Current Known Bugs list
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Current Known Bugs list
by Dracontes » 06 Dec 2010, 17:29
Just a caveat about my error reports: these are comments jotted down in the heat of the moment and while I try to edit for clarity some of that tone may remain due to lack of time. For that I apologize: I'm aware of the limitations a project such as this has so I can only state these as reminders and not demands (however curt they may be).
Uh... Getting on with the error reporting...
Copyedit
High Tide's text: "that player adds Blue to his or her mana pool" (emphasis mine).
Fling's text does not mention what it deals damage to.
There is a tetrad of race-less non-artifact Wizards showing up on the deck editor: Raven Guild Master, Shadowmage Infiltrator, Sunscape Master, Disciple of Kangee.
AI Shenanigans
I've been somewhat oblivious to the caveat prompt one gets when the AI deck has cards the AI can't use properly so if any of this is old news never mind it.
The AI targets Llanowar Elves with a Giant Growth tapping a forest to pay for it and then taps the same Llanowar Elves play another Giant Growth targeting it.
The AI doesn't seem to understand* the concept of World Enchantments playing a Concordant Crossroads when there is already one in play on its side.
The AI is targeting Llanowar Elves with Mishra's Factory's pumping ability but it didn't work.
The AI uses Pendelhaven's ability on Flying Men although it's not longer in play. It may have something to to do with Flying Men having been targeted with a Giant Growth which resolved and then the AI used Pendelhaven on it when it was a 4/4 having the latter effect fizzled.
Why is the AI attacking with an 1/1 flyer when I have a 4/4 flyer to block it? Is the AI bluffing?**
Malfunctioning Cards
When Bogardan Hellkite enters the battlefield (via Dragonstorm, if that matters) the enters the battlefield ability seemingly triggers twice the first stating right away that there is 4 more damage to deal and the second stating that there is 5 more damage to deal, though the damage seems to be dealt in its entirety: the first 4 by the first trigger and the last one by the second trigger.
Eldrazi Spawn tokens don't seem to permit their sacrifice to produce mana: I click on them and nothing happens.
Error Report
The error report below (screen grab appended) was requested by me due to to a lockup of the program while I was playing with the generate deck option (2-color red-green for me). On the off chance reporting this may be helpful... and that I wasn't overzealous.
**We're not that lucky yet, are we?
Uh... Getting on with the error reporting...
Copyedit
High Tide's text: "that player adds Blue to his or her mana pool" (emphasis mine).
Fling's text does not mention what it deals damage to.
There is a tetrad of race-less non-artifact Wizards showing up on the deck editor: Raven Guild Master, Shadowmage Infiltrator, Sunscape Master, Disciple of Kangee.
AI Shenanigans
I've been somewhat oblivious to the caveat prompt one gets when the AI deck has cards the AI can't use properly so if any of this is old news never mind it.
The AI targets Llanowar Elves with a Giant Growth tapping a forest to pay for it and then taps the same Llanowar Elves play another Giant Growth targeting it.
The AI doesn't seem to understand* the concept of World Enchantments playing a Concordant Crossroads when there is already one in play on its side.
The AI is targeting Llanowar Elves with Mishra's Factory's pumping ability but it didn't work.
The AI uses Pendelhaven's ability on Flying Men although it's not longer in play. It may have something to to do with Flying Men having been targeted with a Giant Growth which resolved and then the AI used Pendelhaven on it when it was a 4/4 having the latter effect fizzled.
Why is the AI attacking with an 1/1 flyer when I have a 4/4 flyer to block it? Is the AI bluffing?**
Malfunctioning Cards
When Bogardan Hellkite enters the battlefield (via Dragonstorm, if that matters) the enters the battlefield ability seemingly triggers twice the first stating right away that there is 4 more damage to deal and the second stating that there is 5 more damage to deal, though the damage seems to be dealt in its entirety: the first 4 by the first trigger and the last one by the second trigger.
Eldrazi Spawn tokens don't seem to permit their sacrifice to produce mana: I click on them and nothing happens.
Error Report
The error report below (screen grab appended) was requested by me due to to a lockup of the program while I was playing with the generate deck option (2-color red-green for me). On the off chance reporting this may be helpful... and that I wasn't overzealous.
- Code: Select all
An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
http://www.slightlymagic.net/forum/viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
mtgerror@yahoo.com
You requested a full error report
Version:
Forge -- official beta: $Date: 2010-09-14 08:34:27 -0400 (Tue, 14 Sep 2010) $, SVN revision: $Revision: 2039 $
OS: Windows XP Version: 5.1 Architecture: x86
Java Version: 1.6.0_22 Vendor: Sun Microsystems Inc.
