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Forge Beta: 06-25-2012 ver 1.2.9

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Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby gos » 11 Jul 2012, 13:16

I'd like to bump this bug report from version 1.2.8

muppet wrote:when you sacrifice creatures to Dread Return Flame Kin Zealot the zombies you create don't get haste as for some reason it puts your zealot into play first.
I looked this up in the rules.

601. Casting Spells

601.2a The player announces that he or she is casting the spell. That card (or that copy of a card) moves from where it is to the stack. It becomes the topmost object on the stack.

[...]

601.2g The player pays the total cost in any order.
If I understand this correctly, the returning Flame-Kin Zealot should go on the stack first (in 601.2a), and any triggers caused by the paying of the flashback cost for Dread Return (in 601.2g), for example triggers from Bridge from Below, should go on the stack later. Thus, the zombies should always resolve first - the player has no choice in the matter.

However, forge puts the triggers from Bridge from Below on the stack first, as costs are paid, and then puts Dread Return on the stack. I imagine that this behavior is general - triggers caused by paying costs go on the stack first, then the spell being paid for.

This means I can, for example, with 1 life left, pay for a Lightning Bolt with a City of Brass, to kill my opponent and win.

This strikes me as a bug that might be buried relatively deeply in the code, and quite hard to fix.
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Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby Andy9973 » 11 Jul 2012, 14:13

Okay, I've only started playing Magic last year, so I don't know if the following is a mistake of Forge or if I'm just wrong about the rules.

I had following cards on the board:
- 2 x Wall of Reverence
- 1 x Avatar which I got from the last ability of Ajani Goldmane

I chose my Avatar with both of my Walls. What happened step by step was:
(Let's assume that I had 20 life.)
- The ability of the first Wall resolved. This gave me 20 life points and made the avatar 40/40.
- The ability of the second Wall resolved. This gave me 40 more life points.

Is it correct that the abilities don't resolve simultaneously but one after the other? Or should I have only gotten 40 life (= 2 x 20 life)?
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Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby friarsol » 11 Jul 2012, 14:41

gos wrote:This means I can, for example, with 1 life left, pay for a Lightning Bolt with a City of Brass, to kill my opponent and win.

This strikes me as a bug that might be buried relatively deeply in the code, and quite hard to fix.
Yea, this used to work at some point, but got messed up for a few corner cases like this, when improving Mana Abilities with Mana Cost. I think I know where this needs to be fixed (Inside of the Stack Resolution stuff) but it might take some time for me to get to it.

There is actually a way you can win with a City of Brass at 1 life to Lightning Bolt your opponent. First you activate your CoB then with the Trigger on the Stack you cast the Bolt. But if you activate the CoB inside the act of casting the spell, you (should) lose before Bolt resolves.
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Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby gos » 11 Jul 2012, 15:15

Andy9973 wrote:Is it correct that the abilities don't resolve simultaneously but one after the other?
This is correct. Abilities never resolve simultaneously. This is true for all things that go on the stack, like spells and abilties, both triggered and activated.

You should end up at 80 life.
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Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby gos » 11 Jul 2012, 15:19

friarsol wrote:Yea, this used to work at some point, but got messed up for a few corner cases like this, when improving Mana Abilities with Mana Cost. I think I know where this needs to be fixed (Inside of the Stack Resolution stuff) but it might take some time for me to get to it.
I applaud your dedication to making forge even more awesome than it is, and patiently await the opportunity to thank you for fixing this (obscure, corner-case) bug :)

friarsol wrote:There is actually a way you can win with a City of Brass at 1 life to Lightning Bolt your opponent. First you activate your CoB then with the Trigger on the Stack you cast the Bolt. But if you activate the CoB inside the act of casting the spell, you (should) lose before Bolt resolves.
Obviously! Thanks for the tip :)
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Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby friarsol » 11 Jul 2012, 15:52

gos wrote:.River of Tears produces black mana on my opponent's turn if I played a land in my last turn.
Sounds like the "Has a Player played lands this turn" flag may only be reset during the start of that Player's turn, not during the start of every turn. I'm not sure why that is, but should be a straightforward fix if that's the case.
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Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby cc-drake » 11 Jul 2012, 16:15

