Current Known Bugs list
by mtgrares
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Re: Current Known Bugs list
by GandoTheBard » 18 Jan 2009, 20:58
Wow thanks AC..alot of these are at least partially known of but they slipped the collective consciousness and this really helps.
Ill put them up on the first post later.

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Re: Current Known Bugs list
by GandoTheBard » 19 Jan 2009, 00:34
Please be more specific.Howling Mine does not play well with kinship creatures, even though the kinship ability should be activated during upkeep and Howling Mine effect should take place during the draw phase. I suspect this is a problem because these aren't true phases in MTG Forge.
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Re: Current Known Bugs list
by Chris H. » 19 Jan 2009, 00:38
The Cloudseeker card is miss-named, it should be Cloudseeder.
The Mycologist card states: "At the beginning of your upkeep, put a spore counter on Elvish Farmer." when it should state: "At the beginning of your upkeep, put a spore counter on Mycologist."
The Mycologist card states: "At the beginning of your upkeep, put a spore counter on Elvish Farmer." when it should state: "At the beginning of your upkeep, put a spore counter on Mycologist."
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Re: Current Known Bugs list
by GandoTheBard » 19 Jan 2009, 00:53
Ok? lol.Re: MTGForge 01/15 (unofficial BETA) version
New postby Almost_Clever » 18 Jan 2009, 17:41
Along those lines there is a Needlepeak Spider and a Needlespeak Spider.
Breathstealer should get +1/-1 instead of +1/+0.
Sprout Swarm has two problems. Typo ("grean" vs. "green") and the tokens are insects instead of saprolings. The tokens have been insects since Sprout Swarm was first added to MTG Forge, but saprolings matter now.
(I'll post the bugs in the current bugs thread as well.)
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Re: Current Known Bugs list
by Almost_Clever » 19 Jan 2009, 02:23
GandoTheBard wrote:Re: MTGForge 01/15 (unofficial BETA) version
Ok? lol.

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Re: Current Known Bugs list
by Almost_Clever » 19 Jan 2009, 03:08
The correct turn phases are Beginning (untap, upkeep (where kinship can be activated), draw steps), 1st main phase, combat, 2nd main phase, end (end of turn, clean up steps). When I had kinship creatures with Howling Mine, the kinship abilities would be put on the stack, I'd draw a card, the kinship triggers would resolve, then I'd draw the second card. What should happen is that the kinship abilities put on stack, resolve kinship abilities, draw two cards.GandoTheBard wrote:Please be more specific.Howling Mine does not play well with kinship creatures, even though the kinship ability should be activated during upkeep and Howling Mine effect should take place during the draw phase. I suspect this is a problem because these aren't true phases in MTG Forge.
In recreating the problem to describe it better, I ran into a new bug. With Seizan, Perverter of Truth in play, each player does in fact lose two life loss, but do not draw the extra two cards (by either the computer or the human).
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Re: Current Known Bugs list
by Almost_Clever » 19 Jan 2009, 04:18
When using Adarkar Valkyrie's ability on an evoked Meadowboon, the Meadowboon leaves play, but does not give +1/+1 counters. Combining Adarkar Valkyrie with an evoked Shriekmaw (destroys two non-black, non-artifact creatures) or Mulldrifter (draw four cards) work as expected. I also blocked a 5/5 creature with two Adarkar Valkyries and then pointed each at the other, but the one that was destroyed was not returned from the graveyard.
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Re: Current Known Bugs list
by DennisBergkamp » 20 Jan 2009, 19:41
When I was coding Glint-Eye Nephilim, for part of it I just copied and pasted code of Wild Mongrel. I noticed there's no actual discard implemented, so cards like Megrim and Nath of the Gilt-Leaf won't get triggered (it looks like a "sacrifice" is done instead).
Another thing, Disenchant and Naturalize do a DestroyNoRegeneration on the card they target, instead of a Destroy (this is already fixed for the next version).
Another thing, Disenchant and Naturalize do a DestroyNoRegeneration on the card they target, instead of a Destroy (this is already fixed for the next version).
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Re: Current Known Bugs list
by GandoTheBard » 20 Jan 2009, 20:23
Im not certain you should be able to use Adarkar Valkyrie on Meadowboon when envoked. The sacrifice is a cost which happens as it comes into play. So I dont think there should be anything you can stack onto. So Im not sure if the error is this or that it DOES work on Shriekmaw and Mulldrifter when they are evoked. RULES LAWYER!!! ...someone please adjudicate this. 

