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Forge Release 01/19/2020 ver 1.6.32

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Re: Forge Release 01/19/2020 ver 1.6.32

Postby Northmoc1344 » 22 Feb 2020, 04:32

Thanks for all the bug reports!
Tezzeret, Cruel Machinist was an easy fix. I'll look into the others tomorrow; time for bed.
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Re: Forge Release 01/19/2020 ver 1.6.32

Postby Northmoc1344 » 22 Feb 2020, 16:10

indicatie wrote:The {0} ability of Tezzeret, Cruel Machinist does nothing. You can target an artifact, but it's not animated.
Open your tezzeret_cruel_machinist.txt file in a text editor, and replace the A:AB$ Animate line with the following. You'll notice one little word was breaking the ability. This fix is in the latest snapshot and will be in upcoming releases as well.

Code: Select all
A:AB$ Animate | Cost$ AddCounter<0/LOYALTY> | Planeswalker$ True | ValidTgts$ Artifact.YouCtrl | TgtPrompt$ Select target artifact you control | Power$ 5 | Toughness$ 5 | Types$ Creature | UntilYourNextTurn$ True | SpellDescription$ Until your next turn, target artifact you control becomes a 5/5 creature in addition to its other types.
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Re: Forge Release 01/19/2020 ver 1.6.32

Postby Northmoc1344 » 22 Feb 2020, 16:17

Mrs Non-Gorilla wrote:The Addendum ability on Emergency Powers isn't happening.
Emergency Powers had a couple of issues that broke Addendum. Open your emergency_powers.txt in your text editor and completely overwrite the existing file with the following script to fix. This may or may not be the version that ends up in coming snapshots/releases, but it worked perfectly for me in testing.

Code: Select all
Name:Emergency Powers
ManaCost:5 W U
Types:Instant
A:SP$ ChangeZoneAll | Cost$ 5 W U | ChangeType$ Card | Origin$ Hand,Graveyard | Destination$ Library | Shuffle$ True | Random$ True | SubAbility$ DBDraw | UseAllOriginZones$ True | AILogic$ Timetwister | StackDescription$ SpellDescription | SpellDescription$ Each player shuffles their hand and hand into their library, then draws seven cards. Exile CARDNAME.
SVar:DBDraw:DB$ Draw | NumCards$ 7 | Defined$ Player | SubAbility$ DBAddendum | StackDescription$ None
SVar:DBAddendum:DB$ ChooseCard | ChoiceZone$ Hand | Defined$ You | Amount$ 1 | Choices$ Permanent.cmcLE7+YouCtrl | AILogic$ BestCard | ConditionPlayerTurn$ True | ConditionPhases$ Main1,Main2 | ConditionDefined$ Self | ConditionPresent$ Card.wasCast | SubAbility$ DBChange | StackDescription$ SpellDescription | SpellDescription$ Addendum - If you cast this spell during your main phase, you may put a permanent card with converted mana cost 7 or less from your hand onto the battlefield.
SVar:DBChange:DB$ ChangeZone | Origin$ Hand | Destination$ Battlefield | Defined$ ChosenCard | ConditionPlayerTurn$ True | ConditionPhases$ Main1,Main2 | ConditionDefined$ Self | ConditionPresent$ Card.wasCast | SubAbility$ DBCleanup | StackDescription$ None
SVar:DBCleanup:DB$ Cleanup | ClearChosen$ True | SubAbility$ DBExile
SVar:DBExile:DB$ ChangeZone | Origin$ Stack | Destination$ Exile | StackDescription$ None
Oracle:Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Emergency Powers.\nAddendum — If you cast this spell during your main phase, you may put a permanent card with converted mana cost 7 or less from your hand onto the battlefield.
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Re: Forge Release 01/19/2020 ver 1.6.32

Postby Xitax » 23 Feb 2020, 19:26

Do you think you'll add an Edition for THB Collector Boosters?
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Re: Forge Release 01/19/2020 ver 1.6.32

Postby Northmoc1344 » 23 Feb 2020, 23:05

Xitax wrote:Do you think you'll add an Edition for THB Collector Boosters?
The current snapshot/next release has all the fancy cards from THB and ELD as part of the regular editions, as well as some other support for your premium cards.
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Re: Forge Release 01/19/2020 ver 1.6.32

Postby Xitax » 25 Feb 2020, 02:45

I had a bug in multiplayer today.

