This is the list of bugs known in current version 0.2.1. Please post your feedback here. If you find a bug, please explain the exact steps to reproduce it.
General problems
- Frequent crashes when Background music is on
- Sleep mode crashes the PSP
- Banding doesn’t work and/or has no GUI representation
- Mulligan is not implemented
- Exalted should be a triggered ability
- persist works strange, the creature gets -1/-1 after it is killed, then back to play
for the second time it be destroyed, it remain in a -1/-1 state even in the graveyard or back
to hand by raise dead - double strike: a creature with double strike that has been blocked shouldn’t be able to assign its “second” damage to a player, unless it has trample
- AI: The AI cannot play a card that has a cost of {0} such as Ornithopter
- You can cast enchantments during an interruption phase as long as it is your turn
- Graveyard display does not update when a card is removed from it through a spell (regrowth, raise dead…)
- Graveyard “flames” effect is messed up
- Graveyard going past the last card crashes the game
- When too much cards are in play, some of them are difficult to reach/see
- Protection from … doesn’t work against abilities
- Cards that give protection from…to another one probably don’t work (not tested yet)
- Targets validity is generally not checked at ability/spell resolution, only when the spell/ability is cast
- Shop reported to crash when buying some boosters/starters
- creatures like “nightmare” that might be with 0 toughness, as they come into play with 0 toughness, they don’t send to the graveyard but remain in play that can attack or block
- Attack : if the blocked creature isn’t currently attacking anything (e.g. all blocking creatures are destroyed), it should assign no combat damage.
- regenerate a creature should not tap the creature immediately
- if library have 101 cards or more, the game crashes after choosing the deck
- You cannot have more than 4000 cards in your collection
- Shroud is not implemented
- Deck editor : it is possible to sell cards that have 0 occurrences…
- deck editor jumps to beginning after selling a card
specific cards problems
- Ankh of Mishra : Doesn’t deal damage if a land was destroyed then a new one is put into play
- Ascendant Evincar effect “other black creatures get +1/+1”, wouldn’t effect Drudge Skeletons
- Brass Man: trying to “untap” brass man with no mana and outside of the upkeep phase crashes the game.
- Channel : Works but needs to be “used” from graveyard
- Circle of Protection (all) (white enchantment) : can target the source, but then crash the game
- Creature Bond: Can be cast, but does nothing when the target goes to the graveyard
- Control Magic: untaps a tapped creature when i take control (it shouldn’t do this as per card wording).
- Crystal Rod : Weird behavior
- Death ward: Can target but does not regenerate the target
- disrupting scepter (artifact) does not cast properly. when cast it activates ability (target player discards a card). when activating ability after casting it; does not allow for target. does very briefly display “red rectangle”. does not use mana from manapool
- Drain life can use non black mana
- Fastbond : Infinite loop ?
- Glasses of Urza : can be put in play but don’t do anything when activated
- Instill Energy: Can be cast, but does nothing to target
- Kird Ape : keeps his power/toughness bonus when unsummoned. This allows to cheat and bost the Kird ape like crazy.
- Lava Axe Doesn’t do any damage
- Living artifact gives you one life whenever a card is tapped.
- Nightmare 10th Ed. doesn’t have flying
- power surge (red enchantment) may still deal damage for lands no longer in play (for example after Amageddon).
- Righteousness : can be cast on a non blocking creature
- Sedge Troll : keeps his +1/+1 bonus even when unsummoned
- Soul Net: cannot use during opponent’s turn because the game doesn’t offer to interrupt
- Spark Elemental: Spark Elemental doesn’t leave play at end of turn
- Spirit Link: Can target, but doesn’t give lifelink to the creature
- Terror : should not be used to target on black or artifact creatures
- unstable mutation (blue enchantment) counters do not stay on creature after enchantment is removed/destroyed
- Unstable Mutation on a creature that goes to the graveyard keeps it’s negatives to its power and defense, even when brought back to hand or play via other cards, ie, regrowth.
- Wrath of God should not allow creatures to be regenerated
- Zombie Master : Seems to make the game crash when goes to graveyard (or when other zombies go to graveyard)
In grey : Bugs that should be fixed in next release
Counterspell doesnt seem to work. But I may just be mistaken on how to use it.
Hi John.
Hee is how to use counterspell : interrupt when there is a spell on the stack, pay the cost for your counterspell, then the stack should pop up, with the card of the spell you want to counter. click on it and that should be it.
