Bug Reports 1.3.0 dev 2015-02-07
by BetaSteward
Moderators: North, BetaSteward, noxx, jeffwadsworth, JayDi, TheElk801, LevelX, CCGHQ Admins
Re: Bug Reports 1.3.0 dev 2015-02-07
by sprngzz » 09 Feb 2015, 04:22
Sounds good. Thanks for the reply. I still cannot log into the American/USA server though. That seems to be the only one not working. Thanks!LevelX wrote:That's true, the launcher was not updated. There is absolutely no need to update the launcher.sprngzz wrote:I am having the above issue that everyone else is. I have restarted my computer, deleted and re-downloaded Xmage and java, and still I cannot connect to any servers. I am running mac ios 10.10.2. It looks to me that the software(client and server) is updated but not the launcher. So the launcher is still trying to open the 0.3.0 software. The icon for the updated version still says 0.3.0 and then when you open it, that launcher also says 0.3.0.Screen Shot 2015-02-08 at 1.08.41 PM.png
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Re: Bug Reports 1.3.0 dev 2015-02-07
by Infinight » 09 Feb 2015, 06:08
Unsure if this already addressed elsewhere.
Searing blood when it is supposed to deal 3 damage to the creature's controller instead causes the controller to lose 3 life. This is an issues when you are playing cards such as Soulfire Grandmaster.
LevelX: Not easy to fix. atleast if the target creature dies not immediately
Searing blood when it is supposed to deal 3 damage to the creature's controller instead causes the controller to lose 3 life. This is an issues when you are playing cards such as Soulfire Grandmaster.
LevelX: Not easy to fix. atleast if the target creature dies not immediately
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Re: Bug Reports 1.3.0 dev 2015-02-07
by fireshoes » 09 Feb 2015, 18:12
scmurray posted this today in the old bug thread.
LevelX: Can't reproduce thisscmurray15 wrote:If I Villainous Wealth a Courser from my opponent, their top card is revealed and they can play a land from there.
Re: Bug Reports 1.3.0 dev 2015-02-07
by Kintanon » 10 Feb 2015, 01:49
I'm pretty sure this is a bug:
My Sharuum EDH deck uses the standard Sharuum + Clone Effect + Blood Artist as one of the win conditions, but when I have Sharuum in plan and play a Clever Impersonator, targetting Sharuum and choose to keep the Clever Impersonator and send the original Sharuum to the graveyard Xmage never gives me the option to use the Sharuum Ability that the Clever Impersonator should get, making the combo not work.
I have not yet tested with other copy affects in the deck, but I can if needed.
LevelX: Fixed beyond v9
My Sharuum EDH deck uses the standard Sharuum + Clone Effect + Blood Artist as one of the win conditions, but when I have Sharuum in plan and play a Clever Impersonator, targetting Sharuum and choose to keep the Clever Impersonator and send the original Sharuum to the graveyard Xmage never gives me the option to use the Sharuum Ability that the Clever Impersonator should get, making the combo not work.
I have not yet tested with other copy affects in the deck, but I can if needed.
LevelX: Fixed beyond v9
Re: Bug Reports 1.3.0 dev 2015-02-07
by emerald000 » 10 Feb 2015, 09:25
To add to that, here's what happens technically:Kintanon wrote:My Sharuum EDH deck uses the standard Sharuum + Clone Effect + Blood Artist as one of the win conditions, but when I have Sharuum in plan and play a Clever Impersonator, targetting Sharuum and choose to keep the Clever Impersonator and send the original Sharuum to the graveyard Xmage never gives me the option to use the Sharuum Ability that the Clever Impersonator should get, making the combo not work.
[1] Sharuum the Hegemon is on the battlefield.
[2] You cast Clone (or any other Clone-like card).
[3] When Clone resolves, you choose Sharuum for the replacement effect.
[4] Since fake-Sharuum entered the battlefield, its EtB ability triggers.
[5] State-based actions are checked and you are prompted to keep one Sharuum. You sacrifice real-Sharuum.
[6] Once State-based actions are finished, triggered abilities go on the stack. You put the EtB from [4] choosing real-Sharuum.
