Bug Reports (snapshot builds)
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Re: Bug Reports (snapshot builds)
by Sloth » 12 Oct 2012, 08:26
Fixed! Thanks Almeida.Almeida wrote:Hey Guys Thanks for attention
Restoration Angel + any creature with +1/+1 counter the counter return with counter if this creature is tapped, continues tapped...
Snapshot 1.2.16 XXX 4
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Re: Bug Reports (snapshot builds)
by FabioFLX » 12 Oct 2012, 09:16
1. Anyone else noticed this?...FabioFLX wrote:Don't know if this only happens in the latest snapshot build, but I noticed that when the AI blocks a large creature it uses two or more creatures even when they will die all without killing the attacking creature.
I think the right move the AI can do when it can not kill an attacking creature going to do final-game damage is to block just with the weakest creature, and then go on the turn hoping for some... miracle
2. In latest snapshot, abilities that exile/return permanents like Restoration Angel or Oblivion Ring use to return exiled tokens to the battlefield. They shouldn't.
Re: Bug Reports (snapshot builds)
by Sloth » 12 Oct 2012, 13:53
Yes, see here: viewtopic.php?f=26&t=3681&start=345#p100256FabioFLX wrote:1. Anyone else noticed this?...FabioFLX wrote:Don't know if this only happens in the latest snapshot build, but I noticed that when the AI blocks a large creature it uses two or more creatures even when they will die all without killing the attacking creature.
I think the right move the AI can do when it can not kill an attacking creature going to do final-game damage is to block just with the weakest creature, and then go on the turn hoping for some... miracle
Fixed! Thanks FabioFLX.FabioFLX wrote:2. In latest snapshot, abilities that exile/return permanents like Restoration Angel or Oblivion Ring use to return exiled tokens to the battlefield. They shouldn't.
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Re: Bug Reports (snapshot builds)
by PowerClaws » 13 Oct 2012, 07:26
Im pretty sure its a bug but...
1) multiple Grave Betrayal triggers stack (if you have two on the field the creature gets 2 +1/+1 counters and
2) if a land is made a creature (eg. Guardian Zendikon), the land is returned to the field as a multicoloured zombie on the opponent's side of the field with counters
1) multiple Grave Betrayal triggers stack (if you have two on the field the creature gets 2 +1/+1 counters and
2) if a land is made a creature (eg. Guardian Zendikon), the land is returned to the field as a multicoloured zombie on the opponent's side of the field with counters
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Re: Bug Reports (snapshot builds)
by ArsenalNut » 13 Oct 2012, 13:39
There may be a bug with Mogg Flunkies and AI blocking. Several times I have have attacked for lethal damage when the AI had a Mogg Flunkies and at least one other creature and the AI didn't block at all.
Here's the last example I saw. The AI had five life. I attacked with a Thragtusk. The AI had a Hellrider, an Ash Zealot, a Mogg Flunkies, and Stromkirk Noble on the board and untapped. The AI made no block.
Using r17489
Here's the last example I saw. The AI had five life. I attacked with a Thragtusk. The AI had a Hellrider, an Ash Zealot, a Mogg Flunkies, and Stromkirk Noble on the board and untapped. The AI made no block.
Using r17489
So many cards, so little time
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Re: Bug Reports (snapshot builds)
by friarsol » 13 Oct 2012, 18:13
The ante UI box doesn't clear ante'd cards from previous games/matches. It should probably only show ante'd cards from the current game.
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Re: Bug Reports (snapshot builds)
by friarsol » 14 Oct 2012, 02:23
Got a crash related to the targeting overlays today:
Here's the general scenario:
I attacked with a few creatures, AI cast a 3/3 Flash and blocked my 2/2 First Strike. After blockers were declared:
I cast Righteous Blow on the blocker
AI cast Spellstutter Sprite, ETB trigger targeting my righteous blow
(Dire Undercurrents trigger for the AI to draw a card)
In response to that I cast Azorious Charm targeting the Blocker.
Which yields me an infinite loop of:
java.lang.NullPointerException
at forge.gui.match.TargetingOverlay$OverlayPanel.paintComponent(TargetingOverlay.java:156)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JLayeredPane.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
I'm guessing it doesn't know how to draw the arc from my spell on the stack to the Blocker? Or perhaps, after the target is removed it doesn't know where to find it? I don't believe the crash happened until after I tried to resolve the Charm, so it's probably just an issue of the target for Righteous Blow is no longer around to provide coordinates.
Here's the general scenario:
I attacked with a few creatures, AI cast a 3/3 Flash and blocked my 2/2 First Strike. After blockers were declared:
I cast Righteous Blow on the blocker
AI cast Spellstutter Sprite, ETB trigger targeting my righteous blow
(Dire Undercurrents trigger for the AI to draw a card)
In response to that I cast Azorious Charm targeting the Blocker.
