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Bug List Summary

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Bug List Summary

Postby freestorageaccount » 10 Jul 2010, 21:47

{freestorageaccount}
08/27/2010: Updated; will shortly pick up from the Current Known Bugs List.


{freestorageaccount}
Would it help with the problem of concurrent edits?


{Rob Cashwalker}
Bug reports from the bug list thread will initially be placed under "Possible bugs to test", until confirmed (or reported fixed) by another post in this thread. Subsequently, the posts will be compiled into the list, and the responses deleted to avoid paging through the thread.
General bug discussion shall continue in the Current bugs list.

Why not use the google bug tracker?
The forum seems to have more exposure....


{freestorageaccount}
I doubt I could undertake the maintenance of a bugs list for long, but I'd like to collect some here. Please mark or inform me of obsolete entries.



CURRENT VERSION: 08/20/2010


Game bugs
    General bugs
    • (original: 4) Simultaneous vs. sequential events: Mortivore stays alive after a Rolling Earthquake that would have dealt it lethal damage before but not after resolution (I believe this problem should really be dealt with the honest way -- there are too many Timber Protector.-.Wrath of God.-type situations to account for).
    • (original: 2, 3) Faux permanents: Jace, the Mind Sculptor cast for free using Brilliant Ultimatum.
    • Retroactively looking abilities: Zubera (Rushing-Tide Zubera and Burning-Eye Zubera don't belong to this category and are relatively benign. Zubera killed during the same turn but before another one entered and left the battlefield should still count for its effect. Disintegrate should prevent a Zubera from both triggering and counting for others. Amoeboid Changeling.'s abilities shouldn't prevent triggering but should increase or decrease effect of Zubera killed later as appropriate. Ashes of the Fallen, Planar Void should have no effect on them.).
    • Mandatory vs. optional abilities: Please insert them here.
    • (original: 1 (see Kazandu Blademaster), 2 (see Old Man of the Sea), 3) Things to forget between games: Ally triggered abilities (even though they're coming-into-play and not leaving-play abilities?), cards asking for choices early in the turn (Mana Vault?).
    • (original: 3) Phantom continuous effects: None.
    • (original: 1, 2) Prematurely ending continuous effects: Elspeth, Knight-Errant.
    • The AI sometimes plays lands or sorcery-speed spells when landfall triggers are on the stack.
    • Occasionally the AI using abilities at the end of its turn or during my upkeep skips my draw step. This has happened when it uses Aluren or when it has sacrificed Riptide Crab to Anowon, the Ruin Sage.
    Combat bugs
    • "Ability trample": I attack with my wolf pet equipped with Sword of Fire and Ice, and the AI blocks with a 1/1; it dies due to flanking. The AI correctly takes no damage, but the Sword still triggers.
    • (original) First strike/double strike sometimes have no effect.
    Rules-faithfulness bugs
    • Fizzling: Not implemented!! Some (possibly outdated) examples: Corrupt, using Vampire Hexmage to sacrifice Dark Depths in response to Spreading Seas (which also illustrates another bug below).
    • (original: 1, 2, 3) Misplaced triggers: Correct order of events for beginning of turn: (untap step) phasing, (untap step) untap, (upkeep step) beginning-of-upkeep triggers, (draw step) draw a card, (draw step) beginning-of-draw-step triggers. If multiple abilities have triggered since state-based effects were last checked, controller still can't select their order on the stack (subject to the rule that the turn player's batch of abilities is placed under the opponent's, of course). If you tap Forbidden Orchard during "Pay mana cost" prompt for Wrath of God, the spell is put on top in the stack so the token survives. No matter how Wrath is cast, it should not. (This is along the same line as why Guul Draz Specter can be killed by Reprisal if it's the last card in hand, but I won't go there.)
    • Revealing: Player should still have the option to see then shuffle library for Land Tax, Elvish Harbinger, etc. if it contains no eligible cards.
    • Abilities that should be triggered: None.
    • Abilities that shouldn't be triggered: Hatchlings from Eventide, Devour.
    • (original) Duplicate legends apparently are destroyed rather than directly put into the graveyard.
    • (original; see Old Man of the Sea, Felidar Sovereign) Inappropriate freedoms are given during untap step.
    • Creatures played as morphs aren't colorless when they're cast. Thus we can see what color they are on the stack, and they trigger things like Kor Firewalker.
    • (original) Game should have proper stops for phases and steps that can be configured, with reasonable defaults such as enabling the stop at end-of-turn.
