Current Known Bugs list
by mtgrares
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Re: Current Known Bugs list
by DennisBergkamp » 19 Aug 2009, 16:28
The only way of fixing this one I think would be by updating canPlay() (in Ability, Ability_Tap, Ability_Activated...) to canPlay(String Controller). Unless I'm missing something obvious here...There are a few spots I found while working on the Draw code that I see a zone passed as a parameter. The code checks that the zone is the right zone for the effect, however it doesn't check the zone's controller to match the card's controller.
I think this is can be classified as a major bug, because I'm sure it's not just one check in one location. Maybe it's one place for the activated abilities, but there are probably an number of spots where such a check should be made as well.
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Re: Current Known Bugs list
by Mr.Chaos » 21 Aug 2009, 08:21
Good old Loxodon Warhammer is not so good.
It is supposed to give life whenever the creature it equips deals damage but for now, the hammer only gives life for combat damage.
So no fun combo with Stuffy Doll or Prodigal Sorcerer or such cards. Me =
Is this fixable?
It is supposed to give life whenever the creature it equips deals damage but for now, the hammer only gives life for combat damage.
So no fun combo with Stuffy Doll or Prodigal Sorcerer or such cards. Me =

Is this fixable?

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Re: Current Known Bugs list
by mtgrares » 21 Aug 2009, 17:47
Hopefully you can just update those three classes.The only way of fixing this one I think would be by updating canPlay() (in Ability, Ability_Tap, Ability_Activated...) to canPlay(String Controller). Unless I'm missing something obvious here...
About zone not being passed around, I cheat by calling AllZone.GameAction.isCardInPlay(getSourceCard()) and sometimes I use AllZone.getZone(Card c) which returns a PlayerZone. To get the zone String from PlayerZone you can use
- Code: Select all
public boolean is(String zone);
public boolean is(String zone, String player);
public String getPlayer();//the Player that owns this zone
public String getZone();//returns the Zone's name like Graveyard
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Re: Current Known Bugs list
by silly freak » 23 Aug 2009, 15:41
if a creature is destroyed during combat (in my case during declare blockers-play spells/abilities), it stays in the box until the next turn after combat
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Re: Current Known Bugs list
by apthaven » 24 Aug 2009, 14:13
I'm having similar problems with Sparksmith after play testing a Goblin deck. I expected to see Sparksmith's damage to its controller be negated by the Lifelink given by the Loxodon Warhammer, but it does nothing.Mr.Chaos wrote:Good old Loxodon Warhammer is not so good.
It is supposed to give life whenever the creature it equips deals damage but for now, the hammer only gives life for combat damage.
So no fun combo with Stuffy Doll or Prodigal Sorcerer or such cards. Me =
Is this fixable?
ALSO: This isn't really bug, but since Enchant Creature Auras are starting to make their way into forge. Animate Dead should be made into an Aura too. (it still is a sorcery)
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Re: Current Known Bugs list
by mtgrares » 25 Aug 2009, 18:47
I'm not sure if MTG Forge can fully support cards like Loxodon Warhammer. Combat damage can be faked since it only happens once but MTG Forge doesn't differentiate between damage and combat damage. This problem is similar to protection where a bunch of different bits of code needed to be updated, since MTG Forge doesn't use one "global" method to see if a card has protection. (And when I say global I just mean global in the sense that it is used everywhere, like RulesEngine.canTarget(Card target, Card spell) : boolean).
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Re: Current Known Bugs list
by indicatie » 26 Aug 2009, 21:22
Will this be fixed in the next beta? I just got a quest deck with 2 Elvish Champion, a Wolf-Skull Shaman, a Leaf Gilder and 2 more elves at the start... quite disappointing to see it doesn't work...DennisBergkamp wrote:Hmm, Elvish Champion I coded but forgot to execute it (it won't do anything).

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Re: Current Known Bugs list
by DennisBergkamp » 27 Aug 2009, 19:54
Yes, I've fixed it already in my version. Nice cards to get in questmode 

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Re: Current Known Bugs list
by Mr.Chaos » 29 Aug 2009, 09:12
Just saw this in the aug28 release but it was also happening in the previous version.
Figure of Destiny attacks and is blocked by 2 creatures, a green and a red one, together they do lethal damage.
After blockers are declared, I get the opportunity to play instants and use abilities.
So I use Mother of Runes to give the Figure protection from green.
This should mean he takes no combat damage from the green creature, keeping him alive.
No such luck. The Figure of Destiny dies at end of combat.
I was robbed of my destiny!
Figure of Destiny attacks and is blocked by 2 creatures, a green and a red one, together they do lethal damage.
After blockers are declared, I get the opportunity to play instants and use abilities.
So I use Mother of Runes to give the Figure protection from green.
This should mean he takes no combat damage from the green creature, keeping him alive.
No such luck. The Figure of Destiny dies at end of combat.

