Current Known Bugs list
by mtgrares
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Re: Current Known Bugs list
by slapshot5 » 11 Mar 2010, 21:26
Bug:
Stasis does not work (i.e. allows untap phases) when Meekstone (or probably Marble Titan - untested) are in play.
Filed Issue #33: http://code.google.com/p/cardforge/issues/detail?id=33
Stasis does not work (i.e. allows untap phases) when Meekstone (or probably Marble Titan - untested) are in play.
Filed Issue #33: http://code.google.com/p/cardforge/issues/detail?id=33
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Re: Current Known Bugs list
by DennisBergkamp » 11 Mar 2010, 23:59
I see, I've fixed it... but now I noticed that Stasis doesn't seem to ask for its upkeep cost 
EDIT: Ahh, this is because of Zerker's CARDNAME update
Fixed.

EDIT: Ahh, this is because of Zerker's CARDNAME update

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Re: Current Known Bugs list
by slapshot5 » 12 Mar 2010, 00:53
Bug: GameActionUtil.java does not check if Howling Mine is tapped
Should just be a matter of adding a check:
Should just be a matter of adding a check:
- Code: Select all
for(int i = 0; i < list.size(); i++) {
if( list.getCard(i).isUntapped() ) {
AllZone.GameAction.drawCard(player);
}
}
- Code: Select all
private static void upkeep_Howling_Mine()
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Re: Current Known Bugs list
by jim » 12 Mar 2010, 01:59
More details on the bug with Nature's Cloak: creatures that cost exactly "G" don't correctly gain forestwalk when it is cast. For example, if I have Grizzly Bears and Llanowar Elves in play, and cast the cloak, the Bears get forestwalk and the Elves don't. This seems like additional evidence that the bug is the 'getColor' routine in CardList.java.
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Re: Current Known Bugs list
by freestorageaccount » 12 Mar 2010, 04:14
I think I see the problem with the haste ability of Bloodghast: For some reason, the ability is removed just before attackers are declared, but if you attack with another creature, it's enabled again so Bloodghast can attack. If you have no other creatures to attack with, it seems you're out of luck.
-- 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 ajcgr » 12 Mar 2010, 16:10
Hi, i want to report a bug with the ability Deathtouch of Wren's run packmaster, my wolves (tokens) do not have the ability deathtouch when attacking or blocking.
Thanks
Thanks
Rathi Trapper
by mtgrares » 12 Mar 2010, 19:48
Wrong mana, Rathi Trapper ability costs B instead of W.
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Re: Current Known Bugs list
by DennisBergkamp » 12 Mar 2010, 22:43
I just changed the code to:jim wrote:More details on the bug with Nature's Cloak: creatures that cost exactly "G" don't correctly gain forestwalk when it is cast. For example, if I have Grizzly Bears and Llanowar Elves in play, and cast the cloak, the Bears get forestwalk and the Elves don't. This seems like additional evidence that the bug is the 'getColor' routine in CardList.java.
- Code: Select all
if(cardName.equals("Nature's Cloak")) {
list = list.filter(new CardListFilter()
{
public boolean addCard(Card c)
{
return CardUtil.getColors(c).contains(Constant.Color.Green);
}
});
}
EDIT: there are indeed quite a few other places that use getColor(), in fact a lot of the new keywords do....
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Re: Current Known Bugs list
by Caranthol » 12 Mar 2010, 23:04
I had a Basilisk Collar equiped in a Noble Hierarch and blocked a Boggart Ram-Gang, but this didn't died at end of combat. Against a Man-o-War, it also didn't work.
I had a Spikeshot Goblin, equiped with Bone Saw. I used its ability with a Eternal Witness, so it should have done 2 damage to it, but Eternal Witness didn't die.
I had a Spikeshot Goblin, equiped with Bone Saw. I used its ability with a Eternal Witness, so it should have done 2 damage to it, but Eternal Witness didn't die.
Caranthol of Fornost, Dúnadan Knight, North Raider
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Re: Current Known Bugs list
by DennisBergkamp » 13 Mar 2010, 02:04
I possibly fixed this, sometimes what happens is that static effects are just not checked yet, I force a check right after it hits play.freestorageaccount wrote:I think I see the problem with the haste ability of Bloodghast: For some reason, the ability is removed just before attackers are declared, but if you attack with another creature, it's enabled again so Bloodghast can attack. If you have no other creatures to attack with, it seems you're out of luck.
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Re: Current Known Bugs list
by HahnHolio » 13 Mar 2010, 08:24
HI all!
Just got forge dled and running and found a lot of cardart missing from the posted downloadable archives, so i decided to add them myself, easy enough
now comes the trouble: the 'battle-mad ronin' card name is not accepted by the game, prolly due to the '-' in it ... any workaround for that?
thanks in advance!
EDIT:UPS, my bad, just replace with '_' and it works ... sorry for being dumb
Just got forge dled and running and found a lot of cardart missing from the posted downloadable archives, so i decided to add them myself, easy enough

now comes the trouble: the 'battle-mad ronin' card name is not accepted by the game, prolly due to the '-' in it ... any workaround for that?
thanks in advance!
EDIT:UPS, my bad, just replace with '_' and it works ... sorry for being dumb