[7] Real-Sharuum enters the battlefield.
[8] Rinse and repeat.
LevelX: Fixed beyond v9
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Re: Bug Reports 1.3.0 dev 2015-02-07
by Kintanon » 10 Feb 2015, 20:31
A second one found today:
If Chromatic Sphere or Chromatic Star are on the battlefield there is EXTREME command lag. The moment that item leaves the battlefield the lag disappears.
I encountered this while playing an Eggs deck and was able to reproduce it reliably during the course of multiple games. I'm too new to be able to link to the full deck list, but I will post it in text format here if it's needed for further testing.
Further testing reveals that Prophetic Prism has an identical effect, so it seems to be associated with all of the mana filtering card draw artifacts. However it does NOT affect Terrarion which has those same characteristics. Perhaps comparing how Terrarion works compared to the other mana filters will reveal the nature of the problem. In the last test game it affected both me and my opponent.
LevelX: Fixed beyond v2
If Chromatic Sphere or Chromatic Star are on the battlefield there is EXTREME command lag. The moment that item leaves the battlefield the lag disappears.
I encountered this while playing an Eggs deck and was able to reproduce it reliably during the course of multiple games. I'm too new to be able to link to the full deck list, but I will post it in text format here if it's needed for further testing.
Further testing reveals that Prophetic Prism has an identical effect, so it seems to be associated with all of the mana filtering card draw artifacts. However it does NOT affect Terrarion which has those same characteristics. Perhaps comparing how Terrarion works compared to the other mana filters will reveal the nature of the problem. In the last test game it affected both me and my opponent.
LevelX: Fixed beyond v2
Last edited by Kintanon on 11 Feb 2015, 00:41, edited 1 time in total.
Re: Bug Reports 1.3.0 dev 2015-02-07
by DoomySoftly » 10 Feb 2015, 22:47
Forbidden Orchard triggers its ability twice when you tap it for mana, giving your opponent two 1/1 creatures instead of one.
I don't think it adds two mana, although I wasn't able to check.
LevelX: Fixed beyond v2
I don't think it adds two mana, although I wasn't able to check.
LevelX: Fixed beyond v2
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Re: Bug Reports 1.3.0 dev 2015-02-07
by SonOfPhoenix » 10 Feb 2015, 23:10
I wasn't able to destroy Shockduals (I tried Temple Garden and Overgrown Tomb) with a Fulminator Mage. I guess those are recognized as Basic Lands.
I could destroy my own Darkslick Shores though.
LevelX: Fixed beyond v2
I could destroy my own Darkslick Shores though.

LevelX: Fixed beyond v2
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Re: Bug Reports 1.3.0 dev 2015-02-07
by homersos » 11 Feb 2015, 00:44
Return to the Ranks will not target some creatures.
For instance one game after a board wipe. I Return to the Ranks with X being 4.
I try to target 4 of the six creatures in my graveyard. Bloodsoaked Champion x 2, Mardu Woe-Reaper, and Battle Brawler.
It will not target any of them. I thought it was just a glitch in that match.
Today it happens again. I cast Return to the Ranks, this time with X being 2. I try to target a Chief of the Scale, and a Battle Brawler.
It allows me to target Chief of the Scale, but not Battle Brawler.
Update. 2-11-15
Still is happening this time it allowed me to target Battle Brawler but not Chief of the Edge. Those were the only 2 creatures in the graveyard if that matters.
LevelX: Can't reproduce the bug
For instance one game after a board wipe. I Return to the Ranks with X being 4.
I try to target 4 of the six creatures in my graveyard. Bloodsoaked Champion x 2, Mardu Woe-Reaper, and Battle Brawler.
It will not target any of them. I thought it was just a glitch in that match.
Today it happens again. I cast Return to the Ranks, this time with X being 2. I try to target a Chief of the Scale, and a Battle Brawler.
It allows me to target Chief of the Scale, but not Battle Brawler.
Update. 2-11-15
Still is happening this time it allowed me to target Battle Brawler but not Chief of the Edge. Those were the only 2 creatures in the graveyard if that matters.
