Forge Beta: 03-15-2013 ver 1.3.10
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Beta: 03-15-2013 ver 1.3.10
by gos » 21 Mar 2013, 17:34
I'm experiencing a very similar bug.alfax wrote:Thanks for all the work in this version! Found a bug: when Second Sunrise resolves, it's bringing back my Lotus Bloom and Conjurer's Bauble tapped if they were tapped before entering the graveyard. Interestingly enough, the Lotus Blooms are only coming back tapped if I tapped and sac'd them to float mana, rather than to cast a spell (ie the Lotus Bloom I used to cast Second Sunrise is coming back untapped). This doesn't seem to be the case for my Ghost Quarter ; just the artifacts.
I'm playing Eggs (obviously) and I'm going off. I've managed to get 4 Lotus Bloom into play, I sac 3 of them to float mana and use the last one to pay for Second Sunrise. All of the come back into play untapped, along with various Chromatic Sphere, Chromatic Star, Conjurer's Bauble, etc., and Ghost Quarter as well. Everything's untapped, seems to be working perfectly.
On my second iteration, after saccing everything again, drawing some cards, putting Second Sunrise back on the bottom of my library, etc., I cast Faith's Reward. This time, quite a few of my artifacts come back into play tapped, as well as the Ghost Quarter and the Island I destroyed with it. I followed the same method with the Lotus Bloom: sacced 3 to float mana and payed for the Faith's Reward with the last one.
Came back into play untapped:
2 Elsewhere Flask
1 Conjurer's Bauble
1 Chromatic Sphere
1 Chromatic Star
Came back into play tapped:
4 Lotus Bloom
2 Chromatic Sphere
2 Chromatic Star
1 Ghost Quarter
1 Island
I might be wrong, but I think the cards coming back into play tapped are the ones that were returning the second time this turn.
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Re: Forge Beta: 03-15-2013 ver 1.3.10
by Sloth » 21 Mar 2013, 19:18
Finally someone found out the secret how to reproduce this bug. Good work gos!gos wrote:I'm experiencing a very similar bug...
I might be wrong, but I think the cards coming back into play tapped are the ones that were returning the second time this turn.
And of course this is fixed now.
This has been fixed along with Wake Thrasher.ChaossssMark wrote:Mesmeric Orb apparently hangs the game. This happened multiple times, both in the first pic, as well as this one.
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Re: Forge Beta: 03-15-2013 ver 1.3.10
by ChaossssMark » 21 Mar 2013, 20:41
What about Memory's Journey bug. I mean, it is targeting things in BOTH graveyards, as well as the spell itself, which is on the stack...
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Re: Forge Beta: 03-15-2013 ver 1.3.10
by castem » 21 Mar 2013, 21:10
Alright, it seems that this bug seems to affect all creatures that 'gain' flying due some kind of condition/situation. I just encountered another scenario when I was facing Esper Stormblade and Sky Hussar when I had Gravity Well out. My creatures were able to block Sky Hussar just fine, but Esper Stormblade couldn't be blocked (due to flying).castem wrote:Two things - first off, I wanted to thank everyone who works on Forge. It's great ^.^
Secondly, I believe I encountered a bug/glitch and I thought I should report it. I was fighting a vampire deck using a green deck, and I had Gravity Well on the field (which causes creatures with flying to lose flying when they attack until end of turn).
The opponent had Vampire Nocturnus out, which gave all his vampires flying. When they all attacked, I couldn't block any of them using my creatures (none of my creatures had flying/reach). I assume the reason I couldn't block them is because they had flying (none of them had fear, intimidate, shadow, protection from green, etc; also, there were no enchantments/artifacts/etc that prevented my [untapped] creatures from blocking). [I assume the game did something like this: Vampire Nocturnus gave them flying -> attacked -> lost flying -> Vampire Nocturnus gave them flying again.]
If I'm wrong about this, please let me know! I might need to switch out Gravity Well with something else if this scenario is actually legit.
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Re: Forge Beta: 03-15-2013 ver 1.3.10
by gos » 21 Mar 2013, 21:21
Great work! And thank youSloth wrote:Finally someone found out the secret how to reproduce this bug. Good work gos!gos wrote:I'm experiencing a very similar bug...
I might be wrong, but I think the cards coming back into play tapped are the ones that were returning the second time this turn.
And of course this is fixed now.

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Re: Forge Beta: 03-15-2013 ver 1.3.10
by ChaossssMark » 21 Mar 2013, 23:40
Uh, this happened:
Description: AI CAST Angel of Serenity (hope I'm spelling it right). The angel DID NOT enter the battlefield, its still on the stack!
Description: AI CAST Angel of Serenity (hope I'm spelling it right). The angel DID NOT enter the battlefield, its still on the stack!
- IllegalArgumentException | Open
- Code: Select all
Forge Version: 1.3.10-r20348
Operating System: Windows Vista 6.0 x86
Java Version: 1.6.0_29 Sun Microsystems Inc.
