Bug Reports (snapshot builds)
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Re: Bug Reports (snapshot builds)
by fiend123 » 01 Oct 2014, 10:04
Necromancy is bugged with Persist. The AI targeted my Woodfall Primus which was enchanted with Necromancy. Woodfall Primus was destroyed. Woodfall Primus Persist Trigger together with Necromancy's leave the battlefield trigger. Woodfall Primus is returned to the battlefield with a -1/-1 counter, then was sacrificed to Necromancy's trigger.
Forge Version: forge-gui-desktop-1.5.28-SNAPSHOT-r27757.tar
- Screenshot | Open
Forge Version: forge-gui-desktop-1.5.28-SNAPSHOT-r27757.tar
Re: Bug Reports (snapshot builds)
by Agetian » 01 Oct 2014, 15:34
r27765: Something must have happened to the game log recently. For some reason, I don't have anything displayed in the log at the moment (see screenshot), I just started Forge and started my first quest match in it, and starting from the very beginning of the match I don't have any info added to the log. I'm not sure if it's going to be limited to this particular game or if it won't show anything in the log in the future as well, I will keep you posted.
P.S. The log is not shown for me in the next game as well.
P.P.S. I can confirm that the log is still not shown even after restarting Forge.
- Agetian
P.S. The log is not shown for me in the next game as well.
P.P.S. I can confirm that the log is still not shown even after restarting Forge.
- Agetian
Last edited by Agetian on 01 Oct 2014, 15:59, edited 2 times in total.
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Re: Bug Reports (snapshot builds)
by Agetian » 01 Oct 2014, 15:40
r27765: 1) Another issue I noticed is probably due to the recent CardView overhaul (?), at least I haven't seen this happen before and I know I coded it before to explicitly avoid situations like this. If you mouse over a card enchanted by an aura (and that aura is controlled by the same person as the card enchanted by it), there will be an erroneous "arrow head" displayed on top of the card (a targeting arrow that should not be shown for cards with enchantments stuck on them controlled by the same player). Screenshot attached.
2) Also, a separate issue shown on this same screenshot is that the creature's P/T is not being visualized correctly (Grim Guardian is enchanted by Animate Dead, so it should be showing up as 0/4, but it's incorrectly shown as 1/4).
3) And yet another issue. When I click a creature to declare it as an attacker, the "attacker icon" does not appear on it until I confirm the attack and switch over to the "instants" phase. Happens all the time.
- Agetian
2) Also, a separate issue shown on this same screenshot is that the creature's P/T is not being visualized correctly (Grim Guardian is enchanted by Animate Dead, so it should be showing up as 0/4, but it's incorrectly shown as 1/4).
3) And yet another issue. When I click a creature to declare it as an attacker, the "attacker icon" does not appear on it until I confirm the attack and switch over to the "instants" phase. Happens all the time.
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Last edited by Agetian on 01 Oct 2014, 16:07, edited 2 times in total.
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Re: Bug Reports (snapshot builds)
by Agetian » 01 Oct 2014, 15:50
r27765: And even one more visualization issue (I don't know if it's just my bad luck with all the visual artifacts today or if it's caused by the recent refactoring... anyhow, it looks like I'm getting a ton of different kinds of things today...). I killed the opp's Hypnotic Specter and then next turn the opp animated it with Animate Dead. When Hypnotic Specter came back animated, it still had the damage marked on it visually, which made little sense (see screenshot). This marked damage persisted across turns, too (basically, it just stayed on the creature until I killed it again).
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Re: Bug Reports (snapshot builds)
by Agetian » 01 Oct 2014, 15:55
r27765: And yet another thing... After the match was over (the one I was referring to above), I got the "you won such and such cards" screen which I couldn't scroll (my mouse did not respond). I tried clicking "Great!" and it didn't work either, and I realized that the game hung - something that hasn't ever happened to me in this particular spot till now. I had to force-quit Forge (kill the process) and restart it.
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Re: Bug Reports (snapshot builds)
by drdev » 01 Oct 2014, 16:09
Agetian, those certainly sound like issues I could have caused. I'll investigate.
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Re: Bug Reports (snapshot builds)
by Agetian » 01 Oct 2014, 16:09
r27765: I had Xenagos, the Reveler and Elspeth, Sun's Champion in play. The AI cast Lightning Helix on me. For some weird reason, I was given a dialog box asking me to choose which redirection of damage should take place first ("Redirect damage to Xenagos" and "Redirect damage to Elspeth"), while obviously the AI was only targeting one of my planeswalkers, not both of them at the same time (and indeed, only one [the targeted one] lost the loyalty counters).
