Bug Reports (snapshot builds)
Post MTG Forge Related Programming Questions Here
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Bug Reports (snapshot builds)
by Agetian » 12 Jan 2013, 06:03
What happened exactly was: I played a land, then I used Reach Through Mists and spliced some other Arcane spell onto it (but I don't remember which), and I copied that spliced result with Uyo Silent Prophet (I think two lands were returned to my hand as a result). I believe the Sire of the Storm effect also kicked in. All of it happened in my Main 2 phase. That's how I arrived at the 8 cards in my hand, and it won't let me discard the 8th one afterwards in my Cleanup phase.
- Agetian
- Agetian
- Agetian
- Programmer
- Posts: 3489
- Joined: 14 Mar 2011, 05:58
- Has thanked: 684 times
- Been thanked: 572 times
Re: Bug Reports (snapshot builds)
by DeadSpeak » 12 Jan 2013, 10:21
Hey everyone,
Using the forge-1.3.5-20130109.132128-4 build, I've been playing a Burn at the Stake deck, with Battle Hymn, and I've encountered this problem:
When I cast Battle Hymn, it doesn't go on the stack, it just resolves. Even if my opponent doesn't have any mana open, shouldn't Battle Hymn go on the stack anyway?
And, Battle Hymn then disappears... it's not in the graveyard or the exile zone... just gone...
Also reg. this build, in constructed matches, my opponents doesn't play anything, they just put lands into play and discards when they have too many cards in hand.
Has anyone else experienced either of these two things?
- DeadSpeak
Using the forge-1.3.5-20130109.132128-4 build, I've been playing a Burn at the Stake deck, with Battle Hymn, and I've encountered this problem:
When I cast Battle Hymn, it doesn't go on the stack, it just resolves. Even if my opponent doesn't have any mana open, shouldn't Battle Hymn go on the stack anyway?
And, Battle Hymn then disappears... it's not in the graveyard or the exile zone... just gone...
Also reg. this build, in constructed matches, my opponents doesn't play anything, they just put lands into play and discards when they have too many cards in hand.
Has anyone else experienced either of these two things?
- DeadSpeak
- DeadSpeak
- Posts: 104
- Joined: 25 Dec 2009, 00:14
- Location: Denmark
- Has thanked: 4 times
- Been thanked: 3 times
Re: Bug Reports (snapshot builds)
by ArsenalNut » 12 Jan 2013, 12:44
Both of these issues should be fixed. Please let us know if you still see the problem after the next snapshot build is available.DeadSpeak wrote:Hey everyone,
Using the forge-1.3.5-20130109.132128-4 build, I've been playing a Burn at the Stake deck, with Battle Hymn, and I've encountered this problem:
When I cast Battle Hymn, it doesn't go on the stack, it just resolves. Even if my opponent doesn't have any mana open, shouldn't Battle Hymn go on the stack anyway?
And, Battle Hymn then disappears... it's not in the graveyard or the exile zone... just gone...
Also reg. this build, in constructed matches, my opponents doesn't play anything, they just put lands into play and discards when they have too many cards in hand.
Has anyone else experienced either of these two things?
- DeadSpeak
So many cards, so little time
-
ArsenalNut - Posts: 512
- Joined: 08 Jul 2011, 03:49
- Has thanked: 27 times
- Been thanked: 121 times
Re: Bug Reports (snapshot builds)
by DeadSpeak » 12 Jan 2013, 13:05
Thanks Arsenal!ArsenalNut wrote:Both of these issues should be fixed. Please let us know if you still see the problem after the next snapshot build is available.DeadSpeak wrote:Hey everyone,
Using the forge-1.3.5-20130109.132128-4 build, I've been playing a Burn at the Stake deck, with Battle Hymn, and I've encountered this problem:
When I cast Battle Hymn, it doesn't go on the stack, it just resolves. Even if my opponent doesn't have any mana open, shouldn't Battle Hymn go on the stack anyway?
And, Battle Hymn then disappears... it's not in the graveyard or the exile zone... just gone...
Also reg. this build, in constructed matches, my opponents doesn't play anything, they just put lands into play and discards when they have too many cards in hand.
Has anyone else experienced either of these two things?
- DeadSpeak
Look forward to the next build...
