Current Known Bugs list
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Current Known Bugs list
by GandoTheBard » 11 Jan 2009, 17:28
Newest bugs reported are in bold. fixed are greyed out and current outstanding are in normal black.
I know there are many more but here are the ones I have found today:
AI bugs
-- The AI needs some rules regarding use of bounce/kill mechanisms to avoid giving the opponent needless card advantage or positional advantage.
-- the AI lacks a proper rule to avoid killing itself with its own cards (ie Vampiric Tutor).
-- The computer uses a war chariot to give a creature trample and while this is on the stack and has not yet resolved the computer uses the same war chariot to give a second creature Trample.
-- the AI using a human controlled Aluren will have the human player make its choices for it when selecting a creature that costs 3 cmc or less to put into play.
-- Beacon of Unrest is allowed (by the Computer AI only) to target noncreatures in any graveyard. It should only work on creatures, and it should definitely not put noncreatures into play as faux-Land type permanents.
-- AI drafts gold cards it can not possibly hope to cast. Then builds a deck with them in it. This needs to be fixed asap imho. The result is the AI handicaps itself every draft game with dead cards.
-- Fails to utilize the sacrifice saprolings for 2 life ability of Elvish Farmer when it is at low life levels.
-- Pumps special abilities more than once even when it is redundant and a waste of mana.
-- Standstill is ignored even when it belongs to the AI. Thus leading to the player almost always benefiting from this card and the computer almost never benefiting from it.
-- Meloku the Clouded Mirror is misplayed by AI which uses the ability to return (RANDOM) lands to its hands until it has none in play and keeps doing that making tokens which would be fine but it makes poor decisions still regarding attacks/defense even when it has total Air Superiority.
-- AI ignores threats to its permanents and chooses actions regardless of possible consequences (tapping to attack with a creature that can be offed by Royal Assassin). This said I think we have established that the AI is a pisspoor player that relies on mana smoothing and human player bad luck to win usually. Perhaps the AI programmers need to think about how to make it less stupid.
(No offense intended to anyone here...just pointing out a long term goal.)
-- AI chooses poor combat options based on the board. A simple tactics choice shows that a 1/4 should attack into a 1/1 unless said 1/1 can be pumped to kill the 1/4. The AI ignores this possibility and does not attack.
-- Elvish Fury and other targeted sorceries (and instants) sometimes are given a null target by the AI. This breaks the card played and may end up with the card being put incorrectly in the graveyard instead of wherever it's supposed to go.
-- Hooded Kavu is given fear twice, where it doesnt have a cumulative effect.
-- AI often pumps creatures and then does not attack with them. Frequently, though, the creatures will become tapped without attacking. this is both an AI error and a game play error.
-- Archon of Justice - AI does not play its leaves play ability when it is killed.
-- Sparkspitter - Ai makes tokens on its turn and does nothing with them.
-- Any pump creature -a) AI does not use this correctly. Ideally creatures should be pumped during combat to change the tides of war so to speak. Its a very obvious tactic but it requires some commitment on the opponent's part.
b) AI inappropriately uses all of its mana on one pump creature whether or not this is a good idea.
-- Disenchant/Naturalize/Shatter. AI ignores the indestructable keyword even though it usually effective as per the rules so the card cast is wasted. --still broken as of 1/15 build
-- AI seems to be unable to figure out appropriate first strike tactics. This needs to be looked into (thanks JPB for the heads up)
-- Ignores Stuffy Doll tactically. Though honestly I'm not certain it is ALWAYS wrong to attack into one it should definitely be a cause for thought. Or in the AI's case a pause.
--AI does everything on it's own turn instead of using instant speed abilities at the end of opponent's turn or in response to opponent abilities/spells.
-- AI will avoid attacking if it sees 1 blocker even if that blocker can't kill any of its creatures.
Interface/Functionality bugs
-- The Ok button needs to have a clear buffer type function associated with it while the client is processing actions. In addition the OK button should be greyed out when such an action is happening so as to prevent overclicking.
-- Enter key should be enabled to stand for the OK button as Esc Key should be enabled to stand for the Cancel key where appropriate in the game.
-- Draft save - this is an outstanding bug I've told Rares about on many occasions. I'm hoping one of the more active programmers in this project can fix it. Drafts do not always save properly resulting in no draft deck if you go straight from the draft to the deck editor. There IS a work around in that you can open another instance of Forge and the deck will show in that instance's deck editor. This is actually a plea for someone with some braincells lying fallow to fix the save interface entirely. Imho all deck files whether they be constructed, sealed or draft should be saved separately. Maybe choose a text format like txt or dec and make them apprentice compatible.
-- Booster packs repetition. With a relatively large selection of cards to choose from in 24 packs I see alot of repetitions of certain cards. I don't expect to see every single card possible in a draft however seeing 6 pestilences every draft is rather annoying. I'm not certain what the fix is here. I guess one very inelegant fix would be to make the draft files twice as big by repeating all entries. However there is no guarantee this will actually fix the problem.