    • (original; see Nyxathid) State-based effects aren't checked appropriately.
    • Additional costs such as for Siege-Gang Commander, Kaervek's Spite, Qasali Pridemage are often paid upon resolution instead of announcement.
Individual card bugs Quest mode bugs
  • Old GUI unavailable for sub-quest matches.
  • Newly acquired pets don't appear in menu until next match after purchase (or possibly restart).
  • This bug looked to be fixed but apparently is back: first-turn-win bonus won in first game after starting Forge persists through matches.
  • If for some reason match is started with deck containing six cards or fewer, life is initialised to zero and you automatically lose even with mulligans.
  • (original) Dialogs for Ally triggered abilities appear when starting new match.
  • (original) Alternate-win bonuses are awarded inappropriately, especially for second (and third?) game of a match.
AI 'bugs'
  • (original: 1, 2) Cards the computer can't use (well): fetchlands.
  • (original: 1, 2) Cards for which the computer can't make choices: Storm spells, Grandeur for Korlash, Heir to Blackblade.
  • (original) Computer brings copies of legends it controls for Exhume, etc.
  • Computer equips creatures post-combat (not always wrong, just usually).
  • AI casts Lightning Bolt targeting me when I have a Jackal Pup in play.
  • AI plays permanents with Nevinyrral's Disk on the board, then sets it off in the same turn.
  • AI casts Stronghold Discipline when I have no creatures in play and it does.
  • AI never casts Maelstrom Pulse when it cascades into it.
  • The AI sometimes does not lose for several steps when at 0 or less life if my Abyssal Persecutor dies to a sacrifice effect.
  • When the AI activates Sensation Gorger's ability, it doesn't use the stack. Surprise!
  • AI doesn't know how to use Grindstone.
  • AI tends to pay for Sangrophage even if it doesn't use it.
  • AI tutors redundantly. E.g., it casts Enlightened Tutor twice in the same turn.
  • AI Mind Twists for 0.
  • (original) Computer evaluates creatures for Bribery, etc. poorly and ignores most abilities.
  • (original) Computer doesn't let creatures die in combat to force non-lethal damage through.
  • Computer tends to attack into a 1/4 plant wall with deathtouch with 2/2 knights (with first strike), Boros Recruit (ditto).
  • Computer attempts to use Control Magic on Korlash, Heir to Blackblade if it controls no swamps, etc. It's still useful as a kill spell.
Interface 'bugs'
  • (related) Choices of colour for Painter's Servant include 'null'.
  • (original) Non-basic lands in the display sometimes stack and sometimes don't depending on the order in which they and basic lands were played.
  • Niv-Mizzet, the Firemind: 'OK' button is enabled for no particular reason when choosing target. If multiple instances of the ability are put on the stack simultaneously with the first on bottom and Nth on top, targets are selected in order 1, N, N-1, N-2, ..., 2.
  • Pet in quest mode reverts to wolf after every match rather than remembering the previous choice. I almost always want the hound and not the wolf, damnit! There also should be an option for each combination of pet and plant (including 'none' for both): currently, a maximum of 5 pets and 1 plant should give (1 + 5) * (1 + 1) = 12 options. To make them more manageable, perhaps two independent menus should be used.
  • In new GUI, after playing a card from hand you must mouse-over another card in hand to clear the sprite.
  • (original) Deck editor and look-and-feel don't play together nicely.
  • Computer enchants multiple lands with Spreading Seas, but some of them can be detected only in the card-text pane.
  • Controllers of spells and abilities should be shown.
  • I can't see what X is for AI's spells or abilities.
  • I don't see what AI targets with Raise Dead, Ashes to Ashes, Honden of Infinite Rage and presumably a few other cards.
  • (original) If image hasn't been downloaded for a creature (particularly for tokens) then static P/T effects such as Crusade can cause values displayed in its image placeholder to oscillate (but they appear to be handled correctly).
  • (original) Receptive area for tapping a permanent depends on the situation.
  • (original) Prompts for additional costs (especially those that cannot be easily undone such as sacrifices) are ordered poorly and not uniform: compare Harrow, Goblin Grenade, Siege-Gang Commander. Technically this is also a rules-faithfulness bug since the controller may pay costs (including the mana cost) in any order, but implementing this would clearly be overambitious at this point.
  • (original) 'OK' button loses focus after last copy of Brain Freeze is put on stack.
Possible bugs to test Bucket list
Last edited by freestorageaccount on 28 Aug 2010, 02:59, edited 9 times in total.
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Dead Bug List Summary

