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Bug Reports (snapshot builds)

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Re: Bug Reports (snapshot builds)

Postby friarsol » 04 Sep 2013, 03:54

spr wrote:Selected Variant -> Commander, one opponent. Click Start.

Both Human and Opponent1 tabs contain a deck list with a single entry - "Random".
Can't really choose a random deck when there aren't any to choose from can you?
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Re: Bug Reports (snapshot builds)

Postby spr » 04 Sep 2013, 04:09

friarsol wrote:Can't really choose a random deck when there aren't any to choose from can you?
So prevent me from doing it. Don't throw an error.

Cheers,
Steve
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Re: Bug Reports (snapshot builds)

Postby Hellfish » 04 Sep 2013, 05:58

I'll hopefully get som eclipsetime for that tonight. :-) Same deal with planar decks.

EDIT: Or right now.Right now is cool too.
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
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Re: Bug Reports (snapshot builds)

Postby xbon » 05 Sep 2013, 04:09

AI Uses Basandra, Battle Seraph's ability on their turn on my creatures, effectively just wasting mana, since my creatures can't attack on ai's turn anyways.
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Re: Bug Reports (snapshot builds)

Postby moomarc » 05 Sep 2013, 07:44

AI just used Test of Faith to target two of its creatures on the battlefield and two in the graveyard. :shock:
Attachments
Test of Faith targeting.jpg
Some wonky targeting by the AI
-Marc
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Re: Bug Reports (snapshot builds)

Postby swordshine » 05 Sep 2013, 15:15

I cast Clone to clone a Sphinx of Jwar Isle, but cannot get its static ability.
Actually I wanted to script Karador, Ghost Chieftain for some Commander tests and found this bug. Clone effect cannot work with hardcoded static abilities now.
morphUp cannot be cloned, which is correct, but some other special actions (for example, ignoring effects by pay some cost) would be probably scripted as an AbilityStatic.
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Re: Bug Reports (snapshot builds)

Postby friarsol » 05 Sep 2013, 23:27

r23123

AIs Forgotten Ancient didn't trigger when he cast his own Commander
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Re: Bug Reports (snapshot builds)

Postby swordshine » 06 Sep 2013, 05:26

CostChange effects "S:Mode$ ReduceCost | ValidCard$ Card.Self | Type$ Spell | Amount$ X | EffectZone$ All" cannot affect commanders in command zone.
Edit: OK, it seems the commander cast in the commander zone uses "AB$ PermanentCreature".
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Re: Bug Reports (snapshot builds)

Postby friarsol » 06 Sep 2013, 12:39

swordshine wrote:Edit: OK, it seems the commander cast in the commander zone uses "AB$ PermanentCreature".
Ah, that probably should be Spell. Since it's not an ability.
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Re: Bug Reports (snapshot builds)

Postby Diogenes » 06 Sep 2013, 14:21

Sweet, commander is up for testing!

Melek's ability revealing the top card of your library works when he is in the command zone.

With Melek on the field, the flashback zone button might not always correctly indicate that the top card of the library can be played. When Reality Strobe was the top card of my library, the flashback counter showed "0", although the card did appear in the flashback list. I have not noticed this happening with other cards.

The cards displayed in commander will always be the from the most recent set, even if the "Randomize Card Art" option is selected.

Non-commander: When you use ninjutsu to return an attacker to hand, the card in hand retains the "attacking" badge until combat ends.
Last edited by Diogenes on 06 Sep 2013, 14:45, edited 1 time in total.
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Re: Bug Reports (snapshot builds)

Postby Diogenes » 06 Sep 2013, 14:40

I'm getting a nasty bug in today's daily.

If the computer wins the toss, the cards in my hand do not appear until my first main phase unless I mulligan. This does not happen whenever I elect to draw. [Not 100% repro.]

I am not clear what caused this. The first time it occurred, the issue was consistent through between 15-20 games. The issue disappeared on the second restart of Forge. Since then, I have seen it only once in ten attempts, and it did not persist.

Edit: I've managed to reproduce this. It may require restarting Forge two times to clear this, although a single restart has worked and once it only lasted for the match. I believe hitting the "Start" button on the constructed mode menu *immediately* upon exiting a match is the easiest way to force this to happen, although that was not the case the first time I encountered it.
Last edited by Diogenes on 06 Sep 2013, 15:07, edited 4 times in total.
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Re: Bug Reports (snapshot builds)

Postby friarsol » 06 Sep 2013, 14:44

Diogenes wrote:With Melek on the field, the flashback zone button might not always correctly indicate that the top card of the library can be played. When Reality Strobe was the top card of my library, the flashback counter showed "0", although the card did appear in the flashback list. I have not noticed this happening with other cards.
This isn't particularly new. The flashback button is a pretty well known issue about not being in sync immediately.
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Re: Bug Reports (snapshot builds)

Postby friarsol » 06 Sep 2013, 22:00

r23134

Playing a Commander match. I cast Spelltwine, targeting a Time Stretch in my graveyard and a Sprouting Vines in my opponents. At this point I correctly was able to order which spell would hit the stack first (I chose the Time Stretch first and then the Spelltwine), but a few other things happened incorrectly.

1. Since Spelltwine copies and then casts, Storm should have triggered for the Sprouting Vines.

2. For some reason, I didn't actually seem to be the controller of the Sprouting Vines, as the AI searched up a Land and flung it at me with his Borborygmos Enraged (almost costing me the game!)


Additionally, cards I exile with partial Paris mulligan don't have their borders/icons reset, so it still has a pink hue and the selected icon.
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Re: Bug Reports (snapshot builds)

Postby swordshine » 07 Sep 2013, 04:33

Dev Mode "Add card to play": I cannot choose target for Ai.
Edit: @Sloth: I'm pretty sure this is caused by changes in r23117. (!c.canBeTargetedBy(sa) -> !sa.canTarget(c))
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Re: Bug Reports (snapshot builds)

Postby swordshine » 07 Sep 2013, 11:21

AI played Gruul Turf at the first turn and return it back to the hand.
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