Current Known Bugs list
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Re: Current Known Bugs list
by lm01 » 05 Mar 2010, 19:20
Ya, I checked it's true.Marek14 wrote:See the rule 120.2:lm01 wrote:Actually I don't remember reading anything on MTG rules about this.indicatie wrote:-1/-1 and +1/+1 counters should cancel each other out, and in my opinion they did in Forge until recently. Now look at this:
Although I do not believe this is wise, nor that they cancel each other.
There are triggers on counters, regardless if it's -1/-1 or +1/+1.
This being said, although in theory they cut each other, on practice it's not like that.
120.2. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule 704.
I guess this makes the game more simple and easier to place counters.
Although technically, I don't really like that resolution.
Simplicity versus Mechanics... hopefully it will evolve like Legendary rule

Ya control change messes many things, ownership, triggers.Almost_Clever wrote:We've had a few problemswith Control Magic and other effects and abilities that cause ownership/controller differences.
I'm putting some results I get. Hopefully it helps to see the cause.
I didn't have problems on manlands though. They unequipped on my games.Almost_Clever wrote:All equipment do weird things when the equipped creature changes sides or stop being creatures (manlands).
But if it happens, maybe the unequip function isn't working well.
Maybe that's the cause with equipped creatures vanishing and equipment being lost from the game.
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Re: Current Known Bugs list
by Marek14 » 05 Mar 2010, 19:55
Without that rule, we probably wouldn't have Shadowmoor. This rule significantly simplifies game states when you play paper Magic where it's not given that you actually have two different colors of beads for counters.lm01 wrote:
Ya, I checked it's true.
I guess this makes the game more simple and easier to place counters.
Although technically, I don't really like that resolution.
Simplicity versus Mechanics... hopefully it will evolve like Legendary rule(I never liked the old)
Re: Current Known Bugs list
by silly freak » 05 Mar 2010, 21:51
i think it's a good thing, but they should have worded it more generally. not that +2/+2 or -2/-2 counters were still around, but as a programmer i think one should go for a more general way if it doesn't take much effort
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where's the "trust me, that will work!" switch for the compiler?
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Re: Current Known Bugs list
by Marek14 » 05 Mar 2010, 22:31
Simply said, they probably thought that the rules baggage would be more than its worth. And really, the easiest way how you could get THESE two counters on a single creature is to reanimate Ebon Praetor with Soul Exchange. (All other ways need at least three cards.) Not exactly something that would come up often.silly freak wrote:i think it's a good thing, but they should have worded it more generally. not that +2/+2 or -2/-2 counters were still around, but as a programmer i think one should go for a more general way if it doesn't take much effort
Personally, I'd like a card like this:
Flowing Rock
1RR
0/8
At the beginning of your upkeep, put a +1/-1 counter on Flowing Rock.
Re: Current Known Bugs list
by LutherBlissett » 06 Mar 2010, 01:44
How does one play Skullmulcher? I am supposed to be able to devour a number of my own creatures and get +1/+1 for each. Yet it would only let me do it once.
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Re: Current Known Bugs list
by Marek14 » 06 Mar 2010, 07:11
You must use CTRL+click to mark several creatures at once.LutherBlissett wrote:How does one play Skullmulcher? I am supposed to be able to devour a number of my own creatures and get +1/+1 for each. Yet it would only let me do it once.
Re: Current Known Bugs list
by lm01 » 06 Mar 2010, 18:54
I don't think this is good.Marek14 wrote:You must use CTRL+click to mark several creatures at once.LutherBlissett wrote:How does one play Skullmulcher? I am supposed to be able to devour a number of my own creatures and get +1/+1 for each. Yet it would only let me do it once.
Could you pop-up window with valid selections as you have on other cards?
Another note, Wasteland sacrifice window is bad if your opponent has same lands, you have to check land numbers before you trigger it.
Can you add comment, something like:
AI:
land X
land Y
Player:
land X
Ranger of Eos doesn't show the creatures he tutors.
Back to the topic... BUGS:
AI just used Mishras Factory to pump a creature non-assembly worker

