Forge Beta: 10-22-2014 ver 1.5.29
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Beta: 10-22-2014 ver 1.5.29
by Nekoatl » 23 Oct 2014, 15:37
Vesuvan Shapeshifter no longer triggers flip abilities of creatures it copies. Easily reproducible using 50% Mox Sapphire, 25% Vesuvan Shapeshifter, 25% Echo Tracer:
- steps to reproduce | Open
- 1) Play at least 3 Mox Sapphire.
2) Play Echo Tracer face-up.
3) Play Vesuvan Shapeshifter face-down.
4) Morph Vesuvan Shapeshifter, copying Echo Tracer.
At this point, there should be a prompt to choose a target creature to return to hand, but nothing happens.
- Relevant ruling from gatherer.wizards.com: | Open
- If Vesuvan Shapeshifter is turned face up, the process of turning face up includes (optionally) choosing another creature on the battlefield. You'll pay {U} (not the morph cost, if any, of the new creature), then Vesuvan Shapeshifter will turn face up as a copy of that creature, plus the triggered ability it gives itself. It won't turn face up as a Vesuvan Shapeshifter and then change. If the copied creature has a "when this creature is turned face up" ability, it will trigger for Vesuvan Shapeshifter.
Re: Forge Beta: 10-22-2014 ver 1.5.29
by friarsol » 23 Oct 2014, 16:18
I'll take a look when I have a chance, there may be some other residual issues with Clones and triggers, but this one shouldn't be too bad to resolve.Nekoatl wrote:Vesuvan Shapeshifter no longer triggers flip abilities of creatures it copies. Easily reproducible using 50% Mox Sapphire, 25% Vesuvan Shapeshifter, 25% Echo Tracer
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Re: Forge Beta: 10-22-2014 ver 1.5.29
by Chris H. » 23 Oct 2014, 17:11
A new snapshot build deployed to cardforge based on SVN 28064:
http://cardforge.org/releases/snapshots/forge/forge-gui-desktop/1.5.30-SNAPSHOT/
http://cardforge.org/releases/snapshots/forge/forge-gui-desktop/1.5.30-SNAPSHOT/
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Re: Forge Beta: 10-22-2014 ver 1.5.29
by slo-moe » 23 Oct 2014, 17:13
There is still a problem with the AI casting Jeskai Charm to target a creature that was killed on a previous turn and so is no longer in play.
My turn 4: AI killed my Heir of the Wilds with a Lightning Strike.
Turns 5 and 6: we each played just a land.
AI turn 7: AI casts Jeskai Charm targeting my Heir of the Wilds which is in my graveyard.
My turn 4: AI killed my Heir of the Wilds with a Lightning Strike.
Turns 5 and 6: we each played just a land.
AI turn 7: AI casts Jeskai Charm targeting my Heir of the Wilds which is in my graveyard.
- Jeskai Charm invalid target
Re: Forge Beta: 10-22-2014 ver 1.5.29
by Nordos » 23 Oct 2014, 17:27
Sometimes if I win, my game doesn't move on.
Instead of a new match, nothing happens. I can't do anything, not even with the developer tools :S
Instead of a new match, nothing happens. I can't do anything, not even with the developer tools :S
Re: Forge Beta: 10-22-2014 ver 1.5.29
by Midori » 23 Oct 2014, 18:07
Two issues:
1. I chump blocked with an Loaming Shaman equipped with Lightning Greaves. End of Turn i returned the Loaming Shaman to my hand with Phyrexian Reclamation . On my turn i played Loaming Shaman from my hand and it entered the battlefield with Lightning Greaves equipped.
2. In assumption the Lightning Greaves equipped on my Loaming Shaman was a displaying bug, i clicked on my Skullclamp to equipp it on my Loaming Shaman. Since Loaming Shaman was my only Creature on the battlefield, the equip ability tried targeting Loaming Shaman, thanks to the new Auto-Target-feature if only one valid target is in available. But since my Shaman had Shroud, the prompt window informed me that my target is not legal and i have to choose a different one. But there were no valid targets i could choose and the prompt window had no cancel option or the like, wich caused the game to be stuck on this situation.
1. I chump blocked with an Loaming Shaman equipped with Lightning Greaves. End of Turn i returned the Loaming Shaman to my hand with Phyrexian Reclamation . On my turn i played Loaming Shaman from my hand and it entered the battlefield with Lightning Greaves equipped.
2. In assumption the Lightning Greaves equipped on my Loaming Shaman was a displaying bug, i clicked on my Skullclamp to equipp it on my Loaming Shaman. Since Loaming Shaman was my only Creature on the battlefield, the equip ability tried targeting Loaming Shaman, thanks to the new Auto-Target-feature if only one valid target is in available. But since my Shaman had Shroud, the prompt window informed me that my target is not legal and i have to choose a different one. But there were no valid targets i could choose and the prompt window had no cancel option or the like, wich caused the game to be stuck on this situation.
Re: Forge Beta: 10-22-2014 ver 1.5.29
by slo-moe » 23 Oct 2014, 18:32
When AI has two Kiora's Follower in play, it gets into an endless loop: Follower 1 untaps Follower 2, then Follower 2 untaps Follower 1. Repeat endlessly.
