Current Known Bugs list
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Re: Current Known Bugs list
by DennisBergkamp » 16 Jan 2009, 05:21
Are you sure the creatures the AI puts into play get haste? Looking at the code, I set them to have sickness specifically. The computer could actually play them during your turn, so maybe that's what happened?
Mind you, the whole Aluren thing is very experimental, I just kind of added it in to give the AI an advantage, and during each upkeep it will check if Aluren is in play, if so, it will check the computer's hand and dump all eligible creatures in play. Maybe I should leave this feature out, but I'm not sure, it seems better for now than the computer not being able to use Aluren at all...
Mind you, the whole Aluren thing is very experimental, I just kind of added it in to give the AI an advantage, and during each upkeep it will check if Aluren is in play, if so, it will check the computer's hand and dump all eligible creatures in play. Maybe I should leave this feature out, but I'm not sure, it seems better for now than the computer not being able to use Aluren at all...
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Re: Current Known Bugs list
by GandoTheBard » 16 Jan 2009, 07:38
Two of the above are actually known bugs but as I mentioned before it has been months since they were reported....initially no one was posting reports here either so only Rares knew of them. Though alot were talked about here and on the Blog. Thanks for posting these Ill add them to the list. The Aluren bug I had noticed but hadn't pinned down exactly what was going on. That they are cast on the AI's main phase does not surprise me. Not sure why they are getting haste though.
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Re: Current Known Bugs list
by Almost_Clever » 16 Jan 2009, 13:38
They are not being cast during the computer's main phase but during the declare attackers phase, putting them into play attacking. The AI was not using Aluren to play creatures during the main phase.GandoTheBard wrote:Two of the above are actually known bugs but as I mentioned before it has been months since they were reported....initially no one was posting reports here either so only Rares knew of them. Though alot were talked about here and on the Blog. Thanks for posting these Ill add them to the list. The Aluren bug I had noticed but hadn't pinned down exactly what was going on. That they are cast on the AI's main phase does not surprise me. Not sure why they are getting haste though.
I wasn't sure if the computer was playing the creatures at the end of my turn or its turn so I included Essence Warden in the test deck so I could see exactly when the AI was playing its creatures. The game waits for me to acknowledge the Essence Warden life gain and I was able to tell it was during the declare attackers phase. The creatures don't appear to have haste (similiar to Nacatl War-Pride tokens, they are just put into play attacking).DennisBergkamp wrote:Are you sure the creatures the AI puts into play get haste? Looking at the code, I set them to have sickness specifically. The computer could actually play them during your turn, so maybe that's what happened?
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Re: Current Known Bugs list
by GandoTheBard » 16 Jan 2009, 16:02
They are not being cast during the computer's main phase but during the declare attackers phase, putting them into play attacking. The AI was not using Aluren to play creatures during the main phase.
Yes ok now that is new as I haven't found that to be the case. I wonder why it doesn't do that against me? Anyway same bug really just more annoying than we thought I guess. Anyone else have this happen?
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Re: Current Known Bugs list
by DennisBergkamp » 16 Jan 2009, 17:02
Wow, this is very strangeI wasn't sure if the computer was playing the creatures at the end of my turn or its turn so I included Essence Warden in the test deck so I could see exactly when the AI was playing its creatures. The game waits for me to acknowledge the Essence Warden life gain and I was able to tell it was during the declare attackers phase. The creatures don't appear to have haste (similiar to Nacatl War-Pride tokens, they are just put into play attacking).

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Re: Current Known Bugs list
by GandoTheBard » 16 Jan 2009, 20:33
I dont know why I didnt notice this before...Take Possession should have flash. Also all enchant creatures are treated as instants or sorceries...this needs fixing.
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Re: Current Known Bugs list
by Almost_Clever » 16 Jan 2009, 20:57
Technically, if has split second, not flash. It can only be cast whenever you are allowed to cast an enchantment (typically when the stack is empty during one of your main phases), but it cannot be responded to (by other spells, particulary counterspells, or abilities).GandoTheBard wrote:I dont know why I didnt notice this before...Take Possession should have flash. Also all enchant creatures are treated as instants or sorceries...this needs fixing.
