Current Known Bugs list
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Eldrazi Monument issue
by zaroblan » 21 Dec 2010, 14:58
Greetings,
While playing a mono white control deck against a RG deck with scute mobs, kird apes and bloodbraid elves my opponent played out an ELdrazi Monument. This naturally resulted in me me losing the game.
In the second game my opponent had creature advantage and I was witing to play Wrath of God. I eventually played the Wrath of God and all my creatures dies while my opponent's creatures stayed on the battlefield. There was no monument in play at this time.
Thanks,
Robert
While playing a mono white control deck against a RG deck with scute mobs, kird apes and bloodbraid elves my opponent played out an ELdrazi Monument. This naturally resulted in me me losing the game.
In the second game my opponent had creature advantage and I was witing to play Wrath of God. I eventually played the Wrath of God and all my creatures dies while my opponent's creatures stayed on the battlefield. There was no monument in play at this time.
Thanks,
Robert
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Re: Current Known Bugs list
by Chris H. » 21 Dec 2010, 15:05
`SoulStorm wrote:While studying cards to figure out how to add Captivating Vampire, I noticed that Gravespawn Sovereign should be: Cost$tapXType<5/Zombie> instead of Cost$ T tapXType<5/Zombie>.
Thank you, one more typo fixed.
And a thank you to Sloth, I was just getting ready to merge the fix into the SVN only to find that he had fixed it himself a couple of minutes earlier.

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Re: Current Known Bugs list
by friarsol » 21 Dec 2010, 15:21
Klaas was a fake card in Forge that was removed a while back. Apparently one of the decks that you have still has it in the deck file.s1886x wrote:i set the deck to 'random' and got this message:
An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
mtgerror@yahoo.com
CardFactory : getCard() invalid card name - Klaas, Elf Friend
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Re: Current Known Bugs list
by anikitin » 21 Dec 2010, 15:29
It seems that Cho-Manno, Revolutionary is no longer invincible in the new version - it got destroyed due to lethal combat damage. It is strange, because in the earlier version everything worked properly (block 20/20 with Cho-Manno and at the end of combat they're both still standing)
Also, not a game-crashing bug but still an inconvenience - game seems to stack all tokens with the same name even if they have different features (for example, 4/4 flying Dragon and 1/1 flying devour2 Dragon are stacked together)
Also, not a game-crashing bug but still an inconvenience - game seems to stack all tokens with the same name even if they have different features (for example, 4/4 flying Dragon and 1/1 flying devour2 Dragon are stacked together)
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Re: Current Known Bugs list
by ajcgr » 21 Dec 2010, 17:01
Hi, a bug with Guard Gomazoa and Negate:
The ability of Guard Gomazoa doesn't work (Prevent all combat damage that would be dealt to Guard Gomazoa.). Goes to the graveyard when it receives combat damage....
Negate is not working
The ability of Guard Gomazoa doesn't work (Prevent all combat damage that would be dealt to Guard Gomazoa.). Goes to the graveyard when it receives combat damage....