Was playing Commander (me host) with my wife. On her screen, her hand had card pictures missing, and some flashing pictures of creatures in play. On my side everything appeared okay.
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Re: Forge Release 01/19/2020 ver 1.6.32

Postby indicatie » 25 Feb 2020, 13:31

Activating the {+2} ability of Nahiri, the Lithomancer while you have no equipments in play triggers the following error:

| Open
java.lang.NullPointerException
at forge.game.ability.effects.AttachEffect.resolve(AttachEffect.java:73)
at forge.game.spellability.AbilitySub.resolve(AbilitySub.java:111)
at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1370)
at forge.game.ability.AbilityUtils.resolveSubAbilities(AbilityUtils.java:1354)
at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1377)
at forge.game.ability.AbilityUtils.resolveSubAbilities(AbilityUtils.java:1354)
at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1377)
at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1338)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:476)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:1067)
at forge.game.GameAction.startGame(GameAction.java:1596)
at forge.game.Match.startGame(Match.java:90)
at forge.match.HostedMatch$2.run(HostedMatch.java:245)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Re: Forge Release 01/19/2020 ver 1.6.32

Postby Northmoc1344 » 25 Feb 2020, 14:38

Xitax wrote:I had a bug in multiplayer today.

Was playing Commander (me host) with my wife. On her screen, her hand had card pictures missing, and some flashing pictures of creatures in play. On my side everything appeared okay.
Thanks for the report. This is a known issue. All kinds of graphical anomalies are par for the course at this time with network Forge. My son and I had a game the other day where all my cards were displaying as face down on my screen. One of the core devs who is working on an upgrade calls the current network play "proof of concept."
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Re: Forge Release 01/19/2020 ver 1.6.32

Postby Northmoc1344 » 25 Feb 2020, 15:35

indicatie wrote:Activating the {+2} ability of Nahiri, the Lithomancer while you have no equipments in play triggers the following error:
Good catch. Replace the corresponding lines with the following for a hotfix, and we'll get this updated. Note that now there will be one additional line after the SVar:DBCleanup

Code: Select all
A:AB$ Token | Cost$ AddCounter<2/LOYALTY> | Planeswalker$ True | TokenAmount$ 1 | TokenScript$ w_1_1_kor_soldier | TokenOwner$ You | LegacyImage$ w 1 1 kor soldier c14 | RememberTokens$ True | SubAbility$ DBChooseToken | SpellDescription$ Create a 1/1 white Kor Soldier creature token. You may attach an Equipment you control to it.
SVar:DBChooseToken:DB$ ChooseCard | DefinedCards$ Remembered | Mandatory$ True | ChoiceTitle$ Choose a token | SubAbility$ DBAttach | StackDescription$ None
SVar:DBAttach:DB$ Attach | Optional$ True | Object$ Valid Equipment.YouCtrl | ChooseAnObject$ Choose an Equipment you control | Defined$ ChosenCard | SubAbility$ DBCleanup | ConditionCheckSVar$ X | ConditionSVarCompare$ GT0 | References$ X | StackDescription$ None
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True | ClearChosenCard$ True
SVar:X:Count$Valid Equipment.YouCtrl
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Re: Forge Release 01/19/2020 ver 1.6.32

Postby indicatie » 26 Feb 2020, 08:31

The ability of Maddening Imp should not destroy creatures that came into play after it was activated, but it does. It's quite OP now...
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Re: Forge Release 01/19/2020 ver 1.6.32

Postby Northmoc1344 » 26 Feb 2020, 19:19

indicatie wrote:The ability of Maddening Imp should not destroy creatures that came into play after it was activated, but it does. It's quite OP now...
EDIT - here is a better fix than the one I posted yesterday!