Which yields me an infinite loop of:
java.lang.NullPointerException
at forge.gui.match.TargetingOverlay$OverlayPanel.paintComponent(TargetingOverlay.java:156)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JLayeredPane.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
I'm guessing it doesn't know how to draw the arc from my spell on the stack to the Blocker? Or perhaps, after the target is removed it doesn't know where to find it? I don't believe the crash happened until after I tried to resolve the Charm, so it's probably just an issue of the target for Righteous Blow is no longer around to provide coordinates.
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Re: Bug Reports (snapshot builds)
by Bundy » 14 Oct 2012, 17:15
Snapshot 1.2.16-20121012.104712-6
• Tribute to Hunger does not give any life when Primal Clay is sacrificed. It was a 3/3 creature when sacrificed.
• I have Grave Betrayal in play and destroy Avenging Angel. Grave Betrayal triggers first, then the ability of Avenging Angel. At the end my of turn Avenging Angel does not come into play under my control. Next turn computer cast Avenging Angel and is comes into play with a +1/+1 counter and is a zombie in addition to it's original type.
(Seems Grave Betrayal has no mouse over, so here is the text for it: Whenever a creature you don't control dies, return it to the battlefield under your control with an additional +1/+1 counter on it at the beginning of the next end step. That creature is a black Zombie in addition to its other colors and types.)
Computer plays Inferno, killing the angel. Now it does not return to the battlefield.
• Grave Pact makes the game crash at random it seems. I use Diamond Kaleidoscope to create a token, then sacrifice it. It works for say 20 times, then the 21nd time the game hangs on the Grave Pact effect and will not go any further. At the moment the game hangs when the computer must sacrifice Angel of Mercy. I use a Grave Pact / Grave betrayal combo.
• Tribute to Hunger does not give any life when Primal Clay is sacrificed. It was a 3/3 creature when sacrificed.
• I have Grave Betrayal in play and destroy Avenging Angel. Grave Betrayal triggers first, then the ability of Avenging Angel. At the end my of turn Avenging Angel does not come into play under my control. Next turn computer cast Avenging Angel and is comes into play with a +1/+1 counter and is a zombie in addition to it's original type.
(Seems Grave Betrayal has no mouse over, so here is the text for it: Whenever a creature you don't control dies, return it to the battlefield under your control with an additional +1/+1 counter on it at the beginning of the next end step. That creature is a black Zombie in addition to its other colors and types.)
Computer plays Inferno, killing the angel. Now it does not return to the battlefield.
• Grave Pact makes the game crash at random it seems. I use Diamond Kaleidoscope to create a token, then sacrifice it. It works for say 20 times, then the 21nd time the game hangs on the Grave Pact effect and will not go any further. At the moment the game hangs when the computer must sacrifice Angel of Mercy. I use a Grave Pact / Grave betrayal combo.
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Re: Bug Reports (snapshot builds)
by friarsol » 14 Oct 2012, 17:39
Targeting arcs more info:
It looks like the arcs are inverted.
Using the file gamestate file, import this during your turn and attack with the Bard. the Squire and Memnite both block the Bard, but it looks like there are two arcs originating from the squire and going into the first and second slot of the humans board, instead of the other way around?
It looks like the arcs are inverted.
Using the file gamestate file, import this during your turn and attack with the Bard. the Squire and Memnite both block the Bard, but it looks like there are two arcs originating from the squire and going into the first and second slot of the humans board, instead of the other way around?
- Gamestate | Open
- aicardsinplay=Squire;Memnite
humancardsinplay=Mightstone;Mightstone;Elvish Bard;Primal Rage;
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Re: Bug Reports (snapshot builds)
by Sloth » 14 Oct 2012, 17:51
PowerClaws wrote:Im pretty sure its a bug but...
1) multiple Grave Betrayal triggers stack (if you have two on the field the creature gets 2 +1/+1 counters
Both fixed! Thanks PowerClaws and Bundy.Bundy wrote:• I have Grave Betrayal in play and destroy Avenging Angel. Grave Betrayal triggers first, then the ability of Avenging Angel. At the end my of turn Avenging Angel does not come into play under my control. Next turn computer cast Avenging Angel and is comes into play with a +1/+1 counter and is a zombie in addition to it's original type.
Fixed! Thanks ArsenalNut.ArsenalNut wrote:There may be a bug with Mogg Flunkies and AI blocking. Several times I have have attacked for lethal damage when the AI had a Mogg Flunkies and at least one other creature and the AI didn't block at all.
Here's the last example I saw. The AI had five life. I attacked with a Thragtusk. The AI had a Hellrider, an Ash Zealot, a Mogg Flunkies, and Stromkirk Noble on the board and untapped. The AI made no block.
