Current Known Bugs list
by mtgrares
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Remove - Arashi, the Sky Asunder
by mtgrares » 23 Feb 2010, 20:20
You might want to remove Arashi, the Sky Asunder since it doesn't have its other abilities and confuses people. I added it eons ago because it was a 5/5 for 3GG.
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Re: Current Known Bugs list
by mtgrares » 23 Feb 2010, 20:33
I've tried to solve the problem when the AI attacks with all of his creatures and then you attack and then win but I messed up some of the logic and the AI doesn't block as well as he should. The AI blocking code is a little "random" and won't block occasionally but sometimes this makes the AI act stupid.DennisBergkamp wrote:Yeah, the AI is pretty stupid when it comes to blocking
For what's its worth, the blocking code is more complicated than the attacking code since you can have multiple blockers.
I think the AI combat code is in Computer_Attack2.java and Computer_Block2.java. (They have 2 in their names since I rewrote them once.)
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Re: Current Known Bugs list
by psillusionist » 24 Feb 2010, 01:15
I played Jace, the Mind Sculptor, the computer hits it with Oblivion Ring, I bounce the Oblivion Ring back via Echoing Truth and got Jace back. The problem is, none of his activated abilities work anymore.
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Re: Current Known Bugs list
by Almost_Clever » 24 Feb 2010, 03:13
Deathtouch does not work properly with pingers (Prodigal Sorcerer, etc.). I first noticed it with Lace With Moonglove targeting Masticore (seemingly tres cool combo), but was disappointed when each target creature was not destroyed due to the deathtouch. I later tested with Quietus Spike on a Prodigal Sorcerer (no joy) and a Masticore (sometimes works, sometimes doesn't). I have tried other deathtouch delivery devices (Basilisk Collar, Gorgon Flail) even to the point of having a Prodigal Sorcerer with three instances of deathtouch but not still not destroying creatures.
A woman came up to me and said / "I'd like to poison your mind / With wrong ideas that appeal to you / Though I am not unkind."
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Re: Current Known Bugs list
by lm01 » 24 Feb 2010, 03:21
Darkwater Catacombs doesn't seem to work at all, other similar lands that require 1 generic mana might have the same problem. The filter lands like Sunken Ruins work fine though.
There is a bug on combat with lands:
I had a Propaganda, Wild Nacatl attacks tapping the 2 lands.
I answer transforming my Creeping Tar Pit into a 3/2.
Then suddenly Wild Nacatl gets untapped and out of fight, I don't even declare the block. I don't get any damage either. Oh and all AI lands become tapped lol nice lock, like Stasis
(although sometimes he manages to make a Swords to Plowshares on the 3/2 land... so weird) (WOW... and if I manage to counter with a Mana Leak he can't or doesn't pay... 4 lands were tapped without spending)
*was editing up part as I went*
Regarding the AI block, ya sometimes it's stupid, just like the attack.
Sometimes I feel like the AI doesn't like to call to see if it's bluff (untapped lands)
The combat can never be fully optimised, even we as players sometimes call on bluff, and other times don't, be it by deck colours, mana available, spells on graveyard, etc. Even the chump blocks or trade blocks might be good or bad, only game itself will reveal (considering they aren't completely stupid).
I heard the idea of heavily cheat like knowing the cards in hand and next in library... I don't agree with this idea.
Knowing the deck of the opposite player (ignoring card location), this I do believe might be good. Like human knowledge of the colours/decks we are facing, we always expect stuff.
There is a bug on combat with lands:
I had a Propaganda, Wild Nacatl attacks tapping the 2 lands.
I answer transforming my Creeping Tar Pit into a 3/2.
Then suddenly Wild Nacatl gets untapped and out of fight, I don't even declare the block. I don't get any damage either. Oh and all AI lands become tapped lol nice lock, like Stasis

*was editing up part as I went*
Regarding the AI block, ya sometimes it's stupid, just like the attack.
Sometimes I feel like the AI doesn't like to call to see if it's bluff (untapped lands)