-DeadSpeak
- DeadSpeak
- Posts: 104
- Joined: 25 Dec 2009, 00:14
- Location: Denmark
- Has thanked: 4 times
- Been thanked: 3 times
Re: Bug Reports (snapshot builds)
by storms » 12 Jan 2013, 20:48

Last edited by timmermac on 12 Jan 2013, 22:50, edited 1 time in total.
Reason: Enabling mouseover
Reason: Enabling mouseover
- storms
- Posts: 10
- Joined: 12 Jan 2013, 20:42
- Has thanked: 0 time
- Been thanked: 0 time
Re: Bug Reports (snapshot builds)
by swordshine » 13 Jan 2013, 06:41
Fixed. Thanks storms.storms wrote::arrow: Divine Reckoning isent working it destroys all creatures on field
- swordshine
- Posts: 682
- Joined: 11 Jul 2010, 02:37
- Has thanked: 116 times
- Been thanked: 87 times
Re: Bug Reports (snapshot builds)
by friarsol » 14 Jan 2013, 00:44
In Quest Mode, cards in your Sideboard aren't marked in the "Decks" column, leading to a scenario where you can accidentally sell certain cards in your SB and then be unable to start the next duel.
Edit: Actually its even worse, it looks like they do let you start the game, and you have a card in your sideboard that's not actually in your card pool anymore (which doesn't make any sense).
Edit: Actually its even worse, it looks like they do let you start the game, and you have a card in your sideboard that's not actually in your card pool anymore (which doesn't make any sense).
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Bug Reports (snapshot builds)
by Agetian » 14 Jan 2013, 02:53
I'd look into this ASAP but sadly, I have to be away from coding Forge for a while (probably until about the end of January or so, maybe a little more or less than that), due to a very intense schedule at my workplace, I'll see if I can manage to stick it into my schedule within a few days, but if not, can someone (especially maybe someone who is good with the Quest Mode code) please look into this?friarsol wrote:In Quest Mode, cards in your Sideboard aren't marked in the "Decks" column, leading to a scenario where you can accidentally sell certain cards in your SB and then be unable to start the next duel.
Edit: Actually its even worse, it looks like they do let you start the game, and you have a card in your sideboard that's not actually in your card pool anymore (which doesn't make any sense).
EDIT: I corrected the part with the card not being marked as a card in deck if it's located in the sideboard (was an easy and quick fix) but sadly I don't have time to correct the other (bigger) issue at the moment... I quickly looked at the relevant code and I can see where the problem with the card not disappearing from the card pool is (the code in sellCard in QuestUtilCards.java on line 338 references only the Main part of the deck and does not detect where the card actually came from - from the main or from the sideboard; thus, selling the card from the sideboard is, in fact, impossible, and the card from the sideboard is never truly "sold" (as in "goes out of the card pool")), but I can't devise a strategy to fix that part quickly enough before I have to go to work

Also, here's a bug that I noticed today:
The opponent had in play an Initiate of Blood, and the flipped version (the 4/4 legendary). Also a Kiki-Jiki, Mirror Breaker, which he used to copy the Initiate of Blood (indeed, that was the only legal target). I think this should work, because the Initiate is not legendary when it's not flipped (and even if this weren't true, the legend rule would've kicked in when the 2nd Initiate was summoned, as the first was already flipped). What *actually* happened in Forge is that the Initiate, the flipped Initiate, and the copy all died (this is already wrong because that's not how the legend rule works even if it did apply here, which it doesn't). I can look in his graveyard now and see both Initiates of Blood. I advanced to the next step, and the log says the computer just activated the Initiate of Blood! It's almost like it doesn't realize all the initiates died.
- Agetian
- Agetian
- Programmer
- Posts: 3489
- Joined: 14 Mar 2011, 05:58
- Has thanked: 684 times
- Been thanked: 572 times
Re: Bug Reports (snapshot builds)
by Max mtg » 14 Jan 2013, 05:28
Seems easy enough, check if r19047 does it.Agetian wrote:EDIT: I quickly looked at the relevant code and I can see where the problem with the card not disappearing from the card pool is (the code in sellCard in QuestUtilCards.java on line 338 references only the Main part of the deck and does not detect where the card actually came from - from the main or from the sideboard; thus, selling the card from the sideboard is, in fact, impossible, and the card from the sideboard is never truly "sold" (as in "goes out of the card pool")), but I can't devise a strategy to fix that part quickly enough before I have to go to workYour help is welcome until I can find time to get back to this...
