SVN Bug Reports
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Re: SVN Bug Reports
by Corwin72 » 24 Jan 2011, 18:14
Build 5631
Screeching Silcaw is not showing in the deck filters correctly.
They type is creature Bird.
It should be Creature - Bird
Screeching Silcaw is not showing in the deck filters correctly.
They type is creature Bird.
It should be Creature - Bird
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Re: SVN Bug Reports
by lazylockie » 24 Jan 2011, 22:35
r5658
Ajani Vengeant Lightning Helix ability is -2 and not -1.
It's possible to make infinite mana with Elvish Archdruid and Priest of Titania (they are untapping when you press cancel button). I got into this situation:
Click on Kozilek, Butcher of Truth. Tap Archdruid, adding say GGGG. Press cancel button, then you'll have GGGG on your mana pool. Keep repeating the process and you have infinite mana. Here's a picture:

Uploaded with ImageShack.us
Ajani Vengeant Lightning Helix ability is -2 and not -1.
It's possible to make infinite mana with Elvish Archdruid and Priest of Titania (they are untapping when you press cancel button). I got into this situation:
Click on Kozilek, Butcher of Truth. Tap Archdruid, adding say GGGG. Press cancel button, then you'll have GGGG on your mana pool. Keep repeating the process and you have infinite mana. Here's a picture:

Uploaded with ImageShack.us
Last edited by lazylockie on 25 Jan 2011, 01:14, edited 4 times in total.
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Re: SVN Bug Reports
by Jaedayr » 24 Jan 2011, 23:21
r5658
Settings:Developer Mode, once selected will default to checked from that point on while in quest mode. I used it today to test some new cards in normal games and then unchecked the box. Whenever I go into quest mode, either the old or new UI, the dev mode checkbox is checked.
If I uncheck it in quest mode, enter and exit the deck editor it is checked again.
Settings:Developer Mode, once selected will default to checked from that point on while in quest mode. I used it today to test some new cards in normal games and then unchecked the box. Whenever I go into quest mode, either the old or new UI, the dev mode checkbox is checked.
If I uncheck it in quest mode, enter and exit the deck editor it is checked again.
Re: SVN Bug Reports
by friarsol » 25 Jan 2011, 03:21
I'm pretty sure the dev mode only saves state when you start a game. It is a dev mode and not really meant for general use, so I'm not going to spend much time trying to perfect it.Jaedayr wrote:r5658
Settings:Developer Mode, once selected will default to checked from that point on while in quest mode. I used it today to test some new cards in normal games and then unchecked the box. Whenever I go into quest mode, either the old or new UI, the dev mode checkbox is checked.
If I uncheck it in quest mode, enter and exit the deck editor it is checked again.
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Re: SVN Bug Reports
by lazylockie » 25 Jan 2011, 04:41
IMO enabled or disabled developer mode doesn't affect 99% of matches of normal users/players. The only real impact is when playing with/against a mill deck, but still doesn't affect much, since if you're going to win/lose by mill you just enable the checkbox.friarsol wrote:I'm pretty sure the dev mode only saves state when you start a game. It is a dev mode and not really meant for general use, so I'm not going to spend much time trying to perfect it.Jaedayr wrote:r5658
Settings:Developer Mode, once selected will default to checked from that point on while in quest mode. I used it today to test some new cards in normal games and then unchecked the box. Whenever I go into quest mode, either the old or new UI, the dev mode checkbox is checked.
If I uncheck it in quest mode, enter and exit the deck editor it is checked again.
I think there are more important stuff that are directly affecting the gameplay. For example, Path to Exile is still bugged (since rev. ~5300). The caster (and not the creature's controller) is getting the extra land.
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Re: SVN Bug Reports
by friarsol » 25 Jan 2011, 05:34
I agree about the dev mode being very low priority as long as it's not destroying things. I'll look into Path to Exile in the morning.lazylockie wrote:I think there are more important stuff that are directly affecting the gameplay. For example, Path to Exile is still bugged (since rev. ~5300). The caster (and not the creature's controller) is getting the extra land.