When I cast Devouring Rage during combat without sacrificing spirits, my creature doesn't get +3/+0
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Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby Sloth » 11 Jul 2012, 16:45

gos wrote:.River of Tears produces black mana on my opponent's turn if I played a land in my last turn.
Fixed! Thanks gos.

cc-drake wrote:When I cast Devouring Rage during combat without sacrificing spirits, my creature doesn't get +3/+0
Fixed! Thanks cc-drake.
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Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby GoldenGopher » 12 Jul 2012, 23:03

Just want to say a quick thanks to anyone associated with creating and maintaining this program. I've had a blast the last few hours without even scratching the surface of the content.

I scanned the thread for this error and didn't see it, so forgive if it was mentioned elsewhere.

In separate matches with Snow White and Grumpy (both Easy opponents), I get the error below. (It won't let me post the detailed error since I'm new). I was able to duplicate it with each opponent. In each instance, the error appeared in my first main phase on Turn 1.



Not found: mana shard with profile = 0

Version:
Forge version 1.2.9-r15979

OS: Windows 7 Version: 6.1 Architecture: x86

Java Version: 1.6.0_26 Vendor: Sun Microsystems Inc.
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Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby moomarc » 13 Jul 2012, 05:46

GoldenGopher wrote:Just want to say a quick thanks to anyone associated with creating and maintaining this program. I've had a blast the last few hours without even scratching the surface of the content.

I scanned the thread for this error and didn't see it, so forgive if it was mentioned elsewhere.

In separate matches with Snow White and Grumpy (both Easy opponents), I get the error below. (It won't let me post the detailed error since I'm new). I was able to duplicate it with each opponent. In each instance, the error appeared in my first main phase on Turn 1.



Not found: mana shard with profile = 0

Version:
Forge version 1.2.9-r15979

OS: Windows 7 Version: 6.1 Architecture: x86

Java Version: 1.6.0_26 Vendor: Sun Microsystems Inc.
Welcome and glad you're enjoying Forge. That error looks like an issue with snow mana that was fixed already sometime since the release. A new beta version is being released later today (unless some stop-the-press type emergency arises) so it'll be worth grabbing that when it does to get all the latest bug fixes and new cards (including all but four M13 cards).
-Marc
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Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby fiend123 » 13 Jul 2012, 06:41

Something is wrong with the Colourless hybrid mana card (Flame Javelin). You have to pay the indicated colour as there is no option to pay the alternate 2 colourless.
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Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby moomarc » 13 Jul 2012, 08:17

fiend123 wrote:Something is wrong with the Colourless hybrid mana card (Flame Javelin). You have to pay the indicated colour as there is no option to pay the alternate 2 colourless.
ArsenalNut is busy looking into the issue. With a whole lot of luck he'll be able to track down the problem and fix in time for the new beta, but if not then hopefully soon after.
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Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby Diogenes » 13 Jul 2012, 09:36

Since the new version just released, and I confirmed both of these issues, I'll be moving this message to that thread. I don't mean to spam, so please let me know if this is incorrect.
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Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby Andy9973 » 13 Jul 2012, 19:34

gos wrote:This is correct. Abilities never resolve simultaneously. This is true for all things that go on the stack, like spells and abilties, both triggered and activated.

You should end up at 80 life.
Okay, thanks.

I've found another card in 1.2.9 that caused problems in one of my games. The AI activated the ability of Planeswalker's Mirth. The card that was revealed from my hand was Woolly Thoctar, but the AI didn't gain any life (in the log it says "Computer gains 0 life."). The next turn it was the same whereas the revealed card was Retaliator Griffin.

Edit: Since I was stil in the game, I payed some attention the next turn. The AI actually does gain life. It seems that it's only displayed incorrectly in the log / stack.
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Re: Forge Beta: 06-25-2012 ver 1.2.9

Postby friarsol » 21 Jul 2012, 03:30

gos wrote:re: City of Brass
I applaud your dedication to making forge even more awesome than it is, and patiently await the opportunity to thank you for fixing this (obscure, corner-case) bug :)
Ok, this should be fixed in the svn. Hopefully the fix doesn't break anything, but I think it should be fine.
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