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Current Known Bugs list

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Re: Current Known Bugs list

Postby DennisBergkamp » 01 Apr 2010, 21:51

Alright, thanks! That means I'm pretty sure that I've fixed Global Ruin.
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Re: Current Known Bugs list

Postby freestorageaccount » 02 Apr 2010, 00:49

Great! Looking forward to lots of Global Ruin with five-colour Allies.

This is somewhat technical, but after the last spell, ability, or combat damage on the stack is removed, priority makes one more pass among the players before the current step is left (in this respect MTG is a bit unlike poker, in which the current round usually ends immediately if one player bets and the others call -- i.e., the bet 'resolves'.) The result is that if the computer attacks and produces, say, three exalted triggers, then you mindlessly press the space-bar four times, you miss your chance to block. Speaking of that, the power/toughness of an attacker still sometimes fluctuate if some creatures with exalted abilities were removed after the attack. But once the attack has been declared and the triggers have been put on the stack (not even resolved) just afterwards, no bloodshed will change the attacker's size. (Unless that creature itself dies, of course.)

The Bloodghast haste bug also seems to come back now and then, depending on what other creatures I click during the 'Declare Attackers' step. Could it be a UI issue?
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Re: Current Known Bugs list

Postby rigged » 02 Apr 2010, 01:33

Virulent Sliver appears to be broken....

I attacked with a single sliver and the computer was assessed 9 poison counters...
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Re: Current Known Bugs list

Postby Twibs » 02 Apr 2010, 15:40

The game didn't even ask me to pay Force of nature upkeep cost. It didn't do me damage either thogh
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Re: Current Known Bugs list

Postby m0nkiii » 02 Apr 2010, 17:40

Twibs wrote:The game didn't even ask me to pay Force of nature upkeep cost. It didn't do me damage either thogh
Exactly what I was going to write :)
The AI wasn't really smart blocking the Force of nature with trample. 1 life left and blocked with a 2/1 when it was having several monsters.
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Re: Current Known Bugs list

Postby DennisBergkamp » 02 Apr 2010, 18:45

freestorageaccount wrote:Great! Looking forward to lots of Global Ruin with five-colour Allies.

This is somewhat technical, but after the last spell, ability, or combat damage on the stack is removed, priority makes one more pass among the players before the current step is left (in this respect MTG is a bit unlike poker, in which the current round usually ends immediately if one player bets and the others call -- i.e., the bet 'resolves'.) The result is that if the computer attacks and produces, say, three exalted triggers, then you mindlessly press the space-bar four times, you miss your chance to block. Speaking of that, the power/toughness of an attacker still sometimes fluctuate if some creatures with exalted abilities were removed after the attack. But once the attack has been declared and the triggers have been put on the stack (not even resolved) just afterwards, no bloodshed will change the attacker's size. (Unless that creature itself dies, of course.)

The Bloodghast haste bug also seems to come back now and then, depending on what other creatures I click during the 'Declare Attackers' step. Could it be a UI issue?
It's hard to say, I'm not exactly sure what's causing it (the Bloodghast bug), I did test it a bit, and I would find that if I would get 3 or 4 returned onto the battlefield at once, only one of them would not have haste.

I will look into the exalted thing again, what's an easy case to reproduce that type of bug?
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Re: Current Known Bugs list

Postby freestorageaccount » 02 Apr 2010, 18:47

I fire up quest mode and "win a random rare" to find the new card is...Rendclaw Trow? :-k

For the R2-D2 deck in particular, perhaps the AI can be programmed to first play Evacuation if possible, then Echoing Truth on multiple creatures, then Man-o'-War, Repulse, and Boomerang on singles. (And not to play any of them if the only creatures in play are its own, since none of the creatures in that deck have useful coming-into-play abilities. Sometimes the AI manages to outdo itself and play Evacuation to return an astonishing zero creatures to their owners' hands! :-o )
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Re: Current Known Bugs list

Postby KonataX » 02 Apr 2010, 19:34

Loxodon Mystic is a 1/1 instead of a 3/3.
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Re: Current Known Bugs list

Postby Chris H. » 02 Apr 2010, 19:36

freestorageaccount wrote:I fire up quest mode and "win a random rare" to find the new card is...Rendclaw Trow?
`
I do not know how I made that mistake. :D

I will try to make sure that this is fixed for the next beta release.
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Re: Current Known Bugs list

Postby Chris H. » 02 Apr 2010, 19:38

KonataX wrote:Loxodon Mystic is a 1/1 instead of a 3/3.
`
I will try to get this also fixed for next beta. :D
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Re: Current Known Bugs list

Postby DennisBergkamp » 02 Apr 2010, 19:41

I think there are some other cards that fall into this category (there's a few uncommons I've seen that show up as the Random rare... Pyroclasm is one of them I think).
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Re: Current Known Bugs list

Postby Chris H. » 02 Apr 2010, 21:13

DennisBergkamp wrote:I think there are some other cards that fall into this category (there's a few uncommons I've seen that show up as the Random rare... Pyroclasm is one of them I think).
`
Yep, I just checked and Pyroclasm should be an Uncommon. If anyone happens to find a few more cards that have the wrong rarity value let me know.
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Re: Current Known Bugs list

Postby KonataX » 03 Apr 2010, 15:40

The saproling token created by Greener Pastures always goes to the controller of Greener Pastures instead of the player with the most lands.
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Re: Current Known Bugs list

Postby DennisBergkamp » 03 Apr 2010, 17:43

You're right, I've just fixed it (will be in next version).
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Re: Current Known Bugs list

Postby lovinthegame » 04 Apr 2010, 22:41

Festival of Trokin is broken. I get no gain of life when cast with multiple creatures in play.
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