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Re: Current Known Bugs list
by mtgrares » 20 Jan 2009, 21:22
I think you can use Adarkar Valkyrie on Meadowboon when envoked, the same goes for Shriekmaw and Mulldrifter, I could be wrong. Since Adarkar Valkyrie only cares "does the creature leave play", it doesn't matter if it is sacrificed or evoked.
In MTG Forge there is not a "leaves play" trigger, so Adarkar Valkyrie only works when the creature is put in the graveyard. If you use Crib Swap or Swords to Plowshares, Adarkar Valkyrie's ability won't work.
In MTG Forge there is not a "leaves play" trigger, so Adarkar Valkyrie only works when the creature is put in the graveyard. If you use Crib Swap or Swords to Plowshares, Adarkar Valkyrie's ability won't work.
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Re: Current Known Bugs list
by mtgrares » 20 Jan 2009, 21:26
MTG Forge has at least two miss-named cards: Cloudseeker should be Cloudseeder and Leaf Glider should be named Leaf Gilder. These are easy to change, all you have to do is to change cards.txt but it will probably mess up the decks that have the incorrect name.
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Re: Current Known Bugs list
by mtgrares » 20 Jan 2009, 21:32
Sorry to take so long, I didn't see this question. About the Card object, it does have a variable "boolean summoningSickness" or something similarly named and if the card has Haste it doesn't matter if summoningSickness is true or false. I hope that helps --ForgeAre you sure the creatures the AI puts into play get haste? Looking at the code, I set them to have sickness specifically. The computer could actually play them during your turn, so maybe that's what happened?
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Re: Current Known Bugs list
by Almost_Clever » 21 Jan 2009, 00:53
The computer continues to draw cards at the beginning of the turn without paying life when it has Necropotence in play. (The bug I previously documented about the human activating the computer's permanents applies to the computer's Necropotence and and you are able to kill the computer with it.)
Wall of Lava does not have defender.
Reach of Branches does not have type treefolk, so cannot search for it with Treefolk Harbinger.
Nameless Inversion does not have type shapeshifter, so cannot search for it with any harbinger.
Combat damage sometimes does not get cleaned up. If all of the attackers are removed from combat after combat damage has been assigned (via Veldaken Mastermind, for example), the combat damage stays on the blocking creature until the end of the next combat two turns later (the creature had lethal damage but did not die and the damage was not cleaned up at the end of the turn).
Minor annoyance. Aven Riftwatcher works correctly (gains two life when comes into play, gains two life when leaves play, and will only stick around three turns due to Vanishing 3). The annoyance is that the game does not indicate that the life gain is on the stack or the number of vanishing counters. There is no opportunity to bounce the Aven Riftwatcher before it is sacrificed.
AI shortcomings with Stuffy Doll -- The computer will attack with non-tramplers when the human controls an untapped Stuffy Doll. Additionally, the computer will tap Stuffy Doll at the beginning of its turn rather than waiting until the end of the human's turn.
Wall of Lava does not have defender.
Reach of Branches does not have type treefolk, so cannot search for it with Treefolk Harbinger.
Nameless Inversion does not have type shapeshifter, so cannot search for it with any harbinger.
Combat damage sometimes does not get cleaned up. If all of the attackers are removed from combat after combat damage has been assigned (via Veldaken Mastermind, for example), the combat damage stays on the blocking creature until the end of the next combat two turns later (the creature had lethal damage but did not die and the damage was not cleaned up at the end of the turn).
Minor annoyance. Aven Riftwatcher works correctly (gains two life when comes into play, gains two life when leaves play, and will only stick around three turns due to Vanishing 3). The annoyance is that the game does not indicate that the life gain is on the stack or the number of vanishing counters. There is no opportunity to bounce the Aven Riftwatcher before it is sacrificed.
AI shortcomings with Stuffy Doll -- The computer will attack with non-tramplers when the human controls an untapped Stuffy Doll. Additionally, the computer will tap Stuffy Doll at the beginning of its turn rather than waiting until the end of the human's turn.
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 GandoTheBard » 21 Jan 2009, 02:08
This part I believe is incorrect. You can not respond to a sacrifice because it is a cost. Costs are paid immediately which is faster than instant speed.mtgrares wrote:I think you can use Adarkar Valkyrie on Meadowboon when envoked, the same goes for Shriekmaw and Mulldrifter, I could be wrong. Since Adarkar Valkyrie only cares "does the creature leave play", it doesn't matter if it is sacrificed or evoked.
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Re: Current Known Bugs list
by GandoTheBard » 21 Jan 2009, 02:12
So I am assuming that the card is just programmed wrong? I mean necropotence sets aside cards and gives them to you at the end of turn. If it isn't doing this (and I don't remember it not doing this) Perhaps the card needs to be recoded from scratch?The computer continues to draw cards at the beginning of the turn without paying life when it has Necropotence in play.
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