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Bug Reports xmage 1.4.0

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Re: Bug Reports xmage 1.4.0

Postby fireshoes » 28 May 2015, 04:37

The log window message when the timer runs out for a player has some funky syntax. It says "[username] has run out of time. Loosing the Match." but would be better as "[username] has run out of time, losing the match."

LevelX: Fixed beyond 1.4.0v2
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Re: Bug Reports xmage 1.4.0

Postby fireshoes » 28 May 2015, 05:41

Playing a multiplayer Commander game. One player had their session expire early in the game, but their permanents stayed on the battlefield, but deck and library were gone. Later someone cast a wrath effect and the creatures for that player went to the graveyard. I also noticed their Rites of Flourishing still had some effect after they were gone. We weren't drawing extra cards from it, but I was able to make 2 land drops in a turn (can see in the image, I played Command Tower to cast Sun Titan, and then played Barren Moor from hand).

Nevermind on the image "Sorry, the board attachment quota has been reached."

Edit: When other players died in the game, their permanents were removed, so maybe it is a bug with the session expiring.
Attachments
edh bug.jpg
Last edited by fireshoes on 30 May 2015, 13:22, edited 1 time in total.
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Re: Bug Reports xmage 1.4.0

Postby fireshoes » 28 May 2015, 18:29

Skarrgan Firebird was a bug with its ability. I attacked my opponent and did 2 damage to him. 2nd main, I cast Bone Splinters, sacrificing Skarrgan Firebird, but I was unable to return it to my hand afterwards. The next turn, before combat, I tried returning it again and then it worked, even though my opponent hadn't been dealt damage, so I don't know if the ability is implemented backwards or what is going on.

LevelX: Fixed beyond 1.4.0v2
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Re: Bug Reports xmage 1.4.0

Postby fireshoes » 29 May 2015, 03:25

With my opponent's Deathmist Raptor return-to-battlefield trigger on the stack, I exiled the Deathmist Raptor with Pharika, God of Affliction. However, the Deathmist Raptor returned to the battlefield from exile, though it should not have because it had changed zones so was a different object.

dmr bug.jpg


LevelX: Fixed beyond v2
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Re: Bug Reports xmage 1.4.0

Postby kleedrac » 29 May 2015, 04:03

We were just playing commander - I stole an artifact with Dack Fayden - an opponent stole Dack Fayden with Dragonlord Silumgar - he got the artifact as well.

LevelX: Fixed beyond 1.4.0v2.
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Re: Bug Reports xmage 1.4.0

Postby fireshoes » 29 May 2015, 04:07

Re: Dack taking stolen objects with him to a new controller. He really is the greatest thief in the multiverse!

dack bug.jpg


LevelX: No longer beyond 1.4.0v2.
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Re: Bug Reports xmage 1.4.0

Postby fireshoes » 29 May 2015, 05:51

With a Possibility Storm in play, my opponent cast Unscythe, Killer of Kings. Possibility Storm triggered and my opponent revealed until he hit a Great Furnace. He tried to cast it with the Possibility Storm, which caused a Null Pointer Exception (I suppose because lands can't be cast).

LevelX: Fixed beyond v2
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Re: Bug Reports xmage 1.4.0

Postby fireshoes » 29 May 2015, 05:58

One of my opponents in a multiplayer game had a Bloodchief Ascension in play. I took lethal damage on my turn, but he didn't get a counter on Bloodchief Ascension at my end step. I think he should, even though I had left the game from dying, because of:

800.4g. If a player leaves the game during his or her turn, that turn continues to its completion without an active player. If the active player would receive priority, instead the next player in turn order receives priority, or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.

LevelX: Fixed beyond 1.4.0v2 by:
* Fixed that removed players (e.g. by lethal damage) changed the players in range wrongly immediately instead of at the start of the next turn.
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Re: Bug Reports 1.3.0 dev 2015-03-14

Postby Bro Bumble » 29 May 2015, 19:42

EDIT: I n00bed up and didn't realize that there was a bug report for 1.4.x. If a moderator could move this post there it would be greatly appreciated, as these bugs are from what I've experienced in XMage version 1.4.0V2.

