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Current Known Bugs list

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Re: Current Known Bugs list

Postby DennisBergkamp » 01 Jul 2010, 18:18

Timmermac,

It looks like you didn't grab the patch:

download/file.php?id=1932
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Re: Current Known Bugs list

Postby slowe » 01 Jul 2010, 19:26

Some bugs:
- I have a tapped Cinder Pyromancer in play and Hidetsugu's Second Rite in my hand. My opponent is at 11 life, but Forge won't let me cast the Rite to untap my Pyromancer and enable it. The problem is Forge only lets you cast Hidetsugu's Second Rite when someone's at 10, instead of checking to see if there's any effect on resolution.
- Kor Firewalker's gain life ability isn't optional.
- Quest mode pets still have summoning sickness on your first turn if the AI plays first. This may have been intentional, but it's wrong and asymmetric.
- When I Ponder with Thrumming Stone in play, I draw an extra card before rearranging the top three cards. (It's not one of the four revealed by the Stone.)
- The AI sometimes does not lose for several steps when at 0 or less life if my Abyssal Persecutor dies to a sacrifice effect.
- When I am the active player and cast Innocent Blood, the AI chooses which creature it sacrifices before I choose mine. In fact, it's sacrificed before I even choose.
- Ripple isn't optional.
- When the AI controls Honden of Infinite Rage, we don't get to know what it targets. It seems to only target the human, but if it were going to aim at my Mogg Fanatic I'd like to know so I could respond.
- If I cast Incendiary Command and choose the 4 damage and the nonbasic land modes, I get this error:
Code: Select all
An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
   http://www.slightlymagic.net/forum/viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
   mtgerror@yahoo.com


GameAction : getPlayerLife() player == null


Version:
Forge -- official beta: $Date: 2010-05-01 02:21:42 -0500 (Sat, 01 May 2010) $, SVN revision: $Revision: 916 $

Detailed error trace:
java.lang.RuntimeException: GameAction : getPlayerLife() player == null
   at forge.GameAction.getPlayerLife(GameAction.java:1024)
   at forge.CardFactory$196.resolve(CardFactory.java:10457)
   at forge.Input_StackNotEmpty.selectButtonOK(Input_StackNotEmpty.java:46)
   at forge.GuiInput.selectButtonOK(GuiInput.java:36)
   at forge.GuiDisplay3.okButtonActionPerformed(GuiDisplay3.java:998)
   at forge.GuiDisplay3.access$3(GuiDisplay3.java:997)
   at forge.GuiDisplay3$26.actionPerformed(GuiDisplay3.java:781)
   at javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:1882)
   at javax.swing.AbstractButton$Handler.actionPerformed(AbstractButton.java:2202)
   at javax.swing.DefaultButtonModel.fireActionPerformed(DefaultButtonModel.java:420)
   at javax.swing.DefaultButtonModel.setPressed(DefaultButtonModel.java:258)
   at javax.swing.AbstractButton.doClick(AbstractButton.java:334)
   at javax.swing.AbstractButton.doClick(AbstractButton.java:282)
   at forge.GuiDisplay3$27.keyPressed(GuiDisplay3.java:800)
   at java.awt.Component.processKeyEvent(Component.java:5541)
   at javax.swing.JComponent.processKeyEvent(JComponent.java:2722)
   at java.awt.Component.processEvent(Component.java:5360)
   at java.awt.Container.processEvent(Container.java:2010)
   at java.awt.Component.dispatchEventImpl(Component.java:4050)
   at java.awt.Container.dispatchEventImpl(Container.java:2068)
   at java.awt.Component.dispatchEvent(Component.java:3885)
   at java.awt.KeyboardFocusManager.redispatchEvent(KeyboardFocusManager.java:1826)
   at java.awt.DefaultKeyboardFocusManager.dispatchKeyEvent(DefaultKeyboardFocusManager.java:681)
   at java.awt.DefaultKeyboardFocusManager.preDispatchKeyEvent(DefaultKeyboardFocusManager.java:938)
   at java.awt.DefaultKeyboardFocusManager.typeAheadAssertions(DefaultKeyboardFocusManager.java:810)
   at java.awt.DefaultKeyboardFocusManager.dispatchEvent(DefaultKeyboardFocusManager.java:645)
   at java.awt.Component.dispatchEventImpl(Component.java:3923)
   at java.awt.Container.dispatchEventImpl(Container.java:2068)
   at java.awt.Window.dispatchEventImpl(Window.java:1791)
   at java.awt.Component.dispatchEvent(Component.java:3885)
   at java.awt.EventQueue.dispatchEvent(EventQueue.java:463)
   at java.awt.EventDispatchThread.pumpOneEventForHierarchy(EventDispatchThread.java:269)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:190)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:184)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:176)
   at java.awt.EventDispatchThread.run(EventDispatchThread.java:110)
This doesn't happen with any other combination of modes. :?

