Current Known Bugs list
by mtgrares
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Re: Current Known Bugs list
by indicatie » 20 May 2009, 21:10
This bug is still present.... When I play Chandra, I'm constantly trying not to use the ability more than once. Maybe this is a built-in morality check???Vecc wrote:Well, anyway. I've found a few bugs while playing yesterday, but only two of them come to memory now. One involves Chandra Nalaar and that odd empty "Pay Mana Cost" prompt. Once you use her +1 ability, the game asks you to 'pay' for the mana cost, only there's nothing after the ":". So, this happens to a couple other 0 mana activated abilities, and clicking on another untapped permanent solves it (even tho' I believe this is not correct, more of a 'hacky' solution). But, the weird thing is that, if I click Chandra herself, the ability goes on stack fine, but I can also click on her again and sucessfully use the ability again that same turn, as many times as I'd like (meaning resolving Chandra just 'wins' you the game).
Don't mistake lack of talent for genius.
Re: Current Known Bugs list
by Vecc » 20 May 2009, 21:57
I guess that's one way to take it...indicatie wrote:This bug is still present.... When I play Chandra, I'm constantly trying not to use the ability more than once. Maybe this is a built-in morality check???
Also, Nicol Bolas, Planeswalker suffers from the same problem, with both his +3 and -2 ability. Everytime you assign a new target for the +3 ability, tho', the targets for older inputs of that same ability are all re-set to this new target. Still, you can build an arbitrarily large amount of counters on Nicol Bolas, steal an entire board of creatures, then wipe the opponent's hand and board the next turn. Well, even though this is a bug, it is definitely fitting of Bolas...
Re: Current Known Bugs list
by DennisBergkamp » 21 May 2009, 02:06
For both of these cards, I just put a check in their abilities' canPlay() methods that make sure no other abilities from the card are currently on the stack. Does the trick nicely.. 

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Re: Current Known Bugs list
by GandoTheBard » 21 May 2009, 13:03
the Quest Mode deck building screen does not work in Rare's 5-20 build. Can't add anything to the deck. Double clicking/triple clicking etc does nothing.
==Edit==
Tried with 5-17 version too and no go. For some reason the deck builder does not work.
==Edit Some More==
Ok so have you ever had a morning where nothing quite made sense? I'm having one of those apparently. There is no bug just in my brain. Apparently it has been long enough since I last used Forge (a couple weeks) that I completely forgot the interface's foibles. Like double clicking on a card entry does not populate the deck list. Duh. That is why there are add/remove buttons because the intuitive approach doesn't work. *headesks*
Anyway nothing to see here. Move along...these are not the crazy driods you are looking for.
==Edit==
Tried with 5-17 version too and no go. For some reason the deck builder does not work.
==Edit Some More==
Ok so have you ever had a morning where nothing quite made sense? I'm having one of those apparently. There is no bug just in my brain. Apparently it has been long enough since I last used Forge (a couple weeks) that I completely forgot the interface's foibles. Like double clicking on a card entry does not populate the deck list. Duh. That is why there are add/remove buttons because the intuitive approach doesn't work. *headesks*
Anyway nothing to see here. Move along...these are not the crazy driods you are looking for.
visit my personal homepage here: http://outofthebrokensky.com
Listen to my podcast with famed AJ_Impy "Freed from the Real" on http://puremtgo.com
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Re: Current Known Bugs list
by Mr.Chaos » 21 May 2009, 14:34
This program is not operating at maximum efficiency.
Please stand by as we run a diagnostic...
Error locatated.
User is malfunctioning. Please replace user.
Thank you for your cooperation.
Please stand by as we run a diagnostic...
Error locatated.
User is malfunctioning. Please replace user.
Thank you for your cooperation.
= coder at work, according to a coder.It does explain some of the bugs. - Mr.Chaos
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Re: Current Known Bugs list
by GandoTheBard » 21 May 2009, 14:46
There really MUST be a fix that is fair to the player when the computer stops playing with its incredibly annoying "Computer is Thinking message" when we all know it is doing nothing of the kind but is in an infinite loop. There really must be a BREAK LOOP fix. I mean how hard would it be to do this instead of having the user either lose the game unfairly or kill the program thus losing any progress they may have made in previous games??
Also while we are at it...is it too much to ask that the Computer not skip its end phase by default? It is really annoying that it does this everytime the program NEEDS to be restarted (due to lag and just plain old bug issues.)
Also while we are at it...is it too much to ask that the Computer not skip its end phase by default? It is really annoying that it does this everytime the program NEEDS to be restarted (due to lag and just plain old bug issues.)
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Re: Current Known Bugs list
by GandoTheBard » 21 May 2009, 15:13
Tranquility is seriously broken for the AI. Apparently it sees it as a permanent and played it next to its lands.
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Re: Current Known Bugs list
by GandoTheBard » 21 May 2009, 15:33
I noticed that it doesn't matter how many games you play or don't play against certain quest mode decks (Tarzan/Catwoman for example) the AI slows down to a crawl. Even during the very first game of the match.
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Re: Current Known Bugs list
by Mr.Chaos » 21 May 2009, 18:24
Bah! Nullmage Shepherd cannot be activated during the computer's end of turn phase.
Was a bit annoying since compy just dropped That Which Was Taken and I really, really really wanted to get rid of it.
Still got rid of it on my turn but I should have been able to do that at computer's end of turn phase.
Edit:
Oh, good! You can tap elves that are already tapped to pay for Nullmage Shepherd 's ability.