--Idealy the game should stop at the end of opponents turn by default. In addition by default the game should display properly either maximized or stretched out. both are extremely minor bugs but I think could be easily fixed.
-- The Draft AI needs an overhaul so that the AI minimally at least rates cards according to threat potential and drafts them accordingly. Rarity is NOT a good indicator. I have noticed that the AI tends to rare draft the 3rd pack first picks no matter what. This might be a task for multiple people with drafting experience to work on together.
-- Stack reporting for cards played and abilities played needs to be more thorough. (for example Aven Riftwatcher does not always properly report life on the stack.)
Game Play Bugs
Planeswalkers do not allow redirection as per the rules regarding direct damage to the controlling player. This leads to problems where you can not lightning bolt a planeswalker or ping it with some creatures. The cards that DO work on a planeswalker incorrectly target it. Instead when you control a planeswalker and are targetted with direct damage the person controlling the damage should get a prompt "Do you wish to redirect damage to a planeswalker? (Y/N)".
-- The kinship prompt during the upkeep seems to be broken as after I closed a game (because of the Sensation Gorger bug) I kept getting the prompt every time I tried to start a new game...had to close the client completely to stop it.
-- Combat display box does not clean up properly between attack phases (ie from one turn to the next).
-- Neither player loses the game if that player draws into an empty deck.
-- First Strike code is just broken.
-- Computer owned permanents can be activated by the Human Player.
-- Creatures that are pumped by inplay effects like Crusade do not lose the pump when the source leaves play as they should. Instead it goes away on the next turn.
-- there is a general issue with leaves play clean up. Cards that give abilities etc to other cards need to check for cleanup when they leave play.
-- Exalted seems to not work when attacking Planeswalkers. This is really about the bugginess of Planeswalker Combat which should NOT be a separate phase. If assignment took place during the normal attack phase this wouldn't be an issue.
-- The Play area does not correctly count all cards of a type in play since it is divided into Computer Opponent and Player. Each section is counted independantly. So Slivers for instance do not effect all slivers in play, just those of the same controller.
-- effects that reduce toughness instead seem to go for the destroy mechanism and thus allow regeneration. Also the destroy mechanism takes place whether or not another effect pumps the toughness of the target past the minus.
-- Cards that count creatures coming into play incorrectly count manlands when they are activated to become creatures.
-- Because the Planeswalker part of the Attack Declarations is handled separately it allows buggy behavior like creatures with vigilance to attack normally and vs the Planeswalker.
-- Another side effect of the incorrectly done Planeswalker combat is that creatures still damage during that attack phase if they are removed from the attack somehow (Plow, Bolt etc)
-- The Changling type is ignored except by Slivers.
-- Flash is still apparently not fixed on permanents in play.
-- Enchant Creatures are wrongly treated as sorceries and instants.
-- There seems to be an error with some of the new pump creatures. Im not sure if its merely a text error or an actual bug.
-- Kinship that gives an option of "You may" isn't properly functional in the client so that the player may decline to reveal the card.
-- Controller of Upkeep effects/triggers does not get the option to choose which go on the stack first. This means you can not for instance use Sensei's Divining Top to change the order of the top cards of your library in response to said events/triggers or choose which kinship effect happens first.
-- Some cards coded to discard are actually sacrificing out of hand so that Megrim etc does not trigger.
--
-- "Combats with mix of first strike creatures with non-first strike creatures not correct. If attacking creature has first strike is blocked by multiple creatures w/o first strike, no combat damage is assigned (either first strike or regular combat damage) for that individual battle." In otherwords...First Strike is still not quite implemented correctly.
Card Bugs-- Mudbutton Torchrunner only deals 3 damage one time no matter how many are put in the graveyard at one time.
-- Shield Sphere: does not recieve a -0/-1 counter after it blocks.
-- The ultimate ability of Elspeth says that for the rest of the game all creatures/lands/artifacts you control are indestructable. I believe that if you lose control of them, the individual cards become destructable again.
Not so in Forge however.
-- Sensation Gorger discards your cards, makes your opponent discard all but 1 card and neither player draws any cards on succesful kinship.
-- Anaba Shaman's activated ability is not properly costed (should be "R, Tap", not just "Tap"
-- Lignify and other toughness/power altering cards are just completely wrong apparently. In addition to this Lignify should be an enchantment not a sorcery (cf Animate Dead and Control Magic for example.) And it should not change the Type of cards only the subtype If a land is animated for example, lignifying it should not change it to a nonland only a Land - Creature - Treefolk.)
-- Meloku the Clouded Mirror puts random lands back in it's controllers hand instead of letting the controller choose.
-- Synchronous Sliver does not give Vigilance though it has that text on it.
-- The Unspeakable is one of the incomplete cards. (I'll post the others as I remember them.)