2 bugs I've encountered recently.

1). When I activated Jace, Architect of Thought's -2 ability, after my opponent selects the piles, it automatically gives me the biggest pile (whether I've wanted to or not). This bug has caused me to lose games I would have otherwise won.

2). When I try to activate Sphinx's Revelation, no matter what I input as x, it still only effectively casts it for 0, which is really annoying, especially if I'm against burn.

I'm not sure if these bugs are related to OpenJDK or not (on this current machine I only have access to OpenJDK).

LevelX: This is a known problem (check and deactivate the blinking xmage tray icon)
https://github.com/magefree/mage/issues/584
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Re: Bug Reports xmage 1.4.0

Postby croikle » 30 May 2015, 06:14

Vs human player:
Cast Gods Willing targeting Seeker of the Way.
Resolving Gods Willing, picked Black.
Got the following exception:

Code: Select all
Game exception occurred: java . lang . NullPointerException
Server version: 1 . 4 . 0v2
mage . ObjectColor . contains(ObjectColor . java:271)
mage . filter . predicate . mageobject . ColorPredicate . apply(ColorPredicate . java:49)
mage . filter . predicate . mageobject . ColorPredicate . apply(ColorPredicate . java:39)
mage . filter . predicate . Predicates$AndPredicate . apply(Predicates . java:172)
mage . filter . FilterImpl . match(FilterImpl . java:62)
mage . filter . FilterCard . match(FilterCard . java:83)
mage . filter . FilterCard . match(FilterCard . java:48)
mage . abilities . keyword . ProtectionAbility . canTarget(ProtectionAbility . java:90)
mage . game . permanent . PermanentImpl . hasProtectionFrom(PermanentImpl . java:937)
mage . game . permanent . PermanentImpl . canBeTargetedBy(PermanentImpl . java:921)
mage . target . TargetPermanent . canChoose(TargetPermanent . java:137)
mage . target . Targets . canChoose(Targets . java:136)
mage . abilities . AbilityImpl . canChooseTarget(AbilityImpl . java:865)
mage . abilities . SpellAbility . canActivate(SpellAbility . java:130)
mage . players . PlayerImpl . canPlay(PlayerImpl . java:2218)
mage . players . PlayerImpl . getPlayableInHand(PlayerImpl . java:2502)
mage . server . game . GameSessionPlayer . getGameView(GameSessionPlayer . java:218)
mage . server . game . GameSessionWatcher . update(GameSessionWatcher . java:80)
mage . server . game . GameController . updateGame(GameController . java:668)
mage . server . game . GameController . access$000(GameController . java:97)
mage . server . game . GameController$1 . event(GameController . java:159)
mage . server . game . GameController$1 . event(GameController . java:151)
mage . game . events . EventDispatcher . fireEvent(EventDispatcher . java:56)
mage . game . events . TableEventSource . fireTableEvent(TableEventSource . java:66)
mage . game . GameImpl . fireUpdatePlayersEvent(GameImpl . java:1921)
mage . game . GameImpl . playPriority(GameImpl . java:1169)
mage . game . turn . Step . priority(Step . java:87)
mage . game . turn . Phase . playStep(Phase . java:203)
mage . game . turn . Phase . play(Phase . java:115)
mage . game . turn . Turn . play(Turn . java:143)
mage . game . GameImpl . playTurn(GameImpl . java:738)
mage . game . GameImpl . play(GameImpl . java:661)
mage . game . GameImpl . start(GameImpl . java:628)
mage . game . GameImpl . start(GameImpl . java:613)
mage . server . game . GameWorker . call(GameWorker . java:60)
java . util . concurrent . FutureTask . run(FutureTask . java:266)
java . util . concurrent . ThreadPoolExecutor . runWorker(ThreadPoolExecutor . java:1142)
java . util . concurrent . ThreadPoolExecutor$Worker . run(ThreadPoolExecutor . java:617)
java . lang . Thread . run(Thread . java:745)
(added spaces to pacify the spam detector)

Doesn't seem to be immediately reproducible.


