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Bug Reports (snapshot builds)

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Re: Bug Reports (snapshot builds)

Postby AtogMaster » 23 Sep 2016, 17:43

:32152
Operating System: Mac OS X 10.12 x86_64
Java Version: 1.8.0_66 Oracle Corporation

I'm not sure exactly what happened, but it looks like the AI's Salivating Gremlins (enchanted by my Revoke Privileges) caused a crash when the AI played an artifact.
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Re: Bug Reports (snapshot builds)

Postby friarsol » 23 Sep 2016, 17:46

AtogMaster wrote::32152
Operating System: Mac OS X 10.12 x86_64
Java Version: 1.8.0_66 Oracle Corporation

I'm not sure exactly what happened, but it looks like the AI's Salivating Gremlins (enchanted by my Revoke Privileges) caused a crash when the AI played an artifact.
Yea that was fixed in 32156 already.
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Re: Bug Reports (snapshot builds)

Postby AtogMaster » 23 Sep 2016, 19:13

I'm not sure exactly what happened, but it looks like the AI's Salivating Gremlins (enchanted by my Revoke Privileges) caused a crash when the AI played an artifact.[/quote]
Yea that was fixed in 32156 already.[/quote]

Thanks for the quick reply! I'll get updated before I submit anything else :)
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Re: Bug Reports (snapshot builds)

Postby Twainer » 24 Sep 2016, 02:11

r32172
Subtle Strike - Is a sorcery, should be instant
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Re: Bug Reports (snapshot builds)

Postby tjtillman » 24 Sep 2016, 11:06

friarsol wrote:
Twainer wrote:Am i going blind or is there currently no way to see how much energy each player has?
It's not amazing, but if you hover over the player panel it lists how much that player has.
Is there a plan to add an additional way to portray energy counters? If using touchscreen devices like a windows tablet it's unable to be seen.
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Re: Bug Reports (snapshot builds)

Postby Twainer » 24 Sep 2016, 11:10

r32177
Era of Innovation - Energy trigger should require mana payment, but does not
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Re: Bug Reports (snapshot builds)

Postby tjtillman » 24 Sep 2016, 12:23

r32178

Whiler Virtuoso should be a 2/3
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Re: Bug Reports (snapshot builds)

Postby tjtillman » 24 Sep 2016, 13:45

r32178

Attacked with Skysovereign, Consul's Flagship when opponent had no creatures or planeswalkers on the battlefield, forced me to target one of my own creatures. However, the card says target a creature or planewalker the opponent controls.
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Re: Bug Reports (snapshot builds)

Postby sizzlewump » 24 Sep 2016, 15:49

Description: Forge crashed in a 2-player Commander game after I cast Polymorphous Rush selecting 2 additional targets. This happened when I chose Sharding Sphinx as the creature to copy (which I had already selected as one of the 2 targets by mistake).

Targets selected: Sharding Sphinx, Hero of Iroas, and Icefall Regent.

In essence, I think I was asking your software to tell a creature to become a copy of itself and it didn't know how to behave.

Thanks for any help you are able to provide! Great job with the software!

NullPointerException | Open
Code: Select all
Forge Version:    1.5.49-r-1
Operating System: Windows 7 6.1 amd64
Java Version:     1.8.0_51 Oracle Corporation

java.lang.NullPointerException
   at forge.game.card.CardState.copyFrom(CardState.java:352)
   at forge.game.card.CardFactory.copyState(CardFactory.java:604)
   at forge.game.card.CardFactory.copyCopiableCharacteristics(CardFactory.java:509)
   at forge.game.ability.effects.CloneEffect.resolve(CloneEffect.java:124)
   at forge.game.spellability.AbilitySub.resolve(AbilitySub.java:119)
   at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1249)
   at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1231)
   at forge.game.ability.effects.RepeatEachEffect.resolve(RepeatEachEffect.java:97)
   at forge.game.spellability.AbilitySub.resolve(AbilitySub.java:119)
   at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1249)
   at forge.game.ability.AbilityUtils.resolveSubAbilities(AbilityUtils.java:1242)
   at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1256)
   at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1231)
   at forge.game.zone.MagicStack.resolveStack(MagicStack.java:503)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:1003)
   at forge.game.GameAction.startGame(GameAction.java:1479)
   at forge.game.Match.startGame(Match.java:96)
   at forge.match.HostedMatch$2.run(HostedMatch.java:220)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Attachments
Bug_screenshot.png
Screenshot in Forge
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Re: Bug Reports (snapshot builds)

Postby friarsol » 24 Sep 2016, 17:27

sizzlewump wrote:Description: Forge crashed in a 2-player Commander game after I cast Polymorphous Rush selecting 2 additional targets. This happened when I chose Sharding Sphinx as the creature to copy (which I had already selected as one of the 2 targets by mistake).

Targets selected: Sharding Sphinx, Hero of Iroas, and Icefall Regent.

