Current Known Bugs list
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Re: Current Known Bugs list
by zerker2000 » 01 Mar 2010, 09:00
Cascading into Nourish results in an empty stack description, and in the case of Boomerang(and probably other before_PayMana input spells) you're still required to pay the mana cost. These bugs were caught, interestingly enough, while playtesting Isochron Scepter(which should be in the next version), which happens to use the same mechanic(play a card for free). Hmm, I'm wondering if the same is usable for suspend.
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
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Re: Current Known Bugs list
by DennisBergkamp » 01 Mar 2010, 15:40
Ah, very cool, Isochron Scepter 
Yeah, some of these bugs will have to be fixed individually.... Boomerang uses a custom input, that's probably why I missed it (most of the beforePayMana inputs use a generic one from CardFactoryUtil). I'll fix the Boomerang / Eye of Nowhere case.
And yes, the same should be usable for Suspend.... the only thing that's tricky right now with Cascade is spells that have buyback or other optional costs (kicker, entwine, ...).

Yeah, some of these bugs will have to be fixed individually.... Boomerang uses a custom input, that's probably why I missed it (most of the beforePayMana inputs use a generic one from CardFactoryUtil). I'll fix the Boomerang / Eye of Nowhere case.
And yes, the same should be usable for Suspend.... the only thing that's tricky right now with Cascade is spells that have buyback or other optional costs (kicker, entwine, ...).
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Re: Current Known Bugs list
by freestorageaccount » 01 Mar 2010, 23:53
Combat damage apparently can be dealt to dead creatures -- sadly, no dodging Spirit Link or Umezawa's Jitte effects with Sakura-Tribe Elder.
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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 zerker2000 » 02 Mar 2010, 03:24
However many problems will have to be solved to make it work, the "play card for free" mechanic is still constant in all places it's used, and the "play spell for free"(SpellJack) can already be done without those problems(you exile the card, and give it a free ability with a 'final' reference to the exiled Spell, which plays the spell with playSpellAbilityForFree).
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
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Re: Current Known Bugs list
by Marek14 » 02 Mar 2010, 06:57
Well, considering the M10 rules changes, it's actually BETTER than letting him dodgefreestorageaccount wrote:Combat damage apparently can be dealt to dead creatures -- sadly, no dodging Spirit Link or Umezawa's Jitte effects with Sakura-Tribe Elder.

Re: Current Known Bugs list
by lm01 » 02 Mar 2010, 07:14
Bug report:
Tarmogoyf gets +1/+1 before he dies.
He was fighting another creature, there were no creatures in any graveyard, both would die.
But Tarmogoyf got +1/+1 before he is sent to the graveyard, which he should only if he survived.
Tarmogoyf gets +1/+1 before he dies.
He was fighting another creature, there were no creatures in any graveyard, both would die.
But Tarmogoyf got +1/+1 before he is sent to the graveyard, which he should only if he survived.
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Re: Current Known Bugs list
by zerker2000 » 02 Mar 2010, 08:44
I got to choose which(computer controlled) land to bounce for its activation of Meloku the Clouded Mirror.
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
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Re: Current Known Bugs list
by lm01 » 02 Mar 2010, 14:53
The same happens with other cards, like Dream Stalker.I got to choose which(computer controlled) land to bounce for its activation of Meloku the Clouded Mirror.
I believe that part of AI is not implemented yet, so it does that so you can keep playing.
Aluren doesn't work versus AI, if the computer has one in play I cannot trigger it to summon my creatures, not as instant, nor as main phase summon on my own turn.
Basilisk Collar, Deathtouch isn't working.
*AI sidenote*
Elvish Piper uses ability to summon Llanowar Elves

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Re: Current Known Bugs list
by zerker2000 » 03 Mar 2010, 02:20
Actually, it should be "unpayable with
".

O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
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Re: Current Known Bugs list
by lm01 » 03 Mar 2010, 16:58
Necropotence minor bug - When you pay lives to side cards, those cards don't go to your hand if Necropotence isn't in play at that time. They should regardless. *MAJOR BUG*
*AI sidenote*
AI just used Lightning Bolt on my head with 20 life, while there was a 3/3 targetable creature on my side. Something like: Life>5 Destroy creature, Life<5 Target player ?
AI often uses top of library tutors (Worldly Tutor, etc) twice on the same turn for the same card.
A rule like: can't use the tutor with the same name on the same turn, should help a bit. Unless there are multiple different tutors on hand, but that ir rare if you don't cheat restrictions
AI often puts Oblivion Ring and exile itself.
Some rule saying to cast only if opponent has valid target would be cool if possible.
Btw, how is the enchant permanent going? (Oblivion Ring, Animate Dead, etc.)
I noticed the AI seems to have a starting hand with no lands ever, then draws the lands needed.
While this might balance game (human vs AI) and avoid mana problems, it has flaws.
Specially if you manage to drop a first turn Goblin Guide. The 3 first turns you give AI 3 free draws. AI often loses that game (like any human) with such fast damage but it stinks of cheat.
Come on... you attack 3 times and he draws everytime
This only stops happening mid game when AI doesn't need to draw more lands.
*AI sidenote*
AI just used Lightning Bolt on my head with 20 life, while there was a 3/3 targetable creature on my side. Something like: Life>5 Destroy creature, Life<5 Target player ?
AI often uses top of library tutors (Worldly Tutor, etc) twice on the same turn for the same card.
A rule like: can't use the tutor with the same name on the same turn, should help a bit. Unless there are multiple different tutors on hand, but that ir rare if you don't cheat restrictions

AI often puts Oblivion Ring and exile itself.
Some rule saying to cast only if opponent has valid target would be cool if possible.
Btw, how is the enchant permanent going? (Oblivion Ring, Animate Dead, etc.)
I noticed the AI seems to have a starting hand with no lands ever, then draws the lands needed.
While this might balance game (human vs AI) and avoid mana problems, it has flaws.
Specially if you manage to drop a first turn Goblin Guide. The 3 first turns you give AI 3 free draws. AI often loses that game (like any human) with such fast damage but it stinks of cheat.
Come on... you attack 3 times and he draws everytime

This only stops happening mid game when AI doesn't need to draw more lands.
Last edited by lm01 on 03 Mar 2010, 18:24, edited 3 times in total.
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Re: Current Known Bugs list
by Almost_Clever » 03 Mar 2010, 17:09
The computer targeted my Stuffy Doll with a Lightning Bolt. It could have saved a few steps and just hit itself in the head with the bolt
.

