Current Known Bugs list
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Re: Current Known Bugs list
by Chris H. » 22 Mar 2009, 19:07
I brought a Stonecloaker into play and I choose to return a Meadowboon to my hand. The Meadowboon gave the Stonecloaker +1/+1. Nice.
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Re: Current Known Bugs list
by DennisBergkamp » 22 Mar 2009, 19:53
Good to see stuff sometimes actually works 
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Re: Current Known Bugs list
by DennisBergkamp » 22 Mar 2009, 21:43
By the way, Mr. Chaos, did you have the problem with Night of Souls' Betrayal with the 03/20 version? Because I know it was broken for 03/13, but it should be fixed in 03/20.
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Re: Current Known Bugs list
by DennisBergkamp » 22 Mar 2009, 22:50
GandoTheBard wrote:Apparently Sakura-Tribe Elders dont let you sac them for land anymore? I had one in play and blocked a 1/1 attacker waited till combat damage was "on the stack" (it isnt really but meh) and then tried to sac the critter...no go...would not click.
- Code: Select all
public boolean canPlay()
{
PlayerZone library = AllZone.getZone(Constant.Zone.Library, card.getController());
CardList list = new CardList(library.getCards());
list = list.getType("Basic");
return list.size() > 0 && super.canPlay();
}//canPlay()
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Re: Current Known Bugs list
by GandoTheBard » 22 Mar 2009, 23:27
Well thats not cool, but Im pretty certain I had basic lands still in my deck since this happened on like...turn 2ish.DennisBergkamp wrote:GandoTheBard wrote:Apparently Sakura-Tribe Elders dont let you sac them for land anymore? I had one in play and blocked a 1/1 attacker waited till combat damage was "on the stack" (it isnt really but meh) and then tried to sac the critter...no go...would not click.The way Sakura-Tribe Elder (incorrectly) works is like that, if there's no basic lands left in your library, sacrifice won't work.
- Code: Select all
public boolean canPlay()
{
PlayerZone library = AllZone.getZone(Constant.Zone.Library, card.getController());
CardList list = new CardList(library.getCards());
list = list.getType("Basic");
return list.size() > 0 && super.canPlay();
}//canPlay()
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Re: Current Known Bugs list
by DennisBergkamp » 22 Mar 2009, 23:47
Then that'd definitely be a bug (I just tested this and can't reproduce it though, even right after blocking I can still sack it and fetch a land).
At the very least, I'll try and fix it so that its ability can be used at any time, even if there's no basic lands left in the deck (AI on the other hand will only be able to sack if basic lands are in the deck).
By the way, I did something very bad. I managed to code Tarmogoyf, just what MTGForge needs, another severely overpowered creature
At the very least, I'll try and fix it so that its ability can be used at any time, even if there's no basic lands left in the deck (AI on the other hand will only be able to sack if basic lands are in the deck).
By the way, I did something very bad. I managed to code Tarmogoyf, just what MTGForge needs, another severely overpowered creature
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Re: Current Known Bugs list
by GandoTheBard » 23 Mar 2009, 00:42
Did you try it during the combat damage instants and abilities phase?DennisBergkamp wrote:Then that'd definitely be a bug (I just tested this and can't reproduce it though, even right after blocking I can still sack it and fetch a land).
At the very least, I'll try and fix it so that its ability can be used at any time, even if there's no basic lands left in the deck (AI on the other hand will only be able to sack if basic lands are in the deck).
By the way, I did something very bad. I managed to code Tarmogoyf, just what MTGForge needs, another severely overpowered creature
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Re: Current Known Bugs list
by GandoTheBard » 23 Mar 2009, 04:05
I just noticed this myself after running across the super elves again...Not cool Dennis. Very not cool. Im testing the decks you guys chose to include (some very lame ones imho btw so far) and Im also trying to test the changes you made to the client. I honestly thought that was a bug related to the changes you made. Pissed me off royally when I realized it was in cards.txt. Thankfully its not a hard fix but it means we cant just trust what is in the new updates.Chris H. wrote:I just took a peek at the cards.txt file and I find:Mr.Chaos wrote:In the 20/03 version Llanowar Elves have been put on steroids!
They now come with first strike, double strike and lifelink!
Llanowar Elves
G
Creature Elf Druid
no text
1/1
tap: add G
First Strike
Double Strike
Lifelink
Hehe.![]()
![]()
Anyone can delete the last three keywords from their cards.txt file and re-save the file. That should take care of the Elf on Steroids.
Dennis might have an interesting story. I had hopped to find this in the last version, a Friday the 13th practical joke.
Dennis likely made a mod as part of his play testing and forgot to delete this mod due to it being late at night when he posted this update.
*notes* somehow I missed all the posts in reply to this btw which is why my reaction comes late. Would have saved me some aggravation if Id noticed the posts in reply to mine. :/
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Re: Current Known Bugs list
by GandoTheBard » 23 Mar 2009, 04:17
I played an essence warden with 14 creatures in play and gained +13 life retroactively. Clearly essence warden is now broken where it was not before. :/ Shame as I really like this card.
