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Current Known Bugs list

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Re: Current Known Bugs list

Postby Chris H. » 12 Mar 2011, 16:26

cc-drake wrote:- Miraculous Recovery puts the +1/+1 counter on itself instead of the reanimated creature
`
Fixed Miraculous Recovery, the counter should now be placed on the returned creature.
Last edited by Chris H. on 12 Mar 2011, 18:34, edited 1 time in total.
Reason: spelling
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Re: Current Known Bugs list

Postby cc-drake » 12 Mar 2011, 17:26

- Barishi triggers twice when he's put into a graveyard from play
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Re: Current Known Bugs list

Postby Sloth » 12 Mar 2011, 17:57

cc-drake wrote:I mean, a creature enchanted with Spectral Shield should be no valid target for any other aura spell since aura spells are targeted, right? But in fact, it is possible to enchant a Spectral Shield-enchanted creature with other auras.
At the moment the function isSpell looks like this:
Code: Select all
public boolean isSpell() {
        return (isInstant() || isSorcery());
    }
We need some better ways to decide wether a source is a spell. Any ideas?
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Re: Current Known Bugs list

Postby friarsol » 12 Mar 2011, 18:08

It should be using SpellAbility.isSpell() not Card.isSpell()

Edit: Card.isSpell() is for Spell or Permanent distinctions.
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Re: Current Known Bugs list

Postby cc-drake » 12 Mar 2011, 18:44

- Got the following exception when AI plays Basal Sliver and afterwards tried to cast Retract:
Code: Select all
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:
   http://www.slightlymagic.net/forum/viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
   mtgerror@yahoo.com


There is an error in the card code for Retract:



Version:
Forge -- official beta: $Date: 2011-01-06 11:34:48 -0500 (Thu, 06 Jan 2011) $, SVN revision: $Revision: 4891 $

OS: Windows XP Version: 5.1 Architecture: x86

Java Version: 1.6.0_24 Vendor: Sun Microsystems Inc.

Detailed error trace:
java.lang.NullPointerException
   at forge.Ability_Mana.isBasic(Ability_Mana.java:191)
   at forge.Card.getAIPlayableMana(Card.java:1132)
   at forge.ComputerUtil$5.addCard(ComputerUtil.java:597)
   at forge.CardList.filter(CardList.java:289)
   at forge.ComputerUtil.getAvailableMana(ComputerUtil.java:593)
   at forge.ComputerUtil.canPayCost(ComputerUtil.java:178)
   at forge.ComputerAI_General.getPlayable(ComputerAI_General.java:178)
   at forge.ComputerAI_General.getMain2(ComputerAI_General.java:144)
   at forge.ComputerAI_General.playCards(ComputerAI_General.java:34)
   at forge.ComputerAI_General.main2(ComputerAI_General.java:30)
   at forge.ComputerAI_Input.think(ComputerAI_Input.java:65)
   at forge.ComputerAI_Input.showMessage(ComputerAI_Input.java:31)
   at forge.GuiInput.setInput(GuiInput.java:27)
   at forge.GuiInput.update(GuiInput.java:21)
   at java.util.Observable.notifyObservers(Unknown Source)
   at java.util.Observable.notifyObservers(Unknown Source)
   at forge.MyObservable.updateObservers(MyObservable.java:9)
   at forge.InputControl.resetInput(InputControl.java:52)
   at forge.Input_PassPriority.selectButtonOK(Input_PassPriority.java:39)
   at forge.GuiInput.selectButtonOK(GuiInput.java:35)
   at forge.GuiDisplay4.okButtonActionPerformed(GuiDisplay4.java:948)
   at forge.GuiDisplay4.access$3(GuiDisplay4.java:947)
   at forge.GuiDisplay4$25.actionPerformed(GuiDisplay4.java:735)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$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.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$000(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$2.run(Unknown Source)
   at java.awt.EventQueue$2.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(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)
- This bug is probably related to this bug:
- It's my first main phase, and AI controls Ertai, Wizard Adept (also works when AI has Wizard Replica). When I cast a spell (Augur of Skulls for example), even if AI has not enough mana to acivate his counter, I'm asked to select a spell, with the Augur of Skull as only possibility. When I select it, the rest of my main phase is skipped and I'm directly asked to declare attackers.
If AI controls Lifeforce and plays Smallpox and I respond with activating my Metalworker, I have to select a spell (Smallpox) but get no mana at all neither than having time to play a spell before Smallpox resolves. Is reproducible.
- When I deal 3 damage to AI with Triskelion (not one by one, but all 3 on the stack), AI gets only 1 damage but all 3 +1/+1 counters are gone.
- When I discard a card for Zombie Infestation and then cancel the ability, I don't get the discarded card back
- Psychotic Haze costs 1R
- Cavern Harpy and Stampeding Wildebeests ETB trigger can be canceled
- Silent Arbiter does not restrict the number of attacking creatures
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Re: Current Known Bugs list

Postby Niv-Mizzet » 14 Mar 2011, 03:31

Here's some random things I've discovered recently while questing around.

See Beyond is supposed to draw you 2 cards, then shuffle a card from your hand back into your library. Instead it puts that card on top of your library. I can say this with relative certainty since I drew that card on the following turn 3 out of 3 times I cast the spell. Either that or I'm extremely unlucky. :wink:

Triskelion has a strange bug where if you stack multiple activations on top of each other, when the later ones resolve they don't deal any damage. You have to activate once, then let it resolve, then activate again or else the counters come off and nothing happens. EDIT: Wow, I should learn to read. The guy above me just said that.