Detailed error trace:
AWT-Shutdown (10):
java.lang.Object.wait(Native Method)
java.lang.Object.wait(Object.java:485)
sun.awt.AWTAutoShutdown.run(Unknown Source)
java.lang.Thread.run(Unknown Source)
TimerQueue (17):
java.lang.Object.wait(Native Method)
javax.swing.TimerQueue.run(Unknown Source)
java.lang.Thread.run(Unknown Source)
Animation (18):
java.lang.Object.wait(Native Method)
java.lang.Object.wait(Object.java:485)
java.util.TimerThread.mainLoop(Unknown Source)
java.util.TimerThread.run(Unknown Source)
Finalizer (3):
java.lang.Object.wait(Native Method)
java.lang.ref.ReferenceQueue.remove(Unknown Source)
java.lang.ref.ReferenceQueue.remove(Unknown Source)
java.lang.ref.Finalizer$FinalizerThread.run(Unknown Source)
DestroyJavaVM (14):
AWT-EventQueue-0 (13):
java.lang.Thread.dumpThreads(Native Method)
java.lang.Thread.getAllStackTraces(Unknown Source)
forge.error.ErrorViewer.printError(ErrorViewer.java:150)
forge.error.ErrorViewer.showErrorAllThreads(ErrorViewer.java:104)
forge.error.ErrorViewer$ShowAllThreadsAction.actionPerformed(ErrorViewer.java:220)
javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
javax.swing.DefaultButtonModel.setPressed(Unknown Source)
javax.swing.AbstractButton.doClick(Unknown Source)
javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unknown Source)
javax.swing.plaf.basic.BasicMenuItemUI$Handler.mouseReleased(Unknown Source)
java.awt.Component.processMouseEvent(Unknown Source)
javax.swing.JComponent.processMouseEvent(Unknown Source)
java.awt.Component.processEvent(Unknown Source)
java.awt.Container.processEvent(Unknown Source)
java.awt.Component.dispatchEventImpl(Unknown Source)
java.awt.Container.dispatchEventImpl(Unknown Source)
java.awt.Component.dispatchEvent(Unknown Source)
java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
java.awt.Container.dispatchEventImpl(Unknown Source)
java.awt.Window.dispatchEventImpl(Unknown Source)
java.awt.Component.dispatchEvent(Unknown Source)
java.awt.EventQueue.dispatchEvent(Unknown Source)
java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
java.awt.EventDispatchThread.pumpEvents(Unknown Source)
java.awt.EventDispatchThread.pumpEvents(Unknown Source)
java.awt.EventDispatchThread.run(Unknown Source)
Signal Dispatcher (4):
Java2D Disposer (9):
java.lang.Object.wait(Native Method)
java.lang.ref.ReferenceQueue.remove(Unknown Source)
java.lang.ref.ReferenceQueue.remove(Unknown Source)
sun.java2d.Disposer.run(Unknown Source)
java.lang.Thread.run(Unknown Source)
Attach Listener (5):
Reference Handler (2):
java.lang.Object.wait(Native Method)
java.lang.Object.wait(Object.java:485)
java.lang.ref.Reference$ReferenceHandler.run(Unknown Source)
AWT-Windows (11):
sun.awt.windows.WToolkit.eventLoop(Native Method)
sun.awt.windows.WToolkit.run(Unknown Source)
java.lang.Thread.run(Unknown Source)
com.google.common.base.internal.Finalizer (19):
java.lang.Object.wait(Native Method)
java.lang.ref.ReferenceQueue.remove(Unknown Source)
java.lang.ref.ReferenceQueue.remove(Unknown Source)
com.google.common.base.internal.Finalizer.run(Finalizer.java:127)
**We're not that lucky yet, are we?
Re: Current Known Bugs list
by friarsol » 06 Dec 2010, 18:05
Dracontes, thanks for the report. Here's a quick rundown:
Data files with non-oracle wording/missing types are fixed.
The AI doesn't really think about what card is going to be used to pay for a mana cost when deciding whether to activate a spell/ability. Hopefully in the near future we can restrict when Pump will activate, that way the Elves will already be in combat in your situation.
Conveniently, the AI was ignoring restrictions of targeting in Pump. Inconveniently for them, on resolution the target is still not legal and fizzles.
The "remembering targeting" issue I ran into a week or so ago, and should already be fixed for the next version. (If anyone runs into it on the SVN tell us which ability it was, it's possible some slipped through the cracks)
Bad attacks: The attacking AI was messed up just a few days before release and wasn't noticed before the beta went out. This has already been fixed.
I was just using Spawn tokens yesterday and they were working fine (in the SVN). Mine came from Awakening Zone. Do you know what card was creating yours? Maybe it's something the matter with that card.
That stack doesn't help. But do you know why that Spike Drone is 0/0? That may help narrow down the issue.
Data files with non-oracle wording/missing types are fixed.
The AI doesn't really think about what card is going to be used to pay for a mana cost when deciding whether to activate a spell/ability. Hopefully in the near future we can restrict when Pump will activate, that way the Elves will already be in combat in your situation.
Conveniently, the AI was ignoring restrictions of targeting in Pump. Inconveniently for them, on resolution the target is still not legal and fizzles.
The "remembering targeting" issue I ran into a week or so ago, and should already be fixed for the next version. (If anyone runs into it on the SVN tell us which ability it was, it's possible some slipped through the cracks)
