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Current Known Bugs list

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Re: Current Known Bugs list

Postby GandoTheBard » 12 Jul 2009, 21:19

Re: Sol ring. I am not reporting the adding the mana to the pool as a bug, I am reporting the lack of a cancel button. That is a grievous error imho.
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Re: Current Known Bugs list

Postby Mr.Chaos » 13 Jul 2009, 05:57

GandoTheBard wrote:Re: Sol ring. I am not reporting the adding the mana to the pool as a bug, I am reporting the lack of a cancel button. That is a grievous error imho.
Ah, like that.
Well, that is true for all mana sources that produce more than 1 mana, you cannot cancel it.
Just as you cannot cancel the use of mana from the mana pool.
Tap a land for 1 mana, cancel the spell and the land becomes untapped.
Click the mana pool for 1 mana, cancel the spell and... your mana is gone :(
So yeah, it is not perfect but it gets the job done.
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby Mr.Chaos » 15 Jul 2009, 07:44

Another case of the famous: "computer is thinking" bug.
This time it happened (most likely) thanks to Nyxathid becomming 0/0 because I had 7 cards in hand.
I received my 7th card, Nyxathid became 0/0 but remained in play.
I did not play a card, keeping 7 cards in hand and ended my turn.
Compy starts his turn and starts to think........ Nyxathid is still in play, as a 0/0 creature. Game hangs indefinately.

Het is niks, het was niks en zal ook nooit wat worden. :wink:
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby Mr.Chaos » 15 Jul 2009, 08:13

Second report today.
Not so much a bug as a recent change that works out bad for the AI.
Until Rares last update, compy would always block if not blocking would cause it to lose the game.
With Rares last update, blocking has been made more random, leading to more blocking in mid game, but more often than not, that final attack, even with just 1 attacker against numeral possible blockers will get through.

This is also happening in the latest beta update released by Dennis.
As it is, I prefer the old blocking routine, where compy at least puts up a fight towards the end instead of sitting there deciding (radomly) not to block that 4/4 attacker while at 2 life.
No player in his/her right mind would not block in that situation!
So I feel the game took a turn for the worse with this radomised blocking.
At least make it block if letting the damage through would kill compy!
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby DennisBergkamp » 15 Jul 2009, 09:42

Hm yeah, I merged rares latest stuff. Let me see if I could maybe hack in something where the AI will block no matter what if it's about to die.
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Re: Current Known Bugs list

Postby Mr.Chaos » 15 Jul 2009, 15:59

No fair! :x
When we use Academy Ruins ability to put an artifact on top of the library, we get a useless copy.
But compy can use the ability and the card it gets from that just fine!
It's official, I am mad now. :evil:
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby mtgrares » 15 Jul 2009, 19:36

DennisBergkamp wrote:Hm yeah, I merged rares latest stuff. Let me see if I could maybe hack in something where the AI will block no matter what if it's about to die.
I did a one line fix that modified the "shouldBlock" boolean variable in ComputerUtil_Block2.getBlockers(), it fixes this problem but I don't have the source code in hand, I'll post the solution on Friday.
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Re: Current Known Bugs list

Postby GandoTheBard » 15 Jul 2009, 21:27

I noticed that the AI elects not to block most of the time. I am guessing this is part of the change.
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Re: Current Known Bugs list

Postby mtgrares » 17 Jul 2009, 18:10

The computer not blocking bug should be fixed in the 07-17 version. One step forward and two steps back. It is hard not to make mistakes when updating the code. Hopefully the combat AI update is better than the original.
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Re: Current Known Bugs list

Postby indicatie » 19 Jul 2009, 06:54

Here's another strange AI decision: compy plays Blistering Firecat (face up), but decides not to attack with it....
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Re: Current Known Bugs list

Postby indicatie » 19 Jul 2009, 12:00

I am playing the quest mode once again (the hardest setting), and I'm quite happy with my R/W deck so far. It's has gone 21/3 by now. While playing a game I got in play: Battlegrace Angel, Serra Avatar and lots of other critters that don't matter. I got in a mood where I wanted to see how high my life total could get, so I kept attacking with my Serra Avatar, which got lifelink an +1/+1 due to Battlegrace Angel. At 939525247 life I drew Storm Herd, and couldn't resist to cast it...... The result; the game still hangs after 15 minutes.....
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Re: Current Known Bugs list

Postby Mr.Chaos » 19 Jul 2009, 13:15

Indicatie, I've had similar experiences/fun with overdosing poor compy with saproling tokens. :lol:
He just can't handle our superiority at such moments.
Congrats on the HUGE life total! :shock:

Meanwhile, compy is being mean to me again. :cry:
I have a Lorescale Coatl in play with 5 counters on it.
Compy casts Threaten and controls the Lorescale Coatl until end of turn.
But... when I get the Lorescale Coatl back, it has no counters on it anymore! :x
I have been robbed! I must protest!
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby indicatie » 19 Jul 2009, 21:25

Here's another strange AI decision: the computer plays Retribution of the Meek twice in one turn.... While there weren't any creatures inplay with power 4 or greater :rolleyes:
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Re: Current Known Bugs list

Postby larryking1933 » 20 Jul 2009, 01:29

I was trying to adapt this deck for MTG Forge play, but I ran into a bug.

I have a Glorious Anthem and a Muraganda Petroglyphs in play. The computer puts a Towering Baloth in play for it's morph cost. Next turn, I put another Muraganda Petroglyphs in play, and suddenly his Morph has 100/100. I don't attack that turn, just to see what happens. The next turn, Compy flips the morph, and his Towering Baloth is now a 165/164 creature. Compy doesn't attack with it (!), but instead blocks my 8/6 Blade of the Sixth Pride and kills it dead, and does the same to my 8/8 Watchwolf the next turn. The third turn, he finally attacks with it and puts me out of my misery.

It also refused to attack with its 5/5 Cylian Elf, and regenerated it's Korlash, Heir to Blackblade three times in one turn, but that's a whole 'nother set of issues entirely.
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Re: Current Known Bugs list

Postby GandoTheBard » 20 Jul 2009, 05:47

Interesting bug there LK. I guess SOMEONE screwed up the math. :) What is funny is that old deck you posted isn't really buildable in MTGForge to effectiveness, though of course parts of it are.
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