Current Known Bugs list
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Re: Current Known Bugs list
by DennisBergkamp » 26 Nov 2009, 04:09
Revision 56 ?? Yeah, we did have a manapool bug which allowed us to do stuff like that... it was possible to cast a Darksteel Colossus with one Forest
Zerker has fixed it since (not sure in which revision exactly).

Zerker has fixed it since (not sure in which revision exactly).
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Re: Current Known Bugs list
by Rob Cashwalker » 26 Nov 2009, 04:25
OK. I'm in the middle of testing my new pump ability, so I haven't updated anything yet.
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Re: Current Known Bugs list
by zerker2000 » 26 Nov 2009, 07:50
I think the issue was in ManaPool and/or Input_PayManaCost/Util, which I do not think you are editing and can be updated independently from CardFactory.
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Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
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Re: Current Known Bugs list
by danielvinson » 26 Nov 2009, 09:15
Not sure if this is where I should be posting bugs, but anyway -
Bound in Silence never has a chance to target when fetched from a rebel creature directly into play.
Umaru Raptor is at 1U instead of 2U.
There doesnt seem to be a way to edit which decks you play against in quest mode (at least without firing up Eclipse
) and I really think you guys should have actual sealed decks for the opponents rather than absurd constructed decks which are terrible than randomly win out of nowhere. Not really a bug but annoying as hell.
In a related comment, I really wish the program used a config file which could remember my settings for stopping at the end of my opponent's turn and my display settings. If I was more familiar with the code I would just do this myself, but learning other people's code takes a long time
Bound in Silence never has a chance to target when fetched from a rebel creature directly into play.
Umaru Raptor is at 1U instead of 2U.
There doesnt seem to be a way to edit which decks you play against in quest mode (at least without firing up Eclipse

In a related comment, I really wish the program used a config file which could remember my settings for stopping at the end of my opponent's turn and my display settings. If I was more familiar with the code I would just do this myself, but learning other people's code takes a long time

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Re: Current Known Bugs list
by apthaven » 26 Nov 2009, 13:54
"I am a man and real men do not consume pink beverages. Get thee gone woman, and bring me something brown." - Jace Wayland
Re: Current Known Bugs list
by dottoreDIvino » 26 Nov 2009, 14:43
I had Sigil of the Empty Throne in play and a creature (Yavimaya Enchantress for the record). I played Epic Proportions on the creature and the AI replied with a Counterspell, but after the Sigil activation. I ended up with the Sigil in the grave and the creature correctly enchanted 
Playing on 11/25 beta..

