Forge Beta Release: 11-02-2016 ver 1.5.57
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Re: Forge Beta Release: 11-02-2016 ver 1.5.57
by sriracha » 08 Dec 2016, 03:46
Ok, so I really think this is a bug...not that my track record is good here...lol
I cast stasis snare on my opponent's turn with the intent of targeting Krallenhorde Howler.
In response the AI cast Archangel Avacyn.
Problem is the AI only had 4 mana to work with and Avacyn costs 5.
EDIT:
damn...it did the same thing in the next turn with 5 mana available it only used 4 to cast another Avacyn.
I cast stasis snare on my opponent's turn with the intent of targeting Krallenhorde Howler.
In response the AI cast Archangel Avacyn.
Problem is the AI only had 4 mana to work with and Avacyn costs 5.
EDIT:
damn...it did the same thing in the next turn with 5 mana available it only used 4 to cast another Avacyn.
Re: Forge Beta Release: 11-02-2016 ver 1.5.57
by Agetian » 08 Dec 2016, 04:34
Nope, not really a bug. That Krallenhorde Howler has an effect that makes creature spells cost less to castsriracha wrote:Ok, so I really think this is a bug...not that my track record is good here...lol
I cast stasis snare on my opponent's turn with the intent of targeting Krallenhorde Howler.
In response the AI cast Archangel Avacyn.
Problem is the AI only had 4 mana to work with and Avacyn costs 5.
EDIT:
damn...it did the same thing in the next turn with 5 mana available it only used 4 to cast another Avacyn.
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Re: Forge Beta Release: 11-02-2016 ver 1.5.57
by Seravy » 08 Dec 2016, 16:45
When the game asks "do you want to put triggered effects on the stack in the same order?" the order is wrong if there are multiples of the same effect.
for example, I have 2 bottomless pit in play and a Squee Goblin Nabob in the graveyard. I selected to discard twice then return the Squee last turn. The game offers to do "discard, return, discard" again instead of "discard, discard, return" which I actually did. I have to reorder the effects manually each turn if I want to keep the order.
(this latest happened in 1.5.56 but I believe I had this same problem with different cards when I was using 1.5.57 too)
for example, I have 2 bottomless pit in play and a Squee Goblin Nabob in the graveyard. I selected to discard twice then return the Squee last turn. The game offers to do "discard, return, discard" again instead of "discard, discard, return" which I actually did. I have to reorder the effects manually each turn if I want to keep the order.
(this latest happened in 1.5.56 but I believe I had this same problem with different cards when I was using 1.5.57 too)
Re: Forge Beta Release: 11-02-2016 ver 1.5.57
by sriracha » 09 Dec 2016, 16:37
lol...well, at least my track record of thinking I've found an issue is still all epic fail. Thanks - I need to pay more attention to the transform texts...Agetian wrote:Nope, not really a bug. That Krallenhorde Howler has an effect that makes creature spells cost less to cast
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Re: Forge Beta Release: 11-02-2016 ver 1.5.57
by lindleya1 » 12 Dec 2016, 05:54
Hey, I just updated forge to the latest version on my android. Just noticed, Darksteel Mutation doesn't a3rd the Artifact type to the enchanted creature. Its supposed to turn it into Artifact Creature - Insect but it only becomes Creature - Insect.
Re: Forge Beta Release: 11-02-2016 ver 1.5.57
by lindleya1 » 12 Dec 2016, 06:45
Description: I was playing a commander game against the AI who had a generated deck with Ikra Shidiqi, the Usurper as the commander. He attacked with Ikra Shidiqi alone, dealt combat damage, and the triggered ability went on the stack. When the ability tried to resolve, the game crashed.
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.58.005
Operating System: Linux 3.10.49-g33fb8ae-dirty armv7l
Java Version: 0 The Android Project
java.lang.NullPointerException: Attempt to invoke virtual method 'forge.game.player.Player forge.game.card.Card.getController()' on a null object reference
at forge.game.card.CardFactoryUtil.xCount(CardFactoryUtil.java:750)
at forge.game.card.CardFactoryUtil.handlePaid(CardFactoryUtil.java:1777)
at forge.game.ability.AbilityUtils.calculateAmount(AbilityUtils.java:678)
at forge.game.ability.effects.LifeGainEffect.resolve(LifeGainEffect.java:36)
at forge.game.ability.AbilityApiBased.resolve(AbilityApiBased.java:60)
at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1269)
at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1250)
at forge.ai.ComputerUtil.playNoStack(ComputerUtil.java:288)
at forge.ai.PlayerControllerAi.playSpellAbilityNoStack(PlayerControllerAi.java:315)
at forge.game.trigger.WrappedAbility.resolve(WrappedAbility.java:444)
at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1269)
at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1250)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:514)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:980)
at forge.game.GameAction.startGame(GameAction.java:1451)
at forge.game.Match.startGame(Match.java:95)
at forge.match.HostedMatch$2.run(HostedMatch.java:220)
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1112)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:587)
at java.lang.Thread.run(Thread.java:818)
Re: Forge Beta Release: 11-02-2016 ver 1.5.57
by fsntf » 13 Dec 2016, 03:20
So, the computer illegally pumped Groundling Pouncer more than once while I did not possess a creature with flying.