Leave the AI:Remove lines alone, but overwrite the ability lines with the following:

Code: Select all
A:AB$ PumpAll | Cost$ T | ValidCards$ Creature.ActivePlayerCtrl+nonWall | KW$ HIDDEN CARDNAME attacks each combat if able. | ActivationPhases$ Upkeep->Main1 | OpponentTurn$ True | SubAbility$ DBEffect | StackDescription$ SpellDescription | SpellDescription$ Non-Wall creatures the active player controls attack this turn if able. At the beginning of the next end step, destroy each of those creatures that didn't attack this turn. Activate this ability only during an opponent's turn and only before combat.
SVar:DBEffect:DB$ Effect | Name$ Maddening Imp Effect | Triggers$ EndofTurn | SVars$ TrigDestroy | RememberObjects$ Valid Creature.ActivePlayerCtrl+nonWall
SVar:EndofTurn:Mode$ Phase | Phase$ End of Turn | Execute$ TrigDestroy | TriggerDescription$ At the beginning of the next end step, destroy each of those creatures that didn't attack this turn.
SVar:TrigDestroy:DB$ DestroyAll | ValidCards$ Creature.IsRemembered+notAttackedThisTurn
Last edited by Northmoc1344 on 28 Feb 2020, 00:48, edited 1 time in total.
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Re: Forge Release 01/19/2020 ver 1.6.32

Postby Akei » 27 Feb 2020, 04:15

Hi!

I'm trying to play tiny leaders with Dalakos but the deck don't save??

Actually it saved the list on the files but the deck didn't appear on the list of my others decks to play. I don't know if there is a conflict with some card in my list but I've never seen this kind of bug before.

ps.: in Commander appears normally.
ps2: here is my list:

1 Dalakos, Crafter of Wonders

1 Cascade Bluffs
1 Command Tower
5 Island
6 Mountain
1 Scalding Tarn
1 Shivan Reef
1 Spirebluff Canal
1 Steam Vents
1 Bonesplitter
1 Civic Saber
1 Flayer Husk
1 Infiltration Lens
1 Inventor's Goggles
1 Sai of the Shinobi
1 Shadowspear
1 Shuko
1 Skullclamp
1 Dive Down
1 Mizzium Skin
1 Fervent Champion
1 Lightning Bolt
1 Magnetic Theft
1 Captain's Claws
1 Dowsing Dagger
1 Hero's Blade
1 Lightning Greaves
1 Mask of Avacyn
1 Mirror Shield
1 Stormrider Rig
1 Swiftfoot Boots
1 Sword of the Animist
1 Champion of the Flame
1 Mask of Immolation
1 Armory Automaton
1 Brass Squire
1 Forebear's Blade
1 Piston Sledge
1 Sickleslicer
1 Bludgeon Brawl
1 Valduk, Keeper of the Flame
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Re: Forge Release 01/19/2020 ver 1.6.32

Postby gos » 27 Feb 2020, 12:58

I don't think the card list has been updated for brawl either.

Akei wrote:Hi!

I'm trying to play tiny leaders with Dalakos but the deck don't save??

Actually it saved the list on the files but the deck didn't appear on the list of my others decks to play. I don't know if there is a conflict with some card in my list but I've never seen this kind of bug before.

ps.: in Commander appears normally.
ps2: here is my list:

1 Dalakos, Crafter of Wonders

1 Cascade Bluffs
1 Command Tower
5 Island
6 Mountain
1 Scalding Tarn
1 Shivan Reef
1 Spirebluff Canal
1 Steam Vents
1 Bonesplitter
1 Civic Saber
1 Flayer Husk
1 Infiltration Lens
1 Inventor's Goggles
1 Sai of the Shinobi
1 Shadowspear
1 Shuko
1 Skullclamp
1 Dive Down
1 Mizzium Skin
1 Fervent Champion
1 Lightning Bolt
1 Magnetic Theft
1 Captain's Claws
1 Dowsing Dagger
1 Hero's Blade
1 Lightning Greaves
1 Mask of Avacyn
1 Mirror Shield
1 Stormrider Rig
1 Swiftfoot Boots
1 Sword of the Animist
1 Champion of the Flame
1 Mask of Immolation
1 Armory Automaton
1 Brass Squire
1 Forebear's Blade
1 Piston Sledge
1 Sickleslicer
1 Bludgeon Brawl
1 Valduk, Keeper of the Flame
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Re: Forge Release 01/19/2020 ver 1.6.32

Postby gos » 27 Feb 2020, 13:24

Guildmages' Forum is not adding a +1/+1 counter with its second ability.
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Re: Forge Release 01/19/2020 ver 1.6.32

Postby Northmoc1344 » 28 Feb 2020, 01:02

gos wrote:I don't think the card list has been updated for brawl either.
Do you mean this Brawl update (see link)? It's only in snapshot at the moment... it will be in the next release!

https://git.cardforge.org/core-developers/forge/merge_requests/2511/diffs

Let me know if you meant something else!
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