(I selected 3 tapped elves and 1 untapped elf and still the artifact was destroyed. SWEET! Wrong, but sweet!
)
Was a bit annoying since compy just dropped That Which Was Taken and I really, really really wanted to get rid of it.
Still got rid of it on my turn but I should have been able to do that at computer's end of turn phase.
Edit:
Oh, good! You can tap elves that are already tapped to pay for Nullmage Shepherd 's ability.
(I selected 3 tapped elves and 1 untapped elf and still the artifact was destroyed. SWEET! Wrong, but sweet!
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Re: Current Known Bugs list
by mtgrares » 21 May 2009, 18:58
The card Funeral Charm the card says it gives swampwalk but it doesn't. I added this card a long time ago before MTG Forge supported swampwalk and someone must have changed the text. (I guess either the card needs the functionality, ie. code, or the text needs to be changed.)
Should Hand of Cruelty and Hand of Honor get flanking since it is close to bushido? Right now they are only 2/2 creatures with protection.
I'm afraid the list of bug grows exponentially to the list of users. You are doing a good job with all of these bug reports Dennis. (Sometimes I think MTG Forge is just a bug generator that happens to play Magic, I still have a great time playing it though.)
Should Hand of Cruelty and Hand of Honor get flanking since it is close to bushido? Right now they are only 2/2 creatures with protection.
I'm afraid the list of bug grows exponentially to the list of users. You are doing a good job with all of these bug reports Dennis. (Sometimes I think MTG Forge is just a bug generator that happens to play Magic, I still have a great time playing it though.)
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Re: Current Known Bugs list
by DennisBergkamp » 21 May 2009, 19:10
This should be fixed in the 5/17 version... was this on rares' 5/20 beta? I think this one was based on the previous (5/3 ?) release.Tranquility is seriously broken for the AI. Apparently it sees it as a permanent and played it next to its lands.
A bug generator that happens to play magicThe card Funeral Charm the card says it gives swampwalk but it doesn't. I added this card a long time ago before MTG Forge supported swampwalk and someone must have changed the text. (I guess either the card needs the functionality, ie. code, or the text needs to be changed.)
Should Hand of Cruelty and Hand of Honor get flanking since it is close to bushido? Right now they are only 2/2 creatures with protection.
I'm afraid the list of bug grows exponentially to the list of users. You are doing a good job with all of these bug reports Dennis. (Sometimes I think MTG Forge is just a bug generator that happens to play Magic, I still have a great time playing it though.)
I think maybe for now keep Flanking and Bushido separate... I'll probably have a shot at implementing Bushido sometime (I think the trickiest part of Bushido is updating the canDestroyBlocker() and canDestroyAttacker() methods).
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Re: Current Known Bugs list
by mtgrares » 21 May 2009, 19:24
Flanking and Bushido seem to be functionally equivalent (or at least very close most of the time). I was just trying to save you some time. Only 38 cards use bushido as according to http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+[bushido] You have cut and paste the URL since it uses brackets.
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Re: Current Known Bugs list
by DennisBergkamp » 21 May 2009, 19:28
This is true... I don't really care either way (and actually, giving them flanking would definitely be closer to having bushido than not giving them any ability).
What does everyone else think ?
What does everyone else think ?
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Re: Current Known Bugs list
by Chris H. » 21 May 2009, 19:57
Either way, once Bushido is implemented, we will add the keyword to those cards that need it. We have done this for a few other cards. I don't mind one way or the other.DennisBergkamp wrote:This is true... I don't really care either way (and actually, giving them flanking would definitely be closer to having bushido than not giving them any ability).
What does everyone else think ?
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Re: Current Known Bugs list
by GandoTheBard » 21 May 2009, 20:25
imho, flanking and bushido have very little in common in terms of effect. One pumps your creature, the other reduces your opponent's creature. The difference might seem subtle but its not. With one your opponent's creature dies without doing any damage whatsoever if it is a 1 toughness creature or if it has previous damage on it, with the other deathtouch creatures and their ilk will still trigger effects unless something outside the normal situation intervenes. And that is merely the simplest problem with it, I am certain there are others. Now if the P/T model really has been fixed for sure this time it should be possible to have triggered abilities work during combat. If you set up a step for them...say after each portion of combat? It might even be possible with some clever coding to add in all the appropriate steps. In which case you could have triggers on block or on attack.
Another thing that would be good is if attackers/blockers declarations were not one at a time as they are in forge but all at once as in rl. What I mean is it is possible to start to declare an attacker and change your mind. I suppose some floor judges might think that was shady but most players allow for this and it is common. Not only that but in the official rules enforced version of the game it works exactly this way. You declare your attackers and press a button to indicate you are sure. Then your opponent declares blockers and presses a button to confirm when they are done. This would go far towards getting rid of goof clicks etc that are a nuisance at best and really annoying at worst, particularly when the game chooses to lag excessively.
Another thing that would be good is if attackers/blockers declarations were not one at a time as they are in forge but all at once as in rl. What I mean is it is possible to start to declare an attacker and change your mind. I suppose some floor judges might think that was shady but most players allow for this and it is common. Not only that but in the official rules enforced version of the game it works exactly this way. You declare your attackers and press a button to indicate you are sure. Then your opponent declares blockers and presses a button to confirm when they are done. This would go far towards getting rid of goof clicks etc that are a nuisance at best and really annoying at worst, particularly when the game chooses to lag excessively.
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