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Bug Reports (snapshot builds)

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Re: Bug Reports (snapshot builds)

Postby goonjamin » 21 Mar 2015, 16:02

r29116
1. Background music still plays when forge is minimized.
2. In Quest mode the AI Player portrait for the 1st match is a random image instead of the selected opponent image. The 2nd and 3rd match the correct portrait is displayed.
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Re: Bug Reports (snapshot builds)

Postby bevryde » 21 Mar 2015, 16:32

elcnesh wrote:
bevryde wrote:As I reported a few versions before, and it happens in PC and Android version:

- Constructed match
Player 1: Human, Deck = "Random User Deck"
Player 2: AI, Deck = Random Color Deck (Random 1 + Random 2)
Also Player 1 gets a random color deck sometimes.
I'm not sure what you mean here... You mention some settings, but what's the unexpected behaviour, exactly? :)
Oh sorry, I see it's a bit unclear. What I wanted to say is: With these settings it happens, that Player 1 does not get a Random User Deck (which I want to play), but a random color deck.
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Re: Bug Reports (snapshot builds)

Postby friarsol » 21 Mar 2015, 16:52

matrix4767 wrote:-r29115
A creature exploiting itself doesn't seem to trigger when according to rulings, it should. Tested with Qarsi Sadist and Minister of Pain.
Yea I noticed that last night, I'll see if I have some time to look at it later. Seems like an issue with Triggers, not one with Exploit itself.
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Re: Bug Reports (snapshot builds)

Postby friarsol » 21 Mar 2015, 17:11

r29116

Aven Soulgazer is very awkward in it's current state. When "looking at" a face down card, you are only shown it in it's morphed state in the popup, which kinda defeats the purpose. It looks like the flip icon is displayed on the card detail panel, but since there's an active popup you have no way to click to look at the front. If you have the CardPicture panel active (which by default I do not), it looks like it'll show you the real picture of what's behind there. And in my case, since the popup is active, I can't actually toggle the picture forward.

This was a very confusing state to be in.
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Re: Bug Reports (snapshot builds)

Postby matrix4767 » 21 Mar 2015, 18:26

r29117:

AI casts Profaner of the Dead, but crashes the game.


NullPointerException | Open
Code: Select all
Forge Version:    1.5.38-SNAPSHOT-r-1u
Operating System: Windows XP 5.1 x86
Java Version:     1.8.0_25 Oracle Corporation

java.lang.NullPointerException
   at forge.game.card.Card.getTriggeringObject(Card.java:758)
   at forge.game.card.CardFactoryUtil.xCount(CardFactoryUtil.java:1103)
   at forge.game.card.Card.hasProperty(Card.java:4827)
   at forge.game.card.Card.isValid(Card.java:3555)
   at forge.game.GameObject.isValid(GameObject.java:26)
   at forge.game.card.CardPredicates$13.apply(CardPredicates.java:151)
   at forge.game.card.CardPredicates$13.apply(CardPredicates.java:148)
   at com.google.common.collect.Iterators$7.computeNext(Iterators.java:647)
   at com.google.common.collect.AbstractIterator.tryToComputeNext(AbstractIterator.java:143)
   at com.google.common.collect.AbstractIterator.hasNext(AbstractIterator.java:138)
   at forge.util.FCollection.<init>(FCollection.java:38)
   at forge.game.card.CardCollection.<init>(CardCollection.java:63)
   at forge.game.card.CardLists.filter(CardLists.java:229)
   at forge.game.card.CardLists.getValidCards(CardLists.java:169)
   at forge.game.ability.AbilityUtils.filterListByType(AbilityUtils.java:786)
   at forge.ai.ability.ChangeZoneAllAi.doTriggerAINoCost(ChangeZoneAllAi.java:204)
   at forge.ai.SpellAbilityAi.doTriggerNoCostWithSubs(SpellAbilityAi.java:42)
   at forge.ai.SpellAbilityAi.doTriggerAI(SpellAbilityAi.java:37)
   at forge.ai.ComputerUtil.choosePermanentsToSacrifice(ComputerUtil.java:530)
   at forge.ai.PlayerControllerAi.choosePermanentsToSacrifice(PlayerControllerAi.java:129)
   at forge.game.ability.effects.SacrificeEffect.resolve(SacrificeEffect.java:94)
   at forge.game.spellability.AbilitySub.resolve(AbilitySub.java:119)
   at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1234)
   at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1216)
   at forge.ai.ComputerUtil.playNoStack(ComputerUtil.java:254)
   at forge.ai.PlayerControllerAi.playSpellAbilityNoStack(PlayerControllerAi.java:311)
   at forge.game.trigger.WrappedAbility.resolve(WrappedAbility.java:412)
   at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1234)
   at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1216)
   at forge.game.zone.MagicStack.resolveStack(MagicStack.java:482)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:972)
   at forge.game.GameAction.startGame(GameAction.java:1390)
   at forge.game.Match.startGame(Match.java:96)
   at forge.match.HostedMatch$2.run(HostedMatch.java:227)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Re: Bug Reports (snapshot builds)