-- Empty the Warrens -- this gives a random number of Goblin Tokens instead of using Storm to replicate it properly.
-- Sensation Gorger doesn't seem to function properly. It "reveals" the card no matter what for the human player and never does for the AI.
-- Multiple Winnower Patrol s in play only trigger the first one.
-- Ichor Slick just destroys a creature instead of assigning a temporary -3/-3
-- Control Magic does not assign the correct controller so all effects by the stolen creature are incorrectly assigned.
-- Control Magic does not correctly check for summoning sickness.
-- Viashino Slasher gets +1/+1 instead of +1/-1.
-- Funeral Charm does not work correctly, failing to give swamp walk as stated.
-- Uktabi Orangutan ignores the indestructable keyword.
-- Oblivion Ring does not work correctly if brought into play with Zur the Enchanter (I thought this was fixed..but apparently not.)
-- Mishra's Factory (and alot of other cards) are missing parts of their rules text. In the case of FatTrees (as they were called back when) The things do not pump assembly workers.
-- Take Possession may lock up the game if the target goes missing (gets plowed/killed/sacced) before Take Possession resolves.
-- Kiki-jiki, Mirror Breaker tokens do not always leave play at the end of turn.
-- Aluren gives haste to AI's creatures when it plays them...though honestly this does mirror somewhat how it would actually work if the computer held the cards till the end of your turn and played them then. If the computer plays 3cc creatures during its main phase, then it actually taps land to pay for them instead of using Aluren.
-- Take Possession should have split second...not sure if it does. But the card text says otherwise.
-- Relentless Rats does not update when other Relentless Rats come into play until the next full turn. er not at all actually. Situation: have 3 relentless rats in play ... Also in play is a Gaea's Anthem. 2 are 4/4s 1 is a 5/5. the 2 4/4s should be 5/5 too but they didnt update. When the 5/5 leaves play the 4/4s correctly lose power/toughness to become 3/3s but in actuality with Gaea's Anthem they should be 4/4s. Even more intriguing next game I have 6 rats in play with 4 gaea's anthems and the rats only get up to 7/7 each...they should be 11/11s (+5 for each extra rat, +4 for the Anthems). (This is a deck I built for the AI using Aluren and Rats among other things.)
-- Aluren does not work for the player if the Computer controls it. The ability goes on the stack and then disappears with no effect.
-- Elvish Farmer is buggy with its counters.
-- Thallid Shell-Dweller is missing the keyword "Defender"
-- Thunder Wall is missing the keyword "Flying"
-- Reach of Branches does not always return to hand when a forest is played.
-- Akroma, Angel of Fury and Akroma, Angel of Wrath are both missing crucial rules text (protection from colors and in the case of AAofF noncounterability.)
-- Disenchant and Naturalize both destroy without regeneration.
-- Adarkar Valkyrie 's return from the Graveyard ability does not always work. Particularly on other Adarkar Valkyries.
-- Reach of Branches and Nameless Inversion (and other noncreature spells probably) are lacking part of their types so they can't be thoroughly searched.)
-- Necropotence is broken.
-- Wall of Fire does not have the keyword Defender.
-- Angel of Despair removes the permanent instead of just destroying it. I believe Vindicate does the same thing incidently.
-- Mox Diamond discards any card to satisfy the cost. This should not be. Also the cancel button needs to be active for this in order to escape a situation where there is no land (the diamond gets saced on cancel of course.) (Mox does go to graveyard)
-- Reya Dawnbringer 's ability works even after Lignify.
-- Jedit Ojanen of Efrava can block more than once in a turn.
-- Valor has an erroneous ability instead of First Strike and instead of giving First Strike when in grave..
-- Shield Wall is not functional.
Card Data Errata: (thanks ChrisH)
-- Aven Riftwatcher has extra characters " -" between type and sub-type.
-- Loxodon Stalwart has a misspelling in the sub-type.
-- Jungle Barrier should be "Creature Plant Wall"
-- Aven Flock states "Bird Soldie" rather than "Bird Soldier"
-- Psychotrope Thallid states "Creature Funger" rather than "Creature - Fungus"
-- Akroma, Angel of Fury does not have the PTPump keyword in the cards.txt file. Yet it will still pump and the card displays: "R: Akroma, Angel of Fury gets +1/+0 until end of turn." (which means that it is missing text but isn't buggy that way.)
-- Even though Psychotrope Thallid correctly requires 1 mana to activate it's second activated ability in addition to a sacrifice it does not say so on the card text.
-- Cloudseeder is misnamed "Cloudseeker"
-- 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."
-- Needlepeak Spider is misnamed "Needlespeak Spider"
-- Sprout Swarm should say "green Saproling token" instead of "grean Insect token"
-- Breathstealer has the incorrect pump ability (+1/+0) when it should be (+1/-1) in the text.
-- Leaf Glider should be named Leaf Gilder. (I did this with my version of cards.txt already just because it was annoying while I was sorting rarities etc.)
