Bug reports
by ubeefx
Moderators: ubeefx, beholder, melvin, ShawnieBoy, Lodici, CCGHQ Admins
Re: Bug reports
by beholder » 26 Feb 2012, 10:24
Sword of War and Peace gives Stromkirk Noble protection from red and white, therefor the Goblin War Paint aura gets send to the graveyard because it's red.Milod wrote:enquiped sword of war and peace on strom kirkk noble with goblin war paint already on him after i targeted sword of war and peace on noble goblin war paint was sent to gy. cant u have multiple aura artifacts on creature maybe?
502.7c - A permanent with protection can't be enchanted by Auras that have the stated quality. Such Auras attached to the permanent with protection will be put into their owners' graveyards as a state-based effect.
If debugging is the process of removing bugs, then programming must be the process of putting them in.
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Re: Bug reports
by Milod » 26 Feb 2012, 12:15
could have known and thnx for info and also happend fiend hunter dit not choose one of my creatures to remove with his efect happend on ai skill level 3 or 4 cant remember and minimax cheat i wil keep an eye if it happend more then once
Re: Bug reports
by sponeta » 05 Mar 2012, 14:00
Computer played Parallax Nexus and used its ability. The info box said "Choose a card from your hand", but none of the cards in my hand were highlighted, and I couldn't choose any, therefore preventing the game from continuing. Parallax Nexus works fine when I use it against the computer. I had turned on "Remove unusual target choices", so maybe that affected it.
Also, if "Remove unusual target choices" is turned off, it won't affect the spell or ability currently on the stack. I have to go back a step and come back for it to take effect. For example, if I control a creature, then cast Lightning Bolt, then turn off "Remove unusual target choices", I can't target my creature until I click undo and cast Lightning Bolt again.
Legacy's Allure got confused with Gatekeeper of Malakir. I had two counters on Legacy's Allure, yet I could not target Gatekeeper of Malakir. Maybe something to do with the kicker cost? However, the bug persisted even after adding more counters on Legacy's Allure.
Copying any creature or spell that has "shuffle X into owner's library" puts a copy of that card into the library. For example, if I cast Beacon of Unrest and copy it with Twincast, two copies of Beacon of Unrest get added into my library. Same with creatures, like Dread copied with Kiki-Jiki, Mirror Breaker.
If you control Deathbringer Liege and cast a spell that's both white and black, the abilities trigger in the wrong order: first you're asked if you want to destroy target tapped creature, and then you're asked if you want to tap target creature.
Not sure if this is a bug or if the rules should work like this, but currently Geist of Saint Traft puts the Angel token into play after Exalted has been applied. So, Geist of Saint Traft gets +1/+1 from Exalted because it's attacking alone, and only then creates the Angel token. I remember that some time ago, Hero of Bladehold didn't give its Battle Cry bonus to the tokens it created, so maybe this is a side-effect.
Also, if "Remove unusual target choices" is turned off, it won't affect the spell or ability currently on the stack. I have to go back a step and come back for it to take effect. For example, if I control a creature, then cast Lightning Bolt, then turn off "Remove unusual target choices", I can't target my creature until I click undo and cast Lightning Bolt again.
Legacy's Allure got confused with Gatekeeper of Malakir. I had two counters on Legacy's Allure, yet I could not target Gatekeeper of Malakir. Maybe something to do with the kicker cost? However, the bug persisted even after adding more counters on Legacy's Allure.
Copying any creature or spell that has "shuffle X into owner's library" puts a copy of that card into the library. For example, if I cast Beacon of Unrest and copy it with Twincast, two copies of Beacon of Unrest get added into my library. Same with creatures, like Dread copied with Kiki-Jiki, Mirror Breaker.
If you control Deathbringer Liege and cast a spell that's both white and black, the abilities trigger in the wrong order: first you're asked if you want to destroy target tapped creature, and then you're asked if you want to tap target creature.
Not sure if this is a bug or if the rules should work like this, but currently Geist of Saint Traft puts the Angel token into play after Exalted has been applied. So, Geist of Saint Traft gets +1/+1 from Exalted because it's attacking alone, and only then creates the Angel token. I remember that some time ago, Hero of Bladehold didn't give its Battle Cry bonus to the tokens it created, so maybe this is a side-effect.
