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Re: Current Known Bugs list

PostPosted: 05 Jul 2010, 01:03
by slowe
I just had a really strange bug during a quest. I was playing the Desert Caravan quest, and in the first turn of the second game, I got some sort of free Safe Passage effect. The AI attacked with its four Ambush Party and I blocked with my Dromad Purebred and my plant wall. The blocked attackers died, but I didn't take any damage, no damage was assigned to my blockers, and the Purebred's ability didn't trigger.
I also ran into a case where the AI played a Reliquary Tower game one and still had the effects of it during game two.
And some minor corrections: the token created by Tuktuk the Explorer is an artifact, and Lightning Dragon doesn't have haste.

Re: Current Known Bugs list

PostPosted: 05 Jul 2010, 04:21
by Hellfish
Reliquary Tower (and all other HandSize cards) fix:

Add into Input_Cleanup:
Code: Select all
public static void clearHandSizeOperations()
    {
       handSizeOperations.clear();
       NextHandSizeStamp = 0;
    }
Add into Computer_Cleanup:
Code: Select all
public static void clearHandSizeOperations()
    {
       handSizeOperations.clear();
    }
Add into GameAction.newGame():
Code: Select all
Computer_Cleanup.clearHandSizeOperations();
        Input_Cleanup.clearHandSizeOperations();
Damned silly thing to miss, really.

Re: Current Known Bugs list

PostPosted: 05 Jul 2010, 07:45
by freestorageaccount
I still wish I could target myself with Gerrard's Verdict and similar spells. A little care would be necessary due to discrepancies between their printed and Oracle text, but it would be fun for reanimator.

Since I presume Forge handles "toughness <= 0" correctly, would the player still be forced to concede in or click through many iterations of a situation involving three Faceless Butcher.s or Animate Dead on Worldgorger Dragon, or could the computer detect some invariant in the game state and give a win, loss, or draw appropriately? This issue is important if a combination such as one of those two is used for this kind of opponent. (These might be pie-in-the-sky dreams at least at this point, though.)

The crocodile pet followed up with spot removal is a death sentence for the Goldfinger quest opponent. Maybe the difficulty should increase with games played up to a point.

I just used Path to Exile on Hedron Crab and lost a game thanks to the three extra cards of milling. One way or another, I'm gonna find you.

Re: Current Known Bugs list

PostPosted: 05 Jul 2010, 14:51
by VictorG
The card Silkenfist Order incorrectly has the "vigilance" property. Its real property (also listed in the card description) is "Whenever Silkenfist Order becomes blocked, untap it." This is of course not the same thing -- a creature with vigilance does not become tapped when it attacks; Silkenfist Order does (but may become untapped again).

Re: Current Known Bugs list

PostPosted: 05 Jul 2010, 16:12
by Chris H.
VictorG wrote:The card Silkenfist Order incorrectly has the "vigilance" property. Its real property (also listed in the card description) is "Whenever Silkenfist Order becomes blocked, untap it." This is of course not the same thing -- a creature with vigilance does not become tapped when it attacks; Silkenfist Order does (but may become untapped again).
`
I took a peek at the code in CombatUtil.checkBlockedAttackers() and found:

Code: Select all
        } else if((a.getName().equals("Silkenfist Order") || a.getName().equals("Silkenfist Fighter"))
                && !a.getCreatureBlockedThisCombat()) {
            a.untap();
`
I ran a test deck with Silkenfist Order. It worked correctly from what I could tell. If you click too quickly through the combat steps it might appear that it never taps when you first select it to attack. :)

Re: Current Known Bugs list

PostPosted: 05 Jul 2010, 18:27
by VictorG
Chris, you are absolutely right. There must have been some other card in play that gave Silkenfist Order the vigilance property, thus confusing me, since a new test indeed shows that the card works as expected. Sorry for wasting your time, I'll be more thorough in my experimentation next time I think I have found a bug!

Re: Current Known Bugs list

PostPosted: 05 Jul 2010, 19:51
by KingMob
Cranial Extraction crashes everytime with the new beta.

Re: Current Known Bugs list

PostPosted: 06 Jul 2010, 05:30
by freestorageaccount
.Buried Alive can be cast as an instant, and it still shuffles the creatures around between selections. Wonder how that'd work with Psychogenic Probe?

Similarly to how a permanent coughed up by an Oblivion Ring is invulnerable, if I Exhume an Angel of Despair then I can't destroy the creature the computer returned.