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Re: Current Known Bugs list
by GandoTheBard » 16 Jan 2009, 21:08
True enough. Thanks for the correction. I've never played with Split Second in real life because I sold my card collection off before that came out. (7 years ago in fact). I've played with a bit on MODO but that was ages ago. (Before v3 ruined it for me)Almost_Clever wrote:Technically, if has split second, not flash. It can only be cast whenever you are allowed to cast an enchantment (typically when the stack is empty during one of your main phases), but it cannot be responded to (by other spells, particulary counterspells, or abilities).GandoTheBard wrote:I dont know why I didnt notice this before...Take Possession should have flash. Also all enchant creatures are treated as instants or sorceries...this needs fixing.
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Re: Current Known Bugs list
by GandoTheBard » 16 Jan 2009, 21:41
Aluren does not work for the player if the Computer controls it. The ability goes on the stack and then disappears with no effect.
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Re: Current Known Bugs list
by GandoTheBard » 17 Jan 2009, 17:36
Re: MTGForge 01/15 (unofficial BETA) version
Postby Chris H. » 17 Jan 2009, 18:12
I had an Elvish Farmer in play with 3 spore counters. During upkeep I choose to "Remove three spore counters from Elvish Farmer: Put a 1/1 green Saproling creature token into play." While this was on the stack I choose this option a second time.
I received two 1/1 green Saproling creature tokens and my Elvish Farmer's spore counter read: "Spore counters: -3"
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Re: MTGForge 01/15 (unofficial BETA) version
Postby Chris H. » 17 Jan 2009, 20:21
Looking through cards.txt I find that the following pump creatures still have the old style pump command. I think that the rest of the pump creatures have been converted to the new keywords.
Angelfire Crusader
Darkling Stalker
Furnace Spirit
Hellkite Overlord
Nantuko Shade
Viashivan Dragon
The six creatures listed above display something similar to the Angelfire Crusader's text display:
"Pump W: 0/1"
While the Shivan Dragon's text correctly displays:
"R: Shivan Dragon gets +1/+0 until end of turn."
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Re: Current Known Bugs list
by Chris H. » 17 Jan 2009, 22:53
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Re: Current Known Bugs list
by Chris H. » 18 Jan 2009, 01:42
Aven Riftwatcher has extra characters " -" between type and sub-type.
Loxodon Stalwart has a misspelling in the sub-type.
Jungle Barrier should be "Creature Plant Wall"
Loxodon Stalwart has a misspelling in the sub-type.
Jungle Barrier should be "Creature Plant Wall"
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Re: Current Known Bugs list
by Chris H. » 18 Jan 2009, 14:07
Aven Flock states "Bird Soldie" rather than "Bird Soldier"
Psychotrope Thallid states "Creature Funger" rather than "Creature - Fungus"
I used a Psychotrope Thallid to create a Saproling. I clicked on the Psychotrope Thallid to activate the ability to "Sacrifice a Saproling: You draw a card." and I was asked to: "Pay Mana Cost: 1"
It is a minor problem, but the card should state "1, Sacrifice a Saproling: You draw a card."
Psychotrope Thallid states "Creature Funger" rather than "Creature - Fungus"
I used a Psychotrope Thallid to create a Saproling. I clicked on the Psychotrope Thallid to activate the ability to "Sacrifice a Saproling: You draw a card." and I was asked to: "Pay Mana Cost: 1"
It is a minor problem, but the card should state "1, Sacrifice a Saproling: You draw a card."
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Re: Current Known Bugs list
by Chris H. » 18 Jan 2009, 17:25
Akroma, Angel of Fury does not have the PTPump keyword in the cards.txt file. Yet it will still pump and the card displays: "R: Akroma, Angel of Fury gets +1/+0 until end of turn."