LevelX: I assume it was caused by a card on your hand that can target creatures but has no correct color attribute set. Any idea what was on your hand at that time?
------------

Vs AI:

When casting Dromoka's Command targeting two of my own Heroic creatures, only one of them triggers. It appears to be the one targeted with mode 4 (fight) rather than the one targeted with mode 3 (+1/+1 counter). Screenshot attached. Reproducible.
Screen Shot 2015-05-30 at 1.18.31 AM.png


LevelX: Fixed beyond v2.
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Re: Bug Reports xmage 1.4.0

Postby Lysk » 30 May 2015, 09:52

From my post before where you made some annotations, I just picked those out where I can respond.

Lysk wrote:
    [...]
  • Some Cards that are banned as commander but not as 1 of the other 99 slots cannot be used in a commander deck (examples: Braids, Cabal Minion or Rofellos, Llanowar Emissary).
    LevelX: Can't find a source that confirms that. Can you give a link?
    Lysk: My bad, I wasn't up to date. There are indeed no longer any "not as commander but allowed in the 99" exceptions. I re-checked my sources and found that the bans now are either in our out, so the implementation is correct.
  • Clicking a card to cast it reveals it on the stack even before it has been paid. Card should only be revealed on the stack upon actually putting it on the stack, not whilst declaring mana/alternative costs.
    LevelX: I don't know. It's like announcing a spell and get aware that you can't cast it. So it gives a bit of the feeling to play with real cards. Or what do others think?
    Lysk: I think this is a bit tricky to discuss, because the scenario doesn't really apply in paper magic. But in paper magic, you will never accidentally click on a card and have it revealed to the table. From my time in MODO/MTGO I remember casting being implemented like this: If you click a spell it will ask you to pay the mana and upon all costs being paid put it onto the stack. There was little possibility in knowing which spell your opponent was going to cast, all you could do was guess based upon the casting behaviour; would mana contiously empty from the pool, then it might be something with X. Or if it's got Conclave then creatures might have been tapped in the paying process, but the card wasn't put/revealed on the stack until it actually get's on the stack. I remember a forum's discussion a few years back when there were spells not working correctly because the counted stuff on the stack and one could manipulate the effects by announcing cards and not casting them (software bug, not rules bug). Anyway, my concern comes from unwillingly/unnecessarily revealing hand information when i.e. clicking the wrong card. I also have an Idea to maybe avoid my (and probably other player's) bad aim whilst choosing cards to cast, maybe as an opt-in game preference: 1st click marks card, click on marked card casts card. I am curious for your response(s)!
    [...]
Oh and I found another Bug:
Leyline of the Void is on the battlefield, Helm of Obedience is used on an opponent with X=1. Now the Helm states to mill "until a creature card or X cards are put into the graveyard this way".
For each of those milled cards, Leyline states to "remove [them] from the game instead". In other words: Leyline + Helm and X of at least 1 exiles the library of one unlucky opponent. Or should, because right now it doesn't. Right now it's Helm's originally intended "X or 1st Creature" amount of cards that after it's effect get exiled.

LevelX: Fixed beyond v2

Edit: And another one. Worldly Tutor doesn't reveal.
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Re: Bug Reports xmage 1.4.0

Postby nodthenbow » 30 May 2015, 15:50

Mycosynth Golem second ability doesn't work

LevelX: Fixed beyond v2

Satyr Firedancer triggers of any damage outside of combat and not just from instant or sorcery

LevelX: Can't reproduce this with v2. How (with which object/ability) was the damage dealt?
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Re: Bug Reports xmage 1.4.0