Using r17489
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Re: Bug Reports (snapshot builds)
by Doublestrike » 15 Oct 2012, 00:13
OK thanks sol. Working on something else at present but thanks for the info.
I bet the inversion comes from the small addressing change when the multiplayer UI was built...before, Human was at index 1 and Computer was index 0. I moved the user to index 0, so that's probably what's happening.
I bet the inversion comes from the small addressing change when the multiplayer UI was built...before, Human was at index 1 and Computer was index 0. I moved the user to index 0, so that's probably what's happening.
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Re: Bug Reports (snapshot builds)
by friarsol » 15 Oct 2012, 00:32
Yea I wasn't trying to rush you or anything. I was just fixing up the AssignDamage Panel for more accurate rules handling, so noticed it since I was rerunning the same test a few times in a row.Doublestrike wrote:OK thanks sol. Working on something else at present but thanks for the info.
I bet the inversion comes from the small addressing change when the multiplayer UI was built...before, Human was at index 1 and Computer was index 0. I moved the user to index 0, so that's probably what's happening.
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Re: Bug Reports (snapshot builds)
by Almeida » 15 Oct 2012, 01:18
Niv-Mizzet, Dracogenius is a Dragon Wizard creature type
Last edited by Chris H. on 15 Oct 2012, 10:57, edited 1 time in total.
Reason: mouse-over
Reason: mouse-over
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Re: Bug Reports (snapshot builds)
by Agetian » 15 Oct 2012, 15:45
A couple things I observed while testing svn autobuild marked 1.2.16-20121014.105406-8 on cardforge.org:
1) (reposted from v1.2.15 thread as it's relevant for the latest SVN as well) It's very common to see the AI chump-block my huge creatures, like 6/6 or 8/8, with two of its creatures that both die without killing my creature. It would have made sense if my creature was Trample, but it isn't, and there's no other apparent reason why the AI would sacrifice two creatures on my one creature without killing it.
2) This one is something I'm not sure about and need advice: should it be possible to play an instant spell after the AI plays land but before it plays a card? I know that that's how we always played Magic in my company but I'm not sure if it's officially sanctioned, sadly - it seems like it's impossible in Forge, but I'm not sure if it's a feature (an implementation of the official ruleset) or a bug. Here's the exact situation: let's say the AI has two lands, I have an instant card that allows me to tap three lands my opponent controls. I wait for my opponent's M1 for him to play his third land so that I can then tap all three, but once the AI plays the third land, it plays a card without passing the priority back to me. I'm not sure if this might actually be the correct behavior, please tell me if it is.
1) (reposted from v1.2.15 thread as it's relevant for the latest SVN as well) It's very common to see the AI chump-block my huge creatures, like 6/6 or 8/8, with two of its creatures that both die without killing my creature. It would have made sense if my creature was Trample, but it isn't, and there's no other apparent reason why the AI would sacrifice two creatures on my one creature without killing it.
2) This one is something I'm not sure about and need advice: should it be possible to play an instant spell after the AI plays land but before it plays a card? I know that that's how we always played Magic in my company but I'm not sure if it's officially sanctioned, sadly - it seems like it's impossible in Forge, but I'm not sure if it's a feature (an implementation of the official ruleset) or a bug. Here's the exact situation: let's say the AI has two lands, I have an instant card that allows me to tap three lands my opponent controls. I wait for my opponent's M1 for him to play his third land so that I can then tap all three, but once the AI plays the third land, it plays a card without passing the priority back to me. I'm not sure if this might actually be the correct behavior, please tell me if it is.
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Re: Bug Reports (snapshot builds)
by friarsol » 15 Oct 2012, 16:42
This is correct behavior. The active player always has priority unless he passes it. Playing a land is a special action, and does not pass priority.Agetian wrote:2) This one is something I'm not sure about and need advice: should it be possible to play an instant spell after the AI plays land but before it plays a card? I know that that's how we always played Magic in my company but I'm not sure if it's officially sanctioned, sadly - it seems like it's impossible in Forge, but I'm not sure if it's a feature (an implementation of the official ruleset) or a bug. Here's the exact situation: let's say the AI has two lands, I have an instant card that allows me to tap three lands my opponent controls. I wait for my opponent's M1 for him to play his third land so that I can then tap all three, but once the AI plays the third land, it plays a card without passing the priority back to me. I'm not sure if this might actually be the correct behavior, please tell me if it is.
The only time you could gain priority is if something triggered off playing that land (i.e. Landfall). But that still wouldn't give you priority until the opponent passed it to you with the trigger on the stack. (It just happens before Sorcery speed spells can be cast/activated)
Even still that opponent could always tap lands for mana in response to your instant. If you'd like to tap down your opponents lands, its best to do it during that player's upkeep before they get to draw.
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