Negate is not working

Re: Current Known Bugs list
by Sloth » 21 Dec 2010, 17:29
anikitin wrote:It seems that Cho-Manno, Revolutionary is no longer invincible in the new version - it got destroyed due to lethal combat damage. It is strange, because in the earlier version everything worked properly (block 20/20 with Cho-Manno and at the end of combat they're both still standing)
Combat damage prevention does not work for creatures in the latest beta. But it has been fixed.ajcgr wrote:The ability of Guard Gomazoa doesn't work (Prevent all combat damage that would be dealt to Guard Gomazoa.). Goes to the graveyard when it receives combat damage....
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Re: Current Known Bugs list
by anikitin » 21 Dec 2010, 18:26
Modular doesn't work , at least for Arcbound Crusher - it offered me to choose target artifact creature, but added no counters. The creature I chose was Gold Myr
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Re: Current Known Bugs list
by friarsol » 21 Dec 2010, 18:40
I justed tested this in the SVN and it worked for me. Must have been fixed since the last beta was released.anikitin wrote:Modular doesn't work , at least for Arcbound Crusher - it offered me to choose target artifact creature, but added no counters. The creature I chose was Gold Myr
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Re: Current Known Bugs list
by anikitin » 21 Dec 2010, 20:27
I have a problem targeting tokens with Adarkar Valkyrie. In the stack, it says "...targeting Daru Warchief" (the creature I previously targeted).
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Re: Current Known Bugs list
by Jaedayr » 21 Dec 2010, 20:37
Adarkar Valkyrie should not return tokens to the battlefield, according to this: http://gatherer.wizards.com/Pages/Card/ ... eid=121196anikitin wrote:I have a problem targeting tokens with Adarkar Valkyrie. In the stack, it says "...targeting Daru Warchief" (the creature I previously targeted).
(see the ruling at the bottom of the page)
Re: Current Known Bugs list
by anikitin » 21 Dec 2010, 21:26
Thanks, JaedayrJaedayr wrote:Adarkar Valkyrie should not return tokens to the battlefield, according to this: http://gatherer.wizards.com/Pages/Card/ ... eid=121196anikitin wrote:I have a problem targeting tokens with Adarkar Valkyrie. In the stack, it says "...targeting Daru Warchief" (the creature I previously targeted).
(see the ruling at the bottom of the page)
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Re: Current Known Bugs list
by slowe » 22 Dec 2010, 02:15
When an "Echoing" spell (Echoing Truth and friends) targets a token and the token is gone when the spell resolves, Forge throws up an error. The error persists into other games, as does the phase information.
Example: AI casts Echoing Truth on my wolf pet, so I cast Path to Exile on it in response. After the error, I have to concede the game, and if I start a new one, the phase information says it's the computer's postcombat main phase with one object on the stack.
Example: AI casts Echoing Truth on my wolf pet, so I cast Path to Exile on it in response. After the error, I have to concede the game, and if I start a new one, the phase information says it's the computer's postcombat main phase with one object on the stack.
Re: Current Known Bugs list
by slapshot5 » 22 Dec 2010, 02:33
Re: Transcendent Masterslapshot5 wrote:I'm working on this.
-slapshot5
This is fixed now in SVN. May not be the final solution, but it will work now.
-slapshot5
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Re: Current Known Bugs list
by noian » 22 Dec 2010, 08:09
Elf related things in the most recent official version I noticed:
Rhys the Redeemed copies of tokens, while inheriting color attributes in the text, do not do so graphically (black border instead of green/yellow for example).
Elvish Archdruid (regression) no longer adds +1/1 to allied elves. Appears to be coded wrong as
Elvish Champion finally has +1/1 to allied elves as described on the card, but it now has an incorrect +1/1 to allied merfolk text description.
Other:
*In comparison to previous versions, the new deck editor has issues where it lags considerably. After leaving the deck editor open for (what seems to be) forever, the lag issue goes away, and after leaving the deck editor, a heap space error occurs. I don't know if this is due to a change in image resizing or the new method of coding cards (thousands of text files), but it makes using the deck editor on a portable version of the game (flashdrive) insane as I presume the editor is loading every image/card into memory due to the java heap space error I get after exiting. I had no issue with HQ images and the deck editor on the portable version before I upgraded to the latest 11/30 edition. It would be great if the editor only loads the images of selected cards on demand (or if we had a way to turn off images) as a workaround to this problem. The quest deck editor does not have this issue probably because the amount of cards available are smaller.
*The Old GUI is no longer as resizable for small resolutions. (Ex. Used to be able to cover up part or all of the quest characters image to save space)
*New version increasingly slows down in between phases despite only using 25% of my netbooks cpu when run off the harddisk (okay, an old issue, but the recent version's been really slow and I don't get why when the cpu is not even maxed).
*New GUI does not obey max stack size.
*Opponent Data window is too wide.
Rhys the Redeemed copies of tokens, while inheriting color attributes in the text, do not do so graphically (black border instead of green/yellow for example).
Elvish Archdruid (regression) no longer adds +1/1 to allied elves. Appears to be coded wrong as
- Code: Select all
K:stPumpAll:Creature.Elfk+Other+YouCtrl:1/1:No Condition:Other Elf creatures you control get +1/+1.
- Code: Select all
K:stPumpAll:Creature.Elf+Other+YouCtrl:1/1:No Condition:Other Elf creatures you control get +1/+1.
Elvish Champion finally has +1/1 to allied elves as described on the card, but it now has an incorrect +1/1 to allied merfolk text description.
Other:
*In comparison to previous versions, the new deck editor has issues where it lags considerably. After leaving the deck editor open for (what seems to be) forever, the lag issue goes away, and after leaving the deck editor, a heap space error occurs. I don't know if this is due to a change in image resizing or the new method of coding cards (thousands of text files), but it makes using the deck editor on a portable version of the game (flashdrive) insane as I presume the editor is loading every image/card into memory due to the java heap space error I get after exiting. I had no issue with HQ images and the deck editor on the portable version before I upgraded to the latest 11/30 edition. It would be great if the editor only loads the images of selected cards on demand (or if we had a way to turn off images) as a workaround to this problem. The quest deck editor does not have this issue probably because the amount of cards available are smaller.
*The Old GUI is no longer as resizable for small resolutions. (Ex. Used to be able to cover up part or all of the quest characters image to save space)
*New version increasingly slows down in between phases despite only using 25% of my netbooks cpu when run off the harddisk (okay, an old issue, but the recent version's been really slow and I don't get why when the cpu is not even maxed).
*New GUI does not obey max stack size.
*Opponent Data window is too wide.
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