Some AI card use problems:
- AI casts Lightning Bolt targeting me when I have a Jackal Pup in play.
- AI plays permanents with Nevinyrral's Disk on the board, then sets it off in the same turn.
- AI casts Stronghold Discipline when I have no creatures in play and it does.
- AI cascades into Maelstrom Pulse and opts not to cast it when I have three spirits and several other targets.

There's also a typo in the description of the House Party quest: "Later that night uninvited guest[s] show up"
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Re: Current Known Bugs list

Postby DennisBergkamp » 01 Jul 2010, 19:37

- Quest mode pets still have summoning sickness on your first turn if the AI plays first. This may have been intentional, but it's wrong and asymmetric.
This is intentional, I'm planning on adding a pet with haste... so I think it makes more sense to not allow them to attack on the first turn, even if the AI starts. When you say it's asymmetric, do you mean this is because of the fact the AI is able to attack on his second turn (if the human player starts) ?
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Re: Current Known Bugs list

Postby slowe » 01 Jul 2010, 21:06

DennisBergkamp wrote:
- Quest mode pets still have summoning sickness on your first turn if the AI plays first. This may have been intentional, but it's wrong and asymmetric.
This is intentional, I'm planning on adding a pet with haste... so I think it makes more sense to not allow them to attack on the first turn, even if the AI starts. When you say it's asymmetric, do you mean this is because of the fact the AI is able to attack on his second turn (if the human player starts) ?
If we both start with creatures in play and I go first, the AI's creatures no longer suffer from summoning sickness on its first turn. That makes sense to me. However, if we both start with creatures in play and the AI goes first, my creatures still have summoning sickness, even though I've controlled them since the beginning of my last upkeep. That's where the asymmetry is.
If you want to keep it that way to make the quests a greater challenge, that's cool. It's just been rather frustrating to me, but I'll get used to it. :)
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Re: Current Known Bugs list

Postby DennisBergkamp » 01 Jul 2010, 21:22

Ah, no I agree... and I think you're right, I'll make the AIs creatures suffer from summoning sickness also.
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Re: Current Known Bugs list

Postby s1886x » 02 Jul 2010, 00:45

when the computer played a spreading seas on my taiga, the taiga appeared twice among my lands: once as a taiga enchanted with spreading seas, and once as a taiga, type: island. though, tapping one taps both, so it doesn't affect the game play, it's just a visual glitch
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Re: Current Known Bugs list

Postby freestorageaccount » 02 Jul 2010, 04:21

On the subject of pets and plants, I may have mis-clicked, but the crocodile couldn't attack following a first-turn Time Walk.

I'm not sure about other storm spells, but Brain Freeze causes the 'OK' button to lose focus, a major impediment to us speed-Forgers.

This is another Mana Vault.-type idiosyncrasy, so call it a bump if you will: Since priority is generally not given during upkeep in Forge and lots of triggered abilities aren't actually put onto the stack (substantially reducing the value of Stifle here), you usually can't play good instants from your hand before Teferi's Puzzle Box ships them off.
-- freestorageaccount (= accurate forge notes) This is not a subliminal message. At least for the prosilver theme.

