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Current Known Bugs list

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Re: Current Known Bugs list

Postby gos » 27 Oct 2011, 13:04

I have Iona, Shield of Emeria on the battlefield since last turn, with red chosen. My opponent just cast a Skirk Shaman! [-X
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Re: Current Known Bugs list

Postby Sloth » 27 Oct 2011, 13:28

gos wrote:I have Iona, Shield of Emeria on the battlefield since last turn, with red chosen. My opponent just cast a Skirk Shaman! [-X
Iona has been turned to script since the last beta.
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Re: Current Known Bugs list

Postby SoulStorm » 27 Oct 2011, 22:05

As of revision 11503 enter the battlefield triggers aren't working. Specifically, none of the legendary eldrazi enter the battlefield triggers are working.

Thanks

By the way, I tried to use the in game bug report tool, but it didn't work. Is it still a work in progress?
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Re: Current Known Bugs list

Postby gos » 27 Oct 2011, 22:41

The AI cast Agony Warp. I had 4 Squadron Hawk s on the battlefield, the AI had no creatures. One of my Squadron Hawk s received -3/-0 until the end of turn, but none received -0/-3. This happened twice in a row.
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Re: Current Known Bugs list

Postby goonjamin » 28 Oct 2011, 01:39

Slayer of the Wicked - The ability is may destroy target ... When I played this card I was forced to target one of my own cards as the AI had no valid targets and I did not see a way to cancel?
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Re: Current Known Bugs list

Postby friarsol » 28 Oct 2011, 03:05

goonjamin wrote:Slayer of the Wicked - The ability is may destroy target ... When I played this card I was forced to target one of my own cards as the AI had no valid targets and I did not see a way to cancel?
The targeting is required, but the actual trigger resolution is optional.

410.4. When a triggered ability goes on the stack, the controller of the ability makes any choices that would be required while playing an activated ability, following the same procedure (see rule 409, “Playing Spells and Activated Abilities”). If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack.

410.5. Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability’s option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a player chooses to do something will go on the stack normally; the “unless” part of the ability is dealt with when the ability resolves.
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Re: Current Known Bugs list

Postby moomarc » 28 Oct 2011, 06:08

friarsol wrote:
goonjamin wrote:Slayer of the Wicked - The ability is may destroy target ... When I played this card I was forced to target one of my own cards as the AI had no valid targets and I did not see a way to cancel?
The targeting is required, but the actual trigger resolution is optional.

410.4. When a triggered ability goes on the stack, the controller of the ability makes any choices that would be required while playing an activated ability, following the same procedure (see rule 409, “Playing Spells and Activated Abilities”). If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack.

410.5. Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability’s option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a player chooses to do something will go on the stack normally; the “unless” part of the ability is dealt with when the ability resolves.
I've added "OptionalDecider$ You" to the script so that it behaves the same as the other 15 cards we have with the same wording (search "you may destroy target" in deck editor). I thought its at least closer to the the card intentions, but if there's a problem with this I'll revert. We will need to adjust the code though to implement these 100% correctly as per the rules you quoted. To see the list of cards potentially affected by it because they could/would be targeted then have the resolution of the targeting ability cancelled, see here.

Aside from the "may destroy target" cards, this also affects "may exile target", "may return target" and I'm sure there's more that I haven't thought of or don't use the exact string so don't show up with the deck editor filter.


Edit: Sorry, just double-checked and saw that the optional resolution of the trigger is already implemented. I've reverted the Slayer of the Wicked. Should I also remove the OptionalDecider from the other cards so that the targeting can't just be cancelled?

Edit 2: Did a final test after reverting back to original script and it turns out that the ability resolves without the player having a choice if optional decider is removed. So as things stand you can either have the optional decider for resolution but also allow the user to simply cancel the original targeting, or you have neither. The code needs to be adjusted to enforce the targeting but make the resolution optional. So I'm re-adding the optional decider to Slayer of the Wicked for now. ](*,)
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Re: Current Known Bugs list

