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Re: Current Known Bugs list

PostPosted: 18 Jun 2009, 19:28
by Mr.Chaos
Not sure if it is a bug or a rules thing but here it is anyway.
Safehold Elite blocks, dies and returns to play with a -1/-1 counter on it. So far, so good.
But it returns to play tapped. There is no mention on the card that it has to come back into play tapped and I think it should come back into play untapped.

Sliver Queen bug

PostPosted: 18 Jun 2009, 21:35
by zerker2000
I was testing a modified Zero Hero deck against "Sally" (both of which are found in the deck forum), when the computer started spawning 1/1 sliver tokens. After noticing that happening, I moused over the "2: Put a 1/1 sliver token into play" ability, which showed the Sliver Queen card image. Considering the queen was nowhere on the field, that obviously shouldn't have been happening. When I tested this later (by pitting compy against me with both of us having a deck consisting of 30 mox Saphs, 20 Recalls, and 10 Queens), the computer still spawned off tons of tokens, while I was able to play queens as 1/1 Slivers by paying 2. I do not know what happened to the actual queens, though judging by hand size the computer could (unlike me) make 1/1 slivers for 2 without using up a queen. Help pls!

Re: Current Known Bugs list

PostPosted: 18 Jun 2009, 23:42
by zerker2000
And another bug: I had a tripple- Skullclamp -ed Phyrexian Walker in play, the computer Threaten-ed it, and something wierd happened with the walker (and the Threaten) going into their respective graveyards and the computer drawing 6 cards by the skullclamps' effects. How'd that happen?

EDIT: Well the walker obviously died because its toughnss got reduced back to zero #-o (i.e. compy didn't have any buffs, the reason it wasn't dead in the first place were my Glorious Anthem -s), however why did the computer get the cards?

Re: Current Known Bugs list

PostPosted: 19 Jun 2009, 01:04
by DennisBergkamp
I was testing a modified Zero Hero deck against "Sally" (both of which are found in the deck forum), when the computer started spawning 1/1 sliver tokens. After noticing that happening, I moused over the "2: Put a 1/1 sliver token into play" ability, which showed the Sliver Queen card image. Considering the queen was nowhere on the field, that obviously shouldn't have been happening. When I tested this later (by pitting compy against me with both of us having a deck consisting of 30 mox Saphs, 20 Recalls, and 10 Queens), the computer still spawned off tons of tokens, while I was able to play queens as 1/1 Slivers by paying 2. I do not know what happened to the actual queens, though judging by hand size the computer could (unlike me) make 1/1 slivers for 2 without using up a queen. Help pls!
This is much like the Horde of Notions bug Mr Chaos reported. It just means the AI is able to use the ability of Sliver Queen from his hand. Anyway, this should be fixed for the next version.

Re: Current Known Bugs list

PostPosted: 19 Jun 2009, 10:00
by zerker2000
Ah, I just found another bug ... I like this deck :P. So anyways, I had an aped Treetop Village and a Skullclamp, which I attached to it. At the end of the turn the village reverted, and the skullclamp seemed to become unattached as the rules say it's supposed to. However, when I re-Aped the village next turn, lo and behold, it attached right back (which actually saved me 1 mana and let me to oblivion ring a pesky wall and have the pumped ape deal just enough damage to kill that AI... but it's still a bug :P)
EDIT: and another Skullclamp bug: I clamped a creature, then accidentally Oblivion Ring -ed the clamp, then when I got the clamp back I couldn't get it to equip anything (I think the original creature had died by that point.)

Re: Current Known Bugs list

PostPosted: 19 Jun 2009, 12:16
by zerker2000
And another bug: for some reason, I got a cleanup phase with only 5 cards in hand.:
<attachment removed>What do you mean discard Down to seven?

P.S. I saved stdout:
Code: Select all
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
        at GameActionUtil.upkeep_Bringer_of_the_Blue_Dawn(GameActionUtil.java:3289)
        at GameActionUtil.executeUpkeepEffects(GameActionUtil.java:40)
        at Input_Untap.showMessage(Input_Untap.java:7)
        at GuiInput.setInput(GuiInput.java:23)
        at GuiInput.update(GuiInput.java:17)
        at java.util.Observable.notifyObservers(Observable.java:142)
        at java.util.Observable.notifyObservers(Observable.java:98)
        at MyObservable.updateObservers(MyObservable.java:9)
        at Phase.nextPhase(Phase.java:102)
        at Phase.nextPhase(Phase.java:106)
        at Phase.nextPhase(Phase.java:106)
        at Phase.nextPhase(Phase.java:106)
        at GuiDisplay3$31.actionPerformed(GuiDisplay3.java:777)
        at javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:1995)
        at javax.swing.AbstractButton$Handler.actionPerformed(AbstractButton.java:2318)
        at javax.swing.DefaultButtonModel.fireActionPerformed(DefaultButtonModel.java:387)
        at javax.swing.DefaultButtonModel.setPressed(DefaultButtonModel.java:242)
        at javax.swing.plaf.basic.BasicButtonListener$Actions.actionPerformed(BasicButtonListener.java:287)
        at javax.swing.SwingUtilities.notifyAction(SwingUtilities.java:1636)
        at javax.swing.JComponent.processKeyBinding(JComponent.java:2849)
        at javax.swing.JComponent.processKeyBindings(JComponent.java:2884)
        at javax.swing.JComponent.processKeyEvent(JComponent.java:2812)
        at java.awt.Component.processEvent(Component.java:5911)
        at java.awt.Container.processEvent(Container.java:2023)
        at java.awt.Component.dispatchEventImpl(Component.java:4501)
        at java.awt.Container.dispatchEventImpl(Container.java:2081)
        at java.awt.Component.dispatchEvent(Component.java:4331)
        at java.awt.KeyboardFocusManager.redispatchEvent(KeyboardFocusManager.java:1848)
        at java.awt.DefaultKeyboardFocusManager.dispatchKeyEvent(DefaultKeyboardFocusManager.java:704)
        at java.awt.DefaultKeyboardFocusManager.preDispatchKeyEvent(DefaultKeyboardFocusManager.java:969)
        at java.awt.DefaultKeyboardFocusManager.typeAheadAssertions(DefaultKeyboardFocusManager.java:841)
        at java.awt.DefaultKeyboardFocusManager.dispatchEvent(DefaultKeyboardFocusManager.java:668)
        at java.awt.Component.dispatchEventImpl(Component.java:4373)
        at java.awt.Container.dispatchEventImpl(Container.java:2081)
        at java.awt.Window.dispatchEventImpl(Window.java:2458)
        at java.awt.Component.dispatchEvent(Component.java:4331)
        at java.awt.EventQueue.dispatchEvent(EventQueue.java:599)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269)
        at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174)
        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169)        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161)        at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)