Generally the code is able to track loss of even several cards at a time.
Single class for single responsibility.
- Max mtg
- Programmer
- Posts: 1997
- Joined: 02 Jul 2011, 14:26
- Has thanked: 173 times
- Been thanked: 334 times
Re: Bug Reports (snapshot builds)
by friarsol » 15 Jan 2013, 04:19
Why is quest mode marked as 60 card restriction now? It should be 40 as it's mostly a limited format.
Edit: Quest should be: 40 Main deck, 15 Sideboard.
Edit: Quest should be: 40 Main deck, 15 Sideboard.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Bug Reports (snapshot builds)
by Agetian » 15 Jan 2013, 05:20
@ Max Mtg: Thanks for fixing the quest mode card selling from the sideboard!
A couple new things I've noticed:
1) I flipped a Voidmage Apprentice to counter a creature that the opponent was playing face down. The rules say that immediately after a face down creature leaves play, it must be turned face up. However, when I look into his graveyard all I see is a card named "Face Down".
2) Another timing bug: I casted a Shock during my M2 phase and it didn't resolve until my opponent's UP.
Btw, agree about the quest mode, it used to be (and most likely should be) 40 deck, 0 or 15 sideboard (at least that's what was decided upon after the previous discussion).
- Agetian
A couple new things I've noticed:
1) I flipped a Voidmage Apprentice to counter a creature that the opponent was playing face down. The rules say that immediately after a face down creature leaves play, it must be turned face up. However, when I look into his graveyard all I see is a card named "Face Down".
2) Another timing bug: I casted a Shock during my M2 phase and it didn't resolve until my opponent's UP.
Btw, agree about the quest mode, it used to be (and most likely should be) 40 deck, 0 or 15 sideboard (at least that's what was decided upon after the previous discussion).
- Agetian
- Agetian
- Programmer
- Posts: 3489
- Joined: 14 Mar 2011, 05:58
- Has thanked: 684 times
- Been thanked: 572 times
Re: Bug Reports (snapshot builds)
by Max mtg » 15 Jan 2013, 08:09
Well, quest mode then needs its own deck validation rules - here they come! (r19054)
You may adjust them in forge.deck.DeckFormat.QuestDeck enum member
You may adjust them in forge.deck.DeckFormat.QuestDeck enum member
Single class for single responsibility.
- Max mtg
- Programmer
- Posts: 1997
- Joined: 02 Jul 2011, 14:26
- Has thanked: 173 times
- Been thanked: 334 times
Re: Bug Reports (snapshot builds)
by friarsol » 16 Jan 2013, 01:48
It appears Schemes can show up in Full Cardpool booster packs.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Bug Reports (snapshot builds)
by Almeida » 16 Jan 2013, 03:13
hey guys Skullclamp is not working
-
Almeida - Posts: 41
- Joined: 24 Dec 2011, 04:48
- Has thanked: 0 time
- Been thanked: 0 time
Re: Bug Reports (snapshot builds)
by friarsol » 16 Jan 2013, 04:24
When my Quest Pet is destroyed I get this error. Looks like the Owner isn't being assigned somewhere:
forge.card.spellability.TargetSelection$2
java.lang.NullPointerException
at forge.GameAction.sacrificeDestroy(GameAction.java:1421)
at forge.GameAction.destroy(GameAction.java:1550)
at forge.GameAction.checkStateEffects(GameAction.java:1134)
at forge.game.zone.MagicStack.unfreezeStack(MagicStack.java:208)
at forge.game.zone.MagicStack.addAndUnfreeze(MagicStack.java:188)
forge.card.spellability.TargetSelection$2
java.lang.NullPointerException
at forge.GameAction.sacrificeDestroy(GameAction.java:1421)
at forge.GameAction.destroy(GameAction.java:1550)
at forge.GameAction.checkStateEffects(GameAction.java:1134)
at forge.game.zone.MagicStack.unfreezeStack(MagicStack.java:208)
at forge.game.zone.MagicStack.addAndUnfreeze(MagicStack.java:188)
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Who is online
Users browsing this forum: No registered users and 46 guests