-- Valor incorrectly states that it gives Vigilance instead of First Strike.
-- Elspeth, Knight-Errant has spore counters in addition to normal counters... same with Aven Riftwatcher. It has Vanishing counters AND spore counters and only the spore counters seem to be removed. not sure if this is just cosmetic or an actual problem.
Rules Questions
-- Does resolution of an Evoked spell allow for responses to go on the stack? -- as far as I know you can not since evoking resolves as a sacrifice. -- Answer: while sacrifice does occur it is not a cost if it occurs during resolution so it can be stacked and responded to.
I know there are many more but here are the ones I have found today:
AI bugs
-- The AI needs some rules regarding use of bounce/kill mechanisms to avoid giving the opponent needless card advantage or positional advantage.
-- the AI lacks a proper rule to avoid killing itself with its own cards (ie Vampiric Tutor).
-- The computer uses a war chariot to give a creature trample and while this is on the stack and has not yet resolved the computer uses the same war chariot to give a second creature Trample.
-- the AI using a human controlled Aluren will have the human player make its choices for it when selecting a creature that costs 3 cmc or less to put into play.
-- Beacon of Unrest is allowed (by the Computer AI only) to target noncreatures in any graveyard. It should only work on creatures, and it should definitely not put noncreatures into play as faux-Land type permanents.
-- AI drafts gold cards it can not possibly hope to cast. Then builds a deck with them in it. This needs to be fixed asap imho. The result is the AI handicaps itself every draft game with dead cards.
-- Fails to utilize the sacrifice saprolings for 2 life ability of Elvish Farmer when it is at low life levels.
-- Pumps special abilities more than once even when it is redundant and a waste of mana.
-- Standstill is ignored even when it belongs to the AI. Thus leading to the player almost always benefiting from this card and the computer almost never benefiting from it.
-- Meloku the Clouded Mirror is misplayed by AI which uses the ability to return (RANDOM) lands to its hands until it has none in play and keeps doing that making tokens which would be fine but it makes poor decisions still regarding attacks/defense even when it has total Air Superiority.
-- AI ignores threats to its permanents and chooses actions regardless of possible consequences (tapping to attack with a creature that can be offed by Royal Assassin). This said I think we have established that the AI is a pisspoor player that relies on mana smoothing and human player bad luck to win usually. Perhaps the AI programmers need to think about how to make it less stupid.

-- AI chooses poor combat options based on the board. A simple tactics choice shows that a 1/4 should attack into a 1/1 unless said 1/1 can be pumped to kill the 1/4. The AI ignores this possibility and does not attack.
-- Elvish Fury and other targeted sorceries (and instants) sometimes are given a null target by the AI. This breaks the card played and may end up with the card being put incorrectly in the graveyard instead of wherever it's supposed to go.
-- Hooded Kavu is given fear twice, where it doesnt have a cumulative effect.
-- AI often pumps creatures and then does not attack with them. Frequently, though, the creatures will become tapped without attacking. this is both an AI error and a game play error.
-- Archon of Justice - AI does not play its leaves play ability when it is killed.
-- Sparkspitter - Ai makes tokens on its turn and does nothing with them.
-- Any pump creature -a) AI does not use this correctly. Ideally creatures should be pumped during combat to change the tides of war so to speak. Its a very obvious tactic but it requires some commitment on the opponent's part.
b) AI inappropriately uses all of its mana on one pump creature whether or not this is a good idea.
-- Disenchant/Naturalize/Shatter. AI ignores the indestructable keyword even though it usually effective as per the rules so the card cast is wasted. --still broken as of 1/15 build
-- AI seems to be unable to figure out appropriate first strike tactics. This needs to be looked into (thanks JPB for the heads up)
-- Ignores Stuffy Doll tactically. Though honestly I'm not certain it is ALWAYS wrong to attack into one it should definitely be a cause for thought. Or in the AI's case a pause.

--AI does everything on it's own turn instead of using instant speed abilities at the end of opponent's turn or in response to opponent abilities/spells.
-- AI will avoid attacking if it sees 1 blocker even if that blocker can't kill any of its creatures.
Interface/Functionality bugs
-- The Ok button needs to have a clear buffer type function associated with it while the client is processing actions. In addition the OK button should be greyed out when such an action is happening so as to prevent overclicking.
-- Enter key should be enabled to stand for the OK button as Esc Key should be enabled to stand for the Cancel key where appropriate in the game.
-- Draft save - this is an outstanding bug I've told Rares about on many occasions. I'm hoping one of the more active programmers in this project can fix it. Drafts do not always save properly resulting in no draft deck if you go straight from the draft to the deck editor. There IS a work around in that you can open another instance of Forge and the deck will show in that instance's deck editor. This is actually a plea for someone with some braincells lying fallow to fix the save interface entirely. Imho all deck files whether they be constructed, sealed or draft should be saved separately. Maybe choose a text format like txt or dec and make them apprentice compatible.
