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Re: Bug Reports (snapshot builds)

PostPosted: 25 Jul 2015, 14:03
by Hanmac
Enemy controls Samurai of the Pale Curtain
i have Nyx Weaver, cards are send from the Deck to the Graveyard, and are not exiled.

i control Archetype of Courage, but enemy creatures got "first strike" through Auras, but should not.

Re: Bug Reports (snapshot builds)

PostPosted: 25 Jul 2015, 14:22
by Midori
Hanmac wrote:Enemy controls Samurai of the Pale Curtain
i have Nyx Weaver, cards are send from the Deck to the Graveyard, and are not exiled.
This is not a bug. Samurai of the Pale Curtain only affects permanents and not cards outside the battlefield.

Re: Bug Reports (snapshot builds)

PostPosted: 26 Jul 2015, 11:43
by tojammot
I'm surprised this bug still persists.

When you close an AI vs AI match, it doesn't stop it outright (like how you can stop vs AI) and runs in the background. Thus, suddenly reopening if it moves on to the next game. This is probably why AI vs AI matches starts lagging after several finished matches.

Re: Bug Reports (snapshot builds)

PostPosted: 26 Jul 2015, 14:48
by drdev
The Great Aurora is bugged. It does not count tokens you own towards the number of cards you draw. This completely defeats the purpose of a deck I just built, so if somebody could fix this, that would be great. Make sure it counts tokens you own that your opponent controls too, as otherwise the combo with Forbidden Orchard won't work.

Thanks.
-Dan

Re: Bug Reports (snapshot builds)

PostPosted: 26 Jul 2015, 16:00
by friarsol
drdev wrote:The Great Aurora is bugged. It does not count tokens you own towards the number of cards you draw. This completely defeats the purpose of a deck I just built, so if somebody could fix this, that would be great. Make sure it counts tokens you own that your opponent controls too, as otherwise the combo with Forbidden Orchard won't work.

Thanks.
-Dan
I think you're understanding of token ownership is incorrect. They changed this rule a few years back:

110.5. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn't represented by a card.
110.5a A token is both owned and controlled by the player under whose control it entered the battlefield.

But you are right that this and Warp World should care about Ownership, not Control in cases like Gilded Drake.

Re: Bug Reports (snapshot builds)

PostPosted: 26 Jul 2015, 17:11
by drdev
friarsol wrote:
drdev wrote:The Great Aurora is bugged. It does not count tokens you own towards the number of cards you draw. This completely defeats the purpose of a deck I just built, so if somebody could fix this, that would be great. Make sure it counts tokens you own that your opponent controls too, as otherwise the combo with Forbidden Orchard won't work.

Thanks.
-Dan
I think you're understanding of token ownership is incorrect. They changed this rule a few years back:

110.5. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn't represented by a card.
110.5a A token is both owned and controlled by the player under whose control it entered the battlefield.

But you are right that this and Warp World should care about Ownership, not Control in cases like Gilded Drake.
It more importantly should count tokens. That said, are you sure you the owner of the effect that put the tokens into play doesn't own the tokens? That doesn't seem right.

Re: Bug Reports (snapshot builds)

PostPosted: 26 Jul 2015, 17:29
by friarsol
drdev wrote:That said, are you sure you the owner of the effect that put the tokens into play doesn't own the tokens? That doesn't seem right.
Why isn't it right? I quoted directly from the rules. Here's the M10 rules, #4

http://archive.wizards.com/Magic/magazi ... eature/42a

Edit: Also, I just tested this and it counted tokens just fine. I cast a Dragon Fodder and had 7 cards in hand, and drew 9 cards (no other permanents in play)

Re: Bug Reports (snapshot builds)

PostPosted: 26 Jul 2015, 17:43
by drdev
friarsol wrote:
drdev wrote:That said, are you sure you the owner of the effect that put the tokens into play doesn't own the tokens? That doesn't seem right.
Why isn't it right? I quoted directly from the rules. Here's the M10 rules, #4

http://archive.wizards.com/Magic/magazi ... eature/42a

Edit: Also, I just tested this and it counted tokens just fine. I cast a Dragon Fodder and had 7 cards in hand, and drew 9 cards (no other permanents in play)
Can you test Avenger of Zendikar? I had him 7 lands and 7 tokens and only got 8 cards.

