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Forge Beta: 09-24-2012 ver 1.2.14

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Re: Forge Beta: 09-24-2012 ver 1.2.14

Postby Xitax » 25 Sep 2012, 04:46

Zirbert wrote:1.2.14 (and also tested in 1.2.13, for that matter) -

I can't cast Gravepurge, Cruel Revival, or Gaea's Blessing (targetting myself) if there are no creature cards in my graveyard. I should be able to, since zero satisfies the targetting conditions of "any number" or "up to X". I suspect the same issue will exist with other "up to X targets" cards, but those are the only three I've tested so far.
There's a UI problem with spells like this, namely that there's only a "Cancel" button to stop selecting targets when selecting fewer targets than allowed. In this case, "Cancel" means "stop selecting targets", but it also means that if you mis-clicked on the card you can't cancel casting the spell. What we really need is a "Done" button for this purpose, leaving "Cancel" to always mean "cancel the casting of the spell."

Bug: I have in play a Fire-Belly Changeling with a Muzzle enchanting it. I play a Changeling Titan, exiling the Fire-Belly Changeling. Muzzle should die instantly, but doesn't. EDIT: It did die, but I'm not sure when.

Totally confused by this panel: AI blocked the Titan with Rathi Trapper and Palace Guard.

Untitled.jpg


ANOTHER EDIT: OK, I understand the need for the panel, but it's a bit difficult. If I may, I'd like to suggest an idea for damage assignation for trample and/or multiple blockers. I 'shopped this to show what I'm thinking. It's just a suggestion since I have about zero programming skills - at least less programming skills than Photoshop skills... :)

idea.jpg
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Re: Forge Beta: 09-24-2012 ver 1.2.14

Postby moomarc » 25 Sep 2012, 06:12

Xitax wrote:Bug: I have in play a Fire-Belly Changeling with a Muzzle enchanting it. I play a Changeling Titan, exiling the Fire-Belly Changeling. Muzzle should die instantly, but doesn't. EDIT: It did die, but I'm not sure when.
Auras that fall off a creature that's exiled are only destroyed the next time state-based effects are checked so would have been buried when you passed priority.
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Re: Forge Beta: 09-24-2012 ver 1.2.14

Postby Xitax » 25 Sep 2012, 07:43

moomarc wrote:
Xitax wrote:Bug: I have in play a Fire-Belly Changeling with a Muzzle enchanting it. I play a Changeling Titan, exiling the Fire-Belly Changeling. Muzzle should die instantly, but doesn't. EDIT: It did die, but I'm not sure when.
Auras that fall off a creature that's exiled are only destroyed the next time state-based effects are checked so would have been buried when you passed priority.
And I thought I knew the rules... thanks for the explanation. The next time something like this happened the enchantment was destroyed when I clicked on next phase.

Morph: The AI's Morphs show the picture, but mine don't. Mine don't show me what card is morphed, either (card text). Maybe I put the picture in the wrong place? It's in /res/pics/.
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Re: Forge Beta: 09-24-2012 ver 1.2.14

Postby muppet » 25 Sep 2012, 09:40

I have Lightning Helix imprinted on Isochron Scepter. I target the computer with the copied Lightning Helix and oddly it took 3 damage and then gained 3 life. I guess it doesn't know who the Lightning Helix belongs to in this case. If you target a creature it takes the damage and then the computer gains 3 life

It works correctly on my own turn.

This is not a new bug with this version.
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Re: Forge Beta: 09-24-2012 ver 1.2.14

Postby RumbleBBU » 25 Sep 2012, 10:34

friarsol wrote:
skibulk wrote:Magic Album catalogs 12,680 *unique* card titles. By that number forge has rules support for 88% of all cards ever printed. Is that accurate?
I believe there are over 13k unique cards, and yes we have over 11.1k of them. We only have 3 or 4 sets that are less than 80%.
Just out of curiosity, which currently unsupported game mechanics or keywords would 'unlock' the greatest number of currently unimplemented cards? Damage prevention and Banding are two which, if implemented, would help make the numbers for the early sets slightly nicer-looking. Any others?