Postby friarsol » 28 Oct 2011, 12:49

moomarc wrote:Edit 2: Did a final test after reverting back to original script and it turns out that the ability resolves without the player having a choice if optional decider is removed. So as things stand you can either have the optional decider for resolution but also allow the user to simply cancel the original targeting, or you have neither. The code needs to be adjusted to enforce the targeting but make the resolution optional. So I'm re-adding the optional decider to Slayer of the Wicked for now. ](*,)
Ahh that seems wrong then. You should always be forced to pick a mode and pick targets if the right amount are available. That's fine for now until that gets fixed up.
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Re: Current Known Bugs list

Postby SoulStorm » 28 Oct 2011, 14:19

Ok, the bug with the Legendary Eldrazi seems to be the SpellCast trigger, as ChangeZone triggers work fine. And to be clear, I'm talking about casting them, not cheating them into play in case someone thought I may have misread a rule.
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Re: Current Known Bugs list

Postby Sloth » 28 Oct 2011, 15:09

SoulStorm wrote:Ok, the bug with the Legendary Eldrazi seems to be the SpellCast trigger, as ChangeZone triggers work fine. And to be clear, I'm talking about casting them, not cheating them into play in case someone thought I may have misread a rule.
Fixed! Thanks SoulStorm.
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Re: Current Known Bugs list

Postby SoulStorm » 28 Oct 2011, 15:46

Thanks Sloth!
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Re: Current Known Bugs list

Postby Evilelvis » 28 Oct 2011, 15:58

Hey, I just downloaded Forge for the first time, and I must say I'm impressed with the general quality :)

I discovered a bug related to the card Earthquake - I had 4 mana (1R 2B 1G, one of the Bs was from Leaden Myr) and tried to cast it, I get asked to "Pay Mana Cost: R". Then I click the Mana Pool and I get the following exception:

Code: Select all
This is a Crash Report. An error has occurred. Please save this message to a file.
Please follow the instructions at this address to submit this Crash Report, plus what you were doing at the time:
   http://tinyurl.com/3zzrnyb
Reporting bugs in Forge is very important. We thank you for your time.

For input string: "X"


Version:
Forge version 1.1.6, build ID 11247

OS: Windows 7 Version: 6.1 Architecture: x86

Java Version: 1.6.0_24 Vendor: Sun Microsystems Inc.

Detailed error trace:
java.lang.NumberFormatException: For input string: "X"
   at java.lang.NumberFormatException.forInputString(Unknown Source)
   at java.lang.Integer.parseInt(Unknown Source)
   at java.lang.Integer.parseInt(Unknown Source)
   at forge.card.mana.ManaPool.getManaFrom(ManaPool.java:433)
   at forge.card.mana.ManaPool.subtractOne(ManaPool.java:750)
   at forge.card.mana.ManaPool.subtractMultiple(ManaPool.java:666)
   at forge.card.mana.ManaPool.subtractMana(ManaPool.java:690)
   at forge.gui.input.Input_PayManaCostUtil.activateManaAbility(Input_PayManaCostUtil.java:43)
   at forge.card.cost.CostMana$2.selectCard(CostMana.java:234)
   at forge.GuiInput.selectCard(GuiInput.java:83)
   at forge.GuiDisplay4$18.mousePressed(GuiDisplay4.java:578)
   at java.awt.AWTEventMulticaster.mousePressed(Unknown Source)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(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.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(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: Current Known Bugs list

Postby moomarc » 28 Oct 2011, 16:26

Evilelvis wrote:Hey, I just downloaded Forge for the first time, and I must say I'm impressed with the general quality :)

I discovered a bug related to the card Earthquake - I had 4 mana (1R 2B 1G, one of the Bs was from Leaden Myr) and tried to cast it, I get asked to "Pay Mana Cost: R". Then I click the Mana Pool and I get the following exception:
There was a bug with paying 'X' costs when there was already mixed mana in the mana pool, but as far as I can tell this has been fixed now. So grab the latest nightly build or wait for the next beta which will likely be out end of next week. In the meantime you should just pay for X costs after playing the spell instead of adding the mana to your pool beforehand. :D
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Re: Current Known Bugs list

Postby gos » 28 Oct 2011, 18:43

My opponent had Bloodgift Demon in play with 1 life. On his upkeep, he chose to lose 1 life, and lost.
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Re: Current Known Bugs list

Postby Accountancy » 29 Oct 2011, 03:48

If you start using Grim Lavamancer's ability, then cancel it before exiling a second card, the first card stays exiled.
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