Re: Bug Reports (snapshot builds)
Thanks. Yea it was using devmode. It's much easier to test new cards this way, so I'm glad it works as I expect when going through this route.
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Thanks. Yea it was using devmode. It's much easier to test new cards this way, so I'm glad it works as I expect when going through this route.
Sorry, that must have been me trying to get team victories working. I won't be on again until Wednesday, but r24881 and r24882 need to be reverted. Alternatively, I think the issue is that I checked the team values against -1, which works great with constructed matches because they assign team numbers, but -1 was the default value for team before.friarsol wrote:r24884
Quest Mode Matches seem to be broken currently. As soon as the game starts (after mulliganing) the game ends and I'm told I won (Actually looking at the log, we both win and lose simultaneously). Then when the next game starts, I'm told I lost the last game and asked if I want to play/draw. Then when that game starts I get this crash:
java.lang.NullPointerException
at forge.gui.match.QuestWinLose.awardEventCredits(QuestWinLose.java:328)
at forge.gui.match.QuestWinLose.populateCustomPanel(QuestWinLose.java:157)
at forge.gui.match.ViewWinLose.<init>(ViewWinLose.java:116)
at forge.control.FControlGameEventHandler$6.run(FControlGameEventHandler.java:145)
I guess because the loss states are all messed up.
Well, it seemed to be happening everytime the AI tried to cast something that match when he had a cost reducing permanent in play, where the cost reduction was being used to cast the spell (3 mana available from lands, cost reduced by 1, cmc 4), which isn't the most common scenario, but I also wouldn't necessarily call it rare.Max mtg wrote:That what you've seen is a rare situation when AI though it would be able to pay the mana cost but apparently could not.
AI Commander doesn't suffer the cost raise effect. It's very unfairMax mtg wrote:The objective of this change is to have AI tests use a separate list of mana. (not the one returned by sa.getPayingMana())
That what you've seen is a rare situation when AI though it would be able to pay the mana cost but apparently could not.
- not
as the card rules read. Was the cost of 'unless its contoller pays
' reduced by Goblin Electromancer?The Electromancer definitely shouldn't be reducing the unless cost. I just downloaded the last release (1.5.12), and when Mana Leak is played in this scenario I'm prompted to pay 3, so something since the release is causing that issue.Max mtg wrote:Yes, AI had some incorrect cost calculation code. I believe I've fixed it (24901)
There's another bug, that is quite puzzling for me:
Give AI Goblin Electromancer, put an Island into play for AI, add Mana Leak to its hand. The cast some spell so that AI could counter.
The strange point here is that I am asked to pay- not
as the card rules read. Was the cost of 'unless its contoller pays
' reduced by Goblin Electromancer?
I hope this is no longer an issue after r24950.friarsol wrote:The Electromancer definitely shouldn't be reducing the unless cost. I just downloaded the last release (1.5.12), and when Mana Leak is played in this scenario I'm prompted to pay 3, so something since the release is causing that issue.Max mtg wrote:Yes, AI had some incorrect cost calculation code. I believe I've fixed it (24901)
There's another bug, that is quite puzzling for me:
Give AI Goblin Electromancer, put an Island into play for AI, add Mana Leak to its hand. The cast some spell so that AI could counter.
The strange point here is that I am asked to pay- not
as the card rules read. Was the cost of 'unless its contoller pays
' reduced by Goblin Electromancer?