And which of them might be particularly troublesome to implement?
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Re: Forge Beta: 09-24-2012 ver 1.2.14

Postby Andy9973 » 25 Sep 2012, 11:41

The 'flicker' effect doesn't seem to work correctly with Fiend Hunter.

I exiled a creature with Fiend Hunter. After the AI played a better creature I wanted to flicker the Fiend Hunter (by playing cards like Cloudshift, Ghostly Flicker or Restoration Angel) to exile the better creature. When I do this I am asked to put the two abilities of Fiend Hunter on the stack:
- When Fiend Hunter enters the battlefield, you may exile another target creature.
- When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.

But no matter which order I put these two on the stack, the new creature always becomes exiled and immediately comes back to the battlefield. It only seems to work with the first option of Venser, the Sojourner, but never when the Fiend Hunter immediately comes back again.
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Re: Forge Beta: 09-24-2012 ver 1.2.14

Postby friarsol » 25 Sep 2012, 12:15

Xitax wrote:ANOTHER EDIT: OK, I understand the need for the panel, but it's a bit difficult. If I may, I'd like to suggest an idea for damage assignation for trample and/or multiple blockers. I 'shopped this to show what I'm thinking. It's just a suggestion since I have about zero programming skills - at least less programming skills than Photoshop skills... :)
I'm not really sure how your popup makes more sense, perhaps the only thing that's better is the damage overlay (since the idea of "going back" doesn't really exist here). The way combat assignment works is the following (current rules unlike the old rules that Forge had been following for the last few years).

0. Attacking player orders multiple blockers when blockers are finished being assigned.
1. When the attacker is dealing damage he must assign damage in the order that has been chosen. You must deal at least lethal damage to a creature before moving on to the next creature.
2. If there is only one object remaining, all of the rest of the damage is dealt.

This popup automates a lot that previously you had to click multiple times for.

It shows the current object being assigned damage.
It automatically assigns lethal damage.
It shows the remaining objects in a list view (so more can be seen at a time, a sidescrolling view would seem to only show one more item and you aren't allowed to interact with those later cards yet).
You can quickly just hit next a few times to assign lethal to everything that can be assigned lethal, and even deal the remaining damage to the opponent.

I'm not sure why the Images don't show in the popup, they should and they used to, but we should figure out why that is.
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Re: Forge Beta: 09-24-2012 ver 1.2.14

Postby friarsol » 25 Sep 2012, 14:41

RumbleBBU wrote:Just out of curiosity, which currently unsupported game mechanics or keywords would 'unlock' the greatest number of currently unimplemented cards? Damage prevention and Banding are two which, if implemented, would help make the numbers for the early sets slightly nicer-looking. Any others?

And which of them might be particularly troublesome to implement?
We don't exactly have a grouped list like this. Some of cards that we think might be scriptable get added to the http://www.slightlymagic.net/wiki/Forge_Scriptables list and the guys who focus more on scripting usually add messages when something doesn't quite work for whatever reason. Occassionally, one of us will go through a set and eyeball abilities that we think might be scriptable and add them to the list. These abilities aren't necessarily organized by group however.

Most of the time things that are required are just additional parameters or non-standard alterations to existing Abilities.

