Current Known Bugs list
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Re: Current Known Bugs list
by Marek14 » 16 Oct 2009, 21:04
Cycling Renewed Faith doesn't give me life.
Re: Current Known Bugs list
by DennisBergkamp » 16 Oct 2009, 21:38
I should've tested this more I guess, the Zendikar lands don't enter the battlefield tapped ("Comes into play." keyword creates CIP commands, which get overridden in CardFactory again where the lifegain is added).
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Re: Current Known Bugs list
by thiagohac » 16 Oct 2009, 22:35
When downlonding the pics I get this error:
An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
viewforum.php?f=26
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You must be connected to the Internet. Error downloading card:
Card name: u_1_1_bird.jpg
URL: http://magickartenmarkt.de/img/cards/Pl ... _token.jpg
Detailed error trace:
java.io.FileNotFoundException: http://magickartenmarkt.de/img/cards/Pl ... _token.jpg
at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source)
at Gui_DownloadPictures.run(Gui_DownloadPictures.java:191)
at java.lang.Thread.run(Unknown Source)
An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
viewforum.php?f=26
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You must be connected to the Internet. Error downloading card:
Card name: u_1_1_bird.jpg
URL: http://magickartenmarkt.de/img/cards/Pl ... _token.jpg
Detailed error trace:
java.io.FileNotFoundException: http://magickartenmarkt.de/img/cards/Pl ... _token.jpg
at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source)
at Gui_DownloadPictures.run(Gui_DownloadPictures.java:191)
at java.lang.Thread.run(Unknown Source)
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Re: Current Known Bugs list
by DennisBergkamp » 16 Oct 2009, 22:43
I messed up on one of the files. Get it here:
download/file.php?id=1024
then go into your "res" folder, and replace the card-pictures.txt file with the one contained in that zip file.
download/file.php?id=1024
then go into your "res" folder, and replace the card-pictures.txt file with the one contained in that zip file.
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Re: Current Known Bugs list
by DennisBergkamp » 16 Oct 2009, 23:34
Another bug, when setting Conspiracy to "Ally", anything (non-creatures) that enters play will trigger Ally abilities. I've fixed this in my local version...
Crazy, I've just released a new version and already there's about 10 bugs that popped up
Crazy, I've just released a new version and already there's about 10 bugs that popped up

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Re: Current Known Bugs list
by thiagohac » 17 Oct 2009, 00:15
New error
An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
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You must be connected to the Internet. Error downloading card:
Card name: land_leeches.jpg
URL: http://www.wizards.com/global/images/ma ... eeches.jpg
Detailed error trace:
java.io.IOException: Server returned HTTP response code: 503 for URL: http://www.wizards.com/global/images/ma ... eeches.jpg
at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source)
at Gui_DownloadPictures.run(Gui_DownloadPictures.java:191)
at java.lang.Thread.run(Unknown Source)
An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
mtgrares@yahoo.com
You must be connected to the Internet. Error downloading card:
Card name: land_leeches.jpg
URL: http://www.wizards.com/global/images/ma ... eeches.jpg
Detailed error trace:
java.io.IOException: Server returned HTTP response code: 503 for URL: http://www.wizards.com/global/images/ma ... eeches.jpg
at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source)
at Gui_DownloadPictures.run(Gui_DownloadPictures.java:191)
at java.lang.Thread.run(Unknown Source)
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Re: Current Known Bugs list
by DennisBergkamp » 17 Oct 2009, 00:19
That latter one should actually work. Try resetting your internet connection, and try downloading the pictures again.
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Re: Current Known Bugs list
by zerker2000 » 17 Oct 2009, 00:26
Following comp rules, would you be able to put up to ∞ wolf tokens into play? I.e, does conspiracy work on tokens?DennisBergkamp wrote:This is a good point, I hadn't thought of that. I will try to fix this.
By the way, Conspiracy set to Ally and playing a Turntimber Ranger will also work in Forge ( = arbitrarily big Ranger and arbitrarily many wolves).
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Though fears assail the door.
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In vestments cut for war.