-- Booster packs repetition. With a relatively large selection of cards to choose from in 24 packs I see alot of repetitions of certain cards. I don't expect to see every single card possible in a draft however seeing 6 pestilences every draft is rather annoying. I'm not certain what the fix is here. I guess one very inelegant fix would be to make the draft files twice as big by repeating all entries. However there is no guarantee this will actually fix the problem.
--Idealy the game should stop at the end of opponents turn by default. In addition by default the game should display properly either maximized or stretched out. both are extremely minor bugs but I think could be easily fixed.
-- The Draft AI needs an overhaul so that the AI minimally at least rates cards according to threat potential and drafts them accordingly. Rarity is NOT a good indicator. I have noticed that the AI tends to rare draft the 3rd pack first picks no matter what. This might be a task for multiple people with drafting experience to work on together.
-- Stack reporting for cards played and abilities played needs to be more thorough. (for example Aven Riftwatcher does not always properly report life on the stack.)
Game Play Bugs
Planeswalkers do not allow redirection as per the rules regarding direct damage to the controlling player. This leads to problems where you can not lightning bolt a planeswalker or ping it with some creatures. The cards that DO work on a planeswalker incorrectly target it. Instead when you control a planeswalker and are targetted with direct damage the person controlling the damage should get a prompt "Do you wish to redirect damage to a planeswalker? (Y/N)".
-- The kinship prompt during the upkeep seems to be broken as after I closed a game (because of the Sensation Gorger bug) I kept getting the prompt every time I tried to start a new game...had to close the client completely to stop it.
-- Combat display box does not clean up properly between attack phases (ie from one turn to the next).
-- Neither player loses the game if that player draws into an empty deck.
-- First Strike code is just broken.
-- Computer owned permanents can be activated by the Human Player.
-- Creatures that are pumped by inplay effects like Crusade do not lose the pump when the source leaves play as they should. Instead it goes away on the next turn.
-- there is a general issue with leaves play clean up. Cards that give abilities etc to other cards need to check for cleanup when they leave play.
-- Exalted seems to not work when attacking Planeswalkers. This is really about the bugginess of Planeswalker Combat which should NOT be a separate phase. If assignment took place during the normal attack phase this wouldn't be an issue.
-- The Play area does not correctly count all cards of a type in play since it is divided into Computer Opponent and Player. Each section is counted independantly. So Slivers for instance do not effect all slivers in play, just those of the same controller.
-- effects that reduce toughness instead seem to go for the destroy mechanism and thus allow regeneration. Also the destroy mechanism takes place whether or not another effect pumps the toughness of the target past the minus.
-- Cards that count creatures coming into play incorrectly count manlands when they are activated to become creatures.
-- Because the Planeswalker part of the Attack Declarations is handled separately it allows buggy behavior like creatures with vigilance to attack normally and vs the Planeswalker.
-- Another side effect of the incorrectly done Planeswalker combat is that creatures still damage during that attack phase if they are removed from the attack somehow (Plow, Bolt etc)
-- The Changling type is ignored except by Slivers.
-- Flash is still apparently not fixed on permanents in play.
-- Enchant Creatures are wrongly treated as sorceries and instants.
-- There seems to be an error with some of the new pump creatures. Im not sure if its merely a text error or an actual bug.
-- Kinship that gives an option of "You may" isn't properly functional in the client so that the player may decline to reveal the card.
-- Controller of Upkeep effects/triggers does not get the option to choose which go on the stack first. This means you can not for instance use Sensei's Divining Top to change the order of the top cards of your library in response to said events/triggers or choose which kinship effect happens first.
-- Some cards coded to discard are actually sacrificing out of hand so that Megrim etc does not trigger.
--
As far as I know this is part of the larger cleanup bug so it should be addressed when that is addressed.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).
-- "Combats with mix of first strike creatures with non-first strike creatures not correct. If attacking creature has first strike is blocked by multiple creatures w/o first strike, no combat damage is assigned (either first strike or regular combat damage) for that individual battle." In otherwords...First Strike is still not quite implemented correctly.
Card Bugs-- Mudbutton Torchrunner only deals 3 damage one time no matter how many are put in the graveyard at one time.
-- Shield Sphere: does not recieve a -0/-1 counter after it blocks.
-- The ultimate ability of Elspeth says that for the rest of the game all creatures/lands/artifacts you control are indestructable. I believe that if you lose control of them, the individual cards become destructable again.

-- Sensation Gorger discards your cards, makes your opponent discard all but 1 card and neither player draws any cards on succesful kinship.
-- Anaba Shaman's activated ability is not properly costed (should be "R, Tap", not just "Tap"
-- Lignify and other toughness/power altering cards are just completely wrong apparently. In addition to this Lignify should be an enchantment not a sorcery (cf Animate Dead and Control Magic for example.) And it should not change the Type of cards only the subtype If a land is animated for example, lignifying it should not change it to a nonland only a Land - Creature - Treefolk.)
