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Current Known Bugs list

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Re: Current Known Bugs list

Postby phm » 09 May 2011, 13:25

- Convoke of Sprout Swarm doesn't work.

Edit:
- After several more games, I noticed I don't get priority when the AI casts spells. If a creature is cast, it is displayed in the proper box on the left, I can see the stack (top left, blue border, size 1, as intended) and have the priority. When the AI casts a non-creature spell (instant, sorcery) I don't see the stack, and I can't interact in any way. I only see that something changed on the battlefield and have to look in the AI graveyard to see what spell was cast. I play with all phase stops turned off, but they shouldn't be relevant I assume?
Last edited by phm on 09 May 2011, 17:47, edited 1 time in total.
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Re: Current Known Bugs list

Postby friarsol » 09 May 2011, 13:53

cc-drake wrote:
friarsol wrote:
cc-drake wrote:- When AI has Stifle in its hand and I activate Lore Broker in my first main phase, I don't have to discard a card.
This one has me curious. He had the Stifle in hand, but didn't play it? Did he have enough mana to play it? The CounterSpells had an uplift recently, so this may already be fixed. But probably should be looked at.
Indeed AI doesn't use Stifle in this situation, and the bug happens no matter if AI has {U} open or not. I think this bug is somehow related to this bug
cc-drake wrote:- It's my first main phase, and AI controls Ertai, Wizard Adept (also works when AI has Wizard Replica). When I cast a spell (Augur of Skulls for example), even if AI has not enough mana to acivate his counter, I'm asked to select a spell, with the Augur of Skull as only possibility. When I select it, the rest of my main phase is skipped and I'm directly asked to declare attackers.
reported some time ago, which has never been fixed. BTW, I have never seen AI activating Ertai, Wizard Adept.
Alright well there was some major uplifting to the Counterspell code, in the SVN, to use the standard Target code. So the AI will permanents with Counter abilities (I wanted Null Brooch working) whenever it can for the next release. Slowly, we'll improve the AI to be a bit more picky about when it uses them, so it's not countering "useless" stuff. This is a bit harder than it sounds since it's based on a calculating how "threatening" the cast card is versus how much cost needs to be paid. Included in these fixes are appropriate priority timing from the AI (it will wait for it's priority to actually Counter the spell.
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Re: Current Known Bugs list

Postby cc-drake » 09 May 2011, 20:19

- AI has a Jace, the Mind Sculptor with 14 loyality. Instead of Jace's ultimate, AI activates the -1 ability, but without any target, and nothing happened on resolution.
- AI has a morphed down Fortune Thief. I can't win.
BTW: I know it is Fortune Thief because I enchanted it with Gelid Shackles, which have "*Enchanting Fortune Thief*" in their text box - another bug :-)
- I can't cast Dematerialize via Flashback
- AI's Cryoclasm should name the land's ID which would allow me to bounce that land in response
- Quest for Renewal does not untap my creatures
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Re: Current Known Bugs list

Postby Kremit » 11 May 2011, 23:51

Mana costs are being calculated incorrectly when trying to cast any targeted spell when enemy has Lodestone Golem out. It's adding 1 extra mana to the cost of the spell (on top of the 1 its supposed to add) each time I try to cast a targeted spell and cancel it. Also, with the same spells once Lodestone Golem is dead they keep their erroneous casting cost.

Also, tokens generated by Rhys the Redeemed have no colour associated to them. Havent tested with other tokens.
Last edited by Kremit on 12 May 2011, 04:32, edited 1 time in total.
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Re: Current Known Bugs list

Postby slapshot5 » 12 May 2011, 00:26

cc-drake wrote:- I can't cast Dematerialize via Flashback
This is now fixed in SVN.

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Re: Current Known Bugs list

Postby cc-drake » 12 May 2011, 12:44

- I can't cast Gift of Estates when I have too much lands
- AI cast Steal Artifact on my Thopter Assembly. At the beginning of my next upkeep, the Assembly counted my Thopters (0) and returned to my hand, giving the tokens to AI (at least this part worked fine).
- AI does not sacrifice Thalakos Deceiver to steal one of my creatures.
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Re: Current Known Bugs list

Postby Chris H. » 12 May 2011, 13:48

cc-drake wrote:BTW: I know it is Fortune Thief because I enchanted it with Gelid Shackles, which have "*Enchanting Fortune Thief*" in their text box - another bug :-)
`
This bug was reported several months ago. I remember finding the code in the CardDetailPanel class and I was able to fix it at that time. But my fix no longer is working. I glanced at it and I am not sure what is wrong with it at this time. Nonetheless, thank you for the notice.

I was able to fix the Gelid Shackles bug by deactivating it's generic aura keyword. This card is using the enPump keyword and does not need both. This removes the choose dialog when Gelid Shackles is cast.
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Re: Current Known Bugs list

Postby Sloth » 12 May 2011, 13:53

cc-drake wrote:- AI has a Jace, the Mind Sculptor with 14 loyality. Instead of Jace's ultimate, AI activates the -1 ability, but without any target, and nothing happened on resolution.
- Quest for Renewal does not untap my creatures
This has been fixed. Thanks cc-drake.

