Bug List Summary
by mtgrares
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Bug List Summary
by 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
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.
- "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.
- 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.
- Unfinished cards: Arashi, the Sky Asunder, Wild Mongrel, Spiritmonger.
- (original) Ability of Floating-Dream Zubera apparently doesn't use the draw subroutine.
- (original) If stolen creature's power becomes too high, Old Man of the Sea won't relinquish it without a fight (or without taking the game down with it, at least). Also keep an eye out for Vedalken Shackles and other "for as long as" effects.
- (original) Doubling Season doesn't apply to tokens from Kiki-Jiki, Mirror Breaker.
- (original) Lands with no basic land types are ignored by Global Ruin.
- (dump) Computer played Reflecting Pool, then a fatal error occurred, presumably caused by the spell it was about to cast using Reflecting Pool.
- (original) Demonic Consultation removes cards erratically.
- (original) 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?)
- When I am the active player and cast Innocent Blood, the AI chooses which creature it sacrifices before I choose mine. In fact, it's sacrificed before I even choose.
- Cards aren't revealed for Goblin Ringleader or Sylvan Messenger.
- Living Death bugs: There are a number of things that can go wrong with Living Death, but they seem to not happen all the time.
- A Beast token from Garruk stay in the graveyard when sacrificed to Living Death.
- Shriekmaws don't trigger when returning to play, but very erratically. Sometimes they do, sometimes they don't ... Once I returned four and only three of them triggered.
- Essence Warden doesn't gain life when it and other creatures come into play with Living Death.
- Sometimes creatures' CIP effects trigger when they're sacrificed to Living End.
- If a Shriekmaw is put into play by Living Death and there was a legal target before resolution but not after, you have to concede because you can't cancel the ability.
- Most convoluted of all, once the AI used Bribery to get one of my creatures, which went to my graveyard from a Living Death. The AI later cast Resurrection on it, and it returned to play under my control.
- In a similar twist of events: AI casts Animate Dead on my Street Wraith. I cast Living Death. AI casts Gravedigger, returning my Street Wraith to its hand.
- Sphere of Resistance seems to not increase the cost of Sign in Blood or Gatekeeper of Malakir (kicked or not).
- Oubliette targets a creature when cast, not when entering play. It also doesn't save counters and auras, but that's not as much of an issue.
- Lignify sometimes doesn't remove abilities (Ratcatcher, Rafiq, etc.)
- (original) Necropotence has opponent skip draw step as well.
- Targets of Fireball aren't forgotten upon cancelling.
- (dump) Playing Fireball via cascade causes exception and still prompts to pay X-cost; each time 'OK' button is clicked afterwards, an instance of Fireball is put on stack, and this still occurs after restarting game.
- (original: 1, 2, 3) Owner of a creature put into play by Reanimate, Adarkar Valkyrie (note that these can deal with cards in other players' graveyards unlike Zombify, Angelic Renewal) is also treated as its controller.
- (original) If its ice counters are removed by Vampire Hexmage, etc. instead of by its own ability, Dark Depths.'s sacrifice isn't triggered immediately but rather is 'activated' by clicking it.
- (original) Bribery can crash game.
- 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.
- (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.
- (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.
- Necropotence prevents controller from playing lands.
- Effect of Painter's Servant continues after it leaves the battlefield (and again after game ends?).
- 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?
- (original) Creatures die abruptly after combat damage is dealt (presumably killed by something other than the damage itself?).
- How would Forge handle Niv-Mizzet, the Firemind, Honden of Infinite Rage, etc. triggering while both players control Ivory Mask and Spiritual Asylum?
- Undead bug: Animating Raging Ravine triggers coming-into-play abilities (e.g., Essence Warden)?
- Effect of Lodestone Golem doesn't apply to Lightning Helix?
- (original) Cloud Elemental can block non-flying creatures?
- (original) Pressing Enter key treated as two events.
