Compiled Bug List
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Re: Compiled Bug List
by aww1979 » 14 Jul 2009, 12:51
As far as I've seen, Gifts Ungiven ALWAYS crashes the game as soon as you cast it. There aren't any conditions that I can see. If anyone has actually had this card cast successfully, maybe they should mention that.
Also, confirming an earlier bug someone else mentioned; Megrim only does 2 damage when Memory Jar processes, rather than 2 per card.
Also, confirming an earlier bug someone else mentioned; Megrim only does 2 damage when Memory Jar processes, rather than 2 per card.
Re: Compiled Bug List
by jatill » 14 Jul 2009, 12:53
I have always cast it successfully. Just tried again, and it works for me. Is this a Vista-only bug?aww1979 wrote:As far as I've seen, Gifts Ungiven ALWAYS crashes the game as soon as you cast it. There aren't any conditions that I can see. If anyone has actually had this card cast successfully, maybe they should mention that.
Edit: The 2 bugs on page 29 are
1) Reflecting Pool doesn't interact correctly with Exotic Orchard
2) Raise Dead and Stitch Together can somehow crash the game from your hand (unsure how)
Edit Again: I can't verify the Prosperity bug. I think that was fixed a while ago.
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: Compiled Bug List
by MalkolmX » 14 Jul 2009, 15:21
I have vista and i had no problem so far with Gifts UngivenI have always cast it successfully. Just tried again, and it works for me. Is this a Vista-only bug?
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Re: Compiled Bug List
by aww1979 » 14 Jul 2009, 21:14
I have windows XP. (not vista)
I've had more crashes with the last few expansions lately than before. I think there's probably only two or three favourite cards that are doing this, though, but I'm not 100% sure which ones, since it isn't reliably crashing, except for Gifts Ungiven.
I made a test deck with 25x Island, 4x Tropical Island, 4x Volcanic Island, 4x Tundra, 4x Underground Sea, 35x Gifts Ungiven. Four games in a row, the game crashed upon casting Gifts Ungiven. (not counting the one the AI killed me on turn 3 lol) I still don't even know what the dialog box for Gifts looks like when it casts :p
I've had more crashes with the last few expansions lately than before. I think there's probably only two or three favourite cards that are doing this, though, but I'm not 100% sure which ones, since it isn't reliably crashing, except for Gifts Ungiven.
I made a test deck with 25x Island, 4x Tropical Island, 4x Volcanic Island, 4x Tundra, 4x Underground Sea, 35x Gifts Ungiven. Four games in a row, the game crashed upon casting Gifts Ungiven. (not counting the one the AI killed me on turn 3 lol) I still don't even know what the dialog box for Gifts looks like when it casts :p
Re: Compiled Bug List
by somacat » 14 Jul 2009, 21:52
I haven't managed to resolve a single Gifts Ungiven yet without the game crashing either (on XP).
As far as Mana Drain not working correctly, for me it does mostly, but I encountered the '2 mana only' situation a couple of days ago when countering an AI Mahamoti Djinn. I'll see if I can engineer a situation where it will reliably produce this result. I know you have 'this week only' to fix some bugs so I'll do what I can. I'm rather busy this week though, so if anyone could help out, that would be really appreciated!
@jatill: Thanks a bunch for the new update, and the bugfixes involved (esp Finks!)
I'll give them a whirl and take them off the list once I verify they're fixed.
EDIT: 14th July update fixes tested and removed from list. Also, after more testing, Sword of Fire and Ice removed, but will be readded if it causes more problems down the road.
As far as Mana Drain not working correctly, for me it does mostly, but I encountered the '2 mana only' situation a couple of days ago when countering an AI Mahamoti Djinn. I'll see if I can engineer a situation where it will reliably produce this result. I know you have 'this week only' to fix some bugs so I'll do what I can. I'm rather busy this week though, so if anyone could help out, that would be really appreciated!
@jatill: Thanks a bunch for the new update, and the bugfixes involved (esp Finks!)
I'll give them a whirl and take them off the list once I verify they're fixed.EDIT: 14th July update fixes tested and removed from list. Also, after more testing, Sword of Fire and Ice removed, but will be readded if it causes more problems down the road.
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Re: Compiled Bug List
by Zeek » 15 Jul 2009, 00:08
Regal Force has a difficult time counting my green creatures. Sometimes it works correctly, other times it draws far fewer cards than it should, like drawing 2 cards when it's the 7th green creature to see play on my side of the field, or the subsequent one drawing 3 cards when it becomes the 10th green creature that I dropped.
