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Re: Current Known Bugs list

PostPosted: 23 Jun 2009, 15:19
by DennisBergkamp
Ahh, yes but that's in the resolution part for Regress (which is in there to prevent resolution of some targeted spell if the target gets shroud after the target has been chosen). So regress never should have resolved, I'm pretty sure.

The targeting part of Regress looks like this:

Code: Select all
spell.setChooseTargetAI(CardFactoryUtil.AI_targetType("All", AllZone.Human_Play));
Which is interesting, I've never seen one that looks like this. Anyway, it definitely doesn't take shroud into account.

Re: Current Known Bugs list

PostPosted: 23 Jun 2009, 15:31
by DennisBergkamp
Dennis - Instead of iterating through the list, you can just do this:

Code: Select all
if (target.getKeyword().contains("Shroud")
return false;
This is true, I don't remember the exact reasoning behind why I did it this way (but it made perfect sense at the time!).
Perhaps it's because arrayList.contains() requires a linear search each time (and I'm calling target.getKeyword().contains({Protection from a bunch of different things}) in addition to just the shroud check). Right now it's in one loop, which should be much faster, in fact it should approximate the performance of a single contains().

Re: Current Known Bugs list

PostPosted: 23 Jun 2009, 15:51
by DennisBergkamp
My Academy Ruins don't do me much good, the artifacts I get back from them are unplayable :(
Weird, I'll look into this (seems to work for me).
However, it seems like the addition of the manapool might have bugged some of these cards (for Kher Keep, Academy Ruins, etc.) I see its ability show up three times in the text.

Re: Current Known Bugs list

PostPosted: 23 Jun 2009, 16:22
by Chris H.
I tried to attach a Skullclamp onto an Ornithopter that the computer controls. With two Skullclamp attached I should be able to kill it and draw 4 cards. 8)

Granted, this is a fairly deviant sort of test for me to perform, I apologize. I was curious to see if there was code in place that could handle this type of situation. :mrgreen:

I realize, that in most cases, people would attach equipment onto their own creatures. :)



EDIT:

Oops, I see that I forgot to mention that the Skullclamp only allows me to target my own creatures and not the computer's creatures.

Re: Current Known Bugs list

PostPosted: 23 Jun 2009, 17:31
by Hellfish
Re: The AI trying to Regress the mana pool;
Nope, it didn't resolve. The AI has previously tried enchanting one of it's creatures that had shroud is what I was referring to.

Re: Current Known Bugs list

PostPosted: 23 Jun 2009, 20:20
by zerker2000
Chris H. wrote:Oops, I see that I forgot to mention that the Skullclamp only allows me to target my own creatures and not the computer's creatures.
Erm yes, that's the way it's written in the rules :P
Wizards wrote:502.33a Equip is an activated ability of Equipment cards. "Equip [cost]" means "[Cost]: Attach this Equipment to target creature you control. Play this ability only any time you could play a sorcery."

Re: Current Known Bugs list

PostPosted: 23 Jun 2009, 21:36
by Chris H.
zerker2000 wrote:Erm yes, that's the way it's written in the rules :P
Heehee, another idea for abusing a card goes down in flames. :lol:

Re: Current Known Bugs list

PostPosted: 24 Jun 2009, 05:06
by zerker2000
Hmm, I'm not sure if this affects any normal cards (I was using a test card), but playing a zero cost activated ability or instant(well, a card with flash while the stack isn't empty, in any case) still result in the "Pay Mana Cost:" glitch. Will someone please add the zero cost check for All PayManaCost methods? (or should I just do that myself :P)

Re: Current Known Bugs list

PostPosted: 24 Jun 2009, 10:28
by Hellfish
Another AI bug of the same type as before. You mentioned the targeting as being a possible problem so does that mean that every instant/sorcery will have to be fixed? Sounds like a lot of work :S

This time the AI tried to Shatter my Darksteel Ingot. As before, it didn't resolve, but it shouldn't target it at all.