He just can't stop cheating lol
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Re: Current Known Bugs list
by silly freak » 06 Mar 2010, 20:38
what exactly do you mean? i just thought it is much more convenient with Mycolyth, where you sac a lot of tokens.lm01 wrote:I don't think this is good.Marek14 wrote:You must use CTRL+click to mark several creatures at once.LutherBlissett wrote:How does one play Skullmulcher? I am supposed to be able to devour a number of my own creatures and get +1/+1 for each. Yet it would only let me do it once.
Could you pop-up window with valid selections as you have on other cards?
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where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
where's the "trust me, that will work!" switch for the compiler?
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Re: Current Known Bugs list
by indicatie » 06 Mar 2010, 21:12
Compy has done it again! In its quest for world dumb-ination it played Garruk Wildspeaker.... but it already had one in play!
Don't mistake lack of talent for genius.
Re: Current Known Bugs list
by freestorageaccount » 07 Mar 2010, 00:01
Au contraire, mon frere! It tries to eat an infinite amount from Forced Fruition without realising it has only a finite stomach. Poor thing. (A cheap and easy way to beat it if you have the card though, as the AI decks pack plenty of Moxen as a handicap, which would normally be in its favor.)indicatie wrote:Compy has done it again! In its quest for world dumb-ination it played Garruk Wildspeaker.... but it already had one in play!
Seriously -- maybe the AI could play a game in its head starting at the current position in which the player merely presses 'OK' and makes decisions at random if they're called for, and try to maximise some appropriately weighted combination of its assets such as permanents and life (not yet considering possibilities such as the opponent's Hidetsugu's Second Rite -- that would be too ambitious!). Or, barring that, it might at least try not to commit ritualistic suicide via say Forced Fruition, Psionic Blast, or Stuffy Doll by the end of the current turn.
Non-AI issue: As observed many times before, equipment remains attached to a creature that changes controllers except in corner cases such as with equipment you coloured using Painter's Servant and with Righteous War in effect, for example -- there's nothing inherently illegal about the controllers of a piece of equipment and the equipped creature being different, else Murderous Spoils would be nearly useless; it's just that those two controllers are often the same since the equipment's current controller may target only a creature he controls with the equip ability (actually, I wonder if Wizards will print equipment, other than Cranial Plating and its ilk, with zero, two, or more 'real' equip abilities...?). However, the controller of the equipment does remain the same, so I should be able to remove Umezawa's Jitte from my hijacked creature provided I control another creature, which you currently can't do in Forge. More disturbing, however, is that when an animation effect expires (e.g., for Mishra's Factory), any attached equipment at the time appears to vanish entirely rather than unattach -- not to be found in the graveyard or the removed-from-game space, but perfectly intact and still attached should its former bearer become animated again. It's like phasing!

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The Great Wall of Bugs. Gando, you will not be forgotten.
And a chip off the old block.
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 » 07 Mar 2010, 08:10
While snooping through the AI mana payment code, I found something that looked like it shouldn't work at full accuracy. Some testing later, that proved to be the case(50% of the time). Test deck: Cerodon Yearling, Plateau, Seaside Citadel. Half the time, AI plays Plateau first(a minor mistake in itself), then Citadel. On third turn, the citadel untaps, and yet AI still fails to play Cerodon Yearling. This continues indefinitely, as the AI has no other cards in its deck. The reason, as far as I could trace, is in the way the AI checks whether it can pay the mana cost: it checks whether Plateau can be used, sees it can pay for the W, continues to Seaside Citadel, fails to find "tap: add R", and assumes it can't be cast. Ad Nauseam(fun card if you've just Plowshared an About Face-d Daru Spiritualist fond of its Shuko).
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Though fears assail the door.
O foliage, cloak thy ravaged one
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 Almost_Clever » 07 Mar 2010, 23:28
Tried using Muraganda Petroglyphs in a quest only to find it did not pump any token creatures because apparently "Token" is an ability
.
Land with Obsidian Fireheart blaze counters continue to damage the land's controller even if the Obsidian Fireheart is no longer in play.

Land with Obsidian Fireheart blaze counters continue to damage the land's controller even if the Obsidian Fireheart is no longer in play.
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 silly freak » 07 Mar 2010, 23:35
the second one is correct (it's in the reminder text), the first aparently not. although "token" is in the text box, i'm not sure it is an ability...
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Laterna Magica - blog, forum, project, 2010/09/06 release!
where's the "trust me, that will work!" switch for the compiler?
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Re: Current Known Bugs list
by Almost_Clever » 08 Mar 2010, 00:20
Whoopssilly freak wrote:the second one is correct (it's in the reminder text)

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 freestorageaccount » 08 Mar 2010, 01:13
Last game: Night of Souls' Betrayal - 17, AI (playing the Rogue deck, with Groundbreaker, Ball Lightning, Blistering Firecat, Feral Lightning and all) - 0. I can't really blame it for trying, though.
I don't know how most of the memory leaks were tracked and repaired, but apparently the job was well enough done that the following was possible: http://tinyurl.com/elvesftw! (I didn't have any Nissa's Chosen. But note her number of counters.) So long as the AI doesn't deal itself Wrath of God (or manages to convince itself not to use it
) I may enjoy a lower bound of 160 + 38*t + 2*t^2 life points by my t-th turn after this one! Thank youse guys so much!!
EDIT: Actually, the swarming ability of Nissa Revane seems to dump all of your Elves onto the table, regardless of what you select. Is there a way to choose some but not all of them in case the opponent is packing said Wrath, or am I using the dialog wrong?
I don't know how most of the memory leaks were tracked and repaired, but apparently the job was well enough done that the following was possible: http://tinyurl.com/elvesftw! (I didn't have any Nissa's Chosen. But note her number of counters.) So long as the AI doesn't deal itself Wrath of God (or manages to convince itself not to use it

EDIT: Actually, the swarming ability of Nissa Revane seems to dump all of your Elves onto the table, regardless of what you select. Is there a way to choose some but not all of them in case the opponent is packing said Wrath, or am I using the dialog wrong?
-- freestorageaccount (= accurate forge notes) This is not a subliminal message. At least for the prosilver theme.
The Great Wall of Bugs. Gando, you will not be forgotten.
And a chip off the old block.
The Great Wall of Bugs. Gando, you will not be forgotten.
And a chip off the old block.
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