Also, another silly AI one- The computer has apparently learned to untap Mana Vault (I remember when they would have like 10 lands and no hand and would be happy taking 1 damage a turn for no reason), but when a computer had two out they'd tap one to pay to untap the other, then turn around and do it again, basically burning all their mana and still losing a life. Although since Mana Vault is restricted in the only format it's legal, maybe I'll just make it so they don't have multiples. >_>
Also, another silly AI one- The computer has apparently learned to untap Mana Vault (I remember when they would have like 10 lands and no hand and would be happy taking 1 damage a turn for no reason), but when a computer had two out they'd tap one to pay to untap the other, then turn around and do it again, basically burning all their mana and still losing a life. Although since Mana Vault is restricted in the only format it's legal, maybe I'll just make it so they don't have multiples. >_>
Re: Compiled Bug List
by jackthelad » 15 Jul 2009, 01:43
Interrupts, such as dark ritual, can stop sneak attack from resolving.
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Re: Compiled Bug List
by aww1979 » 15 Jul 2009, 03:28
Right now I have two lands in play, a Sulfur Vent and a Reflecting Pool. I'm about 99% sure my reflecting pool should be able to produce B,R, or U right now, but I can only tap it for black.
Re: Compiled Bug List
by somacat » 15 Jul 2009, 04:36
@jatill: Just been playing around with Gifts Ungiven, it seems as though it will crash the game if you play it during your turn, but not on the AI's turn, although I did have it crash twice after searching when I had cast it on the AI's turn (*always* crashes before search when cast on my turn).
@Zeek: I've never had this issue with Regal Force, and I play with my elf deck pretty regularly. Next time this happens, would you be able to get a game save file for me?
@jackthelad: I was unable to verify the Sneak Attack / Dark Ritual bug. I couldn't get the AI to either use Sneak Attack (only card in hand was Progenitus, only cards in library were Islands), or cast Dark Ritual in response to me activating it
EDIT: could not replicate Prosperity bug (I swear I tested it since I started this buglist
). Removed from list.
@Zeek: I've never had this issue with Regal Force, and I play with my elf deck pretty regularly. Next time this happens, would you be able to get a game save file for me?
@jackthelad: I was unable to verify the Sneak Attack / Dark Ritual bug. I couldn't get the AI to either use Sneak Attack (only card in hand was Progenitus, only cards in library were Islands), or cast Dark Ritual in response to me activating it
EDIT: could not replicate Prosperity bug (I swear I tested it since I started this buglist
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Re: Compiled Bug List
by aww1979 » 15 Jul 2009, 06:04
I think this has been mentioned before for the Ingot, but Darksteel Citadel is also not indestructible; it got targeted with a strip mine and was destroyed.
Re: Compiled Bug List
by Revan » 15 Jul 2009, 08:48
I was playing Type 4 (spat) and when you keep clicking on your Arcanis the omnipotent when he is in play, you will get copies of him in your hand equal to the number of times you click on him.
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Re: Compiled Bug List
by jatill » 15 Jul 2009, 17:19
Please see the M10 thread for bug updates and verification requests.
One I forget is that Indestructible IS implemented, it just fails sometimes.
One I forget is that Indestructible IS implemented, it just fails sometimes.
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: Compiled Bug List
by somacat » 15 Jul 2009, 22:40
Serpent Warrior removed from list. Coloured artifact / Crusade bug is only an issue with Sanctum Gargoyle (I had tested w/ Sharuum, Crusade and Bad Moon, but in debug those effects aren't applied immediately, I must have closed the game before playing a land or whatever before they got 'switched on'). Gifts still crashes when I play it on my turn (play any deck, debug 4 Islands into play, Gifts into hand - crashes if played on my turn but not AI's). Will try and engineer the other requested bugs later today.
EDIT: Gharial bug - Debugged Gharial (and for good measure Scavenger Drake and Rockslide Elemental) into play along with a Grizzly Bears. Grizzly Bears on AI side. Attack w/ Bears into Bears, when the bears died, the others only got one counter each.
Fire/Ice bug - Debugged a 1/1 (Aisling Leprechaun) and a 2/2 (Ashcoat Bear) into play. Debugged 2 Badlands for AI, and Fire/Ice into it's hand. It then killed my 2 creatures with the Fire/Ice.
Barbarian Ring bug - was unable to reproduce in debug, but continue to have it happen every time in one of my decks. I'll upload the deck if you want to have a look at it. I have a feeling it may have something to do with Life from the Loam somehow. Another bug in the same deck is that after Loaming Strip Mine a few times, a second Strip Mine sometimes appears in my graveyard somehow (only have one in the deck).
Kjeldoran Outpost bug - This doesn't happen consistently. I'll work on engineering a specific situation. EDIT- was this fixed ever? I seem to recall when auto-tapping, it would ask whether you wanted to make a dude or add W (ala Wasteland or Treetop Village); now it just auto-taps with no prompt. Anyway, couldn't replicate. Removed from list.
Haste creatures - Checking every haste creature is going to be a big job, might take some time.
EDIT2: Completely off topic, but I know Incinerate RFG's the creature because it would have been copied from a Disintegrate for 3... Just wondering if it could be coded from Lightning Bolt + Hurr Jackal (not that it's necessary at all, just popped into my head)?
