Current Known Bugs list
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Re: Current Known Bugs list
by DennisBergkamp » 04 Mar 2010, 01:46
I think I *might* have just fixed the Oblivion Ring problem (not sure though). Crazy bug, by the way
The Shroud - Morphling bug is fixed in the latest beta (grab it here : viewtopic.php?f=26&t=2305 ).
I'll check out the lifegain thing with Tendrils of Corruption and also the crash from Animate Dead (which by the way, in Forge is still a sorcery, not an Enchantment / Aura).

The Shroud - Morphling bug is fixed in the latest beta (grab it here : viewtopic.php?f=26&t=2305 ).
I'll check out the lifegain thing with Tendrils of Corruption and also the crash from Animate Dead (which by the way, in Forge is still a sorcery, not an Enchantment / Aura).
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Re: Current Known Bugs list
by freestorageaccount » 04 Mar 2010, 01:47
With Doubling Season in play, Psychotrope Thallid receives (I think) a linearly increasing number of spore counters per upkeep rather than a constant two.
While we're on the subject of Oblivion Ring, Oubliette et al. could also use a bug fix.
EDIT: I used the Naturalize ability of Viridian Zealot on Control Magic to regain control of a creature, but it still caused me combat damage. I might have done so during the 'declare blockers' step -- if so, could this be the culprit?
Is there also a way to retain knowledge of new cards across startups, with the user able to mark them as old every once in a while? A new batch of cards comes every other game in quest mode (along with frequent single rares), and the contents of an old batch are wiped out whenever a new one arrives, so you have to enter the deck editor after almost every game.
While we're on the subject of Oblivion Ring, Oubliette et al. could also use a bug fix.
EDIT: I used the Naturalize ability of Viridian Zealot on Control Magic to regain control of a creature, but it still caused me combat damage. I might have done so during the 'declare blockers' step -- if so, could this be the culprit?
Is there also a way to retain knowledge of new cards across startups, with the user able to mark them as old every once in a while? A new batch of cards comes every other game in quest mode (along with frequent single rares), and the contents of an old batch are wiped out whenever a new one arrives, so you have to enter the deck editor after almost every game.
-- 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.
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 lm01 » 04 Mar 2010, 07:05
Since you were working on Masticore few days ago would you go back to it?
On MTG rules you can discard Squee, Goblin Nabob for Masticore.
On next turn you can bring back Squee, Goblin Nabob to discard again for Masticore.
Since both trigger at the same time player decides best order for him.
1. All "beginning of (your) Upkeep" abilities trigger.
2. As the turn player, you decide the order in which these abilities goes on the stack.
3. Squee can't be both in the Graveyard coming back to trigger its ability, and in your hand to discard for Masticore's.
4. If Squee is in the Graveyard, you place its ability on the stack on top of Masticore.
5. If Squee is in your hand, its ability cannot be placed on the stack and you will simply have it to discard and wait for the next turn.
I understand that on Forge you don't choose the order of the trigger. So, not to alter that much, make Masticore trigger before Squee, Goblin Nabob.
On another returner:
Reach of Branches doesn't trigger if it goes to the graveyard and you drop a forest later on the same turn.
On MTG rules you can discard Squee, Goblin Nabob for Masticore.
On next turn you can bring back Squee, Goblin Nabob to discard again for Masticore.
Since both trigger at the same time player decides best order for him.
1. All "beginning of (your) Upkeep" abilities trigger.
2. As the turn player, you decide the order in which these abilities goes on the stack.
3. Squee can't be both in the Graveyard coming back to trigger its ability, and in your hand to discard for Masticore's.
4. If Squee is in the Graveyard, you place its ability on the stack on top of Masticore.
5. If Squee is in your hand, its ability cannot be placed on the stack and you will simply have it to discard and wait for the next turn.
I understand that on Forge you don't choose the order of the trigger. So, not to alter that much, make Masticore trigger before Squee, Goblin Nabob.
On another returner:
Reach of Branches doesn't trigger if it goes to the graveyard and you drop a forest later on the same turn.
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Re: Current Known Bugs list
by zerker2000 » 04 Mar 2010, 11:39
I don't see how Tendrils of Corruption is a bug: the card is worded as "deal X damage, gain X life", and not "deal X damage, gain life equal to damage dealt":hence, you should gain the life whether the damage is dealt or not.
As for Morphling, I don't know whether the bug is fixed as such, but I do remember seeing pumper self-targeting in HEAD svn, so it's definitely crudely hacked(if source = self then ignore) if fixed at all. And I have seen protection, even Trollshroud(protection from opp), used against a vigilant Auriok Bladewarden that tried to pump itself.
As for Morphling, I don't know whether the bug is fixed as such, but I do remember seeing pumper self-targeting in HEAD svn, so it's definitely crudely hacked(if source = self then ignore) if fixed at all. And I have seen protection, even Trollshroud(protection from opp), used against a vigilant Auriok Bladewarden that tried to pump itself.
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
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Re: Current Known Bugs list
by Marek14 » 04 Mar 2010, 12:15
It is a bug because if the target has shroud, then it's an illegal target - and if a spell has some targets, and they are all illegal, it's countered by the game rules and won't resolve.zerker2000 wrote:I don't see how Tendrils of Corruption is a bug: the card is worded as "deal X damage, gain X life", and not "deal X damage, gain life equal to damage dealt":hence, you should gain the life whether the damage is dealt or not.
Re: Current Known Bugs list
by Corwin72 » 04 Mar 2010, 13:48
I don't think that the echo on Urza's Blueprints is working correctly.
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Re: Current Known Bugs list
by DennisBergkamp » 04 Mar 2010, 16:02
This sounds good, I'll make sure Squee gets returned first.I understand that on Forge you don't choose the order of the trigger. So, not to alter that much, make Masticore trigger before Squee, Goblin Nabob.
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Re: Current Known Bugs list
by indicatie » 04 Mar 2010, 19:22
-1/-1 and +1/+1 counters should cancel each other out, and in my opinion they did in Forge until recently. Now look at this:
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Re: Current Known Bugs list
by DennisBergkamp » 04 Mar 2010, 20:30
Hmm, I'm not 100% sure if they should. Just look at Kinsbaile Borderguard.
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Re: Current Known Bugs list
by Marek14 » 04 Mar 2010, 21:30
Kinsbaile Borderguard is a sort of corner case. If it has both +1/+1 and -1/-1 counters on it and its toughness is 0 or less, it dies at the same time the counters are removed. This means that it's never on the battlefield WITHOUT the counters, and its ability (which looks to the last time the Borderguard was on the battlefield) will see all those counters and make appropriate number of tokens.DennisBergkamp wrote:Hmm, I'm not 100% sure if they should. Just look at Kinsbaile Borderguard.
Re: Current Known Bugs list
by lm01 » 05 Mar 2010, 00:59
Actually I don't remember reading anything on MTG rules about this.indicatie wrote:-1/-1 and +1/+1 counters should cancel each other out, and in my opinion they did in Forge until recently. Now look at this:
Although I do not believe this is wise, nor that they cancel each other.
There are triggers on counters, regardless if it's -1/-1 or +1/+1.
This beying said, although in theory they cut each other, on practice it's not like that.
BUGS:
Basilisk Collar
This is bugged for quite some time, which probably means you didn't notice the problem on the code. I've seen Deathtouch work, and I've seen it fail several times.
Not knowing the code myself, only today I noticed that it seems Deathtouch from it is being triggered only if the creature equipped is alive at the end of combat.
(Had a Serra Avenger equipped with Basilisk Collar + protection from green, block a Kitchen Finks (5/4), which I believe didn't return to the game and didn't have counters...I'll try that again to be sure... Just Checked, it's true doesn't return to the game, and has no -1/-1 counters.)
*EDIT* Another detail to add.
Creature with 2/2 first strike equipped with it versus a 2/4. Equipped creature kills the 2/4 and stays alive.
More weird bugs from me