Re: Forge Beta: 10-22-2014 ver 1.5.29
by Nekoatl » 23 Oct 2014, 21:22
Yeah, there are a lot of potential infinite loops like that, for example if the AI has a Sharuum the Hegemon in graveyard and plays another Sharuum the Hegemon, it'll keeping pulling them out of the graveyard and sacrificing them due to controlling 2 Legendary permanents with the same name. Worse, for something like 2 Myr Galvanizer and a Palladium Myr, the AI can keep superficially improving its game state with the infinite mana combo, which makes it an attractive play even to some more advanced AI algorithms. It's not an easy problem to solve.slo-moe wrote:When AI has two Kiora's Follower in play, it gets into an endless loop: Follower 1 untaps Follower 2, then Follower 2 untaps Follower 1. Repeat endlessly.
Re: Forge Beta: 10-22-2014 ver 1.5.29
by slo-moe » 23 Oct 2014, 21:44
I appreciate the insight, Nekoatl. Just brainstorming here: maybe it can be solved by having a way to represent the game-state -- e.g., ordered list of card name without ID, power, toughness, tapped/untapped -- along those lines. Then see whether the game-state changes; if it doesn't change, don't repeat the action. Just my thoughts....
Re: Forge Beta: 10-22-2014 ver 1.5.29
by Nekoatl » 24 Oct 2014, 01:01
That would work for some cases, including the one you posted, but not for all. That's why I mentioned the Myr example. Throw in something like a Myr Propagator, and the AI has a legitimate reason to keep using the combo until it has "enough" tokens on the field. Since it shouldn't know what you'll be able to field for defenses on your next turn, every additional Myr Propagator token increases its chances of being able to overrun you on its next turn, so if it's seeking to maximize its advantage in terms of game state, it'll never stop creating tokens.slo-moe wrote:I appreciate the insight, Nekoatl. Just brainstorming here: maybe it can be solved by having a way to represent the game-state -- e.g., ordered list of card name without ID, power, toughness, tapped/untapped -- along those lines. Then see whether the game-state changes; if it doesn't change, don't repeat the action. Just my thoughts....
Re: Forge Beta: 10-22-2014 ver 1.5.29
by drdev » 24 Oct 2014, 01:06
The next time this happens, could you maybe take a screenshot of the game state? That would help with attempting to reproduce and fix the issue. Thanks.Nordos wrote:Sometimes if I win, my game doesn't move on.
Instead of a new match, nothing happens. I can't do anything, not even with the developer tools :S
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Re: Forge Beta: 10-22-2014 ver 1.5.29
by chieuduong » 24 Oct 2014, 07:57
Game freezes on planeswalk : I ran into this issue twice today.
- ClassCastException | Open
- Code: Select all
Forge Version: 1.5.29-r28053Mu (mixed revisions detected; please update from the root directory)
Operating System: Windows 7 6.1 x86
Java Version: 1.8.0_25 Oracle Corporation
java.lang.ClassCastException: forge.game.card.CardCollection cannot be cast to forge.game.card.Card
at forge.game.trigger.TriggerHandler.runNonStaticTriggersForPlayer(TriggerHandler.java:304)
at forge.game.trigger.TriggerHandler.runWaitingTrigger(TriggerHandler.java:289)
at forge.game.trigger.TriggerHandler.runWaitingTriggers(TriggerHandler.java:248)
at forge.game.zone.MagicStack.unfreezeStack(MagicStack.java:148)
at forge.game.zone.MagicStack.finishResolving(MagicStack.java:519)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:473)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:940)
at forge.game.GameAction.startGame(GameAction.java:1351)
at forge.game.Match.startGame(Match.java:71)
at forge.match.MatchUtil$2.run(MatchUtil.java:200)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Re: Forge Beta: 10-22-2014 ver 1.5.29
by Sloth » 24 Oct 2014, 13:00
The following bugs have been fixed:
Nekoatl wrote:With this version, every time I try to start a Vanguard game, I get an exception. This occurs before any in-game prompts and before libraries are populated. I've confirmed it occurs even with a simple test deck of nothing but Dryad Arbor and Serra. If I press Continue, the game does not proceed, no cards are in the game, and the only prompt is "Game Setup" with OK and Cancel buttons that do nothing.
slo-moe wrote:There is still a problem with the AI casting Jeskai Charm to target a creature that was killed on a previous turn and so is no longer in play.
Thanks Nekoatl, slo-moe and chieuduong.chieuduong wrote:Game freezes on planeswalk : I ran into this issue twice today.
Additionally, Chandra, the Firebrand -2 (copy instant/sorcery on stack) also freezes the game. This issue only happens in .29, when I switched back to .28 it works fine. I ran into this problem ever since I tried the Forge version on krazy the fox's site
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Re: Forge Beta: 10-22-2014 ver 1.5.29
by Nordos » 24 Oct 2014, 13:03
Its still the original build, though. I have not yet deployed the snapshotdrdev wrote:The next time this happens, could you maybe take a screenshot of the game state? That would help with attempting to reproduce and fix the issue. Thanks.
Re: Forge Beta: 10-22-2014 ver 1.5.29
by gos » 24 Oct 2014, 16:07
. Reflecting Pool doesn't take Command Tower into account.
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