Re: Current Known Bugs list

PostPosted: 24 Jun 2009, 15:17
by DennisBergkamp
Another AI bug of the same type as before. You mentioned the targeting as being a possible problem so does that mean that every instant/sorcery will have to be fixed? Sounds like a lot of work :S

This time the AI tried to Shatter my Darksteel Ingot. As before, it didn't resolve, but it shouldn't target it at all.
Fortunately not every instant/sorcery no. There are just a few left that do target cards with protection or shroud (Regress being one of them).
Indestructibility is a different issue though, I mean a permanent with indestructibility is still targetable, but you're right the AI shouldn't try to target them with "destroy" spells.

Re: Current Known Bugs list

PostPosted: 25 Jun 2009, 08:51
by Hellfish
DennisBergkamp: Lucky. If I've understood the mentioned source parts, it's just a matter of a few if-clauses then?

A bug and a small oddity this time, The AI played Lignify on my Razorfoot Griffin some time during one match. I just went "Oh, well" and went on with grander plans. Later I scrolled over to tap my Darksteel Ingot and found my Razorfoot Griffin safe and sound and strangely, un-Lignified. Not sure what happened there.

The small oddity being that while most creatures with reach are labeled, of course, with reach, Frostweb Spider is labeled with the more old-fashioned "This creature can block as though it had flying.". Not exactly game-breaking but, y'know, thought I'd report it. ;)

Re: Current Known Bugs list

PostPosted: 25 Jun 2009, 09:26
by zerker2000
Hellfish wrote:If I've understood the mentioned source parts, it's just a matter of a few if-clauses then?
I'm not sure what source parts you are talking about, but to some extent, the whole card-parsing engine could be considered "just a matter of a few if clauses"(i.e. a non-keywordable card's function is programmed inside an "if the card's name is" in a loop that goes through all the cards... or at least that's how I understand it).

Re: Current Known Bugs list

PostPosted: 25 Jun 2009, 09:41
by GandoTheBard
Really aweful bug with Mox Diamond. If you have one in play it puts it in two places. Next to your lands and in the front area next to creatures. If you click on either one it puts another mox diamond in both places. Unfortunately it makes you discard a card with no alternatives. You can end up discarding your whole hand to this.

AND you don't get the mana you tapped it for.

Re: Current Known Bugs list

PostPosted: 25 Jun 2009, 09:46
by GandoTheBard
-- Shivan Hellkite does not deal damage correctly with it's ability. All damage stacked is all dealt to the last target on the stack. This is because of the way damage is dealt off the stack which is wrong. What should happen is each resolution should NOT accumulate until the stack is done but should immediately affect the target. This way it won't give incorrect totals.

-- Pestillence doesn't seem to bury itself at the End of Turn when there are no creatures in play. --which might actually be correct since I fired it off EOT to kill the enemy creatures.

-- In quest mode if you don't recieve new cards it still shows you the last cards you recieved as new in the deck editor. Not sure if this is a good feature as it gets a tad bit confusing. I found this mostly to be the case in the Very Hard setting.

-- Morph abilities should NOT go on the stack they should resolve at the same speed mana does although if I remember correctly that isn't really true but for this game it needs to be. Also adding mana to the pool should not go on the stack. It should be undoable since this is a computer game with the usual problems inherent in such (even modo has alt-u)

-- Planeswalker abilities should not be activatable at instant speed.

Re: Current Known Bugs list

PostPosted: 25 Jun 2009, 10:30
by zerker2000
GandoTheBard wrote:-- Shivan Hellkite does not deal damage correctly with it's ability. All damage stacked is all dealt to the last target on the stack. This is because of the way damage is dealt off the stack which is wrong. What should happen is each resolution should NOT accumulate until the stack is done but should immediately affect the target. This way it won't give incorrect totals.
Actually, that's a bug I keep bumping into but forget to post: If you play an ability more than once with different targets, each time you play it all previous targets change to the one you just picked. I find this extremely annoying for e.g. Menmarch, though I think the cause of the problem is within my reach :P.