The combat can never be fully optimised, even we as players sometimes call on bluff, and other times don't, be it by deck colours, mana available, spells on graveyard, etc. Even the chump blocks or trade blocks might be good or bad, only game itself will reveal (considering they aren't completely stupid).
I heard the idea of heavily cheat like knowing the cards in hand and next in library... I don't agree with this idea.
Knowing the deck of the opposite player (ignoring card location), this I do believe might be good. Like human knowledge of the colours/decks we are facing, we always expect stuff.
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Re: Current Known Bugs list
by Fallen » 24 Feb 2010, 16:54
Having the same problem with Ajani Vengeant for the pass few versions. If I use the +2 Lightning Helix ability, I can still use the +1 lock effect in the same turn. Also when the AI uses him, the game crashes which I assume is due to the same reason.
Also Flame Javelin isn't working with Snow-Covered Mountains. Each one I tap only pays 1 colourless instead of 1 red.
Also Flame Javelin isn't working with Snow-Covered Mountains. Each one I tap only pays 1 colourless instead of 1 red.
Re: Current Known Bugs list
by DennisBergkamp » 24 Feb 2010, 20:21
I assume you mean the -2 Lightning Helix ability... actually, currently the AI is only set up to use its first and third abilities. I think the bug happens because it can't find a suitable card to use its first ability on. I'm pretty sure I've got it fixed (for the next version).Fallen wrote:Having the same problem with Ajani Vengeant for the pass few versions. If I use the +2 Lightning Helix ability, I can still use the +1 lock effect in the same turn. Also when the AI uses him, the game crashes which I assume is due to the same reason.
Also Flame Javelin isn't working with Snow-Covered Mountains. Each one I tap only pays 1 colourless instead of 1 red.
This is a very strange bug, and when I read this initially I thought it wasn't possible. But sure enough, I was able to reproduce it... Anyway, what happens is that for some reason, the propaganda check is done twice (another time after the land is turned into a creature). I made sure the check only happens once for each creature now.There is a bug on combat with lands:
I had a Propaganda, Wild Nacatl attacks tapping the 2 lands.
I answer transforming my Creeping Tar Pit into a 3/2.
Then suddenly Wild Nacatl gets untapped and out of fight, I don't even declare the block. I don't get any damage either. Oh and all AI lands become tapped lol nice lock, like Stasis(although sometimes he manages to make a Swords to Plowshares on the 3/2 land... so weird) (WOW... and if I manage to counter with a Mana Leak he can't or doesn't pay... 4 lands were tapped without spending)
*was editing up part as I went*
I can't reproduce the Mana Leak bug though, for me the AI will always pay 3 if it can.
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Re: Current Known Bugs list
by DennisBergkamp » 24 Feb 2010, 20:31
Actually, for me it always works with a Masticore (either with Gorgon Flail, Quietus Spike, Lace with Moonglove, etc.).Almost_Clever wrote:Deathtouch does not work properly with pingers (Prodigal Sorcerer, etc.). I first noticed it with Lace With Moonglove targeting Masticore (seemingly tres cool combo), but was disappointed when each target creature was not destroyed due to the deathtouch. I later tested with Quietus Spike on a Prodigal Sorcerer (no joy) and a Masticore (sometimes works, sometimes doesn't). I have tried other deathtouch delivery devices (Basilisk Collar, Gorgon Flail) even to the point of having a Prodigal Sorcerer with three instances of deathtouch but not still not destroying creatures.
You're right, it does not work with Prodigal Sorcerer, but I think this is because its keyword hasn't been updated yet to Rob's latest abDamageTgtCP.
Try this, change your Prodigal Sorcerer in cards.txt to look like this:
- Code: Select all
Prodigal Sorcerer
2 U
Creature Human Wizard
no text
1/1
abDamageTgtCP T:1
There's still quite a few other cards that would need this change.
Anyway, it's strange though that for Masticore, it would only sometimes work for you (for me it worked 20 out of 20 times).
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Re: Current Known Bugs list
by Chris H. » 24 Feb 2010, 22:09
Hmm, I just took a look at the cards.txt file for Forge 02-21 and it appears that a number of cards is using the older abDamageCP keyword and these should all be changed to abDamageTgtCP.
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Re: Current Known Bugs list
by Almost_Clever » 24 Feb 2010, 23:17
It's possible that I selected the regenerate ability when I thought I picked the deal damage ability. Which would be really ironic since I did the additional testing because I thought it didn't work for the Masticore... Anyway, I went through the cards.txt and replaced all of the abDamageCP occurences with abDamageTgtCP.DennisBergkamp wrote:Anyway, it's strange though that for Masticore, it would only sometimes work for you (for me it worked 20 out of 20 times).
A woman came up to me and said / "I'd like to poison your mind / With wrong ideas that appeal to you / Though I am not unkind."
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Re: Current Known Bugs list
by DennisBergkamp » 24 Feb 2010, 23:20
Maybe you could post that cards.txt file (so we won't have to do it
).

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Re: Current Known Bugs list
by psillusionist » 25 Feb 2010, 00:45
Dark Depths doesn't go to the graveyard after removing all counters from it.
The game gets "locked" after playing Mycoloth with nothing to Devour.
The game gets "locked" after playing Mycoloth with nothing to Devour.
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Re: Current Known Bugs list
by Almost_Clever » 25 Feb 2010, 01:44
Okay. Here or in the unofficial beta?DennisBergkamp wrote:Maybe you could post that cards.txt file (so we won't have to do it).
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Re: Current Known Bugs list
by Chris H. » 25 Feb 2010, 02:14
This is an updated cards.txt file from Forge 02-21. I have replaced all of the older style abDamageCP keyword witht the newer abDamageTgtCP. The Cinder Pyromancer now works correctly so I have removed the NOTE from the card's ability description.
The only difference between my version and AC's version is the corrected Cinder Pyromancer card. Thank you AC for the help.
I will make a commit to the SVN and will include just the corrected Cinder Pyromancer card.
Cards changed include:
Aladdin's Ring
Anaba Shaman
Cinder Pyromancer
Cunning Sparkmage
Flamekin Spitfire
Fledgling Mawcor
Gelectrode
Goblin Sharpshooter
Jeska, Warrior Adept
Kamahl, Pit Fighter
Prodigal Pyromancer
Prodigal Sorcerer
Razorfin Hunter
Rod of Ruin
Rootwater Hunter
Shivan Hellkite
Stinging Barrier
Thornwind Faeries
Viashino Fangtail
Vulshok Sorcerer
Zuran Spellcaster
`
The only difference between my version and AC's version is the corrected Cinder Pyromancer card. Thank you AC for the help.

I will make a commit to the SVN and will include just the corrected Cinder Pyromancer card.
Cards changed include:
Aladdin's Ring
Anaba Shaman
Cinder Pyromancer
Cunning Sparkmage
Flamekin Spitfire
Fledgling Mawcor
Gelectrode
Goblin Sharpshooter
Jeska, Warrior Adept
Kamahl, Pit Fighter
Prodigal Pyromancer
Prodigal Sorcerer
Razorfin Hunter
Rod of Ruin
Rootwater Hunter
Shivan Hellkite
Stinging Barrier
Thornwind Faeries
Viashino Fangtail
Vulshok Sorcerer
Zuran Spellcaster
`
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