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Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
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Re: Current Known Bugs list
by thiagohac » 17 Oct 2009, 00:43
DennisBergkamp, thanks, works
BTW, why dont you try to use AI algorithms? http://en.wikipedia.org/wiki/AI
BTW, why dont you try to use AI algorithms? http://en.wikipedia.org/wiki/AI
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Re: Current Known Bugs list
by freestorageaccount » 17 Oct 2009, 02:10
This isn't exactly a bug, per se, but the engine should really be at least a bit more intelligent with attacking/blocking choices. For example:
* Computer should at least alpha-strike for the win whenever possible, regardless of potential blockers (provided of course there aren't too many of them to stop the attack from working). When it failed to do so, maaaaybe it was trying to anticipate some combat trick/life-gain in response, but even never having looked at the source yet, I highly doubt it.
* The AI should take some obviously combat-related abilities and effects into account; the poor thing currently lets me run it over in a single attack with an Order of Leitbur, even though it knows I can afford a zillion activations. I realise this may be asking for a bit much, but this isn't anything particularly indirect such as recognising the potential power of Ceaseless Searblades, for instance.
* This one would definitely be pushing the envelope, but basic strategy depending on the opponent's deck (e.g., aggro or control) would be awesome.
EDIT: Abilities like Patrol Signaler's take untapping as a cost for activation, not as an effect during resolution; currently one can repeatedly use its ability in response to itself to create many tokens from just one untap (a related but in a sense opposite problem occurred with Goblin Trenches). I haven't specifically looked for similar quirks pertaining to abilities with tapping and other costs, but they might show the same behaviour depending on how they're implemented.
EDIT2: The computer is a bit too . . . how do you say . . . optimistic regarding Wild Mongrel's ability. How can we make sure the same doesn't happen for other abilities that can easily be used many times in succession, such as those of Wall of Blood and Flowstone Hellion? (I don't believe the former of the two currently poses much difficulty since the computer doesn't seem to use defencive abilities at all for now, but it may in the near future.)
* Computer should at least alpha-strike for the win whenever possible, regardless of potential blockers (provided of course there aren't too many of them to stop the attack from working). When it failed to do so, maaaaybe it was trying to anticipate some combat trick/life-gain in response, but even never having looked at the source yet, I highly doubt it.
* The AI should take some obviously combat-related abilities and effects into account; the poor thing currently lets me run it over in a single attack with an Order of Leitbur, even though it knows I can afford a zillion activations. I realise this may be asking for a bit much, but this isn't anything particularly indirect such as recognising the potential power of Ceaseless Searblades, for instance.
* This one would definitely be pushing the envelope, but basic strategy depending on the opponent's deck (e.g., aggro or control) would be awesome.
EDIT: Abilities like Patrol Signaler's take untapping as a cost for activation, not as an effect during resolution; currently one can repeatedly use its ability in response to itself to create many tokens from just one untap (a related but in a sense opposite problem occurred with Goblin Trenches). I haven't specifically looked for similar quirks pertaining to abilities with tapping and other costs, but they might show the same behaviour depending on how they're implemented.
EDIT2: The computer is a bit too . . . how do you say . . . optimistic regarding Wild Mongrel's ability. How can we make sure the same doesn't happen for other abilities that can easily be used many times in succession, such as those of Wall of Blood and Flowstone Hellion? (I don't believe the former of the two currently poses much difficulty since the computer doesn't seem to use defencive abilities at all for now, but it may in the near future.)
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The Great Wall of Bugs. Gando, you will not be forgotten.
And a chip off the old block.
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Re: Current Known Bugs list
by Mr.Chaos » 17 Oct 2009, 07:15
Wrong cost on Spidersilk Net.
It is free to play, casting cost 0. But the game wants you to pay 2. Not good.
It is free to play, casting cost 0. But the game wants you to pay 2. Not good.

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Re: Current Known Bugs list
by Marek14 » 17 Oct 2009, 08:48
AI played Dryad Arbor and immediately tapped it for mana (no other permanents on its side of table).