-- Meloku the Clouded Mirror puts random lands back in it's controllers hand instead of letting the controller choose.
-- Synchronous Sliver does not give Vigilance though it has that text on it.
-- The Unspeakable is one of the incomplete cards. (I'll post the others as I remember them.)
-- Empty the Warrens -- this gives a random number of Goblin Tokens instead of using Storm to replicate it properly.
-- Sensation Gorger doesn't seem to function properly. It "reveals" the card no matter what for the human player and never does for the AI.
-- Multiple Winnower Patrol s in play only trigger the first one.
-- Ichor Slick just destroys a creature instead of assigning a temporary -3/-3
-- Control Magic does not assign the correct controller so all effects by the stolen creature are incorrectly assigned.
-- Control Magic does not correctly check for summoning sickness.
-- Viashino Slasher gets +1/+1 instead of +1/-1.
-- Funeral Charm does not work correctly, failing to give swamp walk as stated.
-- Uktabi Orangutan ignores the indestructable keyword.
-- Oblivion Ring does not work correctly if brought into play with Zur the Enchanter (I thought this was fixed..but apparently not.)
-- Mishra's Factory (and alot of other cards) are missing parts of their rules text. In the case of FatTrees (as they were called back when) The things do not pump assembly workers.
-- Take Possession may lock up the game if the target goes missing (gets plowed/killed/sacced) before Take Possession resolves.
-- Kiki-jiki, Mirror Breaker tokens do not always leave play at the end of turn.
-- Aluren gives haste to AI's creatures when it plays them...though honestly this does mirror somewhat how it would actually work if the computer held the cards till the end of your turn and played them then. If the computer plays 3cc creatures during its main phase, then it actually taps land to pay for them instead of using Aluren.
-- Take Possession should have split second...not sure if it does. But the card text says otherwise.
-- Relentless Rats does not update when other Relentless Rats come into play until the next full turn. er not at all actually. Situation: have 3 relentless rats in play ... Also in play is a Gaea's Anthem. 2 are 4/4s 1 is a 5/5. the 2 4/4s should be 5/5 too but they didnt update. When the 5/5 leaves play the 4/4s correctly lose power/toughness to become 3/3s but in actuality with Gaea's Anthem they should be 4/4s. Even more intriguing next game I have 6 rats in play with 4 gaea's anthems and the rats only get up to 7/7 each...they should be 11/11s (+5 for each extra rat, +4 for the Anthems). (This is a deck I built for the AI using Aluren and Rats among other things.)
-- Aluren does not work for the player if the Computer controls it. The ability goes on the stack and then disappears with no effect.
-- Elvish Farmer is buggy with its counters.
-- Thallid Shell-Dweller is missing the keyword "Defender"
-- Thunder Wall is missing the keyword "Flying"
-- Reach of Branches does not always return to hand when a forest is played.
-- Akroma, Angel of Fury and Akroma, Angel of Wrath are both missing crucial rules text (protection from colors and in the case of AAofF noncounterability.)
-- Disenchant and Naturalize both destroy without regeneration.
-- Adarkar Valkyrie 's return from the Graveyard ability does not always work. Particularly on other Adarkar Valkyries.
-- Reach of Branches and Nameless Inversion (and other noncreature spells probably) are lacking part of their types so they can't be thoroughly searched.)
-- Necropotence is broken.
-- Wall of Fire does not have the keyword Defender.
-- Angel of Despair removes the permanent instead of just destroying it. I believe Vindicate does the same thing incidently.
-- Mox Diamond discards any card to satisfy the cost. This should not be. Also the cancel button needs to be active for this in order to escape a situation where there is no land (the diamond gets saced on cancel of course.) (Mox does go to graveyard)
-- Reya Dawnbringer 's ability works even after Lignify.
-- Jedit Ojanen of Efrava can block more than once in a turn.
-- Valor has an erroneous ability instead of First Strike and instead of giving First Strike when in grave..
-- Shield Wall is not functional.
Card Data Errata: (thanks ChrisH)
-- Aven Riftwatcher has extra characters " -" between type and sub-type.
-- Loxodon Stalwart has a misspelling in the sub-type.
-- Jungle Barrier should be "Creature Plant Wall"
-- Aven Flock states "Bird Soldie" rather than "Bird Soldier"
-- Psychotrope Thallid states "Creature Funger" rather than "Creature - Fungus"
-- Akroma, Angel of Fury does not have the PTPump keyword in the cards.txt file. Yet it will still pump and the card displays: "R: Akroma, Angel of Fury gets +1/+0 until end of turn." (which means that it is missing text but isn't buggy that way.)
-- Even though Psychotrope Thallid correctly requires 1 mana to activate it's second activated ability in addition to a sacrifice it does not say so on the card text.
-- Cloudseeder is misnamed "Cloudseeker"
-- 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."