Example: Crashing Boars is very similar to Provoke, except the defending player makes a choice instead of the attacking player targeting a creature. (I do believe this one is scriptable using ChooseCard and Pump)

Example: Exalted Dragon is very similar to Propaganda. However, our pay to attack code doesn't support non-mana costs, so it's unable to be scripted. (There's about 4-5 cards that would need this code. 2 from Ice Age, Leviathan, and maybe one more that I can't seem to find now)
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Re: Forge Beta: 09-24-2012 ver 1.2.14

Postby gos » 25 Sep 2012, 21:40

Longstanding error:

If you tap Reflecting Pool for mana, but cancel when you are prompted to choose a color, that Pool will not tap for mana any more.
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Re: Forge Beta: 09-24-2012 ver 1.2.14

Postby friarsol » 25 Sep 2012, 23:40

gos wrote:Longstanding error:

If you tap Reflecting Pool for mana, but cancel when you are prompted to choose a color, that Pool will not tap for mana any more.
Ohhh I've seen people report this, but could never repro what they were doing to get it. Hopefully that should be enough to help.
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Re: Forge Beta: 09-24-2012 ver 1.2.14

Postby friarsol » 26 Sep 2012, 01:34

gos wrote:Longstanding error:

If you tap Reflecting Pool for mana, but cancel when you are prompted to choose a color, that Pool will not tap for mana any more.
Thanks for the repro Gos, this should now be fixed.
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Re: Forge Beta: 09-24-2012 ver 1.2.14

Postby clyspe » 26 Sep 2012, 02:22

Torpor Orb is still not correctly stopping Phyrexian Dreadnought's etb trigger

edit: doubling season is not adding double the counters to Pentavus

edit2: also conjurer's closet used on pentavus when a doubling season was in play did not add double the pentavus counters (probably related)
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Re: Forge Beta: 09-24-2012 ver 1.2.14

