Current Known Bugs list
by mtgrares
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Re: Current Known Bugs list
by indicatie » 05 Sep 2009, 08:51
Lots of controller/owner related bugs going on...
My permanents are indestructible due to Elspeth, Knight-Errant, compy plays Beacon of Unrest on my Moss Kami, so it returns to the battlefield (gotta get used to that word...) on his side, but has indestructible....
My permanents are indestructible due to Elspeth, Knight-Errant, compy plays Beacon of Unrest on my Moss Kami, so it returns to the battlefield (gotta get used to that word...) on his side, but has indestructible....

Actually every creature with a comes-into-play effect (should this be "comes-onto-the-battlefield??) that I target with Adarkar Valkyrie gives that effect to the owner of the card, not the controller.indicatie wrote:Here's two bugs in one play...
All my permanents are indestructible due to Elspeth, Knight-Errant. I kill a Jedit Ojanen of Efrava, which I target with Adarkar Valkyrie. It comes into play on my side like it should, but does not gain indestrucible. When I attack with Jedit Ojanen of Efrava in my next turn, compy gets the token... Not nice when you have enought Forests to walk on....
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Re: Current Known Bugs list
by Mr.Chaos » 06 Sep 2009, 17:01
Not so much a bug as a card error.
Compy played Imperiosaur and paid for it with mana from a Vine Trellis. That is a no-no!
The text in the top right, which displays actual implemented cardrules/effects does state that you can only use mana from basic lands to play Imperiosaur, so it should not be possible to play it with 3 basic lands and a Vine Trellis.
Compy played Imperiosaur and paid for it with mana from a Vine Trellis. That is a no-no!
The text in the top right, which displays actual implemented cardrules/effects does state that you can only use mana from basic lands to play Imperiosaur, so it should not be possible to play it with 3 basic lands and a Vine Trellis.
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Re: Current Known Bugs list
by Rob Cashwalker » 07 Sep 2009, 13:21
Imperiosaur isn't actually implemented in the code at all. There's currently no way to make sure only basic lands are used.
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Re: Current Known Bugs list
by Marek14 » 07 Sep 2009, 19:55
Seems that bonus given by Umbral Mantle doesn't expire...
Edit: Also there's a bug with Turtleshell Changeling and Gaea's Anthem... with Gaea's Anthem, the changeling was 2/5. I activated its switch ability... it was 6/3. Second activation made it a 4/7, third a 8/5. Somehow, the bonus from Anthem keeps being re-added.
Wall of Diffusion has Shadow, which is far cry from how it's supposed to work...
There was a strange bug with UI and March of Souls. When computer played March of Souls, the left part of the interface was stretched so far to the right that I was unable to put it back... I had to quit the game.
Maybe when the border is moved by a long effect on stack, it could automatically return back when the effect leaves?
Computer sacrificed Goblin Skycutter to use it against my Voice of Law. It didn't work, but it shouldn't be even able to do it...
Edit: Also there's a bug with Turtleshell Changeling and Gaea's Anthem... with Gaea's Anthem, the changeling was 2/5. I activated its switch ability... it was 6/3. Second activation made it a 4/7, third a 8/5. Somehow, the bonus from Anthem keeps being re-added.
Wall of Diffusion has Shadow, which is far cry from how it's supposed to work...
There was a strange bug with UI and March of Souls. When computer played March of Souls, the left part of the interface was stretched so far to the right that I was unable to put it back... I had to quit the game.
Maybe when the border is moved by a long effect on stack, it could automatically return back when the effect leaves?
Computer sacrificed Goblin Skycutter to use it against my Voice of Law. It didn't work, but it shouldn't be even able to do it...
Re: Current Known Bugs list
by indicatie » 10 Sep 2009, 07:09
While searching this thread I found a post about blocking a creature with trample with 2 or more creatures, where surplus trample damage isn't assigned to the defending player. This still doesn't work. Will this ever work? 

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Re: Current Known Bugs list
by DennisBergkamp » 10 Sep 2009, 20:16
I still don't think this works
Tricky to fix, I'm not sure how... but it will probably be fixed someday

Tricky to fix, I'm not sure how... but it will probably be fixed someday

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Re: Current Known Bugs list
by DennisBergkamp » 10 Sep 2009, 21:19
I think I've fixed this for Stuffy Doll... just to be sure, Stuffy Doll should get 1 life twice right? (once for dealing 1 damage to itself, and once for dealing 1 damage to the computer).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?
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Re: Current Known Bugs list
by Chris H. » 10 Sep 2009, 23:11
Ah, I get to be the first one to report a detailed error trace message with the 08-28 version.
At the New Game window I selected the Menu item Specify Card Size. The small sized Choose one window opens and I do not select one of the four sizes. Instead, I click on OK and get the message below:

At the New Game window I selected the Menu item Specify Card Size. The small sized Choose one window opens and I do not select one of the four sizes. Instead, I click on OK and get the message below:
- Code: Select all
An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
http://www.slightlymagic.net/forum/viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
mtgrares@yahoo.com
null
Detailed error trace:
java.lang.NullPointerException
at Gui_NewGame$2.actionPerformed(Gui_NewGame.java:219)
at javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:2028)
at javax.swing.AbstractButton$Handler.actionPerformed(AbstractButton.java:2351)
at javax.swing.DefaultButtonModel.fireActionPerformed(DefaultButtonModel.java:387)
at javax.swing.DefaultButtonModel.setPressed(DefaultButtonModel.java:242)
at javax.swing.AbstractButton.doClick(AbstractButton.java:389)
at javax.swing.plaf.basic.BasicMenuItemUI.doClick(BasicMenuItemUI.java:1225)
at com.apple.laf.AquaMenuItemUI.doClick(AquaMenuItemUI.java:120)
at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mouseReleased(BasicMenuItemUI.java:1266)
at java.awt.Component.processMouseEvent(Component.java:6348)
at javax.swing.JComponent.processMouseEvent(JComponent.java:3267)
at java.awt.Component.processEvent(Component.java:6113)
at java.awt.Container.processEvent(Container.java:2085)
at java.awt.Component.dispatchEventImpl(Component.java:4714)
at java.awt.Container.dispatchEventImpl(Container.java:2143)
at java.awt.Component.dispatchEvent(Component.java:4544)
at java.awt.LightweightDispatcher.retargetMouseEvent(Container.java:4618)
at java.awt.LightweightDispatcher.processMouseEvent(Container.java:4282)
at java.awt.LightweightDispatcher.dispatchEvent(Container.java:4212)
at java.awt.Container.dispatchEventImpl(Container.java:2129)
at java.awt.Window.dispatchEventImpl(Window.java:2475)
at java.awt.Component.dispatchEvent(Component.java:4544)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:635)
at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:296)
at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:211)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:201)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:196)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:188)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)
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Re: Current Known Bugs list
by Mr.Chaos » 11 Sep 2009, 05:26
Yes, that sounds right to me. Thanks for fixing this.DennisBergkamp wrote:I think I've fixed this for Stuffy Doll... just to be sure, Stuffy Doll should get 1 life twice right? (once for dealing 1 damage to itself, and once for dealing 1 damage to the computer).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?

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Re: Current Known Bugs list
by mtgrares » 11 Sep 2009, 19:33
Yeah I didn't want to cut-and-paste Input_PayManaCost and change a few lines to restrict the player to only use basic lands.Rob Cashwalker wrote:Imperiosaur isn't actually implemented in the code at all. There's currently no way to make sure only basic lands are used.
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Re: Current Known Bugs list
by mtgrares » 11 Sep 2009, 19:34
I'll guess no. It is somewhere it Combat.java where it assigns combat damage and trample is checked for.indicatie wrote:While searching this thread I found a post about blocking a creature with trample with 2 or more creatures, where surplus trample damage isn't assigned to the defending player. This still doesn't work. Will this ever work?
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Re: Current Known Bugs list
by DennisBergkamp » 12 Sep 2009, 17:47
I've fixed this for Prodigal Sorcerer and Stuffy Doll... but actually the controller of Sparksmith should gain life (not just negate), since Sparksmith deals damage to both the creature and the controller itself.apthaven wrote: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 indicatie » 15 Sep 2009, 11:43
I noticed Frostweb Spider doesn't get a +1/+1 counter when it blocks a flying creature.
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Re: Current Known Bugs list
by freestorageaccount » 21 Sep 2009, 02:07
I've been playing Magic with this engine for a while, and I have to admit it works pretty reasonably (even the AI, somewhat). I only noticed a few bugs (I apologise if they've already been mentioned somewhere in this thread):
1. Face-down creatures are anything but -- their names shouldn't appear in the lower-right panel, where the card's image normally goes (perhaps the back of a card would do here?).
2. The power and toughness of creatures with pump abilities (Shades, etc.) should be updated in the combat panel after each instance of the ability resolves, not just when the stack is empty. In general, more frequent refreshes would be nice (e.g. Pyroclasm is cast while a Veteran Armorer and some Grizzly Bears are in play, but the Bears usually die abruptly sometime a lot later in the turn).
3. The left-hand column occasionally expands ridiculously and as far as I know can be restored only by restarting MTG Forge altogether. The problem appears to be aggravated by abilities with long text and alleviated by moving the stack panel into a new window using the button (but this has to be done for every game individually).
1. Face-down creatures are anything but -- their names shouldn't appear in the lower-right panel, where the card's image normally goes (perhaps the back of a card would do here?).
2. The power and toughness of creatures with pump abilities (Shades, etc.) should be updated in the combat panel after each instance of the ability resolves, not just when the stack is empty. In general, more frequent refreshes would be nice (e.g. Pyroclasm is cast while a Veteran Armorer and some Grizzly Bears are in play, but the Bears usually die abruptly sometime a lot later in the turn).
3. The left-hand column occasionally expands ridiculously and as far as I know can be restored only by restarting MTG Forge altogether. The problem appears to be aggravated by abilities with long text and alleviated by moving the stack panel into a new window using the button (but this has to be done for every game individually).
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Re: Current Known Bugs list
by Mr.Chaos » 21 Sep 2009, 17:34
You can manually adjust the size of the columns with the little slider bar at the right of each column.freestorageaccount wrote:3. The left-hand column occasionally expands ridiculously and as far as I know can be restored only by restarting MTG Forge altogether. The problem appears to be aggravated by abilities with long text and alleviated by moving the stack panel into a new window using the button (but this has to be done for every game individually).
If you just change the width of any column even a tiny bit, columns will not change by themselves again for that game.
Admitted, this is a rude way of preventing the expantion but it works.
Hopefully the coders can fix this little annoying bug in the next version.
I hope this prevents you from any more unwanted/unneeded restarts of the game.
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