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Re: Current Known Bugs list
by Almost_Clever » 18 Jan 2009, 19:51
I was just testing a bug I don't remember seeing covered elsewhere (human can activate computer's permanents abilities), and I see Chris just provided an answer to why Furnace Spirit is different than all of the other red creatures I tested (it is hardcoded rather than use the keyword). In addition to being able to pump the computer's creatures (often to death in the case of the flowstone creatures such as Flowstone Crusher), the human can activate Pyrohemia and Nevinyrral's Disk! You apparently can only activate the computer's permanents during your turn and only one activation at a time (unlike activating your permanents). I tested with practically all of the red pump creatures as well as Uthden Troll (regeneration), Enslaved Scout (mountainwalk), and Viashino Grappler (trample). Yes, the human could just avoid activating the computer's permanents, so I'd say this is really pretty minor for now.
Also, the planeswalker combat damage error (creatures removed from combat still deal damage) has been fixed in 1/15 unofficial beta. Korlash, Heir to Blackblade got its toughness bump from Veteran Armorer, so that bug might be fixed (I haven't checked with Black Moon, Glorious Anthem, Giant Growth, etc., nor have I tested Nightmare -- if nobody has reported on those by time I can get back to them, I'll test them out). Reach of Branches is still inconsistent about returning to hand when you lay a Forest, so that hasn't been fixed yet. Control Magic effects still grant functional haste, since stolen creatures are not looked at as "not having been under current controller's control before the current turn."
AI problems I've run into include:
AI grants Hooded Kavu fear twice.
AI often pumps creatures and then does not attack with them. Frequently, though, the creatures will become tapped without attacking.
AI occasionally will target {Null} with Elvish Fury (with buyback), causing the Elvish Fury to end up in the graveyard.
AI will not attack with a 1/4 creature when human only controls a 1/1 creature.
AI will attack with single non-vigilant creature when human controls an active Royal Assassin.
New gameplay problem I've run into is that Leaf-Crowned Elder's triggered ability is a "may" and you are not given the option to not, say, put a second Doran, the Siege Tower into play. I also had several kinship creatures in play and you are really not given the option of what order to stack them (typically only matters if they include something like the Leaf-Crowned Elder that might change what card is on top of your library).
Howling Mine does not play well with kinship creatures, even though the kinship ability should be activated during upkeep and Howling Mine effect should take place during the draw phase. I suspect this is a problem because these aren't true phases in MTG Forge.
Also, the planeswalker combat damage error (creatures removed from combat still deal damage) has been fixed in 1/15 unofficial beta. Korlash, Heir to Blackblade got its toughness bump from Veteran Armorer, so that bug might be fixed (I haven't checked with Black Moon, Glorious Anthem, Giant Growth, etc., nor have I tested Nightmare -- if nobody has reported on those by time I can get back to them, I'll test them out). Reach of Branches is still inconsistent about returning to hand when you lay a Forest, so that hasn't been fixed yet. Control Magic effects still grant functional haste, since stolen creatures are not looked at as "not having been under current controller's control before the current turn."
AI problems I've run into include:
AI grants Hooded Kavu fear twice.
AI often pumps creatures and then does not attack with them. Frequently, though, the creatures will become tapped without attacking.
AI occasionally will target {Null} with Elvish Fury (with buyback), causing the Elvish Fury to end up in the graveyard.
AI will not attack with a 1/4 creature when human only controls a 1/1 creature.
AI will attack with single non-vigilant creature when human controls an active Royal Assassin.
New gameplay problem I've run into is that Leaf-Crowned Elder's triggered ability is a "may" and you are not given the option to not, say, put a second Doran, the Siege Tower into play. I also had several kinship creatures in play and you are really not given the option of what order to stack them (typically only matters if they include something like the Leaf-Crowned Elder that might change what card is on top of your library).
Howling Mine does not play well with kinship creatures, even though the kinship ability should be activated during upkeep and Howling Mine effect should take place during the draw phase. I suspect this is a problem because these aren't true phases in MTG Forge.
A woman came up to me and said / "I'd like to poison your mind / With wrong ideas that appeal to you / Though I am not unkind."
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