Postby freestorageaccount » 21 Jul 2010, 03:57

FIXED BUGS


Game bugs
    General bugs Combat bugs
    Rules-faithfulness bugs
    • Fizzling: None.
    • Misplaced triggers: None.
    • Revealing: None.
    • Abilities that should be triggered: None.
    • Abilities that shouldn't be triggered: None.
    • The snow mana pool is considered a snow permanent (this affects Skred).
    • Life can be paid without having it, which will be relevant if cards such as Platinum Angel are implemented (it will let you draw one more card than you normally could using Yawgmoth's Bargain, but no more).
    • (original) Interaction of 0-casting cost spells and cost-changing effects.
Individual card bugs Quest mode bugs
AI 'bugs'
  • Cards the computer can't use (well): None.
  • Cards for which the computer can't make choices: Cards with "WheneverKeyword:<condition>:CopySpell" Twincast and Reiterate.
  • Computer controls a Mimic but generally still casts the appropriately-coloured spells post-combat unless they're creatures with haste or removal.
  • Computer reanimates "At the beginning of the end step, sacrifice CARDNAME." creatures during its second main phase.
  • (original) Computer ignores indestructibility for Visara the Dreadful, Avatar of Woe (what else?).
  • Computer uses Crib Swap on tokens from other Crib Swap.s.
  • AI casts Evacuation, Rebuild with no creatures in play.
Interface 'bugs'
Last edited by freestorageaccount on 28 Aug 2010, 02:46, edited 2 times in total.
-- freestorageaccount (= accurate forge notes) This is not a subliminal message. At least for the prosilver theme.

The Great Wall of Bugs. Gando, you will not be forgotten.
And a chip off the old block.
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Re: Bug List Summary

Postby Chris H. » 27 Aug 2010, 13:34

Ability of Floating-Dream Zubera is optional.
`
I destroyed the computer's Floating-Dream Zubera when it had zero cards in its library, but apparently the card draw was treated as optional so the computer did not lose until its next draw step.
`
I am not able to reproduce this bug. It may have been fixed at an earlier time. There is a more serious problem with this card and I can not figure out how to fix it at this time. The code has the controller of the Floating-Dream Zubera draw a card for each of the Zubera/Changeling(s) found in both graveyards.
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Re: Bug List Summary

Postby DennisBergkamp » 28 Aug 2010, 05:20

These should be fixed in SVN:

-Doubling Season doesn't apply to tokens from Kiki-Jiki, Mirror Breaker.
-That Which Was Taken doesn't use counters. (Even if the counters remain, the indestructibility should stop applying if That Which Was Taken leaves play and start again if another (regardless of the source of the counters) comes into play; is this implemented?)
- Cards aren't revealed for Goblin Ringleader or Sylvan Messenger.
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Re: Bug List Summary

Postby Chris H. » 28 Aug 2010, 11:57

Mr. FSA has updated the listing, thank you. =D> I went ahead and deleted some of the older bug-fix announcements as these have been moved to the fixed section.

I may try moving a few of the msgs to the proper bug board. I am trying to learn how-to-use the moderator abilities and it may take a while. :D
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Re: Bug List Summary

Postby Chris H. » 28 Aug 2010, 23:24

Interface 'bugs'
(related) Choices of colour for Painter's Servant include 'null'.
`
- Fixed Painter's Servant, choices of color no longer includes null. Brave the Elements was fixed earlier and both cards now use:

Code: Select all
String[] colors = Constant.Color.onlyColors;
`
    rather than

Code: Select all
String[] colors = Constant.Color.Colors;
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Re: Bug List Summary

Postby Chris H. » 30 Aug 2010, 23:08

Possible bugs to test
Are there reanimation effects other than the card Reanimate that the computer uses on "At the beginning of the end step, sacrifice CARDNAME." creatures? Also, will computer ever reanimate such a creature during its first main phase when appropriate?
`
The AI will no longer target a creature with the keyword "At the beginning of the end step, sacrifice CARDNAME." for the following cards:

Breath of Life
Doomed Necromancer
False Defeat
Karmic Guide
Reanimate
Resurrection
Zombify

I tried to apply this fix to Artisan of Kozilek but this card is buggy and I could not get the AI to put any creature into play. It works OK for the human. It is probably something simple but it just escaped my ability to find and fix.
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Re: Bug List Summary

Postby Chris H. » 31 Aug 2010, 23:22

Individual card bugs

Lands with no basic land types are ignored by Global Ruin.
`
Fixed Global Ruin, it now adds the non-basic type lands to the list of lands that are to be destroyed.
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