The computer cast an Animate Dead one time, and I don't know what happened, but it totally did not work. The enchantment came into play briefly, said it was attempting to bring back a creature from the graveyard, and then failed to do so. The enchantment then got put into the graveyard.

The computer doesn't get Immaculate Magistrate. Similar to a problem that I remember from a while ago with Knight of the Reliquary, the creature will just get activated at every opportunity and will never attack, even when it reaches an obscene size and can easy overpower your guys.
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Re: Current Known Bugs list

Postby cc-drake » 14 Mar 2011, 08:01

- If AI blocks a creature with trample with a creature with toughness higher or equal than my creature's power, I'm asked how to distribute damage which makes no sense since I have to assign all damage to the blocking creature anyway. BTW: Is this true for Deathtouch? Can a creature with Trample and Deathtouch deal a single point of damage to the blocker and the rest to the defending player?
- I blocked AI's attacking Bogardan Firefiend to death and the only remaining creature on the battlefield was AI's Mogg Raider which should have been targeted by Bogardian Firefiend 's put-into-graveyard-trigger, but didn't.
- AI didn't choose a creature type for An-Zerrin Ruins
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Re: Current Known Bugs list

Postby Chris H. » 14 Mar 2011, 11:52

cc-drake wrote:- Psychotic Haze costs 1R
`
Fixed Psychotic Haze, the damage all cost is now 2 B B.
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Re: Current Known Bugs list

Postby Hellfish » 14 Mar 2011, 12:28

cc-drake wrote:BTW: Is this true for Deathtouch? Can a creature with Trample and Deathtouch deal a single point of damage to the blocker and the rest to the defending player?
No. For trample to work you must deal normal(i.e. equal to the toughness) lethal damage to each blocking creature, deathtouch has no say in the matter.
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Re: Current Known Bugs list

Postby friarsol » 14 Mar 2011, 12:47

Hellfish wrote:
cc-drake wrote:BTW: Is this true for Deathtouch? Can a creature with Trample and Deathtouch deal a single point of damage to the blocker and the rest to the defending player?
No. For trample to work you must deal normal(i.e. equal to the toughness) lethal damage to each blocking creature, deathtouch has no say in the matter.
That's incorrect. They fixed it in M11 where "lethal damage" from deathtouch is 1 point of damage. So to the original question, a trampling deathtoucher can kill X blockers as long as it has X damage to assign.
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Re: Current Known Bugs list

Postby friarsol » 14 Mar 2011, 12:51

See Beyond is already fixed in the SVN.

I hate Animate Dead.

The Triskelion problem is a known restriction and has more to do with Targeting than anything else. The target gets reset after the ability which is why this occurs. A few of the devs have tried taking a crack at resolving it with no avail. For now, you'll just have to activate the abilities one at a time until we figure out a way to get it fixed.
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Re: Current Known Bugs list

Postby cc-drake » 14 Mar 2011, 14:10

friarsol wrote:
Hellfish wrote:
cc-drake wrote:BTW: Is this true for Deathtouch? Can a creature with Trample and Deathtouch deal a single point of damage to the blocker and the rest to the defending player?
No. For trample to work you must deal normal(i.e. equal to the toughness) lethal damage to each blocking creature, deathtouch has no say in the matter.
That's incorrect. They fixed it in M11 where "lethal damage" from deathtouch is 1 point of damage. So to the original question, a trampling deathtoucher can kill X blockers as long as it has X damage to assign.
Thanks, good to know. Then it should be asked how to distribute the damage only for these attacking creatures who
- have power > 0 and are blocked by more than 1 creature
- have trample and are blocked by 1 creature with toughness less than their power
- have trample, deathtouch and a power > 1 and are blocked by 1 creature
Hope I'm right with this distinction?
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Re: Current Known Bugs list

Postby cc-drake » 14 Mar 2011, 14:47

- Deglamer seems to put the removed card on top of the library instead of shuffling it into the library
- The text of Spitting Hydra says
Spitting Hydra enters the battlefield with four +1/+1 counters.
Spitting Hydra enters the battlefield with 4 +1/+1 counters on it.
1 R, remove a +1/+1 counter from Spitting Hydra: Spitting Hydra deals 1 damage to target creature.
+1/+1 counters: 4
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Re: Current Known Bugs list

Postby Hellfish » 14 Mar 2011, 15:21

friarsol wrote:That's incorrect. They fixed it in M11 where "lethal damage" from deathtouch is 1 point of damage. So to the original question, a trampling deathtoucher can kill X blockers as long as it has X damage to assign.
You mean I've been playing by M10 all this time??

...I really must get out and play paper magic more.
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Re: Current Known Bugs list

Postby slapshot5 » 14 Mar 2011, 15:35

cc-drake wrote:- The text of Spitting Hydra says
Spitting Hydra enters the battlefield with four +1/+1 counters.
Spitting Hydra enters the battlefield with 4 +1/+1 counters on it.
1 R, remove a +1/+1 counter from Spitting Hydra: Spitting Hydra deals 1 damage to target creature.
+1/+1 counters: 4
This is now fixed in SVN.

-slapshot5
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