java.lang.IllegalArgumentException: No element named Battlefield,Graveyard in enum Zone
at forge.game.zone.ZoneType.smartValueOf(ZoneType.java:58)
at forge.card.ability.ai.ChangeZoneAi.isUnpreferredTarget(ChangeZoneAi.java:924)
at forge.card.ability.ai.ChangeZoneAi.knownOriginTriggerAI(ChangeZoneAi.java:1043)
at forge.card.ability.ai.ChangeZoneAi.doTriggerAINoCost(ChangeZoneAi.java:127)
at forge.card.ability.SpellAbilityAi.doTriggerNoCostWithSubs(SpellAbilityAi.java:35)
at forge.card.ability.SpellAbilityAi.doTriggerAI(SpellAbilityAi.java:30)
at forge.card.spellability.AbilitySub.doTrigger(AbilitySub.java:133)
at forge.card.trigger.WrappedAbility.doTrigger(WrappedAbility.java:149)
at forge.game.zone.MagicStack.chooseOrderOfSimultaneousStackEntry(MagicStack.java:1290)
at forge.game.zone.MagicStack.chooseOrderOfSimultaneousStackEntryAll(MagicStack.java:1244)
at forge.game.zone.MagicStack.unfreezeStack(MagicStack.java:211)
at forge.game.zone.MagicStack.finishResolving(MagicStack.java:982)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:845)
at forge.game.phase.PhaseHandler.passPriority(PhaseHandler.java:738)
at forge.game.player.PlayerController.passPriority(PlayerController.java:71)
at forge.control.input.InputPassPriority.selectButtonOK(InputPassPriority.java:77)
at forge.gui.InputProxy.selectButtonOK(InputProxy.java:71)
at forge.gui.match.controllers.CMessage$2.actionPerformed(CMessage.java:57)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.AbstractButton.doClick(Unknown Source)
at javax.swing.AbstractButton.doClick(Unknown Source)
at forge.gui.toolbox.FButton$1.keyPressed(FButton.java:87)
at java.awt.Component.processKeyEvent(Unknown Source)
at javax.swing.JComponent.processKeyEvent(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.KeyboardFocusManager.redispatchEvent(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.dispatchKeyEvent(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.preDispatchKeyEvent(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.typeAheadAssertions(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.dispatchEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(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$000(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$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)
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Re: Forge Beta: 03-15-2013 ver 1.3.10
by gos » 21 Mar 2013, 23:53
I'm not allowed to exile a card from my hand when I cast Panoptic Mirror.
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Re: Forge Beta: 03-15-2013 ver 1.3.10
by friarsol » 22 Mar 2013, 00:20
It's in between when the Angel resolves and the trigger would hit the stack, so it is the trigger that's causing the crash.ChaossssMark wrote:Edit: Same thing happens when AI tries to 'cheat' the angel into play with reanimator stategies (could be that it can't target with the angel, so how it is put into play is irrelevant). Software freezes with the angel on the stack, NOT the trigger itself!
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Re: Forge Beta: 03-15-2013 ver 1.3.10
by Jomalu » 22 Mar 2013, 04:14
Casted Green Sun's Zenith with empty library. Instead of suffling it into my deck it just disappeared (it didn't go to my graveyard). Tried this out several times with different values for X and each time it fails to work as it should. Triggers such as nettle sentinel do trigger, so zenith is indeed cast.
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Re: Forge Beta: 03-15-2013 ver 1.3.10
by queliangwu » 22 Mar 2013, 05:12
I am a foreign player.
Errors come out while loading of ver 1.3.10&1.3.7 (I do not have other versions)
when I want to post the log, the forum says:
Your post looks too spamy for a new user, please remove off-site URLs.
Errors come out while loading of ver 1.3.10&1.3.7 (I do not have other versions)
when I want to post the log, the forum says:
Your post looks too spamy for a new user, please remove off-site URLs.
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Re: Forge Beta: 03-15-2013 ver 1.3.10
by queliangwu » 22 Mar 2013, 05:27
That's what happened while I loading 1.3.7("Processing image sprites"). The error report of 1.3.10 seems to be recognized of advertisement...queliangwu wrote:I am a foreign player.
Errors come out while loading of ver 1.3.10&1.3.7 (I do not have other versions)
when I want to post the log, the forum says:
Your post looks too spamy for a new user, please remove off-site URLs.
Version:
Forge version 1.3.7-r19378
OS: Windows 7 Version: 6.1 Architecture: x86
Java Version: 1.7.0_17 Vendor: Oracle Corporation
Detailed error trace:
java.lang.NullPointerException
at forge.gui.toolbox.FSkin.setColor(FSkin.java:877)
at forge.gui.toolbox.FSkin.loadFull(FSkin.java:545)
at forge.control.FControl.initialize(FControl.java:149)
at forge.view.Main.main(Main.java:52)
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Re: Forge Beta: 03-15-2013 ver 1.3.10
by myk » 22 Mar 2013, 06:27
@queliangwu: Could you post the error that you see with 1.3.10? A lot of things have changed since 1.3.7.
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Re: Forge Beta: 03-15-2013 ver 1.3.10
by serrasmurf » 22 Mar 2013, 10:00
Hi,
i exile a creature with Venser, the Sojourner
venser gets destroyed by Beast Within (and the token subsequently buy Slay). My creature doesn't come back at end of turn (while it should)
i exile a creature with Venser, the Sojourner
venser gets destroyed by Beast Within (and the token subsequently buy Slay). My creature doesn't come back at end of turn (while it should)
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Re: Forge Beta: 03-15-2013 ver 1.3.10
by serrasmurf » 22 Mar 2013, 10:10
I attach Skullclamp to 1/1 token.
I draw no cards (token should touch the GY)
I draw no cards (token should touch the GY)
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Re: Forge Beta: 03-15-2013 ver 1.3.10
by Doerk » 22 Mar 2013, 12:16
There are still problems with cards that are triggered by tap/untap and enabling the OK button in the PROMPT window. This was found earlier with Mesmeric Orb (during AI's turn) and is the same with Wake Thrasher. The game cannot be continued unless the PROMPT window is activated otherwise (e.g. by trying to cast an instant and CANCEL or by using an activation that needs a target or payment).
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