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Current Known Bugs list

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Re: Current Known Bugs list

Postby lm01 » 25 Feb 2010, 04:45

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).
Ya that's it, I misclicked I guess :P
That propaganda one was really wacko though.

I also had another problem:
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.
Have you checked the Darkwater Catacombs and other similar lands from Odyssey?

BTW, have more:
Rancor isn't kept on graveyard if it fizzles on cast, I believe it goes to hand again.
Haven't tested stuff with Buyback though, like Capsize.

*AI sidenote*
Is it possible put AI breaking Nevinyrral's Disk / Wrath of God / etc, after he attacks at least?
Since the creatures are gonna die, at least some damage might get through.
Hmmm...it might be counter intuitive since he wouldn't leave defense if he's near dead, and doesn't "know" what will be destroyed. Seems tricky, maybe later :P

To do mass destruction before you summon something of your own, with some trigger like "destroy all", would be great, even if it wasn't the kind of stuff affected there would be no problem in this.

Is Lightning Bolt programmed the say way as Lightning Helix?
I get a lot of Lightning Bolt to my head, but AI usually saves Lightning Helix.

Congrats on the Trix AI functions, looks like a human, doesn't give you time to destroy before Donate.
Almost lost to it playing a Standard deck, only a pity he doesn't sacrifice Bottle Gnomes.
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Re: Current Known Bugs list

Postby DennisBergkamp » 25 Feb 2010, 05:18

You're right, Darkwater Catacombs doesn't seem to work... I'm pretty sure it used to though. Zerker, maybe you can tell what's going on?

I'll make it so that the AI will only be able to cast WoG / use Disk during Main2.

EDIT: And yes, Lightning Bolt / Lightning Helix are programmed the same way I think. Must be a coincidence :)
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Re: Current Known Bugs list

Postby indicatie » 26 Feb 2010, 18:19

When I played a land, Avenger of Zendikar did put +1/+1 counters on the plant tokens it created, but not on my Ghostly Changeling.
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Re: Current Known Bugs list

Postby apthaven » 27 Feb 2010, 05:19

In the 2/21 version:

Spikeshot Goblin doesn't seem to deal any damage at all using its ability. I had a Glorious Anthem in play too. So it had its power/toughness at 2/3.

Don't know if this is still applicable in the 2/26 version though.
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Re: Current Known Bugs list

Postby indicatie » 27 Feb 2010, 08:37

Now this is strange: look at the abilities of Blizzard Elemental: none, none, none? It has 2 equipments and Ashnod's Transmogrant had enhanced it.
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Re: Current Known Bugs list

Postby Mr.Chaos » 27 Feb 2010, 09:14

I have seen this "none, none" thing that Indicatie mentions in at least one other card, not sure which one though. That was in the 0221 version.
Seems to be just a blank/empty wording though, the card did work as intended.
Still, it looks weird.
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby zerker2000 » 27 Feb 2010, 14:44

DennisBergkamp wrote:You're right, Darkwater Catacombs doesn't seem to work... I'm pretty sure it used to though. Zerker, maybe you can tell what's going on?
Sure. Someone forgot to give it "no text\n"; fixed & commited :).
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Re: Current Known Bugs list

Postby DennisBergkamp » 27 Feb 2010, 17:32

zerker2000 wrote:
DennisBergkamp wrote:You're right, Darkwater Catacombs doesn't seem to work... I'm pretty sure it used to though. Zerker, maybe you can tell what's going on?
Sure. Someone forgot to give it "no text\n"; fixed & commited :).
Ahh, thanks :)

I've seen the "none, none" thing as well. As far as clues to why this happens, I have "none" :mrgreen:
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Re: Current Known Bugs list

Postby Chris H. » 27 Feb 2010, 17:34

zerker2000 wrote:Sure. Someone forgot to give it "no text\n"; fixed & commited :).
`
:D

Yeah, we do tend to make this minor editing error at times. Nice to know that they are fairly simple to fix.
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Re: Current Known Bugs list

Postby Chris H. » 27 Feb 2010, 17:43

DennisBergkamp wrote:I've seen the "none, none" thing as well. As far as clues to why this happens, I have "none" :mrgreen:
`
The VanillaEquipment keyword is coded to look for exactly three fields with keywords to attach. We need to handle this a wee bit different and it should fix the problem.