Re: Bug Reports (snapshot builds)

PostPosted: 26 Jul 2015, 20:17
by friarsol
drdev wrote:Can you test Avenger of Zendikar? I had him 7 lands and 7 tokens and only got 8 cards.
Definitely seems something off. I tried it twice. Once I got 2 cards (even though I had 7 cards in hand and 4 non-token permanents) and the next was somewhat different but still wrong. Will probably be better off recording the amount of valid cards in the appropriate zones, then Changing Zones, then drawing X.

Re: Bug Reports (snapshot builds)

PostPosted: 26 Jul 2015, 23:38
by drdev
friarsol wrote:
drdev wrote:Can you test Avenger of Zendikar? I had him 7 lands and 7 tokens and only got 8 cards.
Definitely seems something off. I tried it twice. Once I got 2 cards (even though I had 7 cards in hand and 4 non-token permanents) and the next was somewhat different but still wrong. Will probably be better off recording the amount of valid cards in the appropriate zones, then Changing Zones, then drawing X.
So maybe it has nothing to do with tokens then. Are other similar effects broken, like Warp World?

Re: Bug Reports (snapshot builds)

PostPosted: 27 Jul 2015, 00:41
by friarsol
drdev wrote:So maybe it has nothing to do with tokens then. Are other similar effects broken, like Warp World?
Yea, this card was based on Warp World, so I'm sure it needs to be adjusted in the same way.

Re: Bug Reports (snapshot builds)

PostPosted: 27 Jul 2015, 20:08
by Triplant
Hey Guys,
Don't know if this belong into this thread but since yesterday everytime I started a Game it skips my Precombat-phase automaticly. When I have a creature on the battlefield Forge sends me right into Combat and without a Creature it skips Combat-Phase too...
Veeerrry enoying
Anyone here who has the same Problem?
Quick response would be helpfull ;)

Re: Bug Reports (snapshot builds)

PostPosted: 27 Jul 2015, 20:15
by friarsol
Triplant wrote:Hey Guys,
Don't know if this belong into this thread but since yesterday everytime I started a Game it skips my Precombat-phase automaticly. When I have a creature on the battlefield Forge sends me right into Combat and without a Creature it skips Combat-Phase too...
Veeerrry enoying
Anyone here who has the same Problem?
Quick response would be helpfull ;)
Sounds like you've disabled your phase stop for Main 1. Check to make sure your phases are all set (red is skip, green is stop) the way you want them to.

Re: Bug Reports (snapshot builds)

PostPosted: 27 Jul 2015, 22:46
by Primate
Crashed after attacking with two Hangarback Walker and a Servant of the Scale. Crash occurred after attempting to move to the Declare Blockers step. Forge never made it there; stuck in the DA step. Had just played 2 hangarbacks for x = 1, they gained 2 extra counters from Master Biomancer and 2 more from Hardened Scales activating twice. Screenshot of board state is attached.

Using Snapshot 1.5.41-r29769

Crash Report | Open
Code: Select all
Forge Version:    1.5.41-SNAPSHOT-r-1u
Operating System: Windows 8.1 6.3 x86
Java Version:     1.7.0_71 Oracle Corporation

java.lang.NullPointerException
   at forge.game.combat.CombatView.getAttackingBandsOf(CombatView.java:156)
   at forge.screens.match.controllers.CCombat.getCombatDescription(CCombat.java:75)
   at forge.screens.match.controllers.CCombat.getCombatDescription(CCombat.java:67)
   at forge.screens.match.controllers.CCombat.update(CCombat.java:53)
   at forge.screens.match.CMatchUI.showCombat(CMatchUI.java:367)
   at forge.match.input.InputAttack.updateMessage(InputAttack.java:321)
   at forge.match.input.InputAttack.setCurrentDefender(InputAttack.java:284)
   at forge.match.input.InputAttack.onOk(InputAttack.java:96)
   at forge.match.input.InputBase.selectButtonOK(InputBase.java:100)
   at forge.match.input.InputProxy.selectButtonOK(InputProxy.java:86)
   at forge.player.PlayerControllerHuman.selectButtonOk(PlayerControllerHuman.java:1346)
   at forge.screens.match.controllers.CPrompt.selectButtonOk(CPrompt.java:94)
   at forge.screens.match.controllers.CPrompt.access$100(CPrompt.java:42)
   at forge.screens.match.controllers.CPrompt$2.actionPerformed(CPrompt.java:65)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
   at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
   at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$200(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)

Re: Bug Reports (snapshot builds)

PostPosted: 29 Jul 2015, 08:41
by Marek14
Mana Reflection produces twice as much mana as it should when you tap lands to pay costs. If you just activate their mana abilities, it produces correct amount.