Re: Bug reports
by melvin » 05 Mar 2012, 15:21
That shouldn't happen since Sword of War and Peace grants protection from white, we will look into it. Thanks for the report, we are now tracking this bug via https://code.google.com/p/magarena/issues/detail?id=176Milod wrote:fiend hunter exiled my bloodcrazed neonate(enquiped with sword of war and peace and 1 counter and tapped)
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Re: Bug reports
by melvin » 05 Mar 2012, 15:26
Thanks, AI should probably check that there is at least one non land perm on the battlefield before playing Oblivion ring. This bug is now tracked at https://code.google.com/p/magarena/issues/detail?id=177Milod wrote:cpu casted oblivion ring while there were no targets on field, i only had 2 lands on field and cpu also had only some lands
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Re: Bug reports
by melvin » 05 Mar 2012, 15:48
Thanks for the reports, we appreciate the attention to detail. This is the single forum post with the greatest number of bug reports so far. This thread has gotten quite hard to manage, so I'm copying your reports onto our issue tracking system on google code so that we can more easily keep track of each item.
Computer played Parallax Nexus and game became stuck https://code.google.com/p/magarena/issues/detail?id=178
Unchecking "Remove unusual target choice" does not affect current spell on stack https://code.google.com/p/magarena/issues/detail?id=179
Legacy's Allure unable to target Gatekeeper of Malakir https://code.google.com/p/magarena/issues/detail?id=180
Copying any creature or spell that has "shuffle X into owner's library" puts a copy of that card into the library https://code.google.com/p/magarena/issues/detail?id=181
Triggers for Deathbringer Liege fire in the wrong order https://code.google.com/p/magarena/issues/detail?id=182
Computer played Parallax Nexus and game became stuck https://code.google.com/p/magarena/issues/detail?id=178
Unchecking "Remove unusual target choice" does not affect current spell on stack https://code.google.com/p/magarena/issues/detail?id=179
Legacy's Allure unable to target Gatekeeper of Malakir https://code.google.com/p/magarena/issues/detail?id=180
Copying any creature or spell that has "shuffle X into owner's library" puts a copy of that card into the library https://code.google.com/p/magarena/issues/detail?id=181
Triggers for Deathbringer Liege fire in the wrong order https://code.google.com/p/magarena/issues/detail?id=182
This is correct, both abilities trigger at the same time. So Geist of Saint Traft can get the +1/+1 from Exalted. The same thing happens with Hero of Bladehold, technically you should be allowed to order the triggers that happen at the same time but Magarena does not have this feature. I think we fixed Hero of Bladehold so that the tokens are generated first, then battlecry resolves. I'll have to double check that to make sure.sponeta wrote:Not sure if this is a bug or if the rules should work like this, but currently Geist of Saint Traft puts the Angel token into play after Exalted has been applied. So, Geist of Saint Traft gets +1/+1 from Exalted because it's attacking alone, and only then creates the Angel token. I remember that some time ago, Hero of Bladehold didn't give its Battle Cry bonus to the tokens it created, so maybe this is a side-effect.
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Re: Bug reports
by sponeta » 05 Mar 2012, 18:33
I don't have a Google account so I couldn't use your tracker. I apologise for the extra work, but I'm glad you were able to get it sorted out. If you need any more data, please let me know.
Re: Bug reports
by beholder » 06 Mar 2012, 10:12
No need to apologize, the forums may not be the preferred place to post bugs but it'll do.sponeta wrote:I don't have a Google account so I couldn't use your tracker. I apologise for the extra work, but I'm glad you were able to get it sorted out. If you need any more data, please let me know.
Since I can not reproduce most of the things you posted, I have to wonder whether you are using the latest version (1.23)? If you read through the issues mentioned above you can see what I tried and maybe provide some details that can help us resolve them. I don't care where you'd post such info
Thanks.
If debugging is the process of removing bugs, then programming must be the process of putting them in.
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beholder - Programmer
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Re: Bug reports
by sponeta » 06 Mar 2012, 17:18
Okay, let me see if I can get some reproduction steps for you. What's the best way to set up situations? The deck editor won't let me save a deck that has nothing but the cards needed to reproduce a certain bug. Also, is there a way to initialize the board to have certain cards already played, like with a configuration file or something?
Re: Bug reports
by beholder » 06 Mar 2012, 17:37
The only way to set up a test game is through java code at the moment. I want to change that into reading info from a text file but haven't got to that yet. 1.24 will at least have a basic game log that users can provide that might give us some clues but that's only useful in certain cases. We've talked about making it possible to save the game state but I wouldn't know where to start on something like that.