-- Needlepeak Spider is misnamed "Needlespeak Spider"
-- Sprout Swarm should say "green Saproling token" instead of "grean Insect token"
-- Breathstealer has the incorrect pump ability (+1/+0) when it should be (+1/-1) in the text.
-- Leaf Glider should be named Leaf Gilder. (I did this with my version of cards.txt already just because it was annoying while I was sorting rarities etc.)
-- Valor incorrectly states that it gives Vigilance instead of First Strike.
-- Elspeth, Knight-Errant has spore counters in addition to normal counters... same with Aven Riftwatcher. It has Vanishing counters AND spore counters and only the spore counters seem to be removed. not sure if this is just cosmetic or an actual problem.
Rules Questions
-- Does resolution of an Evoked spell allow for responses to go on the stack? -- as far as I know you can not since evoking resolves as a sacrifice. -- Answer: while sacrifice does occur it is not a cost if it occurs during resolution so it can be stacked and responded to.
Last edited by GandoTheBard on 24 Feb 2009, 16:31, edited 76 times in total.
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Re: Current Known Bugs list
by GandoTheBard » 11 Jan 2009, 19:25
--Empty the Warrens -- this gives a random number of Goblin Tokens instead of using Storm to replicate it properly.
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GandoTheBard - Tester
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Re: Current Known Bugs list
by GandoTheBard » 11 Jan 2009, 19:33
Sensation Gorger doesn't seem to function properly. It "reveals" the card no matter what for the human player and never does for the AI.
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Re: Current Known Bugs list
by GandoTheBard » 11 Jan 2009, 19:42
-- Festival of Trokin calculates life gain before it resolves. Not entirely sure about this but I think the calculation should occur on resolution.
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Re: Current Known Bugs list
by GandoTheBard » 11 Jan 2009, 19:45
interface -- with some cards ( Goblin Ringleader for example)the way revealing cards works needs to be rethought. The way it is now nothing is revealed until it goes to your hand.
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Re: Current Known Bugs list
by GandoTheBard » 11 Jan 2009, 19:52
-- Exalted seems to not work when attacking Planeswalkers. This is really about the bugginess of Planeswalker Combat which should NOT be a separate phase. If assignment took place during the normal attack phase this wouldn't be an issue.
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Re: Current Known Bugs list
by DennisBergkamp » 11 Jan 2009, 19:56
- Multiple Winnower Patrol in play messes things up
- Ichor Slick just destroys a creature
EDIT: the reason Synchronous Sliver doesn't work is most likely because I forgot to call the check in executeCardStateEffects(). Should be fixed for the next version.
- Ichor Slick just destroys a creature
EDIT: the reason Synchronous Sliver doesn't work is most likely because I forgot to call the check in executeCardStateEffects(). Should be fixed for the next version.
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Re: Current Known Bugs list
by GandoTheBard » 11 Jan 2009, 20:17
Heh I will post when a bug is fixed instead of merely erasing it.
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Re: Current Known Bugs list
by Rob Cashwalker » 12 Jan 2009, 01:43
Card-Pictures missing: (based on the card-pictures.txt chris posted in the 1/8 beta thread)
Akrasan Squire
Gilt-Leaf Archdruid
Mox Diamond
Sol'kanar the Swamp King
Standstill
Stonecloaker
Synchronous Sliver
Verduran Enchantress
I figured this out while testing the cardset editor - it highlights a card if it is missing a URL.
I've attached a card-pictures.txt to replace the replacment.
Edit - I've removed the file after discovering that it doesn't work.... I forgot to put ".jpg" for each filename. Standby for a new file.
Edit- Fixed the file.
Edit - Man, no one actually tried the file out huh? There were some major bugs in my file, because I couldn't get MTGForge to download anything. then it complained because I had left the ".jpg" off the end of the URL's. So I've uploaded yet another fix. Which also doesn't include Klaas, Tortuga and Test Destroy, which since they don't have URL's shouldn't have any entry in card-pictures.... Now that my app no longer prints an empty URL, all's well.
Akrasan Squire
Gilt-Leaf Archdruid
Mox Diamond
Sol'kanar the Swamp King
Standstill
Stonecloaker
Synchronous Sliver
Verduran Enchantress
I figured this out while testing the cardset editor - it highlights a card if it is missing a URL.
I've attached a card-pictures.txt to replace the replacment.
Edit - I've removed the file after discovering that it doesn't work.... I forgot to put ".jpg" for each filename. Standby for a new file.
Edit- Fixed the file.
Edit - Man, no one actually tried the file out huh? There were some major bugs in my file, because I couldn't get MTGForge to download anything. then it complained because I had left the ".jpg" off the end of the URL's. So I've uploaded yet another fix. Which also doesn't include Klaas, Tortuga and Test Destroy, which since they don't have URL's shouldn't have any entry in card-pictures.... Now that my app no longer prints an empty URL, all's well.