The Leonin Scimitar looks like this in cards.txt

    Leonin Scimitar
    1
    Artifact Equipment
    Equipped creature gets +1/+1.
    VanillaEquipment:1:1:1:none:none:none

while the Peregrine Mask looks like this:

    Peregrine Mask
    1
    Artifact Equipment
    Equipped creature has defender, flying, and first strike.
    VanillaEquipment:0:0:2:Defender:Flying:First Strike

When we parse the keywords on the ":" character we need to check the length of the array. This array will always have at least 4 cells, 0 through 3. If array length > 4 then array cell 4 to 6 sets keyword to cell contents.
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Re: Current Known Bugs list

Postby DennisBergkamp » 27 Feb 2010, 17:45

Oh, I see.
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Re: Current Known Bugs list

Postby zerker2000 » 27 Feb 2010, 20:59

Why is it "P:T:{X}:keywords" instead of "{X}:P:T:keywords"? The cost looks kind of weird in the middle, not to mention it might be better off using "Equip {X}", "SVar:PT:+P/+T", and "SVar:addkeywords:[...]".
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Re: Current Known Bugs list

Postby freestorageaccount » 01 Mar 2010, 00:14

The haste ability of Bloodghast doesn't work, at least the turn I recovered it using its landfall ability.

EDIT: Related to Spiritmonger receiving a counter for damaging a planeswalker, deathtouch also appears detrimental to planeswalkers' well-being. They're similar to creatures and players in many ways, but these are not any of them!
Last edited by freestorageaccount on 01 Mar 2010, 02:57, edited 1 time in total.
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Re: Current Known Bugs list

Postby Almost_Clever » 01 Mar 2010, 02:40

There is a problem with Gemstone Array. The game crashes (error message below) if you select the "Remove a charge counter from Gemstone Array: Add one mana of any color to your mana pool" option and then select "Cancel" in the dialog box to select the color of the mana. Selecting "Close" on the error screen leads to a game state that the only thing you can do is close the window and lose the game. If it is not the third game of a match or you select restart the match, at the start of the next game the Gemstone Array dialog box to select the color mana to add to your mana pool.
Code: Select all
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null


Version:
Forge -- official beta: $Date: 2010-02-22 10:48:25 -0600 (Mon, 22 Feb 2010) $, SVN revision: $Revision: 415 $

Detailed error trace:
java.lang.NullPointerException
   at forge.Input_PayManaCostUtil.getColor2(Input_PayManaCostUtil.java:86)
   at forge.CardFactory$304.showMessage(CardFactory.java:14239)
   at forge.GuiInput.setInput(GuiInput.java:27)
   at forge.GuiInput.update(GuiInput.java:21)
   at java.util.Observable.notifyObservers(Unknown Source)
   at java.util.Observable.notifyObservers(Unknown Source)
   at forge.MyObservable.updateObservers(MyObservable.java:10)
   at forge.InputControl.setInput(InputControl.java:19)
   at forge.GameAction.playSpellAbility(GameAction.java:1221)
   at forge.GameAction.playCard(GameAction.java:1163)
   at forge.InputUtil.playAnyCard(InputUtil.java:56)
   at forge.Input_Main.selectCard(Input_Main.java:62)
   at forge.GuiInput.selectCard(GuiInput.java:48)
   at forge.GuiDisplay3$8.mousePressed(GuiDisplay3.java:386)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
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Re: Current Known Bugs list

Postby Twainer » 01 Mar 2010, 03:28

Had an interesting game against a deck with Elephant Ambush. The AI played it from its graveyard for the normal cost, and then it went back into the graveyard! Which of course meant it was able to cast it every turn against me :P

Edit: O and coloured mana from the coldsnap taplands can't be used for normal costs (seems that any mana in the "snow" pool is seen as colourless by the spell casting code)

edit2: It appears you are supposed to get a choice between paying a snow cost or a coloured cost, but it doesn't quite work right. For instance if I tap Frost Marsh to pay for a black spell it will always count as a colourless, but if I pay for an artifact with that mana from my pool i get the choice of black mana or snow mana
Last edited by Twainer on 01 Mar 2010, 10:42, edited 3 times in total.
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