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Re: Bug Reports (snapshot builds)
by elcnesh » 01 Oct 2014, 16:13
This might actually be correct – both replacement effects apply, and since you control the card they apply to, you get to choose the order. Basically you choose the order in which the opponent gets to decide whether to redirect the damage (which doesn't affect the result at all of course, which is why you'd never do it this way in paper MagicAgetian wrote:r27765: I had Xenagos, the Reveler and Elspeth, Sun's Champion in play. The AI cast Lightning Helix on me. For some weird reason, I was given a dialog box asking me to choose which redirection of damage should take place first ("Redirect damage to Xenagos" and "Redirect damage to Elspeth"), while obviously the AI was only targeting one of my planeswalkers, not both of them at the same time (and indeed, only one [the targeted one] lost the loyalty counters).
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Re: Bug Reports (snapshot builds)
by Agetian » 01 Oct 2014, 16:16
Umm yes, but which "both" replacement effects do apply in this situation?.. I mean, Lightning Helix only deals 3 damage once, to one target... Why would it ask me to order two different replacement effects (to two different targets) if there should theoretically be only one? Or do I misunderstand something about how targeting planeswalkers works?
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Re: Bug Reports (snapshot builds)
by elcnesh » 01 Oct 2014, 16:20
*looks up comp rules*Agetian wrote:Umm yes, but which "both" replacement effects do apply in this situation?.. I mean, Lightning Helix only deals 3 damage once, to one target... Why would it ask me to order two different replacement effects (to two different targets) if there should theoretically be only one? Or do I misunderstand something about how targeting planeswalkers works?![]()
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Ah yes, you're right. It's probably implemented as a replacement effect for a Planeswalker, while it should be a replacement effect for the damage. Functionally almost identical, except (apparently) in this case

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Re: Bug Reports (snapshot builds)
by drdev » 01 Oct 2014, 16:50
Is anyone else having issues using a reanimation spell? I keep trying to resurrect my creatures and every spell I try just fizzles.
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Re: Bug Reports (snapshot builds)
by Agetian » 01 Oct 2014, 16:56
I just tried Animate Dead (on the pre-27765 build though, I reverted back until the visual issues are gone), seems to have worked correctly - let me choose a card from my graveyard and then correctly enchanted it after returning it onto the battlefield. :\ What in particular fizzled for you?drdev wrote:Is anyone else having issues using a reanimation spell? I keep trying to resurrect my creatures and every spell I try just fizzles.
By the way, on a little different note, though related to graveyards since we're talking about those: I also noticed that some cards in graveyards (on the *mobile* version of the game) show up as tapped. I think they may be internally tapped in the desktop version of the game as well, it's just not visualized as outwardly as in the mobile version of the game. Maybe it's also worth clearing the tapped state ( setTapped(false) ) when a card goes to graveyard or exile? (just as well as damage).
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Re: Bug Reports (snapshot builds)
by drdev » 01 Oct 2014, 19:09
I just committed a fix for ensuring the tapped and damage states are reset when a card leaves the field.Agetian wrote:By the way, on a little different note, though related to graveyards since we're talking about those: I also noticed that some cards in graveyards (on the *mobile* version of the game) show up as tapped. I think they may be internally tapped in the desktop version of the game as well, it's just not visualized as outwardly as in the mobile version of the game. Maybe it's also worth clearing the tapped state ( setTapped(false) ) when a card goes to graveyard or exile? (just as well as damage).
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Re: Bug Reports (snapshot builds)
by friarsol » 01 Oct 2014, 23:24
Excessum,
It looks like your AI for Convoke is incorrect
There's two issues here (which really are two faces of the same problem):
1) Convoke should be comparing the color of the creatures to the Shards left to pay (matters for color changing cards)
2) Tokens wouldn't have mana costs, but can tap for colored convoke mana.
It looks like your AI for Convoke is incorrect
- Convoke AI | Open
- for (ManaCostShard toPay : cost) {
for (Card c : list) {
if (c.hasShardinCost(toPay)) {
There's two issues here (which really are two faces of the same problem):
1) Convoke should be comparing the color of the creatures to the Shards left to pay (matters for color changing cards)
2) Tokens wouldn't have mana costs, but can tap for colored convoke mana.
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Re: Bug Reports (snapshot builds)
by friarsol » 01 Oct 2014, 23:55
The Ante popup displays my Opponent is ante-ing "Unknown Card" the Ante Zone is a public zone, it shouldn't be hidden.
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