Current Known Bugs list
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Re: Current Known Bugs list
by Hamletchickencrisis » 20 Nov 2010, 13:30
Was able, for some reason, to click on opponent's Field Marshal to block one of his own attacking creatures ( Veteran Armorsmith ). This was on the turn Field Marshal was cast into play.
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Re: Current Known Bugs list
by lazylockie » 20 Nov 2010, 14:42
As far as I know you can, inappropriately, use AI's resources against itself. You can tap their lands and add mana to your own mana pool and even activate artifacts or enchantments (I don't know if the effect will benefit you though)Hamletchickencrisis wrote:Was able, for some reason, to click on opponent's Field Marshal to block one of his own attacking creatures ( Veteran Armorsmith ). This was on the turn Field Marshal was cast into play.
edit
r3676: Augury Owl is triggering Scry every time I deal combat damage with it.
r3676: AI's Jace, the Mind Sculptor only uses his -1 ability and apparently it doesn't work (can't know for sure, since it doesn't say who is the target)
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Re: Current Known Bugs list
by PhoenixAvenger » 21 Nov 2010, 02:38
Haven't had too much time to play until recently, but I have noticed a few things (r3724):
- The lifegain ability of Sapseep Forest shouldn't be restricted to sorcery speed.
- Boneknitter is missing its Morph ability.
- Barrage Ogre had something weird go on with its ability text. Converting his ability to AB$DealDamage should fix it.
- Nocturnal Raid should have received the same type of abAllPump fix that Holy Light did a while back.
- The static damage prevention ability of Guardian Seraph seems to be non-functional, or at least against combat damage - twice I've had two Seraphs on the field and an AI-controlled attacker dealt non-reduced damage to me.
On another note, I haven't seen any problems or inconsistencies with lifelink and combat recently, so that issue seems patched up for the time being.
And the issue timmermac's been experiencing with Vampiric Sliver is most likely StaticEffect rearing its ugly head again - converting that ability to stPumpAll would likely resolve it.
Keep up the good work, guys - there's been a ton added to Forge recently.
- The lifegain ability of Sapseep Forest shouldn't be restricted to sorcery speed.
- Boneknitter is missing its Morph ability.
- Barrage Ogre had something weird go on with its ability text. Converting his ability to AB$DealDamage should fix it.
- Nocturnal Raid should have received the same type of abAllPump fix that Holy Light did a while back.
- The static damage prevention ability of Guardian Seraph seems to be non-functional, or at least against combat damage - twice I've had two Seraphs on the field and an AI-controlled attacker dealt non-reduced damage to me.
On another note, I haven't seen any problems or inconsistencies with lifelink and combat recently, so that issue seems patched up for the time being.
And the issue timmermac's been experiencing with Vampiric Sliver is most likely StaticEffect rearing its ugly head again - converting that ability to stPumpAll would likely resolve it.
Keep up the good work, guys - there's been a ton added to Forge recently.

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Re: Current Known Bugs list
by friarsol » 21 Nov 2010, 05:38
Great Phoenix. Has the Phase stuff been pretty stable for you? I haven't heard any complaints in a while, so I'm thinking we might be getting close to a new release.
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Re: Current Known Bugs list
by Sloth » 21 Nov 2010, 09:41
These issues should be fixed now. Thanks for the help PhoenixAvenger.PhoenixAvenger wrote:Haven't had too much time to play until recently, but I have noticed a few things (r3724):
- The lifegain ability of Sapseep Forest shouldn't be restricted to sorcery speed.
- Boneknitter is missing its Morph ability.
- Barrage Ogre had something weird go on with its ability text. Converting his ability to AB$DealDamage should fix it.
- The static damage prevention ability of Guardian Seraph seems to be non-functional, or at least against combat damage - twice I've had two Seraphs on the field and an AI-controlled attacker dealt non-reduced damage to me.
And the issue timmermac's been experiencing with Vampiric Sliver is most likely StaticEffect rearing its ugly head again - converting that ability to stPumpAll would likely resolve it.
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Re: Current Known Bugs list
by Hamletchickencrisis » 21 Nov 2010, 12:55
The card Siege-Gang Commander has in the forge text "1 R, tap, sacrifice 1 Goblin: Siege-Gang Commander deals 2 damage to target creature or player." while the actual card doesn't have the tap keyword.
