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Re: Current Known Bugs list

PostPosted: 24 Feb 2011, 20:04
by Chris H.
AI cast a Tormod's Crypt on it's first turn and both graveyards are empty. The stack only has "1." displayed and there is no additional text after these two characters.

Re: Current Known Bugs list

PostPosted: 27 Feb 2011, 01:28
by ZzzzSleep
Playing a new quest with the 20110219 version of forge.
I played Electropotence and then an infect creature (Phyrexian Hydra in this case). Targeting the opponent, I think this should have dealt 7 poison counters instead of 7 damage.
Also, creatures dealt lethal damage by electropotence aren't put into the graveyard immediately.

Re: Current Known Bugs list

PostPosted: 27 Feb 2011, 09:35
by Sloth
ZzzzSleep wrote:Playing a new quest with the 20110219 version of forge.
I played Electropotence and then an infect creature (Phyrexian Hydra in this case). Targeting the opponent, I think this should have dealt 7 poison counters instead of 7 damage.
Also, creatures dealt lethal damage by electropotence aren't put into the graveyard immediately.
Electropotence wasn't scripted correctly (and is not possible with the trigger system at the moment). Should we remove it for now or does anyone plan to make cards like this possible (Kiku's Shadow and Kiku, Night's Flower had similar problems)?

Re: Current Known Bugs list

PostPosted: 27 Feb 2011, 19:46
by cc-drake
- Goblin Charbelcher doesn't put the revealed cards on the bottom of the library
- If I play Searing Touch with Buyback and after resolving, I play it again without Buyback, it returns nevertheless to my hand after resolution. Note: AI had Lightning Cloud in play.
- The Equip ability of Umbral Mantle can be activated in Declare Attackers phase
- Cave Tiger gets +1/+1 for each blocking creature on the battlefield

Re: Current Known Bugs list

PostPosted: 27 Feb 2011, 21:23
by Professor
Has anyone looked at the draft deck editing crash?

Re: Current Known Bugs list

PostPosted: 28 Feb 2011, 04:37
by slapshot5
cc-drake wrote:- The Equip ability of Umbral Mantle can be activated in Declare Attackers phase
- Cave Tiger gets +1/+1 for each blocking creature on the battlefield
These two items should now be fixed in SVN.

-slapshot5

Re: Current Known Bugs list

PostPosted: 28 Feb 2011, 04:57
by ZzzzSleep
* Dragon's Claw is triggering off black spells at the moment instead of red ones.

Re: Current Known Bugs list

PostPosted: 28 Feb 2011, 05:24
by slapshot5
ZzzzSleep wrote:* Dragon's Claw is triggering off black spells at the moment instead of red ones.
Now fixed in SVN. Thanks!

-slapshot5

Re: Current Known Bugs list

PostPosted: 28 Feb 2011, 10:13
by cc-drake
- There is a bug in Stonybrook Schoolmaster - when my Schoolmaster is tapped and AI tries to attack me, his attacking creatures don't tap and my Schoolmaster's ability triggers.
- The -1/-1 counter of Necropede isn't neutralized by Molten Hydra 's existing +1/+1 counters
EDIT: It seems to be more weird - after clicking on my other creature, suddenly that creature got an -1/-1 counter without any reason. However, charging Molten Hydra again removes it's -1/-1 counter.
-
Code: Select all
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There is an error in the card code for Repeal:



Version:
Forge -- official beta: $Date: 2011-01-06 11:34:48 -0500 (Thu, 06 Jan 2011) $, SVN revision: $Revision: 4891 $

OS: Windows XP Version: 5.1 Architecture: x86

Java Version: 1.6.0_24 Vendor: Sun Microsystems Inc.

