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Re: Current Known Bugs list

PostPosted: 15 Jul 2010, 22:41
by DennisBergkamp
I guess it's because they don't use the stack correctly?

Re: Current Known Bugs list

PostPosted: 16 Jul 2010, 01:31
by 24ivanthepoet
Ok, I downloaded the version of forge that DennisBergkamp posted and upgraded my java to apples version of java 6 but to no avail. I'm not sure if I have the latest version of forge however as I have been away from the computer for a couple of days. Also, today while playing a Darkdepths combo deck I demonic consultationed for Vampire Hexmage on the computers end step. Then I still didn't have a Dark Depths but I had another Demonic Consultation. I decided that before I played the second consultation I would check the removed from play zone to make sure that there were still Dark Depths in my deck. I found removed from play 6 Nantuko Husks and other random cards from my deck. Afterwards I checked my deck and saw that I was only playing 4 Nantuko Husk. This potential bug doesn't really affect gameplay as I don't think that things that deal with the removed from play zone are enabled, aside from cards that put other cards there.

Re: Current Known Bugs list

PostPosted: 16 Jul 2010, 03:29
by slowe
freestorageaccount wrote:
Rob Cashwalker wrote:Most convoluted of all, once the AI used Bribery to get one of my creatures, which went to my graveyard from a Living Death. The AI later cast Resurrection on it, and it returned to play under my control. :?

In a similar twist of events: AI casts Animate Dead on my Street Wraith. I cast Living Death. AI casts Gravedigger, returning my Street Wraith to its hand.
How difficult is it to check which player's graveyard a card is in? :-?
Rob Cashwalker wrote:Many triggered abilities (including Devour) aren't implemented as such and are therefore ineligible for Stifle.
Devour, "as CARDNAME comes into play", and "comes into play with" (such as for Voracious Hatchling) represent replacement effects and actually trigger when they shouldn't. Is that what you meant?
I added those - I assume Rob merged them into the original post. Regarding devour counters, sorry about the mistake, I just saw the effect going on the stack and when I couldn't Stifle it assumed that was the error. The timing does cause a problem, though, as if a Thunder-Thrash Elder were played with Night of Souls' Betrayal in play it'd die before it got its counters.
As for the weird graveyard stuff, I'm guessing the changing of control and stuff confuses Forge. Perhaps a permanent's controller is not reset to its owner when it goes to the graveyard.

Re: Current Known Bugs list

PostPosted: 16 Jul 2010, 13:22
by Hellfish
I think the interaction between Howling Mine and Kinship needs to be investigated. I had a Leaf-Crowned Elder out when my opponent played Howling Mine . The next turn the stack description said I revealed a Swamp, but I was offered to play an Ebony Treefolk for free and STILL I had gotten an additional Darksteel Ingot into my hand.

Re: Current Known Bugs list

PostPosted: 17 Jul 2010, 19:24
by Resonantg
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null


Version:
Forge -- official beta: $Date: 2010-05-01 03:21:42 -0400 (Sat, 01 May 2010) $, SVN revision: $Revision: 916 $

OS: Windows XP Version: 5.1 Architecture: x86

Java Version: 1.6.0_17 Vendor: Sun Microsystems Inc.

Detailed error trace:
java.lang.NullPointerException
at com.nilo.plaf.nimrod.NimRODIconFactory$CheckBoxIcon.paintIcon(Unknown Source)
at javax.swing.plaf.metal.MetalRadioButtonUI.paint(Unknown Source)
at com.nilo.plaf.nimrod.NimRODCheckBoxUI.paint(Unknown Source)
at javax.swing.plaf.ComponentUI.update(Unknown Source)
at javax.swing.JComponent.paintComponent(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JLayeredPane.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paintToOffscreen(Unknown Source)
at javax.swing.BufferStrategyPaintManager.paint(Unknown Source)
at javax.swing.RepaintManager.paint(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at java.awt.GraphicsCallback$PaintCallback.run(Unknown Source)
at sun.awt.SunGraphicsCallback.runOneComponent(Unknown Source)
at sun.awt.SunGraphicsCallback.runComponents(Unknown Source)
at java.awt.Container.paint(Unknown Source)
at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.seqPaintDirtyRegions(Unknown Source)
at javax.swing.SystemEventQueueUtilities$ComponentWorkRequest.run(Unknown Source)
at java.awt.event.InvocationEvent.dispatch(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)
Dunno what happened but it occurred as I started the deck editor.