Last edited by HahnHolio on 13 Mar 2010, 09:19, edited 1 time in total.
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Re: Current Known Bugs list
by apthaven » 13 Mar 2010, 08:46
Spikeshot Goblin doesn't seem to deal any damage in the first place using its ability. I've tried using it before, and no matter what it's power was it doesn't seem to deal any damage.Caranthol wrote:
I had a Spikeshot Goblin, equiped with Bone Saw. I used its ability with a Eternal Witness, so it should have done 2 damage to it, but Eternal Witness didn't die.
"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 Chris H. » 13 Mar 2010, 13:45
`apthaven wrote:Spikeshot Goblin doesn't seem to deal any damage in the first place using its ability. I've tried using it before, and no matter what it's power was it doesn't seem to deal any damage.Caranthol wrote:
I had a Spikeshot Goblin, equiped with Bone Saw. I used its ability with a Eternal Witness, so it should have done 2 damage to it, but Eternal Witness didn't die.
The Spikeshot Goblin entry in cards.txt is missing it's SVar statement. Look in cards.txt and edit the file so that the Spikeshot Goblin entry looks like this:
`Spikeshot Goblin
2 R
Creature Goblin Shaman
no text
1/2
abDamageTgtCP R T:X:Spikeshot Goblin deals damage equal to its power to target creature or player.:Spikeshot Goblin - deal X damage to creature or player.
SVar:X:Count$CardPower
I also spent some time pondering the problem that people have reported about the deathtouch issue ... sometimes it works and other times it does not.
I wonder if there is something amiss in the checks for the various combat stages. For example, it might work for normal combat stage (last) but the check for first strike in the previous stage might not be handling the deathtouch correctly. I have not had a chance to pursue this matter any farther. Just a thought.

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Re: Current Known Bugs list
by apthaven » 13 Mar 2010, 16:35
Oh I see. Thanks.Chris H. wrote:`apthaven wrote:Spikeshot Goblin doesn't seem to deal any damage in the first place using its ability. I've tried using it before, and no matter what it's power was it doesn't seem to deal any damage.Caranthol wrote:
I had a Spikeshot Goblin, equiped with Bone Saw. I used its ability with a Eternal Witness, so it should have done 2 damage to it, but Eternal Witness didn't die.
The Spikeshot Goblin entry in cards.txt is missing it's SVar statement. Look in cards.txt and edit the file so that the Spikeshot Goblin entry looks like this:`Spikeshot Goblin
2 R
Creature Goblin Shaman
no text
1/2
abDamageTgtCP R T:X:Spikeshot Goblin deals damage equal to its power to target creature or player.:Spikeshot Goblin - deal X damage to creature or player.
SVar:X:Count$CardPower
I also spent some time pondering the problem that people have reported about the deathtouch issue ... sometimes it works and other times it does not.
I wonder if there is something amiss in the checks for the various combat stages. For example, it might work for normal combat stage (last) but the check for first strike in the previous stage might not be handling the deathtouch correctly. I have not had a chance to pursue this matter any farther. Just a thought.
"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 DennisBergkamp » 13 Mar 2010, 18:17
I actually figured out what the problem is after testing and debugging this for an hour or so this morning (and I'm pretty sure I fixed it too!).I also spent some time pondering the problem that people have reported about the deathtouch issue ... sometimes it works and other times it does not.
I wonder if there is something amiss in the checks for the various combat stages. For example, it might work for normal combat stage (last) but the check for first strike in the previous stage might not be handling the deathtouch correctly. I have not had a chance to pursue this matter any farther. Just a thought.
What ended up happening is this:
A creature with an "extrinsic" Deathtouch source (say, a Llanowar Elves equipped with a Basilisk Collar) blocks another creature. At this point, the way Forge handles Deathtouch is that it checks all sources of damage that are being dealt to all creatures, and whenever it finds that one of these damage sources has Deathtouch, it will destroy the creature that received damage from that source.
But, in the case of Llanowar Elves with a Basilisk Collar (or a 2/2 Wolf token with a Wren's Run Packmaster in control) what happens is that the Deathtouch keyword is never found!
What turns out to be the problem, is that checkStateEffects() is called during combat damage (which checks for win/loss conditions, the legend/planeswalker rule, static effects such as Glorious Anthem, it will destroy auras if they are not enchanting anything, it will also unequip creatures if they are found to have left play). For some reason, Forge claims that Llanowar Elves have left play at this point during combat (and as a result an unequip happens, removing the Deathtouch keyword)

The strange thing is, Lifelink (from the Basilisk Collar) will still happen, but that's probably because the Lifelink ability resolves at a slightly different point in time.
Then, another strange thing happens, the Llanowar Elves get equipped instantaneously again with the Basilisk Collar.
So, what I did is just remove the unequip checks during combat (it will just check for win/loss conditions and destroy planeswalkers), and things seem to work fine again.
I just can't figure out why the isCardInPlayCheck() returns false.
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