- (original) Fix auras-as-spells: Take Possession, Animate Dead (it looks intimidating and the text has been revised many times, though).
- (original) Implement mana pool for computer so it can use variable-cost spells/abilities, Everflowing Chalice, etc.
- Current implementation appears to preclude effects such as those of Fatespinner and Relentless Assault.
Last edited by freestorageaccount on 28 Aug 2010, 02:59, edited 9 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.
The Great Wall of Bugs. Gando, you will not be forgotten.
And a chip off the old block.
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freestorageaccount - Posts: 246
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Dead Bug List Summary
by freestorageaccount » 21 Jul 2010, 03:57
FIXED BUGS
Game bugs
Game bugs
- General bugs
- (original: 1, 2, 3) Simultaneous vs. sequential events: Path to Exile against creature with Landfall ability, Crib Swap triggering exiled Ally (harmless for +1/+1-counter Allies as in [3] but not for others).
- (original: 1) Faux permanents: Mind's Desire.
- Retroactively looking abilities: None.
- Mandatory vs. optional abilities: Kor Firewalker, Saprazzan Heir, Drelnoch, Cinder Pyromancer.
- Things to forget between games: None.
- (original: 1, 2) Phantom continuous effects: Reliquary Tower, Painter's Servant.
- Prematurely ending continuous effects: None.
- (original) Cards like Spectral Procession and Flame Javelin can't be paid for from the mana pool.
- (original) You can nearly double your (colorless) mana by tapping snow sources for mana and choosing snow mana from the mana pool to pay for colorless costs. If this doesn't make sense, try it out.
- Retribution of the Meek with two Muscle Slivers and a Sinew Sliver only kills one of the slivers.
- 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.
- Unfinished cards: None.
- (original) Mind Funeral mills only one card if four lands aren't found.
- (original) Timetwister cannot be cast if library wouldn't be full enough.
- (original: 1, 2) Old tribal lords never boost opponent's creatures.
- (original) Once Psychatog pops, he can't stop.
- Femeref Archers can't target creatures attacking planeswalkers.
- (original) Using the ability of Isochron Scepter taps it, but being tapped doesn't prevent its use.
- (original) Reprisal destroys instead of burying.
- (dump) Using 'activated' ability of Aluren puts many instances of the ability on (game) stack until (Java) stack space overflows (I got 700); they still resolve correctly.
- (original) Needleshot Gourna can't block Phantom Monster.
- (original) Playing a Medallion causes some bug (is this true for all cost-reducers?).
- I have a tapped Cinder Pyromancer in play and Hidetsugu's Second Rite in my hand. My opponent is at 11 life, but Forge won't let me cast the Rite to untap my Pyromancer and enable it. The problem is Forge only lets you cast Hidetsugu's Second Rite when someone's at 10, instead of checking to see if there's any effect on resolution.
- 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.
- (original) Card descriptions for Surging spells and various others are missing "Ripple 4", cascade, or madness.
- (original) Atrocious interface for Niv-Mizzet, the Firemind that can't even target controller or his creatures.
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.
The Great Wall of Bugs. Gando, you will not be forgotten.
And a chip off the old block.
-
freestorageaccount - Posts: 246
- Joined: 21 Sep 2009, 01:42
- Location: Hilbert's Hotel
- Has thanked: 1 time
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Re: Bug List Summary
by 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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Chris H. - Forge Moderator
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Re: Bug List Summary
by 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.
-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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DennisBergkamp - AI Programmer
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Re: Bug List Summary
by Chris H. » 28 Aug 2010, 11:57
Mr. FSA has updated the listing, thank you.
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.

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.

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Chris H. - Forge Moderator
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Re: Bug List Summary
by Chris H. » 28 Aug 2010, 23:24
`
- 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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Chris H. - Forge Moderator
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Re: Bug List Summary
by 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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Chris H. - Forge Moderator
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Re: Bug List Summary
by Chris H. » 31 Aug 2010, 23:22
`
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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Chris H. - Forge Moderator
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