Current Known Bugs list
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Re: Current Known Bugs list
by DennisBergkamp » 11 Sep 2010, 21:33
"Shandalar" version has a lot of bugs... I think I was in the process of adding Obstinate Baloth / Dodecapod and Wilt-Leaf Liege when I released it.xanrag wrote:I don't get 4 life when Obstinate Baloth enters the battlefield, latest "Shandalar" version.
I just tested this on my local machine, and I gain 4 life when it enters the battlefield.
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Re: Current Known Bugs list
by xanrag » 11 Sep 2010, 22:07
Ah, good to know. I'm using the same version as a regular forge and it seems to be working fine otherwise.
Another thing that feels like a bug is that the mana pool gets cleared before I have to pay "tax" for my attackers if the enemy has an enchantment/artifact that adds a cost for attacking.
Another thing that feels like a bug is that the mana pool gets cleared before I have to pay "tax" for my attackers if the enemy has an enchantment/artifact that adds a cost for attacking.
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Re: Current Known Bugs list
by Sloth » 12 Sep 2010, 09:11
Not a bug. Mana Pools empty between steps and phases (i.e. Main Phase 1 and Combat Phase).xanrag wrote:Another thing that feels like a bug is that the mana pool gets cleared before I have to pay "tax" for my attackers if the enemy has an enchantment/artifact that adds a cost for attacking.
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Re: Current Known Bugs list
by serrasmurf » 12 Sep 2010, 11:59
skullclamp doesn't seem to work anymore, no cards. (playing quest)
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Re: Current Known Bugs list
by Rob Cashwalker » 12 Sep 2010, 14:57
The Force will be with you, Always.
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Re: Current Known Bugs list
by slapshot5 » 12 Sep 2010, 15:12
I see the problem. I think the most elegant solution here would be for GameAction.destroy(Card) to return a boolean value depending if the card is actually destroyed or not. Changing the function from void to boolean shouldn't break anything.
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Re: Current Known Bugs list
by Rob Cashwalker » 12 Sep 2010, 15:19
Actually, it can be converted to the spDestroyAll keyword, which checks to see if cards in play before destruction are still in play after destruction.
Regeneration and Indestructible are both replacement effects correct? The permanent isn't counted as "destroyed"?
Regeneration and Indestructible are both replacement effects correct? The permanent isn't counted as "destroyed"?
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Re: Current Known Bugs list
by slapshot5 » 12 Sep 2010, 15:35
For Indestructible, it isn't counted as destroyed. At least that's how I read rule 700.4.Rob Cashwalker wrote:Regeneration and Indestructible are both replacement effects correct? The permanent isn't counted as "destroyed"?
http://www.wizards.com/magic/comprules/MagicCompRules_20100716.txt
This is fixed in SVN.
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Re: Current Known Bugs list
by slapshot5 » 12 Sep 2010, 15:54
ok, now converted to keyword.Rob Cashwalker wrote:Actually, it can be converted to the spDestroyAll keyword, which checks to see if cards in play before destruction are still in play after destruction.
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Re: Current Known Bugs list
by slapshot5 » 12 Sep 2010, 18:39
Problem:
Compy played Dread Reaper when it only had 5 life, and that killed compy.
The WheneverKeyword needs some logic to not do that.
Compy played Dread Reaper when it only had 5 life, and that killed compy.
The WheneverKeyword needs some logic to not do that.
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Re: Current Known Bugs list
by Toplo » 13 Sep 2010, 07:10
Emrakul, the aeons torn was able to block a flying creature of mine, and I couldn't block Emrakul when he attacked.
Maybe the latter has something to do with his 'protection from colored spells' ability. This should only apply to spells on the stack.
Note that this is not the same as 'protection from all colors'. For example, Emrakul should be able to be the target of abilities from colored permanents in play and he can be blocked by any creature, regardless of color.
Maybe the latter has something to do with his 'protection from colored spells' ability. This should only apply to spells on the stack.
Note that this is not the same as 'protection from all colors'. For example, Emrakul should be able to be the target of abilities from colored permanents in play and he can be blocked by any creature, regardless of color.