The implementation of Fastbond is interesting, but there is a problem: the damage is not a part of playing a land via Fastbond. Rather, it's a separate trigger.
For example, if you have Exploration and Fastbond out, you play a normal land, then second land through Exploration, Fastbond deals damage to you. Also, if you play your FIRST land in a turn through Fastbond, then play the second land using normal land drop, Fastbond deals 1 damage for the normal drop.
Generally, it's nice that you actually have to click on Fastbond to play a land through it. "Land drops" are not just a simple number that could be increased or reduced, each land drop has actually its source, and players should always state how do they play each land, if there is ambiguity.
This rule is needed because of Gaea's Touch that allows you to play extra land, but constrains what that land can be.
The list of additional land cards:
Azusa, Lost But Seeking
Exploration
Fastbond
Gaea's Touch
Journey of Discovery
Naya
Oracle of Mul Daya
Rites of Flourishing
Storm Cauldron
Summer Bloom
You have Exploration and Fastbond;
Azusa should be easy (it's basically double Exploration).
Gaea's Touch has the land limit (plus mana ability).
Journey of Discovery has entwine.
Naya is a plane.
Oracle of Mul Daya has that "top card revealed" function, but I came up with a way to do it - simply include a line in the card description saying "Top card of player's library is <whatever>", information that would be visible for both you and opponent.
Rites of Flourishing seems easy - it's Exploration for everyone plus a Howling Mine.
Storm Cauldron returns lands that are tapped for mana, might be tricky
Finally, Smmer Bloom creates an effect, so there wouldn't be anything to click on. Perhaps it could be the other way around - when you click on land to play it, you'll get choice of what to use to play it. That might be too bothersome to use all the time, though... Perhaps having Summer Bloom put a clickable pseudocard into play?
The implementation of Fastbond is interesting, but there is a problem: the damage is not a part of playing a land via Fastbond. Rather, it's a separate trigger.
For example, if you have Exploration and Fastbond out, you play a normal land, then second land through Exploration, Fastbond deals damage to you. Also, if you play your FIRST land in a turn through Fastbond, then play the second land using normal land drop, Fastbond deals 1 damage for the normal drop.
Generally, it's nice that you actually have to click on Fastbond to play a land through it. "Land drops" are not just a simple number that could be increased or reduced, each land drop has actually its source, and players should always state how do they play each land, if there is ambiguity.
This rule is needed because of Gaea's Touch that allows you to play extra land, but constrains what that land can be.
The list of additional land cards:
Azusa, Lost But Seeking
Exploration
Fastbond
Gaea's Touch
Journey of Discovery
Naya
Oracle of Mul Daya
Rites of Flourishing
Storm Cauldron
Summer Bloom
You have Exploration and Fastbond;
Azusa should be easy (it's basically double Exploration).
Gaea's Touch has the land limit (plus mana ability).
Journey of Discovery has entwine.
Naya is a plane.
Oracle of Mul Daya has that "top card revealed" function, but I came up with a way to do it - simply include a line in the card description saying "Top card of player's library is <whatever>", information that would be visible for both you and opponent.
Rites of Flourishing seems easy - it's Exploration for everyone plus a Howling Mine.
Storm Cauldron returns lands that are tapped for mana, might be tricky
Finally, Smmer Bloom creates an effect, so there wouldn't be anything to click on. Perhaps it could be the other way around - when you click on land to play it, you'll get choice of what to use to play it. That might be too bothersome to use all the time, though... Perhaps having Summer Bloom put a clickable pseudocard into play?
Re: Current Known Bugs list
by Mr.Chaos » 17 Oct 2009, 13:13
Ally-oops.
Kazandu Blademaster is an ally and should get a +1/+1 counter when itself or another ally enters play.
But it does not get the counter. In fact, you do not even get to select if you want the counter or not!
He is still seen as an ally though, since other ally effects from other cards do trigger as he enters play.
Should be an easy fix.
Kazandu Blademaster is an ally and should get a +1/+1 counter when itself or another ally enters play.
