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Forge Release 04/07/2019 ver 1.6.23

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Re: Forge Release 04/07/2019 ver 1.6.23

Postby gos » 15 Apr 2019, 15:46

My Blooming Marsh entered the battlefield untapped even though I controlled 3 other lands. No Blood Moon in sight...

Same game, 2 turns later, I play a second Blooming Marsh - my 6th land - and it entered tapped. Is this an off-by-one error?
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Re: Forge Release 04/07/2019 ver 1.6.23

Postby gos » 15 Apr 2019, 15:53

I blocked Leery Fogbeast with my Coiling Oracle. No ability triggered and my Oracle died.
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Re: Forge Release 04/07/2019 ver 1.6.23

Postby Stampedo » 16 Apr 2019, 22:50

I used Might of Old Krosa on Glistener Elf, the creature gained +0 +0.
There was no other permanent or spell in play.

Same problem the following turns.
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Re: Forge Release 04/07/2019 ver 1.6.23

Postby ajacobs899 » 17 Apr 2019, 01:43

I can't start any games. After I picked my deck and my opponent's, I click start and forge then just shows the background for my theme, but no new window opens. When I try closing out/restarting the program I get a popup saying I have a game in progress (which I don't).

I had this issue in 1.6.21, though it didn't start happening until this past week. Thinking it would be fixed if I downloaded the latest version 1.6.23, I did so but I'm faced with the same issue. It's probably not tied to the version, seeing as it happens in more than one.
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Re: Forge Release 04/07/2019 ver 1.6.23

Postby peepser » 17 Apr 2019, 21:30

Lands seem to be bugged. My terramorphic expanse can either make black mana, or be sacrificed. My plains give two options: produce white or black mana.
Attachments
lands bugged.JPG
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Re: Forge Release 04/07/2019 ver 1.6.23

Postby kevlahnota » 18 Apr 2019, 01:04

peepser wrote:Lands seem to be bugged. My terramorphic expanse can either make black mana, or be sacrificed. My plains give two options: produce white or black mana.
In play there's a land that makes all lands swamp in addition to its type, of course you can produce black mana... Be aware of cards in play (Urborg, Tomb of Yawgmoth) :lol:
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Re: Forge Release 04/07/2019 ver 1.6.23

Postby OneMoreNameless » 18 Apr 2019, 15:38

If I alt-tab out from Forge while the game is fullscreen and in the process of saving my quest deck, then shortly afterwards it will rapidly gain/lose window focus and indefinitely flicker over my screen (complete with screen tearing) until I'm basically forced to restart my PC. This is on Windows 7 with a GTX 1060. It's pretty easily reproducible.

Not unrelatedly, I also discovered today that accidentally or impatiently double clicking the save deck button while Forge is still in the process of saving will apparently keep queuing up more redundant saves and cause the program to remain unresponsive for even longer! Perhaps it should just ignore input altogether until it's finished?
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Re: Forge Release 04/07/2019 ver 1.6.23

Postby peepser » 19 Apr 2019, 01:25

Had a few games freeze after building a sealed deck. Played Zendikar expansion sealed deck. Save 40 card deck. Call it 'Zen'. Try to 'Start' a gauntlet game and the game freezes. Have to shut down the program. This has happened on a few different sealed deck games today. Also, scrye is still buggy. I get an offer to scrye, I say yes, and the program freezes. I have to hit 'escape' to continue the game.

Also getting a lot of cards popping up (forge.bat readout) that say 'Card was not assigned to any set. Adding to unknown set. to fix, See 'res/cardeditions/folder.

I can't find this folder in 'res'. there is nothing called 'cardeditions'. There is one called 'editions'.

update: After shutting down the program multiple times, I then tried a 'single game' against AI. That worked. I then went back to gauntlet and it worked.
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Re: Forge Release 04/07/2019 ver 1.6.23

Postby Deyool » 19 Apr 2019, 10:52

Eureka is putting all permanents at the same time.
So permanents that could gain bonus from entering after another do not gain with Eureka
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Re: Forge Release 04/07/2019 ver 1.6.23

Postby Alastor » 19 Apr 2019, 16:54

If I control Ashnod's Altar and a creature and a non-basic land (like Caves of Koilos) in play, mana autopay always sacrifice the creature (or a random creature if you control more than one) even if you have mana enought to cast the speel tapping the non-basic land, but don't tap the non-basic land to add mana.


For example, I have in play Caves of Koilos, 2 plains and a swamp, a token and Ashnod's Altar. I want to cast Teysa Karlov. The normal situation is use the mana of Caves of Koilos that don't require you to pay life, and the mana of 2 plains and a swamp. What really cappens when you uses autopay, is that Ashnod's Altar sacrifice the token, gives you 2 uncoloured mana, and tap the 2 plains and the swamp to cast the spell, so, when the spell resolves, you have Caves of Koilos untapped, and 1 uncoloured mana (from the sacrificed creature) in your mana pool.
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Re: Forge Release 04/07/2019 ver 1.6.23

Postby Stampedo » 20 Apr 2019, 15:49

March of the Machines is in play. I can't use Skullclamp activated ability. The card didn't lost its abilities, so there's something confusing here.
If Skullclamp can't have its ability activated, then it should be removed from the description as long as it's a creature.
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Re: Forge Release 04/07/2019 ver 1.6.23

Postby Stampedo » 20 Apr 2019, 15:54

A great quality of life would be to allow cards like Hecatomb to select the amount of damage your want to deal, then automatically tap lands for you.
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Re: Forge Release 04/07/2019 ver 1.6.23

Postby friarsol » 21 Apr 2019, 02:23

Stampedo wrote:March of the Machines is in play. I can't use Skullclamp activated ability. The card didn't lost its abilities, so there's something confusing here.
If Skullclamp can't have its ability activated, then it should be removed from the description as long as it's a creature.
Creatures cannot be attached to other things. I doubt this CR is right anymore, but the rule is the same:

704.5q If a creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if a permanent that's neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.

So the ability doesn't go away, but it's not useful anymore.
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Re: Forge Release 04/07/2019 ver 1.6.23

Postby OneMoreNameless » 21 Apr 2019, 08:24

It's possible to start a second duel in quest mode while you're still playing an existing one. These carry on just fine in separate tabs until you win the second, which causes a crash:

Code: Select all
java.lang.NullPointerException
   at forge.quest.QuestWinLoseController.awardEventCredits(QuestWinLoseController.java:222)
   at forge.quest.QuestWinLoseController.access$500(QuestWinLoseController.java:37)
   at forge.quest.QuestWinLoseController$1.run(QuestWinLoseController.java:114)
   at forge.screens.match.ViewWinLose.showRewards(ViewWinLose.java:272)
   at forge.quest.QuestWinLoseController.showRewards(QuestWinLoseController.java:88)
   at forge.screens.match.QuestWinLose.populateCustomPanel(QuestWinLose.java:58)
   at forge.screens.match.ViewWinLose.<init>(ViewWinLose.java:152)
   at forge.screens.match.CMatchUI.finishGame(CMatchUI.java:775)
   at forge.control.FControlGameEventHandler$1.run(FControlGameEventHandler.java:116)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$500(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$JavaSecurityAccessImpl.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 Release 04/07/2019 ver 1.6.23

Postby peepser » 21 Apr 2019, 17:52

Why are my cards dark? This has happened a few times. AI's card are also all dark. Play continues as normal, with dark cards. On turn 12, cards were bright again.
Attachments
cards dark.JPG
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