Playing on 11/25 beta..
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Re: Current Known Bugs list
by Rob Cashwalker » 26 Nov 2009, 15:14
OK, so I updated my SVN copy to HEAD revision. Luckilly, it seems that my changes to CardFactory and CardFactoryUtil are still present. (I was a little worried about losing everything)
While testing, I run into an interesting situation, maybe a bug, maybe it's the way the rules really work.
I have a creature with "U:Gains unblockable until EOT". I declare him as an attacker, and the computer chooses a blocker. At the first chance of playing instants or abilities, I make the creature unblockable. So combat continues, and the blocker stays blocking, and my creature becomes dead.
Again, maybe the creature needs to be unblockable before combat... but I'm sure in paper, I've been blocked from blocking after choosing to block.
While testing, I run into an interesting situation, maybe a bug, maybe it's the way the rules really work.
I have a creature with "U:Gains unblockable until EOT". I declare him as an attacker, and the computer chooses a blocker. At the first chance of playing instants or abilities, I make the creature unblockable. So combat continues, and the blocker stays blocking, and my creature becomes dead.
Again, maybe the creature needs to be unblockable before combat... but I'm sure in paper, I've been blocked from blocking after choosing to block.
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Re: Current Known Bugs list
by Almost_Clever » 26 Nov 2009, 16:10
Yes, once the creature is blocked, it is too late to make it unblockable.Rob Cashwalker wrote:I have a creature with "U:Gains unblockable until EOT". I declare him as an attacker, and the computer chooses a blocker. At the first chance of playing instants or abilities, I make the creature unblockable. So combat continues, and the blocker stays blocking, and my creature becomes dead.
Again, maybe the creature needs to be unblockable before combat... but I'm sure in paper, I've been blocked from blocking after choosing to block.
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Re: Current Known Bugs list
by silly freak » 26 Nov 2009, 16:36
as so often, unblockable doesn't check the state of being blocked but the action of becoming blocked
that's the opposite of protection: a target is checked on resolution and is illegal if it gained protection meanwhile. on the other hand, damage already on acreature isn' removed by protection
that's the opposite of protection: a target is checked on resolution and is illegal if it gained protection meanwhile. on the other hand, damage already on acreature isn' removed by protection
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where's the "trust me, that will work!" switch for the compiler?
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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!
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Re: Current Known Bugs list
by DennisBergkamp » 26 Nov 2009, 21:24
This is an interesting bug... I'll see if I can fix this.I had Sigil of the Empty Throne in play and a creature (Yavimaya Enchantress for the record). I played Epic Proportions on the creature and the AI replied with a Counterspell, but after the Sigil activation. I ended up with the Sigil in the grave and the creature correctly enchanted
Playing on 11/25 beta..
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Re: Current Known Bugs list
by freestorageaccount » 27 Nov 2009, 00:53
With Liliana Vess, I notice that many permanents' coming-into-play abilities don't trigger upon re-animation, but others' effects do occur. Is this caused by differences in implementation, or is it a strange glitch?
EDIT: Also, Duergar Cave-Guard got killed by a pumped Windwright Mage while under the indestructibility effect of Elspeth, Knight-Errant. This has to do with wither, even though it was the Guard and not the Mage that had the ability, right?
EDIT: Also, Duergar Cave-Guard got killed by a pumped Windwright Mage while under the indestructibility effect of Elspeth, Knight-Errant. This has to do with wither, even though it was the Guard and not the Mage that had the ability, right?
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The Great Wall of Bugs. Gando, you will not be forgotten.
And a chip off the old block.
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Re: Current Known Bugs list
by Rob Cashwalker » 27 Nov 2009, 03:27
Encountered an error while the computer was thkinking about playing the pump ability for Patagia Golem
This is running with my new pump ability, however, the error isn't traceable to my code, this is in a different level of AI.
- Code: Select all
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There is an error in the card code for Patagia Golem:
Version:
MTG Forge 09/11/02
Detailed error trace:
java.lang.RuntimeException: Mana_Part : checkMana() error, argument mana is invalid mana, mana - 3
at forge.Mana_Part.checkSingleMana(Mana_Part.java:17)
at forge.Mana_PartColor.<init>(Mana_PartColor.java:16)
at forge.Mana_PayCost.split(Mana_PayCost.java:87)
at forge.Mana_PayCost.<init>(Mana_PayCost.java:21)
at forge.ManaCost.<init>(ManaCost.java:13)
at forge.ComputerUtil.canPayCost(ComputerUtil.java:143)
at forge.ComputerAI_General.getPlayable(ComputerAI_General.java:208)
at forge.ComputerAI_General.getMain1(ComputerAI_General.java:179)
at forge.ComputerAI_General.playCards(ComputerAI_General.java:58)
at forge.ComputerAI_General.main1(ComputerAI_General.java:35)
at forge.ComputerAI_Input.think(ComputerAI_Input.java:37)
at forge.ComputerAI_Input.showMessage(ComputerAI_Input.java:23)
at forge.GuiInput.setInput(GuiInput.java:24)
at forge.GuiInput.update(GuiInput.java:18)
at java.util.Observable.notifyObservers(Unknown Source)
at java.util.Observable.notifyObservers(Unknown Source)
at forge.MyObservable.updateObservers(MyObservable.java:10)
at forge.Phase.nextPhase(Phase.java:128)
at forge.Phase.nextPhase(Phase.java:132)
at forge.Phase.nextPhase(Phase.java:132)
at forge.Phase.nextPhase(Phase.java:132)
at forge.Phase.nextPhase(Phase.java:132)
at forge.Phase.nextPhase(Phase.java:132)
at forge.GuiDisplay3$25.actionPerformed(GuiDisplay3.java:785)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
This is running with my new pump ability, however, the error isn't traceable to my code, this is in a different level of AI.
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Re: Current Known Bugs list
by freestorageaccount » 27 Nov 2009, 04:07
Dryad Arbor should be affected by summoning sickness! Also, though I haven't checked whether it's handled correctly, the same is true for Mishra's Factory if one plays it, (unwisely) animates it, then tries to tap it for mana or its pump ability (which is now implemented
). And a nitpicky bit: all three abilities of Figure of Destiny can be activated regardless of its creature types -- they're just ineffective if the necessary types are missing (being sure to account for effects such as Wings of Velis Vel and Nameless Inversion). Keep up the excellent work though, and please don't go through the trouble of fixing little pedantic bugs like that one if it prevents you from pursuing other really cool developments!

-- freestorageaccount (= accurate forge notes) This is not a subliminal message. At least for the prosilver theme.
The Great Wall of Bugs. Gando, you will not be forgotten.
And a chip off the old block.
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And a chip off the old block.
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Re: Current Known Bugs list
by Rob Cashwalker » 27 Nov 2009, 04:15
The Force will be with you, Always.
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Re: Current Known Bugs list
by DennisBergkamp » 27 Nov 2009, 04:30
I'll try to fix Dryad Arbor / Mishra's Factory, and I'll also add some changeling check for Figure of Destiny (I guess I could make his abilities playable at any time, but it would require a bit of extra work, not sure if it's worth it).
Hm, Timetwister was an easy fix, but I'm really not sure what's going on with Eldrazi Monument
EDIT: another bug, Nameless Inversion does not make the targeted creature lose all creature types until EOT.
Hm, Timetwister was an easy fix, but I'm really not sure what's going on with Eldrazi Monument

EDIT: another bug, Nameless Inversion does not make the targeted creature lose all creature types until EOT.
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