EDIT3: Finished the haste list. Wasn't as many hast guys as I thought...
Played pre-combat by AI: Anger, Balduvian War-Makers, Ball Lightning, Eron the Relentless, Goblin Chariot, Goblin Chieftain, Goblin Warchief, Groundbreaker, Heart Sliver, Lava Hounds, Lightning Elemental, Raging Goblin, Reflex Sliver, Rip-Clan Crasher, Spark Elemental, Viashino Cutthroat, Viashino Sandstalker, Volcanic Dragon.
Played post-combat: Blazing Specter, Bull Cerodon, Goblin Ringleader, Hellkite Overlord, Jeska, Warrior Adept, Lightning Angel, Slith Firewalker, Talruum Minotaur, Thundering Giant, Vulshok Sorcerer (although this one kind of makes sense, since it's not often involved in combat - though it could be used to kill a blocker). Also, AI will play creatures post-combat if it has Concordant Crossroads, Fervor, Fires of Yavimaya, or Lightning Greaves in play, or Anger in the Graveyard.
Thanks for putting the effort into this. I feel like I have been 'piling it on' by keeping the list, especially since most of these bugs are pretty irrelevant
But you keep making this game better and better
Hope it's not been too stressful!
EDIT: Gharial bug - Debugged Gharial (and for good measure Scavenger Drake and Rockslide Elemental) into play along with a Grizzly Bears. Grizzly Bears on AI side. Attack w/ Bears into Bears, when the bears died, the others only got one counter each.
Fire/Ice bug - Debugged a 1/1 (Aisling Leprechaun) and a 2/2 (Ashcoat Bear) into play. Debugged 2 Badlands for AI, and Fire/Ice into it's hand. It then killed my 2 creatures with the Fire/Ice.
Barbarian Ring bug - was unable to reproduce in debug, but continue to have it happen every time in one of my decks. I'll upload the deck if you want to have a look at it. I have a feeling it may have something to do with Life from the Loam somehow. Another bug in the same deck is that after Loaming Strip Mine a few times, a second Strip Mine sometimes appears in my graveyard somehow (only have one in the deck).
Kjeldoran Outpost bug - This doesn't happen consistently. I'll work on engineering a specific situation. EDIT- was this fixed ever? I seem to recall when auto-tapping, it would ask whether you wanted to make a dude or add W (ala Wasteland or Treetop Village); now it just auto-taps with no prompt. Anyway, couldn't replicate. Removed from list.
Haste creatures - Checking every haste creature is going to be a big job, might take some time.
EDIT2: Completely off topic, but I know Incinerate RFG's the creature because it would have been copied from a Disintegrate for 3... Just wondering if it could be coded from Lightning Bolt + Hurr Jackal (not that it's necessary at all, just popped into my head)?
EDIT3: Finished the haste list. Wasn't as many hast guys as I thought...
Played pre-combat by AI: Anger, Balduvian War-Makers, Ball Lightning, Eron the Relentless, Goblin Chariot, Goblin Chieftain, Goblin Warchief, Groundbreaker, Heart Sliver, Lava Hounds, Lightning Elemental, Raging Goblin, Reflex Sliver, Rip-Clan Crasher, Spark Elemental, Viashino Cutthroat, Viashino Sandstalker, Volcanic Dragon.
Played post-combat: Blazing Specter, Bull Cerodon, Goblin Ringleader, Hellkite Overlord, Jeska, Warrior Adept, Lightning Angel, Slith Firewalker, Talruum Minotaur, Thundering Giant, Vulshok Sorcerer (although this one kind of makes sense, since it's not often involved in combat - though it could be used to kill a blocker). Also, AI will play creatures post-combat if it has Concordant Crossroads, Fervor, Fires of Yavimaya, or Lightning Greaves in play, or Anger in the Graveyard.
Thanks for putting the effort into this. I feel like I have been 'piling it on' by keeping the list, especially since most of these bugs are pretty irrelevant
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Re: Compiled Bug List
by stassy » 16 Jul 2009, 06:24
Anoter bug with Tidehollow Sculler : when summoned if you click on done (for cancelling effect purpose or when the AI only have lands) instead of choosing a card in opponement hand, the game will crash.
You have to choose an incorrect type required (land) in order to fizzle the effect.
You have to choose an incorrect type required (land) in order to fizzle the effect.
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Re: Compiled Bug List
by Zeek » 16 Jul 2009, 07:51
Yes sir!somacat wrote:@Zeek: I've never had this issue with Regal Force, and I play with my elf deck pretty regularly. Next time this happens, would you be able to get a game save file for me?
http://rapidshare.com/files/256373615/R ... e.E1G.html
It's actually a gauntlet save, but nonetheless, my next play is to tap GG for mister Shroud + Forestwalk, then to tap the rest of the lands and the Priest to cast Regal Force. Somehow, despite having 7 green creatures on the board, he will only cause me to draw 3. I reloaded it a few times and made the same play, only to get the same result.
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