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Re: Current Known Bugs list
by Sloth » 21 Nov 2010, 15:59
This is fixed now. Thanks Hamletchickencrisis.Hamletchickencrisis wrote:The card Siege-Gang Commander has in the forge text "1 R, tap, sacrifice 1 Goblin: Siege-Gang Commander deals 2 damage to target creature or player." while the actual card doesn't have the tap keyword.
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Re: Current Known Bugs list
by lazylockie » 21 Nov 2010, 17:30
r3741:
Azami, Lady of Scrolls has glitch/bug that allows you to draw infinite cards with a single wizard:
Tap a wizard, while the ability is on the stack press the cancel button and do it again. This bug might be applicable to any ability with "tap an untapped _ you control:", since pressing the cancel button undoes the action, untapping the used cards.
Azami, Lady of Scrolls has glitch/bug that allows you to draw infinite cards with a single wizard:
Tap a wizard, while the ability is on the stack press the cancel button and do it again. This bug might be applicable to any ability with "tap an untapped _ you control:", since pressing the cancel button undoes the action, untapping the used cards.
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Re: Current Known Bugs list
by friarsol » 21 Nov 2010, 17:45
Yep that was a bug. The Tapped List should have been cleared before the Ability hits the stack. I have a fix in there now for this.lazylockie wrote:r3741:
Azami, Lady of Scrolls has glitch/bug that allows you to draw infinite cards with a single wizard:
Tap a wizard, while the ability is on the stack press the cancel button and do it again. This bug might be applicable to any ability with "tap an untapped _ you control:", since pressing the cancel button undoes the action, untapping the used cards.
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Re: Current Known Bugs list
by cc-drake » 21 Nov 2010, 21:23
When attacking with an Eldrazi into a Propaganda, Annihilator triggers even if the Propaganda cost isn't paid.
Re: Current Known Bugs list
by timmermac » 21 Nov 2010, 23:25
I don't think that's a bug. Checking on the rulings for Artisan of Kozilek at the Gatherer site gives thiscc-drake wrote:When attacking with an Eldrazi into a Propaganda, Annihilator triggers even if the Propaganda cost isn't paid.
- Code: Select all
Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before he or she declares blockers. Any creatures sacrificed this way won't be able to block.
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Re: Current Known Bugs list
by friarsol » 21 Nov 2010, 23:36
No it is.
Propaganda doesn't quite happen at the right time. Some triggered abilities slip in before Propaganda payment occurs. What should really happen is as soon as you try to declare a creature as an attacker you should have to pay the Propaganda cost.
If you pay the cost, it will be declared an attacker tapped (if it doesn't have vigilance) and any triggers can be put on the stack.
Propaganda doesn't quite happen at the right time. Some triggered abilities slip in before Propaganda payment occurs. What should really happen is as soon as you try to declare a creature as an attacker you should have to pay the Propaganda cost.
If you pay the cost, it will be declared an attacker tapped (if it doesn't have vigilance) and any triggers can be put on the stack.
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Re: Current Known Bugs list
by slapshot5 » 22 Nov 2010, 04:15
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Re: Current Known Bugs list
by SoulStorm » 22 Nov 2010, 04:43
That was me playing around with building decks for the AI again. I know it's not a priority, but I thought I'd point it out anyway. It's certainly interesting.
Perhaps we need a thread for AI issues that deck builders come across that could be looked at when and if programmers feel like dealing with them. I know I'm not the only person here who likes testing decks for use by the AI. Building an effective AI deck is a very different skill than building a deck for players to use. It's actually quite a fun challenge.
In fact, I thought it would be kind of cool to eventually have an AI vs. AI game mode where you build the deck, but the AI plays both sides. If I recall correctly there was a robot game like that which was quite popular for a while.
Perhaps we need a thread for AI issues that deck builders come across that could be looked at when and if programmers feel like dealing with them. I know I'm not the only person here who likes testing decks for use by the AI. Building an effective AI deck is a very different skill than building a deck for players to use. It's actually quite a fun challenge.
In fact, I thought it would be kind of cool to eventually have an AI vs. AI game mode where you build the deck, but the AI plays both sides. If I recall correctly there was a robot game like that which was quite popular for a while.
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