Postby moomarc » 26 Sep 2012, 06:19

friarsol wrote:
Set Breakdown | Open
Set: Implemented (Missing) / Total = Percentage Implemented
Dark Ascension: 158 (0) / 158 = 100.0%
From the Vault: Dragons: 15 (0) / 15 = 100.0%
Starter 2000: 52 (0) / 52 = 100.0%
Duel Decks: Elspeth vs. Tezzeret: 73 (0) / 73 = 100.0%
Duel Decks: Garruk vs. Liliana: 57 (0) / 57 = 100.0%
From the Vault: Relics: 15 (0) / 15 = 100.0%
From the Vault: Legends: 15 (0) / 15 = 100.0%
Innistrad: 253 (1) / 254 = 99.61%
Mirrodin Besieged: 149 (1) / 150 = 99.33%
Magic 2013: 232 (2) / 234 = 99.15%
Starter 1999: 156 (2) / 158 = 98.73%
Conflux: 143 (2) / 145 = 98.62%
Duel Decks: Divine vs. Demonic: 55 (1) / 56 = 98.21%
Battle Royale Box Set: 103 (2) / 105 = 98.1%
Portal: 196 (4) / 200 = 98.0%
Alara Reborn: 142 (3) / 145 = 97.93%
Avacyn Restored: 229 (5) / 234 = 97.86%
Portal Three Kingdoms: 166 (4) / 170 = 97.65%
Premium Deck Series: Slivers: 40 (1) / 41 = 97.56%
Magic 2011: 228 (6) / 234 = 97.44%
Portal Second Age: 151 (4) / 155 = 97.42%
Tenth Edition: 358 (10) / 368 = 97.28%
Duel Decks: Venser vs. Koth: 68 (2) / 70 = 97.14%
Duel Decks: Phyrexia vs. the Coalition: 65 (2) / 67 = 97.01%
Shards of Alara: 227 (7) / 234 = 97.01%
Scars of Mirrodin: 227 (7) / 234 = 97.01%
Magic 2010: 226 (8) / 234 = 96.58%
Magic 2012: 226 (8) / 234 = 96.58%
Beatdown Box Set: 79 (3) / 82 = 96.34%
Duel Decks: Ajani vs. Nicol Bolas: 74 (3) / 77 = 96.1%
Legions: 139 (6) / 145 = 95.86%
Duel Decks: Knights vs. Dragons: 69 (3) / 72 = 95.83%
Urza's Legacy: 137 (6) / 143 = 95.8%
Rise of the Eldrazi: 223 (10) / 233 = 95.71%
Ninth Edition: 329 (15) / 344 = 95.64%
Seventh Edition: 320 (15) / 335 = 95.52%
Eighth Edition: 326 (16) / 342 = 95.32%
New Phyrexia: 162 (8) / 170 = 95.29%
Zendikar: 223 (12) / 235 = 94.89%
Worldwake: 137 (8) / 145 = 94.48%
Urza's Destiny: 135 (8) / 143 = 94.41%
Premium Deck Series: Fire and Lightning: 29 (2) / 31 = 93.55%
Classic Sixth Edition: 313 (22) / 335 = 93.43%
From the Vault: Exiled: 14 (1) / 15 = 93.33%
Fifth Dawn: 154 (11) / 165 = 93.33%
Eventide: 167 (13) / 180 = 92.78%
Premium Deck Series: Graveborn: 25 (2) / 27 = 92.59%
Urza's Saga: 310 (25) / 335 = 92.54%
Torment: 132 (11) / 143 = 92.31%
Tempest: 308 (27) / 335 = 91.94%
Magic: The Gathering-Commander: 277 (26) / 303 = 91.42%
Lorwyn: 261 (25) / 286 = 91.26%
Duel Decks: Jace vs. Chandra: 51 (5) / 56 = 91.07%
Guildpact: 150 (15) / 165 = 90.91%
Stronghold: 130 (13) / 143 = 90.91%
Saviors of Kamigawa: 150 (15) / 165 = 90.91%
Morningtide: 136 (14) / 150 = 90.67%
Future Sight: 163 (17) / 180 = 90.56%
Planeshift: 129 (14) / 143 = 90.21%
Time Spiral: 258 (28) / 286 = 90.21%
Fifth Edition: 390 (44) / 434 = 89.86%
Masters Edition: 166 (19) / 185 = 89.73%
Exodus: 128 (15) / 143 = 89.51%
Mirrodin: 260 (31) / 291 = 89.35%
Onslaught: 299 (36) / 335 = 89.25%
Weatherlight: 149 (18) / 167 = 89.22%
Ravnica: City of Guilds: 259 (32) / 291 = 89.0%
Nemesis: 127 (16) / 143 = 88.81%
Mercadian Masques: 297 (38) / 335 = 88.66%
Fourth Edition: 326 (42) / 368 = 88.59%
Revised Edition: 262 (34) / 296 = 88.51%
Time Spiral "Timeshifted": 107 (14) / 121 = 88.43%
Antiquities: 75 (10) / 85 = 88.24%
Scourge: 126 (17) / 143 = 88.11%
Champions of Kamigawa: 256 (35) / 291 = 87.97%
Darksteel: 145 (20) / 165 = 87.88%
Limited Edition Alpha: 252 (38) / 290 = 86.9%
Odyssey: 291 (44) / 335 = 86.87%
Shadowmoor: 248 (38) / 286 = 86.71%
Apocalypse: 124 (19) / 143 = 86.71%
Unlimited Edition: 253 (39) / 292 = 86.64%
Limited Edition Beta: 253 (39) / 292 = 86.64%
Coldsnap: 134 (21) / 155 = 86.45%
Planar Chaos: 142 (23) / 165 = 86.06%
Invasion: 288 (47) / 335 = 85.97%
Betrayers of Kamigawa: 141 (24) / 165 = 85.45%
Homelands: 98 (17) / 115 = 85.22%
Promo set for Gatherer: 23 (4) / 27 = 85.19%
Dissension: 153 (27) / 180 = 85.0%
Judgment: 120 (23) / 143 = 83.92%
Fallen Empires: 85 (17) / 102 = 83.33%
Arabian Nights: 65 (13) / 78 = 83.33%
Prophecy: 119 (24) / 143 = 83.22%
Chronicles: 96 (20) / 116 = 82.76%
Mirage: 274 (61) / 335 = 81.79%
Legends: 253 (57) / 310 = 81.61%
Alliances: 116 (28) / 144 = 80.56%
The Dark: 95 (24) / 119 = 79.83%
Visions: 132 (35) / 167 = 79.04%
Ice Age: 294 (78) / 372 = 79.03%
Planechase 2012 Edition: 132 (45) / 177 = 74.58%