I was robbed of my destiny!

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Re: Current Known Bugs list
by Mr.Chaos » 30 Aug 2009, 09:26
GRRR! Oubliette still does not return the card it took to play when it leaves play.
I used Nullmage Shepherd and 4 saproling tokens to destroy Oubliette. (which had targeted my Rhys the Redeemed a few turns earlier) However, Rhys remains removed from the game instead of coming back into play.
I know this is a known bug. It just bugs me that it is still around, since other cards with similar effects have been fixed.
Had I known this, I would have used my Worldly Tutor to grab another Rhys, now I went for the Nullmage Shepherd thinking I could get Rhys back with it.
I used Nullmage Shepherd and 4 saproling tokens to destroy Oubliette. (which had targeted my Rhys the Redeemed a few turns earlier) However, Rhys remains removed from the game instead of coming back into play.

I know this is a known bug. It just bugs me that it is still around, since other cards with similar effects have been fixed.
Had I known this, I would have used my Worldly Tutor to grab another Rhys, now I went for the Nullmage Shepherd thinking I could get Rhys back with it.

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Re: Current Known Bugs list
by Chris H. » 30 Aug 2009, 21:29
Lightning Greaves should state "Equip: 0" rather than "Equip: 2".
Umbral Mantle should state "Equip: 0" rather than "Equip: 1".
Legacy Weapon is missing the text string "W U B R G: Exile target permanent."
Umbral Mantle should state "Equip: 0" rather than "Equip: 1".
Legacy Weapon is missing the text string "W U B R G: Exile target permanent."
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Re: Current Known Bugs list
by Mr.Chaos » 31 Aug 2009, 16:01
Wasn't this fixed before?
Sower of Temptation takes a Master of Etherium and when I bounce the Sower, the Master goes to my graveyard instead of to my side of the battlefield.
This is a similar bug as with Oubliette.
Sower of Temptation takes a Master of Etherium and when I bounce the Sower, the Master goes to my graveyard instead of to my side of the battlefield.
This is a similar bug as with Oubliette.
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Re: Current Known Bugs list
by Joku » 02 Sep 2009, 00:25
I just ran into a game-breaking bug with the new resizable panels. I had Defense of the Heart in play. When the AI put a third creature into play, Defense of the Heart activated, and for some reason the side panels started to extend to the right and continued to do so apparently indefinitely. All of the buttons on these side panels are attached to the right side, so as the right side extended, the buttons eventually disappeared off the screen. Because of this, the entirety of the window was taken up by the side panels with no buttons available and play could not resume.
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Re: Current Known Bugs list
by silly freak » 02 Sep 2009, 09:40
a similar phenomenon is already known, and it should be easy to fix it
for now, an easy workaround is to move some divider at the beginning of the game. after that, the panels won't resize on their own any more
for now, an easy workaround is to move some divider at the beginning of the game. after that, the panels won't resize on their own any more
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where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
where's the "trust me, that will work!" switch for the compiler?
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Re: Current Known Bugs list
by silly freak » 02 Sep 2009, 21:09
slivers seem pretty buggy. not unplayable, just a little wrong
opponent has a sliver legion, 7/7 which gives all slivers +1/+1 for other slivers. this is implemented as a 6/6 which gives for every (not other) sliver. other slivers are therefore a little stronger as they should be.
but that's not the problem. I played lignify on it, making it a 0/4 without its ability. other slivers should not get the bonus anymore, but do so.
I guess the same is true for all other slivers, i have checked only for winged sliver
opponent has a sliver legion, 7/7 which gives all slivers +1/+1 for other slivers. this is implemented as a 6/6 which gives for every (not other) sliver. other slivers are therefore a little stronger as they should be.
but that's not the problem. I played lignify on it, making it a 0/4 without its ability. other slivers should not get the bonus anymore, but do so.
I guess the same is true for all other slivers, i have checked only for winged sliver
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where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
where's the "trust me, that will work!" switch for the compiler?
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