Current Known Bugs list
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Re: Current Known Bugs list
by PsiOptics » 23 Oct 2011, 04:36
It seems that in this new version of forge Rupture Spire needs me to tap 2 mana for it not to sac. It says tap one or sac Rupture Spire. So I tap the mana. Then it says tap 0 or sac the spire, but it doesn't have an ok button until I tap a second mana into it.
Re: Current Known Bugs list
by PsiOptics » 23 Oct 2011, 05:35
Also just found a bug with Greater Good. It doesn't seem to recognize auras and equipment making the creature bigger. It will say in the text that it is drawing the right cards but when it happens it only draws for the creatures base toughness
so if I have a Eager Cadet with Loxodon Warhammer on I will use greater good and it will say drawing 4 cards but it will only draw one and make me discard 3
so if I have a Eager Cadet with Loxodon Warhammer on I will use greater good and it will say drawing 4 cards but it will only draw one and make me discard 3
Re: Current Known Bugs list
by Sloth » 23 Oct 2011, 09:02
I can't reproduce any of these bugs and I don't think anything was changed. Can you reproduce any of these 3?Almost_Clever wrote:The Computer targeted my Avacynian Priest with his Crossway Vampire 's comes-into-play ability despite the equipped Mask of Avacyn (autocard not working for some of the Innistrad cards?) giving the priest hexproof.
Second Thoughts doesn't seem to work on creatures attacking planeswalkers (the attacker was not exiled and I did not draw a card).
I cannot choose only one creature with Frost Breath.
Yes this is a know problem. Triggered abilities with an unless cost seem to always prompt you twice.PsiOptics wrote:It seems that in this new version of forge Rupture Spire needs me to tap 2 mana for it not to sac. It says tap one or sac Rupture Spire. So I tap the mana. Then it says tap 0 or sac the spire, but it doesn't have an ok button until I tap a second mana into it.
I think you have to restart the game for it to take effect.Xitax wrote:Most recent beta: turning off random foiling doesn't stop foiling in my Constructed games.
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Re: Current Known Bugs list
by Xitax » 23 Oct 2011, 18:28
I see. That appears to be the case. But does it need to be that way?Sloth wrote:I think you have to restart the game for it to take effect.Xitax wrote:Most recent beta: turning off random foiling doesn't stop foiling in my Constructed games.
Re: Current Known Bugs list
by Tranberry » 23 Oct 2011, 21:39
Ahh well now when I cast Slayer of the Wicked I'm forced to destroy my own zombie.Sloth wrote:Fixed! Thanks Tranberry.Tranberry wrote:Computer casts Slayer of the Wicked and kills it's own creature Walking Corpse, seems a bit dumb. But then again I'm kind of new to magic.
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Re: Current Known Bugs list
by Zirbert » 23 Oct 2011, 23:10
Here's a good one: the AI stole my Geth, Lord of the Vault with Sower of Temptation. Then it used Geth to pull my dead Lava Zombie out of my graveyard and onto its side of the table.
When prompted to bounce a creature for the Lava Zombie's ETB effect, it bounced Geth - which went to its hand, not mine.
I was playing in dev mode, and looked in the AI's hand to confirm. I also know that the AI's hand increased by 1, and that its deck did not contain any copies of Geth, to eliminate the possibility that it had a Geth in its own hand and the one on the battlefield just vanished - which would have been an interesting bug in its own right.
Edit - when I later forced the AI to discard that Geth (with Order of Yawgmoth), it went to my graveyard.
When prompted to bounce a creature for the Lava Zombie's ETB effect, it bounced Geth - which went to its hand, not mine.
I was playing in dev mode, and looked in the AI's hand to confirm. I also know that the AI's hand increased by 1, and that its deck did not contain any copies of Geth, to eliminate the possibility that it had a Geth in its own hand and the one on the battlefield just vanished - which would have been an interesting bug in its own right.
Edit - when I later forced the AI to discard that Geth (with Order of Yawgmoth), it went to my graveyard.
Re: Current Known Bugs list
by Almost_Clever » 24 Oct 2011, 23:52
The computer's Lumberknot was into the graveyard the from battlefield, triggering its ability (put a counter on itself in the graveyard); the computer then played Unburial Rites and returned the Lumberknot to play with a +1/+1 counter.
While equipping my Mask of Avacyn on my Abattoir Ghoul, the stack says "1. Mask of Avacyn - Targeting Typhoid Rats (22)"! The rats are in my graveyard, but the mask really does attach to the ghoul.
Computer cast Acid Web Spider, targeting my Infiltration Lens and the game crashed.
While equipping my Mask of Avacyn on my Abattoir Ghoul, the stack says "1. Mask of Avacyn - Targeting Typhoid Rats (22)"! The rats are in my graveyard, but the mask really does attach to the ghoul.
Computer cast Acid Web Spider, targeting my Infiltration Lens and the game crashed.
- Code: Select all
This is a Crash Report. An error has occurred. Please save this message to a file.
Please follow the instructions at this address to submit this Crash Report, plus what you were doing at the time:
http://tinyurl.com/3zzrnyb
Reporting bugs in Forge is very important. We thank you for your time.
null
Version:
Forge version SVN, build ID Unknown
OS: Windows Vista Version: 6.0 Architecture: x86
Java Version: 1.6.0_11 Vendor: Sun Microsystems Inc.
