Current Known Bugs list
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Current Known Bugs list
by DennisBergkamp » 02 Aug 2010, 23:35
Oops, accidentally edited your post, ProphetSword...
Can you give an example ? (On the Faerie creatures that is, I know morph is bugged using the new AI) .
{Rob - I think you can undo your actions in the moderator control panel}
Can you give an example ? (On the Faerie creatures that is, I know morph is bugged using the new AI) .
{Rob - I think you can undo your actions in the moderator control panel}
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Re: Current Known Bugs list
by ProphetSword » 02 Aug 2010, 23:42
Heh, no problem. These things happen.
Let me play a game or two with my Faerie deck again so I can nail down which cards aren't getting boosted by things like Coat of Arms and Scion of Oona.
EDIT:
Another problem I just found is when the AI cast People of the Woods, it died immediately even though the computer had 4 Forests in play. That shouldn't happen either.
Here's another card issue (might be known already): When casting Animate Dead, the enchantment doesn't stay on the creature, it goes to the graveyard. This causes an issue if you want to Disenchant the Animate Dead to get rid of the creature, since you cannot target it.
And after playing a few games, I can't seem the replicate the Faerie issue. Next time it happens, I'll keep the presence of mind to write down more information.
Let me play a game or two with my Faerie deck again so I can nail down which cards aren't getting boosted by things like Coat of Arms and Scion of Oona.
EDIT:
Another problem I just found is when the AI cast People of the Woods, it died immediately even though the computer had 4 Forests in play. That shouldn't happen either.
Here's another card issue (might be known already): When casting Animate Dead, the enchantment doesn't stay on the creature, it goes to the graveyard. This causes an issue if you want to Disenchant the Animate Dead to get rid of the creature, since you cannot target it.
And after playing a few games, I can't seem the replicate the Faerie issue. Next time it happens, I'll keep the presence of mind to write down more information.
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Re: Current Known Bugs list
by apthaven » 03 Aug 2010, 12:39
It's programmed to work that way since it currently is treated in Forge as sorcery, instead of an enchantment. Anyway sooner or later, a fix will hopefully be applied to it.ProphetSword wrote:
Here's another card issue (might be known already): When casting Animate Dead, the enchantment doesn't stay on the creature, it goes to the graveyard. This causes an issue if you want to Disenchant the Animate Dead to get rid of the creature, since you cannot target it.
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Re: Current Known Bugs list
by DennisBergkamp » 03 Aug 2010, 16:39
I noticed with the spike keyword that it doesn't seem to remove counters 
The AI was "moving" +1/+1 counters from his Spike Weaver to his Elephant token, but the weaver wasn't actually losing them.

The AI was "moving" +1/+1 counters from his Spike Weaver to his Elephant token, but the weaver wasn't actually losing them.
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Re: Current Known Bugs list
by friarsol » 03 Aug 2010, 17:07
That cheater. It looks like I never changed the AI Targetting from the inherited stuff. And the Counter gets removed for the Human in selectCard, so it would need to happen in the chooseTargetAI code.DennisBergkamp wrote:I noticed with the spike keyword that it doesn't seem to remove counters
The AI was "moving" +1/+1 counters from his Spike Weaver to his Elephant token, but the weaver wasn't actually losing them.
My local codebase is a mess right now if someone else wants to fix this up. It'd be fairly straightforward with something like this.
- Code: Select all
choosePlayAI(){
Card c = getBestCreature(Computer);
return card.getCounters(Counters.P1P1) > 0 && c != card;
}
chooseTargetAI()
{
Card c = getBestCreature(Computer);
setTargetCard(c);
card.subtractCounter(Counters.P1P1, 1);
}
ability.chooseTargetAI();
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Re: Current Known Bugs list
by freestorageaccount » 03 Aug 2010, 19:15
It appears Aven Trailblazer always has toughness zero and dies on arrival.
-- 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 ProphetSword » 03 Aug 2010, 20:40
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Re: Current Known Bugs list
by Rob Cashwalker » 03 Aug 2010, 20:46
Does Flame Burst work? They use the same syntax.
The Force will be with you, Always.
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Re: Current Known Bugs list
by ProphetSword » 03 Aug 2010, 22:52
No, Flame Burst acts the same as Kindle. To test it, I created a deck with 40 Flame Burst cards and 20 Mountain cards. No matter how many times Flame Burst had been cast, it only did 2 points of damage...same as Kindle.
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Re: Current Known Bugs list
by ajcgr » 04 Aug 2010, 00:12
Hi, sometimes i can't put lands on the battlefield. I can't explain better this bug because is from time to time that happens...
I try with double click, one click or drag the land, but nothing
this is in Forge v.0731
P.D.: Sorry my english