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Re: Forge Beta Release: 11-02-2016 ver 1.5.57
by Andy9973 » 14 Dec 2016, 09:09
When AI blocked with AEther Membrane, its ability didn't trigger.
Re: Forge Beta Release: 11-02-2016 ver 1.5.57
by Agetian » 14 Dec 2016, 12:43
Fixed (r32692).Andy9973 wrote:When AI blocked with AEther Membrane, its ability didn't trigger.
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Re: Forge Beta Release: 11-02-2016 ver 1.5.57
by Diena » 14 Dec 2016, 15:41
During a draft game of SOI, the IA attacks me multiple time with runaway carriage without having to sacrify it the end of the combat.
During another draft of KLD, the IA used Eliminate the Competition to destroy all my creatures without having to sacrify its own.
Those happen with the 1.5.58-SNAPSHOT-r-1
During another draft of KLD, the IA used Eliminate the Competition to destroy all my creatures without having to sacrify its own.
Those happen with the 1.5.58-SNAPSHOT-r-1
Re: Forge Beta Release: 11-02-2016 ver 1.5.57
by Indigo Dragon » 17 Dec 2016, 05:31
I hardcast Phthisis targeting an 8/8 Mortivore.
Ai regenerates Mortivore.
Phthisis resolves, Mortivore regenerates, Ai does not lose life.
Instead, Phthisis should cause the player lose life even if the creature survives.
Ai regenerates Mortivore.
Phthisis resolves, Mortivore regenerates, Ai does not lose life.
Instead, Phthisis should cause the player lose life even if the creature survives.
Ctrl+C, Ctrl+V
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Re: Forge Beta Release: 11-02-2016 ver 1.5.57
by Agetian » 17 Dec 2016, 06:25
I think I fixed this (r32714) but I need someone else to take a look at the fix because I'm afraid it may screw something up. Basically, the problem was that LKI for the targeted card was not remembered if the card was not destroyed, and thus the subability could not reference that LKI properly. I made it such that the game remembers LKI independently from the card being destroyed / not destroyed, but I don't know if maybe something else relies on that particular interaction (LKI only remembered if the card was destroyed).
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Re: Forge Beta Release: 11-02-2016 ver 1.5.57
by bfarias » 17 Dec 2016, 07:09
hello, some news about PvP online server??
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Re: Forge Beta Release: 11-02-2016 ver 1.5.57
by Hanmac » 17 Dec 2016, 07:44
it currently breaks to many other cards like Noxious Gearhulk and Kalitas, Bloodchief of GhetAgetian wrote:I think I fixed this (r32714) but I need someone else to take a look at the fix because I'm afraid it may screw something up. Basically, the problem was that LKI for the targeted card was not remembered if the card was not destroyed, and thus the subability could not reference that LKI properly. I made it such that the game remembers LKI independently from the card being destroyed / not destroyed, but I don't know if maybe something else relies on that particular interaction (LKI only remembered if the card was destroyed).
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maybe cards like Phthisis which does not care about the card being destroyed need to be rewritten differently not using RememberLKI at all.
Probably TargetedLKI or something like that?
Re: Forge Beta Release: 11-02-2016 ver 1.5.57
by Agetian » 17 Dec 2016, 08:10
Yeah, TargetedLKI works very well for Phthisis, thanks! I reverted the original change, too.Hanmac wrote:it currently breaks to many other cards like Noxious Gearhulk and Kalitas, Bloodchief of Ghet
maybe cards like Phthisis which does not care about the card being destroyed need to be rewritten differently not using RememberLKI at all.
Probably TargetedLKI or something like that?
I'll look at what other cards may need this change.
EDIT: I updated all the cards I could find that utilize a sequence of abilities which should not care if a card is destroyed/exiled or not. I'm not sure (rule-wise) if "exile" cards should be rewritten this way or not: if you attempt to cast e.g. Exile on a creature and it is then bounced back to hand in response, should the second clause ("...you gain life equal to...") fire? I assume yes (since it's worded in a similar fashion), but I'd like to double-check. If you can take a look at the commit (r32720), it'd be nice.
EDIT 2: r32722 - I followed suit by removing DB Cleanup from cards that do not require RememberLKI anymore and do not utilize Cleanup for any other purpose. Also, changed RememberedController to TargetedController for those cards to avoid the need to use RememberLKI.
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