Last edited by Rob Cashwalker on 14 Jan 2009, 05:30, edited 3 times in total.
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Re: Current Known Bugs list
by GandoTheBard » 12 Jan 2009, 10:00
Hmmm my feeling was this was for bugs that couldn't be repaired in the data files. But thank you for posting that. I almost always just go get the images from Gatherer anyway. 

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Re: Current Known Bugs list
by DennisBergkamp » 13 Jan 2009, 20:27
Uhmm, you're welcome, but I think Gando is the one that deserves credit on this one 

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Re: Current Known Bugs list
by GandoTheBard » 16 Jan 2009, 01:26
Control Magic effects often do not work properly. Some examples include:
If the AI steals my Sliver Queen with Control Magic and then uses her ability to make sliver tokens, I get the tokens (not the computer).
If I Swords to Plowshares my creature rather than let the AI Take Possession, the game locks up.
I stole the computer's Patagia Golem via Control Magic, but was unable to activate its ability.
Slivers do not grant abilities to opponent's slivers.
Viashino Slasher gets +1/+1 instead of +1/-1.
Unworthy Dead (and other regeneraters) can regenerate from an Infest (give all creatures -2/-2) or Funeral Charm (give creature +2/-1). After regenerating from an Infest, the Unworthy Dead has 1/1 P/T (so it looks like Infest actually deals two damage rather than reducing P/T). After regenerating from a Funeral Charm, the Unworth Dead has 3/0 P/T.
Funeral Charm does not have the option to grant swampwalk (even though the text says it does). The text also states the +2/-1 option twice.
Soul Warden / Essence Warden gain life when animating man lands (Mishra's Factory, Blinkmoth Nexus, etc.).
Vigilant creatures can attack the opponent and their planeswalker in the same attack phase.
Uktabi Orangutan can destroy a Darksteel Ingot (and other indestructable artifacts) with its come into play ability. The AI will attempt to Disenchant a Darksteel Ingot (AI problem), but the Darksteel Ingot at least will not be destroyed.
Targeted enchantments (such as Oblivion Ring) don't target anything if put into play via Zur the Enchanter.
Wort, Boggart Auntie does not return changelings (such as Nameless Inversion) to hand during upkeep. (I believe I've seen this discussed elsewhere, something about changelings only counting as slivers and not elves or goblins or other creature types.)
Mishra's Factory does not have the ability to give Assembly Worker +1/+1 until end of turn (similar to Blinkmoth Nexus ability to give target Blinkmoth +1/+1 until end of turn.
Clicking on creatures in play with flash (such as Caller of the Claw) allows you to cast them again. Generally this is just a waste of mana, but Caller of the Claw actually puts 2/2 bear tokens into to play (if you had creatures put into the graveyard). Soul Warden / Essence Warder do not trigger off of the mulitple (fake) copies of the Caller of the Claw, but do trigger off of the bear tokens.
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Re: Current Known Bugs list
by Almost_Clever » 16 Jan 2009, 04:58
A few more bugs I ran into today that I haven't seen posted elsewhere (and I don't know why the autocard feature isn't working for me right now):
Kiki-Jiki, Mirror Breaker tokens sometimes stick around past end of turn.
I copied a Horned Kavu so I could bounce my Fire Imp to deal four damage to one of the computer's creatures next turn by playing the Fire Imp and then using Kiki Jiki's ability to copy the Imp). The bug is that the Horned Kavu was still around with the text saying it had haste and would be destroyed at the end of turn. Apparently the end-of-turn check occured before I created the token.
Aluren gives the computer's creatures functional haste.
Aluren allows the computer to play creatures for free at instant speed, but the computer is able to play the creatures in its turn (during the declare attackers phase) and attack with them right away. I had an Essence Warden in play so I know for sure when the computer played its creatures. If the computer plays 3cc creatures during its main phase, then it actually taps land to pay for them instead of using Aluren.
Creatures removed from planeswalker combat by any means prior to damage assignment still deal damage to blockers/planeswalkers.
Kiki-Jiki, Mirror Breaker tokens sometimes stick around past end of turn.
I copied a Horned Kavu so I could bounce my Fire Imp to deal four damage to one of the computer's creatures next turn by playing the Fire Imp and then using Kiki Jiki's ability to copy the Imp). The bug is that the Horned Kavu was still around with the text saying it had haste and would be destroyed at the end of turn. Apparently the end-of-turn check occured before I created the token.
Aluren gives the computer's creatures functional haste.
Aluren allows the computer to play creatures for free at instant speed, but the computer is able to play the creatures in its turn (during the declare attackers phase) and attack with them right away. I had an Essence Warden in play so I know for sure when the computer played its creatures. If the computer plays 3cc creatures during its main phase, then it actually taps land to pay for them instead of using Aluren.
Creatures removed from planeswalker combat by any means prior to damage assignment still deal damage to blockers/planeswalkers.
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