Postby friarsol » 21 Mar 2015, 21:15

r29118

Is there issues with draft right now? I just ran a DTK/DTK/FTF draft. Built my deck, and selected to play against one opponent. The load new game overlay is on, and behind I can see the "I won the coin toss" input dialog, no error messages. If I click on the little X in the top right, the overlay disappears, and I can (seemingly) continue playing with no issues, but.. that really shouldn't happen like that. After sideboarding this didn't happen, and it seems to have gone away. Not sure what exactly caused that.
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Re: Bug Reports (snapshot builds)

Postby matrix4767 » 22 Mar 2015, 08:31

r29119:
AI flips up Monastery Loremaster and crashes the game. He had Taigam's Strike in his graveyard:

RuntimeException | Open
Code: Select all
Forge Version:    1.5.38-SNAPSHOT-r-1u
Operating System: Windows XP 5.1 x86
Java Version:     1.8.0_25 Oracle Corporation

java.lang.RuntimeException: AbilityFactory : getAbility -- no API in Monastery Loremaster:
   at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:106)
   at forge.game.trigger.TriggerHandler.runSingleTrigger(TriggerHandler.java:460)
   at forge.game.trigger.TriggerHandler.runNonStaticTriggersForPlayer(TriggerHandler.java:340)
   at forge.game.trigger.TriggerHandler.runWaitingTrigger(TriggerHandler.java:313)
   at forge.game.trigger.TriggerHandler.runTrigger(TriggerHandler.java:250)
   at forge.game.card.Card.turnFaceUp(Card.java:514)
   at forge.game.card.Card.turnFaceUp(Card.java:489)
   at forge.game.card.CardFactoryUtil$2.resolve(CardFactoryUtil.java:139)
   at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1209)
   at forge.game.zone.MagicStack.add(MagicStack.java:259)
   at forge.game.zone.MagicStack.addAndUnfreeze(MagicStack.java:149)
   at forge.ai.ComputerUtil.handlePlayingSpellAbility(ComputerUtil.java:97)
   at forge.ai.PlayerControllerAi.playChosenSpellAbility(PlayerControllerAi.java:404)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:926)
   at forge.game.GameAction.startGame(GameAction.java:1390)
   at forge.game.Match.startGame(Match.java:96)
   at forge.match.HostedMatch$2.run(HostedMatch.java:227)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
I noticed that decks with DTK cards added in them won't appear until forge is either restarted, or some time is spent in draft mode.


When Gurmag Drowner exploits a creature, a box says there are no valid cards and dumps all 4 in the graveyard.
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Re: Bug Reports (snapshot builds)

Postby ZappaZ » 22 Mar 2015, 13:17

r29120

This is a tiny issue thats been bugging me lately, when I move cards around in the "Hand" field the positions only save until
1. I click on a card and is asked to pay mana
2. My drawstep comes
3. I play a land.

Example:
This is my starting hand:
Capture.JPG

I usually sort my hand like this(mana/rising manacost)
Capture123.JPG

Then it's my turn to start the game and in mainphase 1 I play a land
Capture321.JPG

Notice the similarity to my starting hand.

The card positions used to save the whole game but stopped around r29026
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Re: Bug Reports (snapshot builds)

Postby drdev » 22 Mar 2015, 17:14

ZappaZ wrote:r29120

This is a tiny issue thats been bugging me lately, when I move cards around in the "Hand" field the positions only save until

...

The card positions used to save the whole game but stopped around r29026
I think I broke this when I was fixing the issue where mulligans would result in face down cards. I can work out a fix.

EDIT: Fixed in r29127.
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Re: Bug Reports (snapshot builds)

Postby friarsol » 22 Mar 2015, 23:14

friarsol wrote:
matrix4767 wrote:-r29115
A creature exploiting itself doesn't seem to trigger when according to rulings, it should. Tested with Qarsi Sadist and Minister of Pain.
Yea I noticed that last night, I'll see if I have some time to look at it later. Seems like an issue with Triggers, not one with Exploit itself.
Ok, I have a fix for this on my machine. Need to do a lot more testing, to make sure it doesn't break any other triggers. Looks like it might have fixed the issue that was reported in the main thread with Stormfront Riders bouncing itself.
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Re: Bug Reports (snapshot builds)

Postby Twainer » 23 Mar 2015, 08:58

A few DTK bugs in the 1.5.38 snapshot 2

Volcanic Vision - Cast on Oujitai's Summons, the card returns to my hand but the opponents creatures take no damage. Just looks like a small typo on the SVar:DBDamaga:DB$ DamageAll line.