But it does not get the counter. In fact, you do not even get to select if you want the counter or not!
He is still seen as an ally though, since other ally effects from other cards do trigger as he enters play.
Should be an easy fix.
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Re: Current Known Bugs list
by DennisBergkamp » 17 Oct 2009, 18:37
I've fixed a bunch of bugs related to the Allies already (maybe I should release another Beta again soon), Kazandu Blademaster doesn't have Ally as a creature type in cards.txt, but as Marek pointed out, a lot of the allies should trigger when they hit play anyway, even if their creature type currently isn't Ally (Conspiracy or whatever card). I've added another check which also takes care of that.
It's funny, yesterday I just added Azusa, Lost but Seeking. Good card for Landfall decks.
As for the Exploration/Fastbond thing, I know it's a hacky implementation (and clicking on Exploration or Fastbond has both its advantages and disadvantages). It's something I've added a long time ago (and it seems to work alright). But you are correct, I guess you do take damage when there's a Fastbond in play, even if Exploration is used. I *did* however add some check that will deal more damage if there are multiple Fastbond in play, I seem to remember
Maybe I can improve on this somehow, now that I understand some of the code involved a bit better.
Hmm, Patrol Signaler I should be able to fix. I will also check out Wild Mongrel and Wall of Blood, I know Flowstone Hellion works (it will not play it's ability if it's at 1 toughness - it didn't used to, the AI would always just kill it).
As for the Combat AI enhancements, yes I agree... but this is a very tricky thing, and more long term obviously
It's funny, yesterday I just added Azusa, Lost but Seeking. Good card for Landfall decks.
As for the Exploration/Fastbond thing, I know it's a hacky implementation (and clicking on Exploration or Fastbond has both its advantages and disadvantages). It's something I've added a long time ago (and it seems to work alright). But you are correct, I guess you do take damage when there's a Fastbond in play, even if Exploration is used. I *did* however add some check that will deal more damage if there are multiple Fastbond in play, I seem to remember

Maybe I can improve on this somehow, now that I understand some of the code involved a bit better.
Hmm, Patrol Signaler I should be able to fix. I will also check out Wild Mongrel and Wall of Blood, I know Flowstone Hellion works (it will not play it's ability if it's at 1 toughness - it didn't used to, the AI would always just kill it).
As for the Combat AI enhancements, yes I agree... but this is a very tricky thing, and more long term obviously

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Re: Current Known Bugs list
by Mr.Chaos » 17 Oct 2009, 19:37
I went into the cardtext file and added ally to Kazandu Blademaster, he now funtions as intended.
I also changed the cost for Spidersilk Net, I can now cast it for free as it should be.
Good to see I can actually fix some "bugs" locally.
Would be nice to see some more red allies here, I have bought the preconstructed decks of the new set and that red/green ally deck is quite good. There are 3 nasty allies in red, Kazuul Warlord, Highland Berserker and Murasa Pyromancer. Green gives us Joraga Bard. Together, these make quite a team. The other allies from green are already in MTG forge.
Of the 5 pronstructed decks, the green/red ally deck is the best, in my experience. I have played them all and the ally deck won most matches. An army of constantly powering up first striking, vigilant allies is hard to stop.
Yes, I know. This is not the cards request thread. It just fitted right in with the the whole "ally" thing to mention it here.
I also changed the cost for Spidersilk Net, I can now cast it for free as it should be.
Good to see I can actually fix some "bugs" locally.
Would be nice to see some more red allies here, I have bought the preconstructed decks of the new set and that red/green ally deck is quite good. There are 3 nasty allies in red, Kazuul Warlord, Highland Berserker and Murasa Pyromancer. Green gives us Joraga Bard. Together, these make quite a team. The other allies from green are already in MTG forge.
Of the 5 pronstructed decks, the green/red ally deck is the best, in my experience. I have played them all and the ally deck won most matches. An army of constantly powering up first striking, vigilant allies is hard to stop.
Yes, I know. This is not the cards request thread. It just fitted right in with the the whole "ally" thing to mention it here.
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