LevelX: Can't reproduce the bug
Last edited by homersos on 12 Feb 2015, 03:26, edited 1 time in total.
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Re: Bug Reports 1.3.0 dev 2015-02-07
by Kintanon » 11 Feb 2015, 01:31
Another bug:
Benevolent Offering should give each player 2 life per creature they control, instead it only gives 1 life per creature they control.
Probably just a typo on the numeral.
LevelX: Fixed beyond v2
Benevolent Offering should give each player 2 life per creature they control, instead it only gives 1 life per creature they control.
Probably just a typo on the numeral.
LevelX: Fixed beyond v2
Re: Bug Reports 1.3.0 dev 2015-02-07
by Silvestri » 11 Feb 2015, 05:54
playing against human, Murderous Cut a creature that had an Eidolon of Countless Battles on it
got a rollback error
Game exception occurred: java.lang.NullPointerException
Server version: 1.3.0dev2015-02-07v2
mage game GameImpl checkStateBasedActions(GameImpl java:1523)
mage game GameImpl checkStateAndTriggered(GameImpl java:1366)
mage game GameImpl playPriority(GameImpl java:1133)
mage game turn Step priority(Step java:87)
mage game turn Phase playStep(Phase java:203)
mage game turn Phase play(Phase java:115)
mage game turn Turn play(Turn java:140)
mage game GameImpl playTurn(GameImpl java:734)
mage game GameImpl play(GameImpl java:659)
mage game GameImpl start(GameImpl java:626)
mage game GameImpl start(GameImpl java:611)
mage server game GameWorker call(GameWorker java:59)
java util concurrent FutureTask run(FutureTask java:262)
java util concurrent ThreadPoolExecutor runWorker(ThreadPoolExecutor java:1145)
java util concurrent ThreadPoolExecutor$Worker run(ThreadPoolExecutor java:615)
java lang Thread run(Thread java:745)
new user so have to remove the periods as it thinks they're websites
LevelX: Fixed beyond v2
got a rollback error
Game exception occurred: java.lang.NullPointerException
Server version: 1.3.0dev2015-02-07v2
mage game GameImpl checkStateBasedActions(GameImpl java:1523)
mage game GameImpl checkStateAndTriggered(GameImpl java:1366)
mage game GameImpl playPriority(GameImpl java:1133)
mage game turn Step priority(Step java:87)
mage game turn Phase playStep(Phase java:203)
mage game turn Phase play(Phase java:115)
mage game turn Turn play(Turn java:140)
mage game GameImpl playTurn(GameImpl java:734)
mage game GameImpl play(GameImpl java:659)
mage game GameImpl start(GameImpl java:626)
mage game GameImpl start(GameImpl java:611)
mage server game GameWorker call(GameWorker java:59)
java util concurrent FutureTask run(FutureTask java:262)
java util concurrent ThreadPoolExecutor runWorker(ThreadPoolExecutor java:1145)
java util concurrent ThreadPoolExecutor$Worker run(ThreadPoolExecutor java:615)
java lang Thread run(Thread java:745)
new user so have to remove the periods as it thinks they're websites
LevelX: Fixed beyond v2
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Re: Bug Reports 1.3.0 dev 2015-02-07
by Silvestri » 11 Feb 2015, 06:13
this sounds like it's working fine, when you exile itself, everything exiled with it comes back, so as soon as you resolve the exile on itself, wave and everything else comes back into play, so you have a new wave with full counters on it, and everything else comes back tooLaqutis wrote:While playing the AI I had put out Opalescence and Parallax Wave. With proper ordering of the stack I should be able to permanently exile all my opponents creatures. This does not happen
The proper sequence should work as follows
-Activate wave to target exile of enemy creature(s),
-Respond and assign Parallax Wave to target its self.