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Re: SVN Bug Reports
by friarsol » 25 Jan 2011, 20:51
Oh good. I thought I was going to get off easy. Let me know if any other infinite mana combinations are available (or if undoing isn't working properly). I'm going to disable undoing/accounting for mana in this situation (mana abilities that create variable amounts of mana).lazylockie wrote:It's possible to make infinite mana with Elvish Archdruid and Priest of Titania (they are untapping when you press cancel button). I got into this situation:
If I think of a way to accurately account for the mana on a consistent basis I'll reinstitute it.
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Re: SVN Bug Reports
by friarsol » 25 Jan 2011, 20:52
r5720
Just got a crash. Faceless Devourer came into play with no targets available. When he was killed, there was no check to see if his Remembered list was empty before trying to use it (or something like that).
Just got a crash. Faceless Devourer came into play with no targets available. When he was killed, there was no check to see if his Remembered list was empty before trying to use it (or something like that).
- Code: Select all
Adding 1 damage to Faceless Devourer
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.RangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at forge.AbilityFactory_ChangeZone.changeKnownOriginResolve(AbilityFactory_ChangeZone.java:831)
at forge.AbilityFactory_ChangeZone.changeZoneResolve(AbilityFactory_ChangeZone.java:153)
at forge.AbilityFactory_ChangeZone.access$1(AbilityFactory_ChangeZone.java:145)
at forge.AbilityFactory_ChangeZone$1.resolve(AbilityFactory_ChangeZone.java:25)
at forge.TriggerHandler$1.resolve(TriggerHandler.java:735)
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Re: SVN Bug Reports
by jeffwadsworth » 25 Jan 2011, 22:30
Bramblesnap will tap itself preventing it from attacking.
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Re: SVN Bug Reports
by friarsol » 25 Jan 2011, 22:44
Lots of different cards do this. I added an issue earlier today about it. http://code.google.com/p/cardforge/issues/detail?id=106jeffwadsworth wrote:Bramblesnap will tap itself preventing it from attacking.
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Re: SVN Bug Reports
by Corwin72 » 26 Jan 2011, 03:03
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Re: SVN Bug Reports
by Jaedayr » 26 Jan 2011, 19:08
r5764
The Plant Wall Pet in quest mode does not appear in the new UI if it is the first pet purchased. I sold snow lands and purchased it and upgraded it to 0/3 and have played three matches and it has not appeared in any of them. It does appear in the old UI.
Also the reward for completing quests in quest mode do not appear in the new UI but are present in the old UI.
The Plant Wall Pet in quest mode does not appear in the new UI if it is the first pet purchased. I sold snow lands and purchased it and upgraded it to 0/3 and have played three matches and it has not appeared in any of them. It does appear in the old UI.
Also the reward for completing quests in quest mode do not appear in the new UI but are present in the old UI.
Re: SVN Bug Reports
by friarsol » 26 Jan 2011, 19:46
This isn't really a Bug Report just something we've talked about previously.
With the new Quest UI it's possible to buy whatever pet you want first. The Hound pet is way too strong once you purchase it's last ability. Versus slow control decks, I can push my opponent under 10 life before they even have anything interesting on the board. I'm fine with having all of the pets available at the beginning (it seemed farfetched that you had to have a fully upgraded Wolf before you were allowed to get a Crocodile). But the Hound's final Upgrade needs to be toned down.
I'm going to change my local copy to have it gain only +1/+0 and see if that seems more balanced. Maybe we can change this to have it cost something?
R: CARDNAME gets +2/+0. Use this ability only once per turn and only if CARDNAME is attacking alone. Other thoughts?
I started a new topic for this: viewtopic.php?f=52&t=3908
With the new Quest UI it's possible to buy whatever pet you want first. The Hound pet is way too strong once you purchase it's last ability. Versus slow control decks, I can push my opponent under 10 life before they even have anything interesting on the board. I'm fine with having all of the pets available at the beginning (it seemed farfetched that you had to have a fully upgraded Wolf before you were allowed to get a Crocodile). But the Hound's final Upgrade needs to be toned down.
I'm going to change my local copy to have it gain only +1/+0 and see if that seems more balanced. Maybe we can change this to have it cost something?
R: CARDNAME gets +2/+0. Use this ability only once per turn and only if CARDNAME is attacking alone. Other thoughts?
I started a new topic for this: viewtopic.php?f=52&t=3908
Last edited by friarsol on 26 Jan 2011, 20:07, edited 1 time in total.
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