The only thing that is incorrect in this breakdown is counting Helm of Obedience (which I'm working on) but it's not actually in the latest release.
More has changed since this was posted. Aside from Helm of Obedience actually being added now, Visions has also moved above the 80% mark now, leaving only two sets below that mark (not counting Planechase for now because it's just the Planes holding us back there so won't move that up until we support Planechase formats.
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Re: Forge Beta: 09-24-2012 ver 1.2.14

Postby Andy9973 » 26 Sep 2012, 08:27

I got the following error message when the AI played Wolfbriar Elemental.

Code: Select all
This is a Crash Report. An error has occurred. Please save this message to a file.
Please follow the instructions at this address to submit this Crash Report, plus what you were doing at the time:
   http://tinyurl.com/3zzrnyb
Reporting bugs in Forge is very important. We thank you for your time.

2


Version:
Forge version 1.2.14-r17052

OS: Windows 7 Version: 6.1 Architecture: amd64

Java Version: 1.7.0_06 Vendor: Oracle Corporation

Detailed error trace:
java.lang.ArrayIndexOutOfBoundsException: 2
   at forge.card.cardfactory.CardFactoryUtil.xCount(CardFactoryUtil.java:2340)
   at forge.card.abilityfactory.AbilityFactory.calculateAmount(AbilityFactory.java:1617)
   at forge.card.abilityfactory.AbilityFactoryToken.tokenDoTriggerAINoCost(AbilityFactoryToken.java:439)
   at forge.card.abilityfactory.AbilityFactoryToken.tokenDoTriggerAI(AbilityFactoryToken.java:413)
   at forge.card.abilityfactory.AbilityFactoryToken.access$300(AbilityFactoryToken.java:53)
   at forge.card.abilityfactory.AbilityFactoryToken$1AbilityToken.doTrigger(AbilityFactoryToken.java:187)
   at forge.card.trigger.TriggerHandler$2.doTrigger(TriggerHandler.java:604)
   at forge.game.zone.MagicStack.chooseOrderOfSimultaneousStackEntry(MagicStack.java:1338)
   at forge.game.zone.MagicStack.chooseOrderOfSimultaneousStackEntryAll(MagicStack.java:1294)
   at forge.game.zone.MagicStack.setResolving(MagicStack.java:262)
   at forge.game.zone.MagicStack.finishResolving(MagicStack.java:1025)
   at forge.game.zone.MagicStack.resolveStack(MagicStack.java:893)
   at forge.game.phase.PhaseHandler.passPriority(PhaseHandler.java:883)
   at forge.control.input.InputPassPriority.selectButtonOK(InputPassPriority.java:76)
   at forge.gui.GuiInput.selectButtonOK(GuiInput.java:92)
   at forge.gui.match.controllers.CMessage$2.actionPerformed(CMessage.java:52)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
   at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
   at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
   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)
The AI played it for 5 Mana, so it should have produced 1 Wolf token, but it didn't create any. The stack kept showing "1. Wolfbriar Elemental - Creature 4/4" even after the spell resolved. It only disappeared after somebody put another spell on the stack.
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Re: Forge Beta: 09-24-2012 ver 1.2.14

Postby saturnine » 26 Sep 2012, 09:11

This is a bug that I've never really gotten around to reporting for some reason.

Pain lands that ask you what mana to produce when you obviously need one of a specific colour, or a colourless. Only reproducible when there's two or more of the same pain land in play and in the same pile. Tapping the first one in the pile usually gives you the right mana without a prompt, but the second/non-first land in the pile will usually end up bugging you for the kind of mana you want even though it should be obvious.
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