Kremit wrote:Also, tokens generated by Rhys the Redeemed have no colour associated to them. Havent tested with other tokens.
Fixed (along with Kiki-Jiki, Mirror Breaker). Thanks Kremit.
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Re: Current Known Bugs list

Postby friarsol » 12 May 2011, 14:00

phm wrote:- Convoke of Sprout Swarm doesn't work.

Edit:
- After several more games, I noticed I don't get priority when the AI casts spells. If a creature is cast, it is displayed in the proper box on the left, I can see the stack (top left, blue border, size 1, as intended) and have the priority. When the AI casts a non-creature spell (instant, sorcery) I don't see the stack, and I can't interact in any way. I only see that something changed on the battlefield and have to look in the AI graveyard to see what spell was cast. I play with all phase stops turned off, but they shouldn't be relevant I assume?
Also, I believe Sprout Swarm has a not that says Convoke isn't supported yet. In the past, certain cards would be partially written, or written incorrectly (like Do or Die). While this is no longer standard procedure deleting half-written cards would do more harm (with breaking backwards-compatibility) than good removing something isn't quite working.

Any specific instants and sorceries? Are you sure you aren't just spacing too quickly through the prompts? I can test with all phases turned off.
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Re: Current Known Bugs list

Postby slapshot5 » 12 May 2011, 14:04

Chris H. wrote:
cc-drake wrote:BTW: I know it is Fortune Thief because I enchanted it with Gelid Shackles, which have "*Enchanting Fortune Thief*" in their text box - another bug :-)
`
This bug was reported several months ago. I remember finding the code in the CardDetailPanel class and I was able to fix it at that time. But my fix no longer is working. I glanced at it and I am not sure what is wrong with it at this time. Nonetheless, thank you for the notice.

I was able to fix the Gelid Shackles bug by deactivating it's generic aura keyword. This card is using the enPump keyword and does not need both. This removes the choose dialog when Gelid Shackles is cast.
Hey Chris, I think this has to do with this line:

Code: Select all
if (card.getEnchanting().get(0).isFaceDown() && card.getController() != AllZone.HumanPlayer) {
It's fine if the comp is enchanting it's own creature, but if you are enchanting compy's creature, it won't work.

Code: Select all
if (card.getEnchanting().get(0).isFaceDown() && card.getEnchanting().get(0).getController() != AllZone.HumanPlayer) {
??

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Re: Current Known Bugs list

Postby Chris H. » 12 May 2011, 14:24

slapshot5 wrote:Hey Chris, I think this has to do with this line:

Code: Select all
if (card.getEnchanting().get(0).isFaceDown() && card.getController() != AllZone.HumanPlayer) {
It's fine if the comp is enchanting it's own creature, but if you are enchanting compy's creature, it won't work.

Code: Select all
if (card.getEnchanting().get(0).isFaceDown() && card.getEnchanting().get(0).getController() != AllZone.HumanPlayer) {
`
OK, I now see the mistake that I made when I first fixed this bug. I made a minor edit to your suggestion to make it a wee bit more readable to us mere mortals 8) and it works.

Code: Select all
if (card.getEnchanting().get(0).isFaceDown() && card.getEnchanting().get(0).getController().equals(AllZone.ComputerPlayer)) {
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Re: Current Known Bugs list

Postby friarsol » 12 May 2011, 16:54

Players have .isHuman() and .isComputer() to ease those comparisons.
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Re: Current Known Bugs list

Postby Sloth » 12 May 2011, 17:33

cc-drake wrote:- AI tries to steal my Zuo Ci, the Mocking Sage with Overtaker
- I can't cast Gift of Estates when I have too much lands
Fixed these. Note that Gift of Estates is still far from being correct.
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Re: Current Known Bugs list

Postby Chris H. » 12 May 2011, 18:22

friarsol wrote:Players have .isHuman() and .isComputer() to ease those comparisons.
`
Ah, yes I had forgotten about those. After making a code simplification to my previous bug fix I performed a search on

Code: Select all
.equals(AllZone.ComputerPlayer)
`
and

Code: Select all
.equals(AllZone.HumanPlayer)
`
and I came across 49 + 138 places where a code simplification could be made. :)
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Re: Current Known Bugs list

Postby Ulthwithian » 12 May 2011, 20:52

A couple of bugs.

On the note of tokens, the tokens created by White Sun's Zenith and Kemba, Kha Regent are not considered White.

Cradle of Vitality activates from the library.

Last I checked, Teysa, Orzhov Scion was listed as a 2/2, when she is actually a 2/3.

A _lot_ of effects don't seem to duplicate well. For example, when an effect that puts multiple permanents somewhere triggers abilities, every ability but the first seems to resolve to no effect.

This was noted on Necroskitter and It That Betrays. If two creatures with -1/-1 counters hit the opponent's graveyard at the same time with Necroskitter on the battlefield, I should get both. I only get the creature associated with the ability that resolves first. The same thing happens with It That Betrays and Annihilator.

Another -1/-1 counter issue is with Flourishing Defenses. According to rulings, I should get a token for each -1/-1 counter placed. Currently, I get a token for each creature that receives one or more -1/-1 counters.

(Yes, I have a deck with Black Sun's Zenith, Necroskitter, and Flourishing Defenses.)
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