Re: Current Known Bugs list

PostPosted: 19 Jun 2009, 14:41
by Chris H.
I noticed a fairly minor problem with my copy of the 06-18 version.

The 4 cards, Gaea's Cradle, Priest of Titania, Serra's Sanctum and Tolarian Academy are not displaying the text which describes these cards abilities. A picture is included:

Re: Current Known Bugs list

PostPosted: 19 Jun 2009, 18:15
by Mr.Chaos
I agree with Chris, the mana abilities of those cards are not displayed properly.
Also, there is no way of seeing the amount of mana currently in the manapool.
The only way to see it is to cast a card and use the manapool.
Which brings me to my reason for posting here: If you try to cast something by tapping lands and then change your mind, the lands are untapped and can be used again. But if you use mana from the manapool and cancel the casting of a card, the mana from the manapool is gone permanently.
A bit harsh if you ask me. And unfair.

Other than that, I absolutely love playing with the new lands and the manapool is very useful as well.

Now, to return to my mission: to get 4 priests in play along with a cradle, a colossus and 4 each of the p/t pump elves and any other elves and see how far I can raise the p/t of a Chameleon Colossus. I will need my buddy Rhys I think. 8)
Anything below 5000/5000 (p/t) will feel as a failure. :P

Re: Current Known Bugs list

PostPosted: 19 Jun 2009, 18:33
by DennisBergkamp
And another bug: for some reason, I got a cleanup phase with only 5 cards in hand.:
Not sure why the cleanup phase is happening with only 5 cards in hand, but it looks like Bringer of the Blue Dawn (also the green and black one no doubt) don't work for the AI. I'll fix this.

And oops, yes I'll add text for Gaea's Cradle etc.

Re: Current Known Bugs list

PostPosted: 19 Jun 2009, 18:44
by GandoTheBard
I noticed that the computer can now pump during attackers yay. Boo that the human can't do anything during that stop.

Re: Current Known Bugs list

PostPosted: 19 Jun 2009, 18:48
by GandoTheBard
Another Computer Is thinking (forever) error ...this needs to be stopped.

This is a very bad programming practice. Nevermind that Shandalar did it. It was bad then (but eventually the computer would STOP thinking and do something, here it just means the AI has crashed via an infinite loop.)

What needs to happen if the state where this would be displayed happens is the User should be prompted whether to abort the game or not. It is VERY not fun to encounter this, particularly in quest mode where each match is important. The program is coming along so well that this is such a throwback to primitive times when inexplicable bugs plagued MTGForge.

Re: Current Known Bugs list

PostPosted: 19 Jun 2009, 18:55
by GandoTheBard
-- Badmoon does not work for both players. Let me amend that...it doesn't work with Morphed creatures that are flipped. Sootfeather Flock for example

Re: Current Known Bugs list

PostPosted: 19 Jun 2009, 19:00
by DennisBergkamp
I noticed that the computer can now pump during attackers yay. Boo that the human can't do anything during that stop.
Wow, he shouldn't be able to (at least, it's not something I've added in).

Re: Current Known Bugs list

PostPosted: 19 Jun 2009, 19:05
by GandoTheBard
DennisBergkamp wrote:
I noticed that the computer can now pump during attackers yay. Boo that the human can't do anything during that stop.
Wow, he shouldn't be able to (at least, it's not something I've added in).
It was a flowstone charger that pumped after being declared as an attacker...there was a phase marker called Spells and Abilities blockers..which came up after the attackers declaration and before blockers. I was relieved to note that blockers were allowed after this.

Re: Current Known Bugs list

PostPosted: 19 Jun 2009, 19:10
by GandoTheBard
Echoing Truth just failed to bounce my blocking Morph during the blockers spells and abilities step. The spell was cast...the mana spent and nothing happened but the spell is in the graveyard...very cheesy cheat there.