I try with double click, one click or drag the land, but nothing

this is in Forge v.0731
P.D.: Sorry my english

Re: Current Known Bugs list
by psillusionist » 04 Aug 2010, 00:27
Just found this one last night (0731 by the way):
I was playing a deck with Living Death in it and the AI was using a deck with Grave Titan. A couple of turns ago, I was able to kill a couple of the 2/2 Zombie tokens that the titan produces but made sure that I didn't kill the titan itself so it doesn't get recurred when I play Living Death. Later, I played Living Death with only a Borderland Ranger in my opponent's graveyard, but to my surprise, it also brought back the 2/2 Zombie tokens I killed earlier. Additionally, there were several Zombie tokens in the AI's graveyard after Living Death's resolution.
I should also mention this one as well:
It would be nice for all triggered abilities to start using the stack again. I had a Vampire Lacerator in play and I was down to 1 life with Ancestral Recall in hand. The AI had 2 cards in its library but I couldn't finish it off due to my being tapped out. Then came my turn and I died due to Vampire Lacerator's triggered ability not using the stack. If it had, I could've used Ancestral Recall to mill the AI before the vampire's ability resolved.
Thanks for the continuous improvements on Forge.
I was playing a deck with Living Death in it and the AI was using a deck with Grave Titan. A couple of turns ago, I was able to kill a couple of the 2/2 Zombie tokens that the titan produces but made sure that I didn't kill the titan itself so it doesn't get recurred when I play Living Death. Later, I played Living Death with only a Borderland Ranger in my opponent's graveyard, but to my surprise, it also brought back the 2/2 Zombie tokens I killed earlier. Additionally, there were several Zombie tokens in the AI's graveyard after Living Death's resolution.
I should also mention this one as well:
It would be nice for all triggered abilities to start using the stack again. I had a Vampire Lacerator in play and I was down to 1 life with Ancestral Recall in hand. The AI had 2 cards in its library but I couldn't finish it off due to my being tapped out. Then came my turn and I died due to Vampire Lacerator's triggered ability not using the stack. If it had, I could've used Ancestral Recall to mill the AI before the vampire's ability resolved.
Thanks for the continuous improvements on Forge.

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Re: Current Known Bugs list
by Rob Cashwalker » 04 Aug 2010, 00:32
OK, debugging it, it looks like some functions in Card.java modified the SVar X string from "Kindle" to "CARDNAME". Of course without changing how xCount reads it. I will simply add a check in xCount for CARDNAME. (FIXED)ProphetSword wrote:No, Flame Burst acts the same as Kindle. To test it, I created a deck with 40 Flame Burst cards and 20 Mountain cards. No matter how many times Flame Burst had been cast, it only did 2 points of damage...same as Kindle.
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Re: Current Known Bugs list
by Semptimilius » 04 Aug 2010, 07:48
The computer targeted my Imperious Perfect with... I believe Flame Burst. Then this pops up. Now, I can't continue the game, since the OK button again brings this crash up.
Also, I noticed something strange with Elspeth's ultimate ability. If you set it off, every permanent you have and play later should be indestructible. It seems to work fine with everything but tokens. Tokens that are already out are indestructible, but those played later are not. Whereas actual creature cards and other permanents come into play as indestructibles.
Edit2: A strange thing with landfall. My Steppe Lynx had its landfall ability trigger when I placed a pacifism on an opposing creature. I'm not really complaining, I suppose.
- Code: Select all
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Index: 0, Size: 0
Version:
Forge -- official beta: $Date: 2010-05-01 03:21:42 -0400 (Sat, 01 May 2010) $, SVN revision: $Revision: 916 $
OS: Windows XP Version: 5.1 Architecture: x86
Java Version: 1.6.0_21 Vendor: Sun Microsystems Inc.
Detailed error trace:
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.RangeCheck(Unknown Source)
at java.util.ArrayList.remove(Unknown Source)
at forge.MagicStack.pop(MagicStack.java:261)
at forge.Input_StackNotEmpty.selectButtonOK(Input_StackNotEmpty.java:23)
at forge.GuiInput.selectButtonOK(GuiInput.java:36)
at forge.GuiDisplay4.okButtonActionPerformed(GuiDisplay4.java:1058)
at forge.GuiDisplay4.access$3(GuiDisplay4.java:1057)
at forge.GuiDisplay4$27.actionPerformed(GuiDisplay4.java:839)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$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)
Also, I noticed something strange with Elspeth's ultimate ability. If you set it off, every permanent you have and play later should be indestructible. It seems to work fine with everything but tokens. Tokens that are already out are indestructible, but those played later are not. Whereas actual creature cards and other permanents come into play as indestructibles.
Edit2: A strange thing with landfall. My Steppe Lynx had its landfall ability trigger when I placed a pacifism on an opposing creature. I'm not really complaining, I suppose.
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