Bad attacks: The attacking AI was messed up just a few days before release and wasn't noticed before the beta went out. This has already been fixed.
I was just using Spawn tokens yesterday and they were working fine (in the SVN). Mine came from Awakening Zone. Do you know what card was creating yours? Maybe it's something the matter with that card.
That stack doesn't help. But do you know why that Spike Drone is 0/0? That may help narrow down the issue.
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Re: Current Known Bugs list
by Jaedayr » 06 Dec 2010, 19:31
r4134
I was clicking too fast and clicked Mirror Entity when I didn't mean to. When the window came up with the prompt "What would you like the X to be?" I clicked cancel. The window remained open and I got a message in the upper left corner saying "null is not a number". I was unable to make the window close so I ended up entering "4" and then canceling when it prompted me to pay mana cost.
I was clicking too fast and clicked Mirror Entity when I didn't mean to. When the window came up with the prompt "What would you like the X to be?" I clicked cancel. The window remained open and I got a message in the upper left corner saying "null is not a number". I was unable to make the window close so I ended up entering "4" and then canceling when it prompted me to pay mana cost.
Re: Current Known Bugs list
by Jaedayr » 06 Dec 2010, 20:37
r4134
I was able to activate Adarkar Valkyrie and target Heedless One which was equipped with Sword of Light and Shadow. However when Heedless One went to the graveyard it did not return to play. Should Adarkar have been able to target a creature with Protection from White? Or should it have returned to play since when it hit the graveyard it did not have active protection? Or is this just my ignorance of the rules mechanics?
I was able to activate Adarkar Valkyrie and target Heedless One which was equipped with Sword of Light and Shadow. However when Heedless One went to the graveyard it did not return to play. Should Adarkar have been able to target a creature with Protection from White? Or should it have returned to play since when it hit the graveyard it did not have active protection? Or is this just my ignorance of the rules mechanics?
Re: Current Known Bugs list
by friarsol » 06 Dec 2010, 20:45
It shouldn't even be able to target.Jaedayr wrote:r4134
I was able to activate Adarkar Valkyrie and target Heedless One which was equipped with Sword of Light and Shadow. However when Heedless One went to the graveyard it did not return to play. Should Adarkar have been able to target a creature with Protection from White? Or should it have returned to play since when it hit the graveyard it did not have active protection? Or is this just my ignorance of the rules mechanics?
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Re: Current Known Bugs list
by serrasmurf » 06 Dec 2010, 22:07
Hi,
Has something been done with the AI? Several decks in the quest mode are a bit too suicidal now, plainly attacking into larger critters.
Other decks sometimes don't make the final killing attack. That used to only happen when the AI made many pre-combat actions.
I'll try to gather and file some specific examples.
Has something been done with the AI? Several decks in the quest mode are a bit too suicidal now, plainly attacking into larger critters.
Other decks sometimes don't make the final killing attack. That used to only happen when the AI made many pre-combat actions.
I'll try to gather and file some specific examples.
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Re: Current Known Bugs list
by Chris H. » 07 Dec 2010, 00:36
`serrasmurf wrote:Hi,
Has something been done with the AI? Several decks in the quest mode are a bit too suicidal now, plainly attacking into larger critters.
Other decks sometimes don't make the final killing attack. That used to only happen when the AI made many pre-combat actions.
I'll try to gather and file some specific examples.
Yes, some changes are being made. I have started a new topic named "AI attacking and blocking Observations" and have made this a sticky. It would be best to post your observations in that topic as they will not get lost in the large number of messages which appear in the bug list topic.
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Re: Current Known Bugs list
by ajcgr » 07 Dec 2010, 03:46
Hi to all,
I found a bug, but i don't know what card is the guilty
With Forge version 1130:
I cast Joraga Warcaller with 1 Multikicker. When he enter the battlefield, i use the ability of Oran-Rief, The Vastwood and he receive 1 counter +1/+1, in total he has 2 counters +1/+1. Then, in the turn of the PC, it cast Threaten, and at the end of turn of the PC, my Joraga Warcaller have under my control 1 counter -1/-1 and 2 counters +1/+1
.
p.d.: The counter -1/-1 disappear after my turn, and everything returns to normal
hehehe a little bug? i don't know
Why Joraga Warcaller have counter +1/+1 and -1/-1 at the same time
and the most important: Why the counter -1/-1
thanks guys
I found a bug, but i don't know what card is the guilty

