'java.lang.String forge.game.card.Card.getName()' on a null object reference
Yea this issue snuck in right before the last release, it's been fixed in the trunk, but needs a new Android release to resolve. It can crop up a lot since it's AI related.
I just released 1.5.50.003 with this fix along with the following Planar Conquest fixes:

  • Fixed crash that occurred if you moved onto a random event square (which exist on a couple planes like Theros)
  • Fixed typo that prevented Narset Transcendent appearing in command zone for its Planeswalker event on Tarkir
  • Fixed so region colors display instead of Forge art if you don't have the card art downloaded for the region's associated land card

As part of the last fix, I realized that on Alara and Tarkir, all the regions were displaying the same gold color because that previously was used for all 3+ color cards. So I took this opportunity to refactor some code and support 3-color gradients for both the region backgrounds as well as for 3-color cards. Here's what the 3-color charm cycles from Alara and Tarkir now look like:

Three Color Charms.png

Thanks for all the feedback and bug reports.
-Dan

EDIT: I just released .004 with a quick fix for enemy wedge color order, which previously didn't match the order used by Tarkir.
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Re: Forge Android App: 03-17-2016 Alpha 1.5.50.004

Postby friarsol » 18 Mar 2016, 13:16

Ok definitely just got a basic island from the aether on tarkir. Also filtering by land seems awfully cheap. It's less than 300 shards and I'm pulling fetch lands over here.

Then I just bought like 25 land and the last three were all basics. The cost of each was -- I guess the cost is being weighed similar to let's make a deal and since basics were 0 they pulled my overall expense down? Anyway, not sure if that was fixed already for new conquests but should be easy enough to find if you have a large shards pile
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Re: Forge Android App: 03-17-2016 Alpha 1.5.50.004

Postby drdev » 18 Mar 2016, 16:00

friarsol wrote:Ok definitely just got a basic island from the aether on tarkir. Also filtering by land seems awfully cheap. It's less than 300 shards and I'm pulling fetch lands over here.

Then I just bought like 25 land and the last three were all basics. The cost of each was -- I guess the cost is being weighed similar to let's make a deal and since basics were 0 they pulled my overall expense down? Anyway, not sure if that was fixed already for new conquests but should be easy enough to find if you have a large shards pile
I have not yet fixed the basic land pulling issue, but it's at the top of my list.
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Re: Forge Android App: 03-14-2016 Alpha 1.5.50.002

Postby Mitlan » 18 Mar 2016, 23:45

drdev wrote:
timmermac wrote:Planar Conquest question: Is there a way to gain the ability to have more than one copy of any particular card?
No. That's why duplicates in boosters are automatically converted to AEther shards and you're guaranteed new cards from the AEther.
But you can have duplicates of a card in diferent sets tho
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Re: Forge Android App: 03-17-2016 Alpha 1.5.50.004

Postby Theicecube12 » 19 Mar 2016, 05:51

Love the game (especially the drafting) but is there a way to save net sects without editing them and then saving them. Is there a way to save the net decks so I can view ten offline?
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Re: Forge Android App: 03-17-2016 Alpha 1.5.50.004

Postby drdev » 19 Mar 2016, 11:39

Theicecube12 wrote:Love the game (especially the drafting) but is there a way to save net sects without editing them and then saving them. Is there a way to save the net decks so I can view ten offline?
If you click Edit Deck, you'll be prompted to duplicate the deck in your Custom Decks list.
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Re: Forge Android App: 03-17-2016 Alpha 1.5.50.004

Postby Theicecube12 » 20 Mar 2016, 00:36

Is there something wrong with the sever mancanic? Me and a friend wanted to play together but when we tried to host a sever it just wouldn't load. It just said starting sever and stade like that for about thirty minutes.
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