Detailed error trace:
java.util.ConcurrentModificationException
at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
at java.util.AbstractList$Itr.next(Unknown Source)
at forge.GameAction.checkStateEffects(GameAction.java:739)
at forge.GameAction.checkStateEffects(GameAction.java:641)
at forge.MagicStack.finishResolving(MagicStack.java:904)
at forge.card.abilityFactory.AbilityFactory.resolve(AbilityFactory.java:2151)
at forge.MagicStack.resolveStack(MagicStack.java:778)
at forge.Phase.passPriority(Phase.java:706)
at forge.gui.input.Input_PassPriority.selectButtonOK(Input_PassPriority.java:46)
at forge.GuiInput.selectButtonOK(GuiInput.java:57)
at forge.GuiDisplay4.okButtonActionPerformed(GuiDisplay4.java:1405)
at forge.GuiDisplay4.access$2500(GuiDisplay4.java:105)
at forge.GuiDisplay4$33.actionPerformed(GuiDisplay4.java:1142)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$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)
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Re: Current Known Bugs list
by Wadjet » 25 Oct 2011, 04:42
It happens with Proper Burial too. I had a 1/1 goblin token created with Goblin Assault and pumped with Intangible Virtue. When it left the battleground, Proper Burial only healed me 1 life.PsiOptics wrote:Also just found a bug with Greater Good. It doesn't seem to recognize auras and equipment making the creature bigger. It will say in the text that it is drawing the right cards but when it happens it only draws for the creatures base toughness
so if I have a Eager Cadet with Loxodon Warhammer on I will use greater good and it will say drawing 4 cards but it will only draw one and make me discard 3
Re: Current Known Bugs list
by sagephoenix » 25 Oct 2011, 15:36
Looks like Pyromatics EDIT: or Leap of Flame doesn't seem to work. After they resolve, they just do nothing.
EDIT:
Also Pyric Salamander 's ability is giving it +1/+1 instead of +1/+0.
EDIT:
Also Pyric Salamander 's ability is giving it +1/+1 instead of +1/+0.
Last edited by sagephoenix on 26 Oct 2011, 05:19, edited 1 time in total.
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Re: Current Known Bugs list
by Xitax » 26 Oct 2011, 04:58
Slaughter Pact: Asks me to pay on my upkeep but doesn't give me any option to continue after paying, therefore you have to cancel and lose.
Re: Current Known Bugs list
by Sloth » 26 Oct 2011, 19:51
This is a funny case. I searched around a in the comprehensive rules and I came to the conclusion that Lumberknot should actually get a +1/+1 counter when it diesAlmost_Clever wrote:The computer's Lumberknot was into the graveyard the from battlefield, triggering its ability (put a counter on itself in the graveyard); the computer then played Unburial Rites and returned the Lumberknot to play with a +1/+1 counter.

This has been fixed this weekend.Almost_Clever wrote:Computer cast Acid Web Spider, targeting my Infiltration Lens and the game crashed.
Fixed! Thanks sagephoenix.sagephoenix wrote:Also Pyric Salamander 's ability is giving it +1/+1 instead of +1/+0.
Xitax wrote:Slaughter Pact: Asks me to pay on my upkeep but doesn't give me any option to continue after paying, therefore you have to cancel and lose.
These two have been fixed by Sol on sunday I think.PsiOptics wrote:It seems that in this new version of forge Rupture Spire needs me to tap 2 mana for it not to sac. It says tap one or sac Rupture Spire. So I tap the mana. Then it says tap 0 or sac the spire, but it doesn't have an ok button until I tap a second mana into it.
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Re: Current Known Bugs list
by Niv-Mizzet » 27 Oct 2011, 01:51
I can't site where this is in the comp rules, but I'm 99% sure that cards in graveyards can not have counters on them. The one exception I'm aware of is Skullbriar, the Walking Grave which specifically exempts itself from part of this rule. Even still it doesn't say it can have new counters put on it, just that it doesn't lose its counters when changing zones.Sloth wrote:This is a funny case. I searched around a in the comprehensive rules and I came to the conclusion that Lumberknot should actually get a +1/+1 counter when it dies(there is no rule that a card in the graveyard can't have any counters placed on it), please proof me wrong, but I think Wizards messed up the wording of Lumberknot. The counter should be removed though, when Lumberknot is moved to the battlefield.
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Re: Current Known Bugs list
by Hellfish » 27 Oct 2011, 06:15
Heh, I was actually going to post that myself, but I noticed it actually says "Counters remain on Skullbriar as it moves to any zone other than a player's hand or library. ".
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Re: Current Known Bugs list
by Sloth » 27 Oct 2011, 12:31
Niv-Mizzet wrote:I can't site where this is in the comp rules, but I'm 99% sure that cards in graveyards can not have counters on them. The one exception I'm aware of is Skullbriar, the Walking Grave which specifically exempts itself from part of this rule. Even still it doesn't say it can have new counters put on it, just that it doesn't lose its counters when changing zones.
I started a topic about this in the rules forum of MTG salvation. Here: http://forums.mtgsalvation.com/showthread.php?t=367716Hellfish wrote:Heh, I was actually going to post that myself, but I noticed it actually says "Counters remain on Skullbriar as it moves to any zone other than a player's hand or library. ".
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