With Forge version 1130:
I cast Joraga Warcaller with 1 Multikicker. When he enter the battlefield, i use the ability of Oran-Rief, The Vastwood and he receive 1 counter +1/+1, in total he has 2 counters +1/+1. Then, in the turn of the PC, it cast Threaten, and at the end of turn of the PC, my Joraga Warcaller have under my control 1 counter -1/-1 and 2 counters +1/+1


p.d.: The counter -1/-1 disappear after my turn, and everything returns to normal


Why Joraga Warcaller have counter +1/+1 and -1/-1 at the same time


thanks guys

Re: Current Known Bugs list
by Dracontes » 07 Dec 2010, 16:31
I'm a rules stickler so, yes, that matters to me. Uh... If you don't mind me taking that as a question.friarsol wrote:It does look like the ability isn't optional right now, just in case that matters for you.
No problem and many thanks for the quick fixes where they were possible

Well, since I'm going to have to wait for the new beta I guess I might as well take advantage of thatfriarsol wrote: Bad attacks: The attacking AI was messed up just a few days before release and wasn't noticed before the beta went out. This has already been fixed.

It was Skittering Invasion if I'm not mistaken.friarsol wrote: Do you know what card was creating yours? Maybe it's something the matter with that card.
I haven't got the faintest idea. In fact it's only now you've mentioned it that I noticed it. As luck as it Spike Drone is on the right pane and I see no mention of +1/+1 counters on its text box. Perhaps that's related with another glitch I've witnessed but didn't think much of it: when there are enchantments that pump creatures' power and toughness on the battlefield and I cast a spell the P/T reverts to its original (printed) stats while the spell is being resolved. I'll be sure to look into it as I'm not entirely aware of the details of this glitch.friarsol wrote:That stack doesn't help. But do you know why that Spike Drone is 0/0? That may help narrow down the issue.
* No, I'm not going to delve into the SVN. I'll leave that in the programmers' capable hands.
Re: Current Known Bugs list
by timmermac » 07 Dec 2010, 16:38
r4098... Computer sacs a Defense of the Heard, his 3 Essence Wardens go off twice each.... and the 2x Nemata, Grove Guardian that the comp was going for with the Defense somehow go right to the graveyard. 

"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: Current Known Bugs list
by Sloth » 07 Dec 2010, 17:12
Well they are legendary, so that's what they should do, No?timmermac wrote:and the 2x Nemata, Grove Guardian that the comp was going for with the Defense somehow go right to the graveyard.
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Re: Current Known Bugs list
by timmermac » 07 Dec 2010, 17:16
Durr... yes it should. That's what I get for posting before I'm fully awake.
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: Current Known Bugs list
by Dracontes » 07 Dec 2010, 17:53
The AI doesn't seem to be able to use Terramorphic Expanse: the effect appears on the stack but I see no land dropping as a result of it. In fact the AI uses the Expanse so quickly I don't see it hit the battlefield.
EDIT: Never mind this. Someone put a pair of Terramorphic Expanses in a deck without basic lands
EDIT: Never mind this. Someone put a pair of Terramorphic Expanses in a deck without basic lands

Re: Current Known Bugs list
by Corwin72 » 07 Dec 2010, 19:47
build 4149
I have not had a chance to test this again but Phantom Centaur was killed when lethal damage was applied. A +1/+1 should be removed instead.
Edit. I was able to duplicate.
I have not had a chance to test this again but Phantom Centaur was killed when lethal damage was applied. A +1/+1 should be removed instead.
Edit. I was able to duplicate.
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Re: Current Known Bugs list
by Corwin72 » 07 Dec 2010, 20:28
build 4149
Momentous Fall issue. Cast Momentous Fall targeting Jugan, the Rising Star. Jugan is sacrificed. Counters added to another creature. Momentous Fall will not clear the stack. I can click ok but nothing happens.
Momentous Fall issue. Cast Momentous Fall targeting Jugan, the Rising Star. Jugan is sacrificed. Counters added to another creature. Momentous Fall will not clear the stack. I can click ok but nothing happens.
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