In essence, I think I was asking your software to tell a creature to become a copy of itself and it didn't know how to behave.

Thanks for any help you are able to provide! Great job with the software!

NullPointerException | Open
Code: Select all
Forge Version:    1.5.49-r-1
Operating System: Windows 7 6.1 amd64
Java Version:     1.8.0_51 Oracle Corporation

java.lang.NullPointerException
   at forge.game.card.CardState.copyFrom(CardState.java:352)
   at forge.game.card.CardFactory.copyState(CardFactory.java:604)
   at forge.game.card.CardFactory.copyCopiableCharacteristics(CardFactory.java:509)
   at forge.game.ability.effects.CloneEffect.resolve(CloneEffect.java:124)
   at forge.game.spellability.AbilitySub.resolve(AbilitySub.java:119)
   at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1249)
   at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1231)
   at forge.game.ability.effects.RepeatEachEffect.resolve(RepeatEachEffect.java:97)
   at forge.game.spellability.AbilitySub.resolve(AbilitySub.java:119)
   at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1249)
   at forge.game.ability.AbilityUtils.resolveSubAbilities(AbilityUtils.java:1242)
   at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1256)
   at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1231)
   at forge.game.zone.MagicStack.resolveStack(MagicStack.java:503)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:1003)
   at forge.game.GameAction.startGame(GameAction.java:1479)
   at forge.game.Match.startGame(Match.java:96)
   at forge.match.HostedMatch$2.run(HostedMatch.java:220)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
You seem to be on a very old version "1.5.49-r-1" is from February. You should probably update to a new version, there should be one out this weekend with Kaladesh cards.
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Re: Bug Reports (snapshot builds)

Postby leshrac » 24 Sep 2016, 18:28

friarsol wrote:
leshrac wrote:r32102:

If Song of the Dryads enchants a Blood Moon, non-basic lands are still mountains.

Similar thing happens if you enchant Urborg, Tomb of Yawgmoth with Song of the Dryads (all lands are still swamps in addition to their usual type). Or if you enchant it with Spreading Seas. Also: If you have Urborg, Tomb of Yawgmoth and Blood Moon in play, all basic lands are still Swamps.
That's how layers work:

7/18/2014: If Urborg loses its abilities (for example, if it becomes a creature and then Turn to Frog targets it), all lands on the battlefield, including Urborg, will still be Swamps, but Urborg won’t have the ability “Each land is a Swamp in addition to its other land types.” Urborg also won’t be able to tap to produce {B}, but other lands (including those that enter the battlefield later in the turn) will. The way continuous effects work, Urborg’s type-changing ability is applied before the effect that removes both the type-changing ability and its own mana ability.
I googled a little more about that, this should make it very clear:
http://magic.wizards.com/en/articles/ar ... 2009-11-05

A dependent effect will usually affect either more or less objects if applied after the different effect it is dependent on. Here is a simple example of this.

Both Urborg, Tomb of Yawgmoth and Blood Moon are on the battlefield. What does my Urborg, Tomb of Yawgmoth look like?

If we try to apply Blood Moon before or after Urborg, Blood Moon will affect the same number of lands. However, if we apply Urborg after Blood Moon, then Urborg loses its ability and affects no lands. That makes Urborg dependant on Blood Moon, so Blood Moon's effect has to be applied before Urborg no matter which has the older time stamp.
I also read that whole article and the relevant part of the official rules, and i think i have a better understanding how layers work now.

The example you are quoting is different: If Urborg "loses its abilities", that happens in Layer 6. The type-changing ability of Urborg happens in Layer 4. That's why other lands would still be swamps.
However, with Blood Moon and Urborg and Song of the Dryads, everything happens in Layer 4, so this will be decided with dependency.

(I understand that's probably not a simple fix, but i still wanted to make clear it's not working as it should right now, so it can hopefully be fixed at some point.)
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Re: Bug Reports (snapshot builds)

Postby stormcat » 25 Sep 2016, 17:26

:r32193
Fateful Showdown should target creature and player.
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Re: Bug Reports (snapshot builds)

Postby stormcat » 25 Sep 2016, 20:29

:r32193
Spark of Creativity
I can't check exiled card before choosing choices.
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Re: Bug Reports (snapshot builds)

Postby Agetian » 26 Sep 2016, 04:38

r32195: Fixed Fateful Showdown and Spark of Creativity.

- Agetian
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Re: Bug Reports (snapshot builds)

Postby onderzeeboot » 26 Sep 2016, 20:37

The AI declines to attack into vehicles that can't be activated every time. At first I thought the AI was playing defensively, but just now I had a game where my opponent had Thriving Rats and Foundry Inspector out, didn't attack, then played Chief of the Foundry and Dhund Operative. Seeing as he had a deathtouch out, there isn't any reason at all to not attack in this scenario. I'm wondering if the AI considers vehicles always on when looking if they can attack?
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