So basically, keeping your eyes open for a recurrence of one of the bugs you posted and making notes or taking screenshots is all there is for now.
So basically, keeping your eyes open for a recurrence of one of the bugs you posted and making notes or taking screenshots is all there is for now.
If debugging is the process of removing bugs, then programming must be the process of putting them in.
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Re: Bug reports
by sponeta » 06 Mar 2012, 18:01
Understood.
The game log will be very useful, if it's similar to what gets printed into the crash log currently. Make sure you write every event to it, so it can capture situations where the game doesn't crash but can't proceed.
About my report with Deathbringer Liege, that's something I can comment on right away. I'm sorry that my report was a bit confusing. I meant that I thought I should be able to trigger "tap target creature" first, then trigger "destroy target tapped creature" on the creature I just tapped. Or is this another case where I've interpreted the rules wrong?
And just to brighten things up a bit, the AI did something awesome recently. We both had two creatures on the battlefield, but mine were tougher and the AI had less life. The AI decided to attack with both. So I thought, "that wasn't very smart", blocked and killed them, and attacked with my creatures on the next turn. Next turn, AI plays Sunblast Angel. Suddenly I found myself thinking, "I fell for that, hook, line and sinker"!
The game log will be very useful, if it's similar to what gets printed into the crash log currently. Make sure you write every event to it, so it can capture situations where the game doesn't crash but can't proceed.
About my report with Deathbringer Liege, that's something I can comment on right away. I'm sorry that my report was a bit confusing. I meant that I thought I should be able to trigger "tap target creature" first, then trigger "destroy target tapped creature" on the creature I just tapped. Or is this another case where I've interpreted the rules wrong?
And just to brighten things up a bit, the AI did something awesome recently. We both had two creatures on the battlefield, but mine were tougher and the AI had less life. The AI decided to attack with both. So I thought, "that wasn't very smart", blocked and killed them, and attacked with my creatures on the next turn. Next turn, AI plays Sunblast Angel. Suddenly I found myself thinking, "I fell for that, hook, line and sinker"!
Re: Bug reports
by beholder » 06 Mar 2012, 18:54
The game log consists of the messages you see in game plus output from the AI code. So it's not like the crash report that shows all cards in play and a history of the stack. Like I said, it's really basic for now and should be improved upon to be really useful.sponeta wrote:The game log will be very useful, if it's similar to what gets printed into the crash log currently. Make sure you write every event to it, so it can capture situations where the game doesn't crash but can't proceed.
You're report on Deathbringer Liege wasn't confusing to me, the way the stack works can be.sponeta wrote:About my report with Deathbringer Liege, that's something I can comment on right away. I'm sorry that my report was a bit confusing. I meant that I thought I should be able to trigger "tap target creature" first, then trigger "destroy target tapped creature" on the creature I just tapped. Or is this another case where I've interpreted the rules wrong?
In order to tap and then destroy that tapped creature, you have to put the "destroy" ability on the stack first, then the "tap" ability. When the abilities resolve, they'll tap the creature, then destroy it. Since we don't support ordering items on the stack, the game puts them on the stack in the order that makes the most sense.
Ha! Yeah, I love the moments where I think the AI is doing dumb things but then later casts something and it all makes sense... I got fooled. Against a human opponent you expect such things and are wary so this might be the only thing where the AI has an advantage because it's easy to underestimate it.sponeta wrote:And just to brighten things up a bit, the AI did something awesome recently. We both had two creatures on the battlefield, but mine were tougher and the AI had less life. The AI decided to attack with both. So I thought, "that wasn't very smart", blocked and killed them, and attacked with my creatures on the next turn. Next turn, AI plays Sunblast Angel. Suddenly I found myself thinking, "I fell for that, hook, line and sinker"!
If debugging is the process of removing bugs, then programming must be the process of putting them in.
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Re: Bug reports
by sponeta » 06 Mar 2012, 19:45
Okay, yes, I see it now. Thanks for the explanation. It's such a rare thing to happen anyway, I certainly wouldn't build a deck around that combo.beholder wrote:You're report on Deathbringer Liege wasn't confusing to me, the way the stack works can be.
In order to tap and then destroy that tapped creature, you have to put the "destroy" ability on the stack first, then the "tap" ability. When the abilities resolve, they'll tap the creature, then destroy it. Since we don't support ordering items on the stack, the game puts them on the stack in the order that makes the most sense.
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