Current Known Bugs list
by mtgrares
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Re: Current Known Bugs list
by Marek14 » 04 Jan 2010, 10:26
I got an option to activate second ability of Ajani Vengeant when it only had 1 loyalty counter.
Re: Current Known Bugs list
by Mr.Chaos » 04 Jan 2010, 12:43
I tried the Goblin Piledriver bug again, attacking with just the 2 of them with more goblins in play for me... the piledrivers got the bonus as intended.
Maybe it was a one-off mishap?
As for the moxes bug, I will make that public now. (PM-ed Dennis about it first but since he has trouble recreating the bug, you all get a shot at it.)
Take the attached Big11 deck (11 is pronounced "elf" in Dutch) and give it to the computer player. You can take any deck you want, even a random generated one.
I just wanted to have some fun so I used moxes(24) instead of lands and this lead to an unusual bug...
Game starts:
On turn one, you play whatever you can.
Then compy gets its first turn, draws a card and..... plays 8 moxes!
Turn 2: you do something.
Then compy draws a card and plays... a mox!
Compy continues this until he runs out of moxes.
This happes for me every time I let compy play the deck, but Dennis gets different results.
Either way, it is a very strange occurance.
Again, the deck was a work in progress and I never intended to upload it here. Only doing that now to explain the bug.
Maybe it was a one-off mishap?
As for the moxes bug, I will make that public now. (PM-ed Dennis about it first but since he has trouble recreating the bug, you all get a shot at it.)
Take the attached Big11 deck (11 is pronounced "elf" in Dutch) and give it to the computer player. You can take any deck you want, even a random generated one.
I just wanted to have some fun so I used moxes(24) instead of lands and this lead to an unusual bug...
Game starts:
On turn one, you play whatever you can.
Then compy gets its first turn, draws a card and..... plays 8 moxes!
Turn 2: you do something.
Then compy draws a card and plays... a mox!
Compy continues this until he runs out of moxes.
This happes for me every time I let compy play the deck, but Dennis gets different results.
Either way, it is a very strange occurance.
Again, the deck was a work in progress and I never intended to upload it here. Only doing that now to explain the bug.
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Big11.deck
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Re: Current Known Bugs list
by Chris H. » 04 Jan 2010, 14:57
`Marek14 wrote:Traumatic Visions has a really ugly dialogue box when choosing cast or basic lancycling... the casting cannot be actually seen.
Thank you for reporting the problem with Traumatic Visions. I fixed the problem and will merge it into the SVN later today.
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Re: Current Known Bugs list
by Chris H. » 04 Jan 2010, 15:49
`Mr.Chaos wrote:As for the moxes bug, I will make that public now. (PM-ed Dennis about it first but since he has trouble recreating the bug, you all get a shot at it.)
I assigned this deck to the computer and myself. I had Land Stacking set to on. The computer's 24 Mox Emerald are shuffled to the top of it's library with the remaining cards placed underneath.
The computer put 24 Mox Emerald into play before it reached any other types of cards in it's Library.
I then tried a game with the Land Stacking set to off and the computer's Library appeared to be shuffled normally. This appears to be a wierd bug associated with Land Stacking.
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Re: Current Known Bugs list
by Marek14 » 04 Jan 2010, 16:16
Can you also do something with extensively wide dialogue boxes? Not displaying the reminder text for landcycling abilities would be probably a step in the right direction.Chris H. wrote:`Marek14 wrote:Traumatic Visions has a really ugly dialogue box when choosing cast or basic lancycling... the casting cannot be actually seen.
Thank you for reporting the problem with Traumatic Visions. I fixed the problem and will merge it into the SVN later today.
Re: Current Known Bugs list
by Chris H. » 04 Jan 2010, 17:02
`Marek14 wrote:Can you also do something with extensively wide dialogue boxes? Not displaying the reminder text for landcycling abilities would be probably a step in the right direction.
I have noticed the same problem with the wide dialogue boxes.
I'm not familiar with the code section which draws these overly wide boxes. There may be a setting which would limit the width. It would be great if the text would scroll down and this choice would take two or three lines of the choose dialog box.

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Re: Current Known Bugs list
by Mr.Chaos » 04 Jan 2010, 19:37
Thanks Chris, for pointing out the landstacking thing on the moxes problem.
Still, it remains a rather strange bug, that took a rather strange deck to flush it out.
I guess compy went all "my precious" over those shiny moxes and lost all interest in the other cards.
(I am sure one of the coders will eventually convert that line into technobabble,until then, I stick with the "my precious" explanation.)
Still, it remains a rather strange bug, that took a rather strange deck to flush it out.

I guess compy went all "my precious" over those shiny moxes and lost all interest in the other cards.

(I am sure one of the coders will eventually convert that line into technobabble,until then, I stick with the "my precious" explanation.)
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Re: Current Known Bugs list
by Fracturedorb » 06 Jan 2010, 01:36
Karmic guide returns creatures to your hand instead of into play.
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Re: Current Known Bugs list
by apthaven » 06 Jan 2010, 03:07
Pit Scorpion doesn't seem to put any poison counters when it deals damage to a player. (Either me or the AI)
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Re: Current Known Bugs list
by Almost_Clever » 06 Jan 2010, 11:48
Giving Rappelling Scouts protection from a color and then blocking a creature of the appropriate color doesn't work properly; the Rappelling Scouts are still assigned damage.
The computer will play Eviscerator when it has 5 or less life.
The computer will play Eviscerator when it has 5 or less life.
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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Re: Current Known Bugs list
by Chris H. » 06 Jan 2010, 13:05
`Almost_Clever wrote:Giving Rappelling Scouts protection from a color and then blocking a creature of the appropriate color doesn't work properly; the Rappelling Scouts are still assigned damage.
The Rappelling Scouts probably needs to have the period deleted which follows the Protection from {color} keyword. This is how the cards.txt entry looks at this time:
- Code: Select all
Rappelling Scouts
2 W W
Creature Human Rebel Scout
no text
1/4
Flying
abPump 2 W:Protection from white.
abPump 2 W:Protection from blue.
abPump 2 W:Protection from black.
abPump 2 W:Protection from red.
abPump 2 W:Protection from green.
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Re: Current Known Bugs list
by Almost_Clever » 06 Jan 2010, 23:47
More goofiness with permanents returned to the battlefield after being exiled via Oblivion Ring. I cast Disenchant on computer's Oblivion Ring, but when my Serra's Blessing returned to play my creatures did not get vigilance.
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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Re: Current Known Bugs list
by Almost_Clever » 06 Jan 2010, 23:58
Cool, that fixed the problem. Your fix works perfectly (along with your changes for Guided Strike, etc.). Thanks, Chris.Chris H. wrote:The Rappelling Scouts probably needs to have the period deleted which follows the Protection from {color} keyword...
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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Re: Current Known Bugs list
by Chris H. » 07 Jan 2010, 00:42
`Almost_Clever wrote:Cool, that fixed the problem. Thanks, Chris.
You are welcome. I will merge the fix into the SVN tonight.

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Re: Current Known Bugs list
by Chris H. » 07 Jan 2010, 00:44
`Fracturedorb wrote:Karmic guide returns creatures to your hand instead of into play.
I found the problem and it will be fixed for next version, thank you for letting us know.

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