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Current Known Bugs list

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Re: Current Known Bugs list

Postby DennisBergkamp » 31 Jan 2009, 21:55

Chris,

Not sure what you mean, why would Disciple of Kangee give itself vigilance?
Anyway, I think I've fixed the Serra's Blessing bug of adding vigilance more than once.

Another thing I did was fix all the slivers, they would only give the bonuses to the controller's slivers.
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Re: Current Known Bugs list

Postby Almost_Clever » 31 Jan 2009, 22:08

DennisBergkamp wrote:Chris,

Not sure what you mean, why would Disciple of Kangee give itself vigilance?
Anyway, I think I've fixed the Serra's Blessing bug of adding vigilance more than once.

Another thing I did was fix all the slivers, they would only give the bonuses to the controller's slivers.
It is entirely possible for a creature to have multiple copies of a keyword, even keywords that have no benefit in multiples (vigilance, fear, flying, first strike, double strike, landwalk, and unblockability are the ones I can think of off the top of my head) since there are definitely some that you want to be able to have multiple copies of (such as lifelink). I wouldn't call having three instances of vigilance from three Serra's Blessings a bug, but having four instances on a Disciple of Kangee from three Serra's Blessing is a bug.
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Re: Current Known Bugs list

Postby Chris H. » 31 Jan 2009, 22:31

DennisBergkamp wrote:Chris,

Not sure what you mean, why would Disciple of Kangee give itself vigilance?
Anyway, I think I've fixed the Serra's Blessing bug of adding vigilance more than once.

Another thing I did was fix all the slivers, they would only give the bonuses to the controller's slivers.
I replayed my test decks and I see that I was mistaken. There must have been 4 and not three Serra's Blessing in play. And thank you for fixing the Serra's Blessing and the slivers bugs.
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Re: Current Known Bugs list

Postby DennisBergkamp » 01 Feb 2009, 00:33

It is entirely possible for a creature to have multiple copies of a keyword, even keywords that have no benefit in multiples (vigilance, fear, flying, first strike, double strike, landwalk, and unblockability are the ones I can think of off the top of my head) since there are definitely some that you want to be able to have multiple copies of (such as lifelink). I wouldn't call having three instances of vigilance from three Serra's Blessings a bug, but having four instances on a Disciple of Kangee from three Serra's Blessing is a bug.
Yeah I guess I wouldn't exactly call it incorrect either, but for non-lifelink abilities it's probably cleaner to have it only show up once. It was an easy fix anyway. Assuming of course, that I didn't introduce any new bugs :)
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Re: Current Known Bugs list

Postby GandoTheBard » 01 Feb 2009, 10:53

DennisBergkamp wrote:
It is entirely possible for a creature to have multiple copies of a keyword, even keywords that have no benefit in multiples (vigilance, fear, flying, first strike, double strike, landwalk, and unblockability are the ones I can think of off the top of my head) since there are definitely some that you want to be able to have multiple copies of (such as lifelink). I wouldn't call having three instances of vigilance from three Serra's Blessings a bug, but having four instances on a Disciple of Kangee from three Serra's Blessing is a bug.
Yeah I guess I wouldn't exactly call it incorrect either, but for non-lifelink abilities it's probably cleaner to have it only show up once. It was an easy fix anyway. Assuming of course, that I didn't introduce any new bugs :)
I don't agree. It is exactly correct to have the ability show up in the card text if it is being given by a particular card. What I think would be helpful would be to have GIVEN abilities show in blue or red instead of black so that at a glance you can see its not a part of the native text. In addition and this part might be harder if you hovered over the text that is given it should give you the source permanent or spell ID. This way you could tell if a particular given ability was indeed correct without any other thought.
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Re: Current Known Bugs list

Postby mark-t » 01 Feb 2009, 15:41

The dandan card (sorry, I'm not going to figure out how to put a hat on the a) doesn't have the "cannot attack if defender controls no islands" restriction.
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Re: Current Known Bugs list

Postby DennisBergkamp » 01 Feb 2009, 17:26

I don't agree. It is exactly correct to have the ability show up in the card text if it is being given by a particular card. What I think would be helpful would be to have GIVEN abilities show in blue or red instead of black so that at a glance you can see its not a part of the native text. In addition and this part might be harder if you hovered over the text that is given it should give you the source permanent or spell ID. This way you could tell if a particular given ability was indeed correct without any other thought.
However, do you think we should show it multiple times? For example, if there's 3 Horned Sliver and 4 Winged Sliver in play, all Slivers will look like this:

Trample
Trample
Trample
Flying
Flying
Flying
Flying


I do like the idea of some color code/source permanent, but I can't see an easy way of doing this right off the bat.
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Re: Current Known Bugs list

Postby Almost_Clever » 01 Feb 2009, 18:17

The incarnations (Anger, Wonder, Valor) give their abilities if they are in the graveyard even if their owner does not control the required basic land types.
Giving a creature with fear (Prickly Boggart) flying will allow creatures with flying or reach to block it even if the blocker is not black/artifact.
AI poorly plays Thornling abilities. It will use up its green mana to give Thornling haste multiple times (a waste of resources), even after the turn it comes into play (when having haste even once is unnecessary).
Cavern Harpy has a manaless activated ability (the thallids are others I've seen). Trying to activate their abilities gets you a "Pay Mana Cost:" prompt; generally you can click on just about anything you control (although this is not obvious). Sometimes clicking on the Cavern Harpy itself or tapped land will not pay for the non-existent mana cost.

The card-pictures.txt file has twelve duplicated cards (note, there are no spaces in the following, but the autocard function recognizes those that are properly capitalized and doesn't display the underscores):

    vindicate.jpg and vindicate.jpg
    Warriors_Honor.jpg and warriors_honor.jpg
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Re: Current Known Bugs list

Postby Rob Cashwalker » 01 Feb 2009, 19:59

DennisBergkamp wrote:I do like the idea of some color code/source permanent, but I can't see an easy way of doing this right off the bat.
Think about my concept for changing the way pump spells work. Each pump object would have a reference to the source of the effect.

As I was working on the Targeted Pump keyword AI, I realize it might be useful for a mana-only ability to target multiple creatures. The easiest way to know if any given creature has already been targeted, is if there's a pump object with the right reference.

If such a pump list was implemented, then it's easy to see how and why the abilities should not be filtered. Lifelink is desirable to not filter, and probably some others, like Provoke (target creature blocks this creature, if able). It's better to leave this alone.... But maybe hacking the code where the card text is displayed, such that multiple instances of a keyword show up on a single line, comma separated. Like "Flying, Flying, Flying"
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Re: Current Known Bugs list

Postby Almost_Clever » 02 Feb 2009, 03:44

I was able to block with a Daggerclaw Imp, but I cannot get it to happen consistently again. :?
The AI will play the Vectis Agents activated ability incorrectly (when the human has no blockers, or multiple times) or will not attack after making it unblockable.
The AI will play Tremor incorrectly (on the first turn when there are no creatures in play or when the computer has the only ground creatures with 1 toughness).
Cavern Harpy has a number of problems.

    When CH is tapped, you must click on untapped permanent to return it to your hand when prompted for paying mana cost. Then the CH is returned to your hand tapped :D (looks pretty weird) and comes into play tapped when you recast it :( .
    Frequently, the CH will be put into the graveyard when first strike damage is resolved, even if it is not blocking (or being blocked by) a creature with first strike, and occasionally when the CH is not even attacking or blocking.
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Re: Current Known Bugs list

Postby DennisBergkamp » 02 Feb 2009, 04:13

I'll fix the tap problems with Cavern Harpy... I'm not sure why it's getting destroyed though, when it's not even attacking/blocking.
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Re: Current Known Bugs list

Postby Almost_Clever » 03 Feb 2009, 00:23

Casting Ostracize when the computer has no creatures in hand and human has no other spells or abilities to play causes the game to hang (I can still view the graveyards, etc., but the game state will not advance).
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Re: Current Known Bugs list

Postby DennisBergkamp » 03 Feb 2009, 20:00

-- Uktabi Orangutan ignores the indestructable keyword.
This should already be fixed, also for Viridian Shaman.
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Re: Current Known Bugs list

Postby indicatie » 06 Feb 2009, 15:26

Hi there,

I'm quite a newbie with this program, so I'm not sure if I put this on the right page, but here's a bug I found:

Troll Ascetic not only does not include the "can't be the target of spells or opponents control" (as stated in the card bug list), but it also has no regeneration. This was quite a bummer when i drafted 2 of them.... #-o
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Re: Current Known Bugs list

Postby indicatie » 06 Feb 2009, 15:43

And another small bug:
When Joiner Adept is detroyed, your lands still tap for all sorts of mana.

EDIT: It only worked for the first spell I played after Joiner Adept was destroyed. :^o
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