-Resolve the stack, Parallax wave targets it's self for exile
-This triggers the return all exiled cards to the field effect, to the top of the stack
-Stack resolves, A "NEW unique id" parallax wave should enter the field. **this is not happening**
-The stack should finish resolution, the enemy creatures are exiled *however* the return to the battle field effect should be tied to the ORIGINAL id Parallax Wave and thus will never trigger as the original wave no longer exists) **this doesn't happen, as the "NEW" Parallax Wave leaves play the cards exiled with the "previous" wave are returned to the battlefield**
as always thanks for your hard work and time
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Re: Bug Reports 1.3.0 dev 2015-02-07
by yakushi12345 » 11 Feb 2015, 07:20
Had a Foundry Street Denizen and another creature out.
Opponent Reality Shift'ed the other creature, manifested card was a red creature. This pumped the foundry street denizen even though it shouldn't.
LevelX: Fixed beyond v2
Opponent Reality Shift'ed the other creature, manifested card was a red creature. This pumped the foundry street denizen even though it shouldn't.
LevelX: Fixed beyond v2
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Re: Bug Reports 1.3.0 dev 2015-02-07
by Hymeneal » 11 Feb 2015, 09:45
Issue that I'm experiencing:
(excuse me if it's already brought up)
Date: Feb 11th 2015
Time: 10:18 CET (Amsterdam)
Player names: Ghengisjon, eltonjohn (vs Human)
Format: Modern
Problem: Everytime I start a new match against someone, since this new and current version, it looks and feels like the game runs out of Sync with my opponent. He'll be seeing I'm in draw phase, but I'm actually already in Main1 according to my own interface. The game however, will ask me to play instants or abilities (during Main1) as if i'm hanging around the draw phase (what my opponent is seeing).
What happens then is that the game will hang for a few minutes. then suddenly the floating ghost draw phase ends and I get to play a land for instance in Main1.
Then I pass turn and the same thing happens when I arrive at upkeep/draw followed by Main1. Resulting in playing just 1 round and then conceiding. Note: Conceiding also takes about 10 to 20 seconds to actually trigger when I hit it in said state.
(excuse me if it's already brought up)
Date: Feb 11th 2015
Time: 10:18 CET (Amsterdam)
Player names: Ghengisjon, eltonjohn (vs Human)
Format: Modern
Problem: Everytime I start a new match against someone, since this new and current version, it looks and feels like the game runs out of Sync with my opponent. He'll be seeing I'm in draw phase, but I'm actually already in Main1 according to my own interface. The game however, will ask me to play instants or abilities (during Main1) as if i'm hanging around the draw phase (what my opponent is seeing).
What happens then is that the game will hang for a few minutes. then suddenly the floating ghost draw phase ends and I get to play a land for instance in Main1.
Then I pass turn and the same thing happens when I arrive at upkeep/draw followed by Main1. Resulting in playing just 1 round and then conceiding. Note: Conceiding also takes about 10 to 20 seconds to actually trigger when I hit it in said state.
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Re: Bug Reports 1.3.0 dev 2015-02-07
by emerald000 » 11 Feb 2015, 10:41
That's actually a bug. It is similar to the "bounce an Oblivion Ring in response to the trigger" trick.Silvestri wrote:this sounds like it's working fine, when you exile itself, everything exiled with it comes back, so as soon as you resolve the exile on itself, wave and everything else comes back into play, so you have a new wave with full counters on it, and everything else comes back tooLaqutis wrote:While playing the AI I had put out Opalescence and Parallax Wave. With proper ordering of the stack I should be able to permanently exile all my opponents creatures. This does not happen
The proper sequence should work as follows
-Activate wave to target exile of enemy creature(s),
-Respond and assign Parallax Wave to target its self.
-Resolve the stack, Parallax wave targets it's self for exile
-This triggers the return all exiled cards to the field effect, to the top of the stack
-Stack resolves, A "NEW unique id" parallax wave should enter the field. **this is not happening**
-The stack should finish resolution, the enemy creatures are exiled *however* the return to the battle field effect should be tied to the ORIGINAL id Parallax Wave and thus will never trigger as the original wave no longer exists) **this doesn't happen, as the "NEW" Parallax Wave leaves play the cards exiled with the "previous" wave are returned to the battlefield**
as always thanks for your hard work and time
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