Mirror Mockery - I cast on my opponent's creature and when they go to attack I get this crash
RuntimeException | Open
Code: Select all
Forge Version:    1.5.38-SNAPSHOT-r-1
Operating System: Windows 7 6.1 x86
Java Version:     1.7.0_67 Oracle Corporation

java.lang.RuntimeException: AbilityFactory : getAbility -- no Cost in Mirror Mockery
   at forge.game.ability.AbilityFactory.parseAbilityCost(AbilityFactory.java:121)
   at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:112)
   at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:108)
   at forge.game.trigger.TriggerHandler.runSingleTrigger(TriggerHandler.java:460)
   at forge.game.trigger.TriggerHandler.runNonStaticTriggersForPlayer(TriggerHandler.java:340)
   at forge.game.trigger.TriggerHandler.runWaitingTrigger(TriggerHandler.java:317)
   at forge.game.trigger.TriggerHandler.runWaitingTriggers(TriggerHandler.java:277)
   at forge.game.zone.MagicStack.unfreezeStack(MagicStack.java:162)
   at forge.game.phase.PhaseHandler.onPhaseBegin(PhaseHandler.java:270)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:969)
   at forge.game.GameAction.startGame(GameAction.java:1390)
   at forge.game.Match.startGame(Match.java:96)
   at forge.match.HostedMatch$2.run(HostedMatch.java:227)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Anafenza, Kin-Tree Spirit - Seems to trigger no matter where Anafenza is. Hand library and battlefield all work.
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Re: Bug Reports (snapshot builds)

Postby Midori » 23 Mar 2015, 14:43

1.5.38-SNAPSHOT-r29135
Living Lore does not forget the remembered card after casting it. You can reproduce this by casting Cruel Ultimatum by sacrificing Living Lore. When you cast said Living Lore again (you can just return it to your hand with Cruel Ultimatum) and exile another spell, both spells are remembered, as seen in the attachment. (it is also only 7/7 but shouldnt it be 17/17?)
Attachments
Living Lore Remembers Many Things.JPG
Living Lore remembering Curse of the Cabal and Cruel Ultimatum
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Re: Bug Reports (snapshot builds)

Postby drdev » 23 Mar 2015, 16:16

Midori wrote:1.5.38-SNAPSHOT-r29135
Living Lore does not forget the remembered card after casting it. You can reproduce this by casting Cruel Ultimatum by sacrificing Living Lore. When you cast said Living Lore again (you can just return it to your hand with Cruel Ultimatum) and exile another spell, both spells are remembered, as seen in the attachment. (it is also only 7/7 but shouldnt it be 17/17?)
Actually, the bug there is that the first spell is still remembered. Only the most recent spell exiled by Living Lore should be remembered and thus determine its P/T. They won't add.
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Re: Bug Reports (snapshot builds)

Postby Midori » 23 Mar 2015, 23:28

drdev wrote:Actually, the bug there is that the first spell is still remembered.
This is what i said or at least what i tried to say.
drdev wrote:Only the most recent spell exiled by Living Lore should be remembered and thus determine its P/T. They won't add.
Currently this situation is not reproduceable with real cards, so i wondered if the CMC would add. Wizards would probably errata the card like Duplicant if it ever becomes possible.

Anyway about that issue. I think the easiest way to resolve this, is to clear all cards remembered by Living Lore before it remembers a new card, since it is basically not possible for Living Lore to remember more then 1 card at a time (Strionic Resonator doesnt works on this one). This way the card becomes as close to the real card as possible. Not sure how the remembered card issue will affect the card in other zones tho.
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Re: Bug Reports (snapshot builds)

Postby friarsol » 24 Mar 2015, 04:06

Midori wrote:Anyway about that issue. I think the easiest way to resolve this, is to clear all cards remembered by Living Lore before it remembers a new card, since it is basically not possible for Living Lore to remember more then 1 card at a time (Strionic Resonator doesnt works on this one). This way the card becomes as close to the real card as possible. Not sure how the remembered card issue will affect the card in other zones tho.
I'm pretty sure this issue has nothing to do with Living Lore specifically. Cards just need to have what they remember reset when they change zones (except possibly Stack -> Battlefield). It used to work that way, I don't know when that stopped happening.
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