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Re: Current Known Bugs list
by lm01 » 03 Mar 2010, 17:23
With tags I think it's easy to avoid that.Almost_Clever wrote:The computer targeted my Stuffy Doll with a Lightning Bolt. It could have saved a few steps and just hit itself in the head with the bolt.
Just like damage versus protection. "damage" not to target "indestructible"
Kills 2 rabbits with one shot, that won't happen again, and he won't attempt to destroy indestructibles with damage.
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Re: Current Known Bugs list
by DennisBergkamp » 03 Mar 2010, 17:28
You can actually turn this off. In the main menu, just uncheck "Stack AI Land", and the AI will have a fully randomized deck.I noticed the AI seems to have a starting hand with no lands ever, then draws the lands needed.
While this might balance game (human vs AI) and avoid mana problems, it has flaws.
Specially if you manage to drop a first turn Goblin Guide. The 3 first turns you give AI 3 free draws. AI often loses that game (like any human) with such fast damage but it stinks of cheat.
Come on... you attack 3 times and he draws everytime
This only stops happening mid game when AI doesn't need to draw more lands.
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Re: Current Known Bugs list
by lm01 » 03 Mar 2010, 18:05
That button is for that? Name was kind of weird. Thought it was something like stack lands on play to save space.DennisBergkamp wrote:
You can actually turn this off. In the main menu, just uncheck "Stack AI Land", and the AI will have a fully randomized deck.
No more cheat versus my Goblin Guide

Necropotence bugs:
Before, I was playing Necropotence and noticed you wouldn't put cards in hand if Necropotence was not on play at discard step. But there is also another MAJOR bug in it, which I didn't notice at that time.
When I have Necropotence in play, NO ONE DRAWS CARDS!!! (although when the AI as it, I draw normally)
If I have a Necropotence and AI has a Howling Mine, I buy 1 card on my draw step.
This probably means you put Necropotence drawing -1 card, while it should be a fixed 0.
Oblivion Ring bug:
I used Oblivion Ring on a tapped Nevinyrral's Disk. Latter another Nevinyrral's Disk came into play and was broken, destroyed the Oblivion ring, which in turn returned the old Nevinyrral's Disk back to play.
So far so good. Then I get another Oblivion Ring, target the Nevinyrral's Disk (the on that was exiled once already). But this didn't do anything. It was a valid target but it wasn't removed.
(you won't belive what happened next)
The AI then broke the Nevinyrral's Disk destroyed everything (including my Oblivion Ring) and BROUGHT BACK THE SAME Nevinyrral's Disk!!! which was just triggered (as it should have been exiled by it). Perma Nevinyrral's Disk


Now, seriously, the way I see it there is a problem when you retarget something that was exiled before.
Other than that those triggers returning the Nevinyrral's Disk were fine.
PS: Sorry, I'm used to test a lot of games and programs

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Re: Current Known Bugs list
by SleepingBeast » 04 Mar 2010, 00:49
When the computer plays Animate Dead on a dead Intrepid Hero, I get this
I have a Morphling on the battlefield and a bunch of untapped Islands. Computer targetes Morphy with Tendrils of Corruption. I shroud'im and... Morphy lives! And Compy gets the life, anyways! Everyone's happ... Wait! What?
EDIT: My shrouded Morphling can't activate any other abbility of his. Ok, he can, but there won't be any effect.
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Version:
Forge -- official beta: $Date: 2010-02-04 04:57:00 -0600 (Thu, 04 Feb 2010) $, SVN revision: $Revision: 325 $
Detailed error trace:
java.lang.NullPointerException
at forge.SpellAbility.setTargetCard(SpellAbility.java:153)
at forge.CardFactory_Creatures$407.execute(CardFactory_Creatures.java:10790)
at forge.Ability_Triggered.resolve(Ability_Triggered.java:39)
at forge.MagicStack.add(MagicStack.java:17)
at forge.Card.executeTrigger(Card.java:527)
at forge.Card.comesIntoPlay(Card.java:532)
at forge.PlayerZone_ComesIntoPlay.add(PlayerZone_ComesIntoPlay.java:52)
at forge.CardFactory$109.resolve(CardFactory.java:6542)
at forge.Input_StackNotEmpty.selectButtonOK(Input_StackNotEmpty.java:35)
at forge.GuiInput.selectButtonOK(GuiInput.java:32)
at forge.GuiDisplay3.okButtonActionPerformed(GuiDisplay3.java:1277)
at forge.GuiDisplay3.access$3(GuiDisplay3.java:1276)
at forge.GuiDisplay3$27.actionPerformed(GuiDisplay3.java:1008)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
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)
I have a Morphling on the battlefield and a bunch of untapped Islands. Computer targetes Morphy with Tendrils of Corruption. I shroud'im and... Morphy lives! And Compy gets the life, anyways! Everyone's happ... Wait! What?
EDIT: My shrouded Morphling can't activate any other abbility of his. Ok, he can, but there won't be any effect.
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