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Re: Current Known Bugs list

Postby s1886x » 02 Jul 2010, 10:31

not sure about this, but how does regenerate pan out with flanking? i had an odious trow that died due to the -1/-1 of flanking after i regenerated it. is that not a kind of destruction that regenerate can defend against?
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Re: Current Known Bugs list

Postby Almost_Clever » 02 Jul 2010, 11:14

s1886x wrote:not sure about this, but how does regenerate pan out with flanking? i had an odious trow that died due to the -1/-1 of flanking after i regenerated it. is that not a kind of destruction that regenerate can defend against?
No, regeneration only helps for damage and destroy effects and not state based effects such as 0 or less toughness.
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Re: Current Known Bugs list

Postby freestorageaccount » 02 Jul 2010, 19:36

Almost_Clever wrote:
s1886x wrote:not sure about this, but how does regenerate pan out with flanking? i had an odious trow that died due to the -1/-1 of flanking after i regenerated it. is that not a kind of destruction that regenerate can defend against?
No, regeneration only helps for damage and destroy effects and not state based effects such as 0 or less toughness.
This makes sense because even if the creature with zero toughness were to successfully regenerate, it would therefore remain in play, still have zero toughness, and repeatedly try to die until its (usually) finite number of regeneration effects run out.

So in nine out of ten cases, the destruction state-based effect alone is sufficient, even for zero toughness. But the other SBE would be necessary for infinite regeneration: without it, the game would crash over Knight of the Holy Nimbus vs. Last Gasp. How would Forge currently handle this situation?
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Re: Current Known Bugs list

Postby Snacko » 02 Jul 2010, 21:33

Sorry, Regeneration only replaces destruction and having 0 toughness isn't destruction by the rules.
704.5f - If a creature has toughness 0 or less, it's put into its owner's graveyard. Regeneration can't replace this event.
614.8 - Regeneration is a destruction-replacement effect. The word "instead" doesn't appear on the card but is implicit in the definition of regeneration. "Regenerate " means "The next time would be destroyed this turn, instead remove all damage marked on it and tap it. If it's an attacking or blocking creature, remove it from combat." Abilities that trigger from damage being dealt still trigger even if the permanent regenerates.
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Re: Current Known Bugs list

Postby freestorageaccount » 02 Jul 2010, 22:10

Snacko wrote:Sorry, Regeneration only replaces destruction and having 0 toughness isn't destruction by the rules.
Yes, I am aware of most of the writings of the MTG Rules God. I want to know whether or not this rule's implemented in Forge; for example, would using the Last Gasp on a Knight of the Holy Nimbus (or two on Mossbridge Troll for a more recent example) put it away or cause an infinite loop?
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Re: Current Known Bugs list

Postby Rob Cashwalker » 03 Jul 2010, 03:18

Stuffy Doll vs 5/3 Double Striker = 15 damage to opponent? (5 then 10)
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Re: Current Known Bugs list

Postby Resonantg » 03 Jul 2010, 14:42

Got another one for you. Activating the power of Hanna, Ship's Navigator causes this crash. After this crash occurs you must reboot Forge completely.

An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
mtgerror@yahoo.com


null


Version:
Forge -- official beta: $Date: 2010-05-01 02:21:42 -0500 (Sat, 01 May 2010) $, SVN revision: $Revision: 916 $

Detailed error trace:
java.lang.NullPointerException
at forge.Input_PayManaCost.showMessage(Input_PayManaCost.java:101)
at forge.GuiInput.setInput(GuiInput.java:27)
at forge.GuiInput.update(GuiInput.java:21)
at java.util.Observable.notifyObservers(Unknown Source)
at java.util.Observable.notifyObservers(Unknown Source)
at forge.MyObservable.updateObservers(MyObservable.java:10)
at forge.InputControl.setInput(InputControl.java:20)
at forge.GameAction.playSpellAbility(GameAction.java:1911)
at forge.GameAction.playCard(GameAction.java:1480)
at forge.InputUtil.playAnyCard(InputUtil.java:59)
at forge.Input_Main.selectCard(Input_Main.java:62)
at forge.GuiInput.selectCard(GuiInput.java:48)
at forge.GuiDisplay3$8.mousePressed(GuiDisplay3.java:398)
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.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: Current Known Bugs list

Postby Rob Cashwalker » 03 Jul 2010, 17:43

I had 3 lands in play, tried to play Harrow. It made me sac one of the lands first, but then I couldn't pay the mana cost. Click Cancel, and the land is still sacced of course. Lost that game....

Edit - So the answer is to put the mana into the pool first, then play Harrow and sac one of the tapped lands and pay from the pool.

Another problem I've seen is that when the computer goes first, my plant wall can't activate until my second turn.
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