I take back my comment about Goldfinger: it's James T. Kirk who's really helpless by the time you've dumped all of your artifact mana and cast Timetwister or Wheel of Fortune so the discard completely goes to waste. :lol:

Re: Current Known Bugs list

PostPosted: 06 Jul 2010, 15:00
by Beached As
slowe wrote:- When I Ponder with Thrumming Stone in play, I draw an extra card before rearranging the top three cards. (It's not one of the four revealed by the Stone.)
- Ripple isn't optional.
Ripple occurs as you cast the spell, thus if you activate ripple, the cards will be put to the bottom of the library before Ponder resolves and therefore you should draw a different card. I've also made Ripple optional.

slowe wrote: - If I cast Incendiary Command and choose the 4 damage and the nonbasic land modes:
Just fixed this bug

Re: Current Known Bugs list

PostPosted: 06 Jul 2010, 15:14
by Chris H.
KingMob wrote:Cranial Extraction crashes everytime with the new beta.
`
The updated jar file may take care of this problem:

Re: Forge 06/26 (Unofficial Beta version)

Re: Current Known Bugs list

PostPosted: 06 Jul 2010, 22:30
by slowe
Beached As wrote:Ripple occurs as you cast the spell, thus if you activate ripple, the cards will be put to the bottom of the library before Ponder resolves and therefore you should draw a different card.
Sorry I wasn't clear - the problem is you draw an extra card. The sequence is ripple cards are revealed, you draw a card, Ponder cards are revealed, you choose whether to shuffle, you draw a second card. The first card should not be drawn.

Thanks for the other fixes. :D

Re: Current Known Bugs list

PostPosted: 06 Jul 2010, 23:18
by Beached As
slowe wrote:
Beached As wrote:Ripple occurs as you cast the spell, thus if you activate ripple, the cards will be put to the bottom of the library before Ponder resolves and therefore you should draw a different card.
Sorry I wasn't clear - the problem is you draw an extra card. The sequence is ripple cards are revealed, you draw a card, Ponder cards are revealed, you choose whether to shuffle, you draw a second card. The first card should not be drawn.

Thanks for the other fixes. :D
kk, i get what you mean now, and i fixed it. Thanks for reporting :)

Re: Current Known Bugs list

PostPosted: 07 Jul 2010, 01:04
by slowe
Beached As wrote:
slowe wrote:
Beached As wrote:Ripple occurs as you cast the spell, thus if you activate ripple, the cards will be put to the bottom of the library before Ponder resolves and therefore you should draw a different card.
Sorry I wasn't clear - the problem is you draw an extra card. The sequence is ripple cards are revealed, you draw a card, Ponder cards are revealed, you choose whether to shuffle, you draw a second card. The first card should not be drawn.

Thanks for the other fixes. :D
kk, i get what you mean now, and i fixed it. Thanks for reporting :)
Sure thing, thanks for all the great cards and fast fixes!

Re: Current Known Bugs list

PostPosted: 07 Jul 2010, 10:32
by freestorageaccount
I won the first game of a match by milling and the second by Xtreme Croc Beatdown and received the milling alternate-win bonus for both.

Playing against Frodo, I equipped Skullclamp to my plant wall, making it 2/3 with deathtouch but without first strike, then blocked a 3/3 Plated Geopede, which has first strike. Both were put into the graveyard and I drew two cards.

Re: Current Known Bugs list

PostPosted: 09 Jul 2010, 01:51
by timmermac
Computer cast Bribery and this popped up. Caused the game to crash.

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:
viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
mtgerror@yahoo.com


null


Version:
Forge -- official beta: $Date: 2010-05-01 02:21:42 -0500 (Sat, 01 May 2010) $, SVN revision: $Revision: 916 $

Detailed error trace:
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.nextEntry(Unknown Source)
at java.util.HashMap$KeyIterator.next(Unknown Source)
at forge.GameAction.checkStateEffects(GameAction.java:485)
at forge.Input_StackNotEmpty.selectButtonOK(Input_StackNotEmpty.java:57)
at forge.GuiInput.selectButtonOK(GuiInput.java:36)
at forge.GuiDisplay3.okButtonActionPerformed(GuiDisplay3.java:998)
at forge.GuiDisplay3.access$3(GuiDisplay3.java:997)
at forge.GuiDisplay3$26.actionPerformed(GuiDisplay3.java:781)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$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 org.jvnet.substance.utils.RolloverButtonListener.mouseReleased(RolloverButtonListener.java:111)
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)