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Re: Current Known Bugs list
by Sloth » 13 Sep 2010, 08:08
Emrakul, the Aeons Torn does have flying. Did you try to block him with flying creatures?Toplo wrote:Emrakul, the aeons torn was able to block a flying creature of mine, and I couldn't block Emrakul when he attacked.
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Re: Current Known Bugs list
by PhoenixAvenger » 13 Sep 2010, 08:32
New version seems quite good so far, and thank you for finally adding Wilt-Leaf Liege.
Couple minor things I've noticed, and they date back before this version:
- Yomiji, Who Bars the Way should cost 5WW instead of 4WW.
- Extinguish should cost 1U instead of 2U.
- Seasoned Marshal should be a Soldier, not a Knight.
- Spindrift Drake should be a Drake, not a Harpy Mercenary (someone probably used Molting Harpy as a template when making this and missed this detail).
- Whenever the AI uses cards that ask to specify a creature type ( Cover of Darkness, for instance), the creature type chosen is always Sliver. There should be some way to improve this, like picking a creature type at random or (for cards beneficial to the AI) choosing the most common creature type of creatures in its deck. Then again, either one would likely be a programming nightmare, so... bucket list that
Also, one Forge crash I got (latest beta): AI (generated deck) has a Plains and a Lotus Petal in play. I attempt to cast Knight of Meadowgrain, AI attempts to counter it (apparently, I couldn't see with what) and Forge threw up the following exception:

Couple minor things I've noticed, and they date back before this version:
- Yomiji, Who Bars the Way should cost 5WW instead of 4WW.
- Extinguish should cost 1U instead of 2U.
- Seasoned Marshal should be a Soldier, not a Knight.
- Spindrift Drake should be a Drake, not a Harpy Mercenary (someone probably used Molting Harpy as a template when making this and missed this detail).
- Whenever the AI uses cards that ask to specify a creature type ( Cover of Darkness, for instance), the creature type chosen is always Sliver. There should be some way to improve this, like picking a creature type at random or (for cards beneficial to the AI) choosing the most common creature type of creatures in its deck. Then again, either one would likely be a programming nightmare, so... bucket list that

Also, one Forge crash I got (latest beta): AI (generated deck) has a Plains and a Lotus Petal in play. I attempt to cast Knight of Meadowgrain, AI attempts to counter it (apparently, I couldn't see with what) and Forge threw up the following exception:
- Code: Select all
null
Version:
Forge -- official beta: $Date: 2010-05-01 03:21:42 -0400 (Sat, 01 May 2010) $, SVN revision: $Revision: 916 $
OS: Windows XP Version: 5.1 Architecture: x86
Java Version: 1.6.0_21 Vendor: Sun Microsystems Inc.
Detailed error trace:
java.lang.NullPointerException
at forge.CardFactory$4.canPlay(CardFactory.java:435)
at forge.CardFactory$4.canPlayAI(CardFactory.java:305)
at forge.ComputerAI_counterSpells2$1.addCard(ComputerAI_counterSpells2.java:65)
at forge.CardList.filter(CardList.java:231)
at forge.ComputerAI_counterSpells2.getPlayableCounterSpells(ComputerAI_counterSpells2.java:58)
at forge.ComputerAI_counterSpells2.counter_Spell(ComputerAI_counterSpells2.java:11)
at forge.MagicStack.push(MagicStack.java:282)
at forge.MagicStack.add(MagicStack.java:126)
at forge.Input_PayManaCost.done(Input_PayManaCost.java:85)
at forge.Input_PayManaCost.showMessage(Input_PayManaCost.java:106)
at forge.Input_PayManaCost.selectCard(Input_PayManaCost.java:61)
at forge.GuiInput.selectCard(GuiInput.java:48)
at forge.GuiDisplay4$10.mousePressed(GuiDisplay4.java:410)
at java.awt.AWTEventMulticaster.mousePressed(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)
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Re: Current Known Bugs list
by Toplo » 13 Sep 2010, 09:59
Emrakul, the Aeons Torn does have flying. Did you try to block him with flying creatures?[/quote]
Hah, I didn't even notice he has flying. I couldn't block him with flyers either though...
Hah, I didn't even notice he has flying. I couldn't block him with flyers either though...
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