Flagstones of Trokair
AI on 2nd turn manages to drop 2x Flagstones of Trokair on row, putting them both on graveyard, and getting 2 plains... talk about land advantage at start

Aven Riftwatcher (Vanishing bug)
I had a Aven Riftwatcher equipped with Basilisk Collar (lol ya again), when he vanished to graveyard, Basilisk Collar vanished from the game

Control Magic
AI managed to put Control Magic on a creature of mine, which was equipped with... you guessed

Sower of Temptation has wacko BUG. Played versus one of your decks blue-good-ai I think, in which I've seen 5 Sower of Temptation. In one game I used Swords to Plowshares in one (went to removed #70), but later at one time AI had 3 on table and I noticed they had number 71.
Then WICKED THING happened... AI blocked my Aven Riftwatcher with 2... see picture below to see what happened:
I forgot to put on the picture: one Sower of Temptation vanished from the graveyard altogether.
Am I the weird bug tester?

Last edited by lm01 on 05 Mar 2010, 19:32, edited 1 time in total.
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Re: Current Known Bugs list
by lm01 » 05 Mar 2010, 04:51
Last but not least... AI won the last game with 6 Sower of Temptation... I managed to remove 1 only. But as all sore losers, he didn't stay at that. The other game he asks to drop Man-o'-War, I answer with Mother of Runes protection blue. He, realizing that he can't unsummon my Mother of Runes (there is no other creature AHAHAH I left Mother untaped on purpose
) and that he has to unsummon his own creature to hand he says he has a bug, and can't do that
Shame on you!


Shame on you!

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Re: Current Known Bugs list
by DennisBergkamp » 05 Mar 2010, 06:39
Oh wow, these are some interesting bugs lm01
I'll see if I can figure out how it happens exactly.

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Re: Current Known Bugs list
by Marek14 » 05 Mar 2010, 08:11
See the rule 120.2:lm01 wrote:Actually I don't remember reading anything on MTG rules about this.indicatie wrote:-1/-1 and +1/+1 counters should cancel each other out, and in my opinion they did in Forge until recently. Now look at this:
Although I do not believe this is wise, nor that they cancel each other.
There are triggers on counters, regardless if it's -1/-1 or +1/+1.
This being said, although in theory they cut each other, on practice it's not like that.
120.2. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule 704.
Re: Current Known Bugs list
by Almost_Clever » 05 Mar 2010, 11:48
We've had a few problems
with Control Magic and other effects and abilities that cause ownership/controller differences.
All equipment do weird things when the equipped creature changes sides or stop being creatures (manlands).
Equipment on stolen creatures cannot be re-equipped (neither side appears to control the equipment) until you manage to destroy or steal back the equipped creature.
The equipment just disappears if equipping a manland that stops being a creature but will return if the land is reanimated in a later turn. I equipped an animated land with Vulshok Gauntlets that prevented the land from untapping even though the gauntlets were nowhere to be seen at the beginning of my next turn (and clearly states that "Equipped creature ... doesn't untap...").

All equipment do weird things when the equipped creature changes sides or stop being creatures (manlands).
Equipment on stolen creatures cannot be re-equipped (neither side appears to control the equipment) until you manage to destroy or steal back the equipped creature.
The equipment just disappears if equipping a manland that stops being a creature but will return if the land is reanimated in a later turn. I equipped an animated land with Vulshok Gauntlets that prevented the land from untapping even though the gauntlets were nowhere to be seen at the beginning of my next turn (and clearly states that "Equipped creature ... doesn't untap...").
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