Re: Current Known Bugs list

PostPosted: 17 Jul 2010, 20:08
by Chris H.
Resonantg wrote:Dunno what happened but it occurred as I started the deck editor.
`
I remember when the Display Options were added. I tried several different ones and got an error report. I think that Dennis stated that it would be best not to try more than one or two of the different displays without quitting and restarting Forge.

Re: Current Known Bugs list

PostPosted: 17 Jul 2010, 22:19
by KingMob
Belbe's Portal still doesn't work :(

Re: Current Known Bugs list

PostPosted: 18 Jul 2010, 05:05
by slowe
There are some oddities with Psychatog. If you use the second ability, it's repeated until you can't pay for it any more. This would actually be kind of convenient if you could cancel the process. Also, the card number on the stack when you use the second ability is different than the actual card ID. This number seems to increase every match I play... Perhaps this is just a side effect of how the ability is handled. :|

Re: Current Known Bugs list

PostPosted: 18 Jul 2010, 14:25
by Snacko
Resonantg wrote:Dunno what happened but it occurred as I started the deck editor.
There's a stale cache of UI controlls, when you switch from subtance LAF to any other which leads to components asking Subtance about skins it doesn't know about resulting in a NPE.
Basically you can switch between Substance LAFs no problem but once you select one of those skins switching to Napkin/NimROD or any of the buildin Java skins (Metal, Nimbus, native skin) will result in this error.

Re: Current Known Bugs list

PostPosted: 18 Jul 2010, 14:28
by friarsol
slowe wrote:There are some oddities with Psychatog. If you use the second ability, it's repeated until you can't pay for it any more. This would actually be kind of convenient if you could cancel the process. Also, the card number on the stack when you use the second ability is different than the actual card ID. This number seems to increase every match I play... Perhaps this is just a side effect of how the ability is handled. :|
Actually I tried coding up Night Soil at one point and had this same problem. Except instead of just grabbing everything in your graveyard, it basically made you grab everything from every graveyard. I think this has to do with inconsistencies on using Input before mana is paid, which seems to be the same reason why a lot of abilities make you pay costs during resolution. I think Jitte is one of the few cards that code around this, but then you have to wait till it resolves before activating it again.

When I get some time, I'll see if I can poke through some of the underlying code and figure out a way to fix this. Paying costs during resolution really irks me, and can cause problems if a card needed for a cost is destroyed (or unavailable) before the ability resolves, which a lot of the times just locks the UI and causes the player to forfeit.

Re: Current Known Bugs list

PostPosted: 18 Jul 2010, 16:32
by floWnaeD
Sorry, dont have time to read 180+ pages so I'll just hope this has yet to be mentioned.

Was playin with a relentless/thrumming deck (sad i know, but had to be done) using snow-swamps. Found I could effectively play a rat for two mana. It worked like so.

Tap snow-swamp.
Click Relentless Rats in hand.
Click mana and choose to add snow.
Mana required to pay now is just (B) instead of (B)(B)
Tap another swamp for turn two rat!

Realised this after wondering why i kept finding a spare (B) in my mana pool.

Sorry again if you already heard this. Thanks for a really cool prog, I love it!

Re: Current Known Bugs list

PostPosted: 19 Jul 2010, 00:07
by timmermac
This may have been posted already. If it has, my apologies. Goblin Spy doesn't seem to cause you to play with the top card of your deck revealed as it is supposed to.

Re: Current Known Bugs list

PostPosted: 19 Jul 2010, 01:41
by slowe
timmermac wrote:This may have been posted already. If it has, my apologies. Goblin Spy doesn't seem to cause you to play with the top card of your deck revealed as it is supposed to.
You have to hover over the Spy to see what the card is. It shows up in the card description in the top right. It could probably be more intuitive, though...

Re: Current Known Bugs list

PostPosted: 19 Jul 2010, 18:53
by friarsol
It looks like Lord of the Undead only boosts other Zombie creatures you control. But it should boost all Other Zombie creatures. It's probably worth checking this out for some of the other Lords.

Re: Current Known Bugs list

PostPosted: 19 Jul 2010, 19:06
by apthaven
I've noticed in That Which Was Taken, the cards's ability just makes something indestructible without placing a divinity counter on that permanent as opposed to how Phylactery Lich places a Phylactery counter on an artifact.

When cards like Vampire Hexmage's ability are used on that permanent with the divinity counter on, it should lose it's indestructible property.

Still this isn't much of a problem, unless of course the AI learns to performs those kinds of tricks to counter you.