Postby Doctor Weird » 30 May 2015, 19:19

Lysk wrote:
  • Clicking a card to cast it reveals it on the stack even before it has been paid. Card should only be revealed on the stack upon actually putting it on the stack, not whilst declaring mana/alternative costs.
    LevelX: I don't know. It's like announcing a spell and get aware that you can't cast it. So it gives a bit of the feeling to play with real cards. Or what do others think?
    Lysk: I think this is a bit tricky to discuss, because the scenario doesn't really apply in paper magic. But in paper magic, you will never accidentally click on a card and have it revealed to the table. From my time in MODO/MTGO I remember casting being implemented like this: If you click a spell it will ask you to pay the mana and upon all costs being paid put it onto the stack. There was little possibility in knowing which spell your opponent was going to cast, all you could do was guess based upon the casting behaviour; would mana contiously empty from the pool, then it might be something with X. Or if it's got Conclave then creatures might have been tapped in the paying process, but the card wasn't put/revealed on the stack until it actually get's on the stack. I remember a forum's discussion a few years back when there were spells not working correctly because the counted stuff on the stack and one could manipulate the effects by announcing cards and not casting them (software bug, not rules bug). Anyway, my concern comes from unwillingly/unnecessarily revealing hand information when i.e. clicking the wrong card. I also have an Idea to maybe avoid my (and probably other player's) bad aim whilst choosing cards to cast, maybe as an opt-in game preference: 1st click marks card, click on marked card casts card. I am curious for your response(s)!
    [...]
If I may give my own two cents about it, I do find it annoying at times how it reveals the card like that. To me it's mostly while dragging cards around in my hand to have them organized in the order I want (yes, I'm one of those people) and accidentally have it show on the stack even though I didn't mean to actually click it to play. It can also be a problem when you're about to pay the cost for a card right before realizing you're actually missing one mana, or one specific color, or something similar, but already gave away what you were about to play.

In my opinion, the simple way to handle that could just be to have the card show for you on the stack while you pay its costs while for your opponent(s) it only shows a face down card on the stack, until you finish paying its costs and the card is revealed, that way they know you're about to play something but there is no risk of accidentally revealing something you didn't mean to. It's not as if the opponent can perform any action while you're paying costs anyway. And it would hardly be a big modification, it would just go from showing the card's face to everyone to instead showing a card back to everyone else and changing the image as the card is actually cast, after costs are paid.

Mistakes can be made, and a mouse cursor on a screen's interface is never the same thing as a pair of hands handling paper cards on a table. Sure, in real life I could accidentally drop a card and if my opponent sees it there's no undoing that, but that's human flaw, if we can eliminate that factor in a computer program, why not? I can't see any disadvantage about that other than people who enjoy taking advantage from other people's mistakes, but I could be missing something, of course.
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Re: Bug Reports xmage 1.4.0

Postby croikle » 31 May 2015, 04:39

croikle wrote:LevelX: I assume it was caused by a card on your hand that can target creatures but has no correct color attribute set. Any idea what was on your hand at that time?
Maybe Dromoka's Command, Defiant Strike, or Ajani's Presence? Should have taken a screenshot. I haven't been able to reproduce the issue yet. Decklist was:
Code: Select all
    4 Battlewise Hoplite
    4 Favored Hoplite
    4 Hero Of Iroas
    2 Lagonna-Band Trailblazer
    3 Seeker of the Way

    1 Forest
    1 Island
    2 Plains
    4 Flooded Strand
    4 Mana Confluence
    4 Temple of Enlightenment
    4 Windswept Heath

    3 Aqueous Form
    2 Ordeal of Heliod
    4 Ordeal of Thassa
    2 Ajani's Presence
    4 Defiant Strike
    4 Dromoka's Command
    4 Gods Willing

    Sideboard
    1 Heliod's Pilgrim
    1 Seeker of the Way
    1 Aqueous Form
    2 Ordeal of Heliod
    1 Stratus Walk
    3 Disdainful Stroke
    3 Stubborn Denial
    2 Treasure Cruise
    1 Island
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Re: Bug Reports xmage 1.4.0

Postby Bro Bumble » 31 May 2015, 11:55

At the start of a match I was having the card images were fine until I drew my 8th card, which was blank, and after that I lost all of my card images from the database and had to re-download them all again.

EDIT: Another thing I have noticed, is that if I use the right click menu to do the skipping actions (i.e. till next turn, till end of turn etc) it sometimes causes the program to freeze and become unresponsive. I've found that using the buttons in the UI does not cause the freezing/crashing.
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