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Re: Current Known Bugs list
by GandoTheBard » 23 Mar 2009, 04:31
I have a Thelonite Hermit morphed on the table. My opponent casts Ichor slick targetting the morph...in response I click the morph ability and ...nothing...????
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Re: Current Known Bugs list
by GandoTheBard » 23 Mar 2009, 05:12
I wasnt going to spoil this but it seems I need to. I got to 11 wins with the quest mode on easy (Ive never bothered to go past 10 before) and got the secret level magic god message but no additional cards. However the next match I played I won and got the youve won new cards message repeatedly...the client would not revert back to normal. Seems like this should be fixed as the only way I can close it is to use the taskmanager. :/
Additionally the client hangs now if I try to "Continue Quest". At the very minimum this should at least tell the player that the quest is over and the button should be disabled after that. Hanging is just sloppy. :/
Additionally the client hangs now if I try to "Continue Quest". At the very minimum this should at least tell the player that the quest is over and the button should be disabled after that. Hanging is just sloppy. :/
Last edited by GandoTheBard on 23 Mar 2009, 05:33, edited 2 times in total.
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Re: Current Known Bugs list
by GandoTheBard » 23 Mar 2009, 05:25
Opponent cast bribery on my Cateran Overlord...Next chance it got it tapped the Overlord to fetch a Highway Robber out of MY deck and gave it to me. Yay? Gotta love subversive cards like this.
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Re: Current Known Bugs list
by GandoTheBard » 23 Mar 2009, 07:06
Is it possible we could come up with a UI that does not make the mouse stick for the Forge Set Editor? For some reason I can't quite put my finger on the UI for the set editor flies over the cards without stopping and then sticks at various points for no apparent reason which is unlike any UI for windows Ive seen so far. Even the normal deck editor does not behave this way. This unwanted behavior leads to being unable to scroll through the cards to find new cards reliably. The only method that works so far is by scanning the names and hoping I remember the older cards. The bug in this case is the slippery menuing if you can call it that.
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Re: Current Known Bugs list
by Mr.Chaos » 23 Mar 2009, 07:09
Dare I say it might be a good idea to not add new stuff to the game until most of the known bugs are fixed?
Because it seems like every time new elements/options/cards are added, old stuff that worked before suddenly is broken in one way or another.
This is not a complaint about how the techguys work, more a feeling like we (players and programmers alike) want to make too much progress too fast.
We all have cards we want to see implemented. The techboys come up with ways to force cards to work that normally should not work with the way the main body was coded.
And along the way, more and more oddities show up.
Maybe we should all slow down a notch. Try to find/iron out the worst bugs before adding even more new stuff.
At least think about it.
Because it seems like every time new elements/options/cards are added, old stuff that worked before suddenly is broken in one way or another.
This is not a complaint about how the techguys work, more a feeling like we (players and programmers alike) want to make too much progress too fast.
We all have cards we want to see implemented. The techboys come up with ways to force cards to work that normally should not work with the way the main body was coded.
And along the way, more and more oddities show up.
Maybe we should all slow down a notch. Try to find/iron out the worst bugs before adding even more new stuff.
At least think about it.
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Re: Current Known Bugs list
by GandoTheBard » 23 Mar 2009, 07:29
I agree in that we should at least ascertain whether something kinda works before going nuts adding cards with it. First strike is a prime example. Another thing that is annoying is that our data control is WAYYYY out of sync. I just copied over the original rarities files included with the 3-20 download to the 3-20 main directory because I wanted to see how the card pools varied with a change. Something in those files (created on the 18th btw) caused the deck editor to bug out. So we can just throw those files out since they are no good. :/Mr.Chaos wrote:Dare I say it might be a good idea to not add new stuff to the game until most of the known bugs are fixed?
Because it seems like every time new elements/options/cards are added, old stuff that worked before suddenly is broken in one way or another.
This is not a complaint about how the techguys work, more a feeling like we (players and programmers alike) want to make too much progress too fast.
We all have cards we want to see implemented. The techboys come up with ways to force cards to work that normally should not work with the way the main body was coded.
And along the way, more and more oddities show up.
Maybe we should all slow down a notch. Try to find/iron out the worst bugs before adding even more new stuff.
At least think about it.
Not only that but the cards downloader DOES NOT download all the cards...not even half the cards. This is quite annoying to realize as I suddenly find images missing from cards I've never seen before and didn't know were added to the client.
We need a master list of all cards in MTG Forge...we need to be careful of what cards we add. We need to slow down new cards until some of the wrinkles of current projects are worked. For instance I can't reasonably work a rarities/sets paradigm if you keep adding 20-30 cards with every release. As it is Im sort of fed up at the moment and probably wont continue my work in that area until I calm down in a few days or weeks.
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