Detailed error trace:
java.lang.RuntimeException: Mana_Part : checkMana() error, argument mana is invalid mana, mana - X
   at forge.Mana_Part.checkSingleMana(Mana_Part.java:32)
   at forge.Mana_PartColor.<init>(Mana_PartColor.java:15)
   at forge.ManaCost.getManaPart(ManaCost.java:290)
   at forge.ManaCost.split(ManaCost.java:260)
   at forge.ManaCost.<init>(ManaCost.java:30)
   at forge.GameAction.getSpellCostChange(GameAction.java:3041)
   at forge.ComputerUtil.canPayCost(ComputerUtil.java:200)
   at forge.ComputerAI_General.getPlayable(ComputerAI_General.java:178)
   at forge.ComputerAI_General.getOtherPhases(ComputerAI_General.java:165)
   at forge.ComputerAI_General.stackResponse(ComputerAI_General.java:248)
   at forge.ComputerAI_General.stack_not_empty(ComputerAI_General.java:241)
   at forge.ComputerAI_Input.think(ComputerAI_Input.java:68)
   at forge.ComputerAI_Input.showMessage(ComputerAI_Input.java:31)
   at forge.GuiInput.setInput(GuiInput.java:27)
   at forge.GuiInput.update(GuiInput.java:21)
   at java.util.Observable.notifyObservers(Unknown Source)
   at java.util.Observable.notifyObservers(Unknown Source)
   at forge.MyObservable.updateObservers(MyObservable.java:9)
   at forge.Phase.nextPhase(Phase.java:377)
   at forge.Phase.nextPhase(Phase.java:380)
   at forge.Phase.nextPhase(Phase.java:380)
   at forge.Input_Cleanup.showMessage(Input_Cleanup.java:28)
   at forge.GuiInput.setInput(GuiInput.java:27)
   at forge.GuiInput.update(GuiInput.java:21)
   at java.util.Observable.notifyObservers(Unknown Source)
   at java.util.Observable.notifyObservers(Unknown Source)
   at forge.MyObservable.updateObservers(MyObservable.java:9)
   at forge.Phase.nextPhase(Phase.java:377)
   at forge.Phase.nextPhase(Phase.java:380)
   at forge.GuiDisplay4$25.actionPerformed(GuiDisplay4.java:740)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$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 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.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$000(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$2.run(Unknown Source)
   at java.awt.EventQueue$2.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(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)

Re: Current Known Bugs list

PostPosted: 28 Feb 2011, 12:52
by AndyTron
2/19 beta

Umezawa's Jitte doesn't add counters after combat damage, only after a player is damaged.

When the computer casts Fireblast it only sacrifices one land, instead of two.

Re: Current Known Bugs list

PostPosted: 28 Feb 2011, 13:14
by Chris H.
cc-drake wrote:- There is a bug in Stonybrook Schoolmaster - when my Schoolmaster is tapped and AI tries to attack me, his attacking creatures don't tap and my Schoolmaster's ability triggers.
`
I put together a test deck with Stonybrook Schoolmaster and several other cards that also use the "T:Mode$ Taps" trigger. During the computer's combat phase these cards would trigger if they were already tapped in the previous turn.

I was using rev6916 for this test.

Re: Current Known Bugs list

PostPosted: 28 Feb 2011, 13:57
by johneaton
I have noticed that when I play a Fireball and tap my Sol ring for mana it only adds 1 instead of 2 to the total damage caused.

This was in release 1/14.

Re: Current Known Bugs list

PostPosted: 28 Feb 2011, 14:38
by friarsol
johneaton wrote:I have noticed that when I play a Fireball and tap my Sol ring for mana it only adds 1 instead of 2 to the total damage caused.

This was in release 1/14.
This is a current restriction of how X Mana is paid. The issue basically is because when paying for X Mana, the game only expects you to pay for mana 1 at a time. Your other mana isn't gone, it's just sitting in your mana pool. Just click on your mana pool afterwards to get your other mana added in.

Re: Current Known Bugs list

PostPosted: 28 Feb 2011, 14:42
by slapshot5
Chris H. wrote:
cc-drake wrote:- There is a bug in Stonybrook Schoolmaster - when my Schoolmaster is tapped and AI tries to attack me, his attacking creatures don't tap and my Schoolmaster's ability triggers.
`
I put together a test deck with Stonybrook Schoolmaster and several other cards that also use the "T:Mode$ Taps" trigger. During the computer's combat phase these cards would trigger if they were already tapped in the previous turn.

I was using rev6916 for this test.
This I believe is the same root issue as I reported here:

[url]
viewtopic.php?f=52&t=3721&start=570#p54917
[/url]

That relates to untap, but there is code a few lines below what I described there that if it was tapped, it gets untapped (as I describe), then retapped, which is probably causing this.

-slapshot5

Re: Current Known Bugs list

PostPosted: 28 Feb 2011, 15:21
by cc-drake
- Scourge Devil gives +1/+1 instead of +1/+0