If the stack doesn’t appear, then it is probably a bug…
You’re not the first one to mention that, I have to do some testing myself, my quick tests didn’t show any bug
willow…
in reference to the double strike bug listed under general problems….
i believe when double strike was first introduced– if a creature with double strike deals enough damage to blocking creature on the first strike damage resolution then the “normal” damage does carry through to “player”
i’ll take a look at the rules to make sure…
ah, that would be great since that’s the way it works right now 😀
sup willow,
maybe now my country will not be such bastards to rest of world after this election……
ne way, i was right with how the rule is worded and your programing is currently correct, if the doublestrike creature does deal enough first strike damage to blocking creature to kill it, then the “normal” damage is applied to “player”
in reference to terror card error ..it is able to target black and artifact creature but the spell fizzles, which is correct, just like a “protection from [color]” creature can be targeted but the spell fizzles….just some clarification….
thanks for the clarification gdspsp.
In the near future, I’ll restrict the targeting for terror.
And congrats on your new president, he looks really cool ! I watched his victory speech and it really felt like something historically important happened yesterday.
Hey gdspsp, sorry to break it to you but you are wrong on both counts. But there’s no point having wololo implement the wrong thing.
Regarding double strike, that’s only true if the creature has double-strike and trample. If the attacker only has double-strike and kills the blocker in the first combat damage step, then it deals no damage during the second step.
As for terror, the card says specifically “target nonartifact, nonblack creature”, which means that you can’t even try to target a black or artifact creature. This is the same with protections – if you a card has protection from black, it cannot be targeted by Terror. But you correct otherwise – if the card that was targeted becomes black or an artifact before Terror resolves, Terror will then fizzle.
hey willow, how is trample broken? it works fine except when one assigns more damage than is necessary to kill blocking creature ( “damage assigned blurb”, then hit [square] button)??
Well I saw the Trample thing not work for me a few times…
I am not sure, I cannot reproduce it… hmmm
Incantus : thanks for the counter-clarification
In the first release of Wagic, it was less graphically obvious that Terror allowed to target black and artifact creatures as well. And I though it would be enough to let the user do the rules enforcement by themselves on that part. But that doesn’t work, at least for the AI, who needs strict rules. And you’re right, the check must happen when choosing the target AND at resolution, which Wagic currently does very badly. This will improve over time, as I refactor the code…
The same kind of problem happens for righteousness, which currently allows to target any creature, at any time
does not work for me in psp slim 5.00 M33. screen goes blank and soon psp shuts down.
Hi jamo, unfortunately I do not myself have a slim to test, you have no problem with other Homebrew ?
@ jamo…i have no issues with my slim, do you have WTH in the correct folder? (ex. game500,game, game390,etc…)
@willow… i am noticing the deck editor does not seem to be adding recent “card purchases” to collection; however the XXXX/4000 counter does go up. i double checked that i had room (an earlier issue for me) and i have checked numbers on some cards bought. (boomerrang, icy manipulator, hynotic specter, royal assasin). the other thing i noticed is some cards do not show in deck editior (boomerang is one i found). i did purchase boomerang in a single and in 3 separate 60 card booster, but still it does not show in deck editor. any ideas??
gdspsp
Hi gdspsp,
did you check that the cards that do not show are actually available, and with the correct name, in the set pictures directory ?
There is currently a limitation : your collection cannot have more than 4000 cards… that might be the issue ?
I’ve noticed that Nightmare is not able to block creatures with flying. I have not been able to confirm wheter this is simply a issue with blocking or it is for both blocking and attacking. I don’t know if it makes a difference as far as coding but I’ve only noticed it on the nightmare from the “older” edition (9th? 10?).
As a curiousity, I haven’t installed any of the custom made cards yet. Do only “working” cards install or will the entire set install but only some of the cards be functional?
Last thing, I think I last bought magic cards about ten years ago. What does it mean with the casting cost or ability is 1/2 one color and 1/2 another?
Thanks if you answer, no hard feelings if you don’t.
Hey Marco, thanks for the bug report.
I think the nightmare problem is only on 10th edition, it will be corrected in next release. You can correct it yourself too, by edition the _cards.dat file with notepad, and add “abilities=flying” for the nightmare card.
For the custom made sets, yes, only “working” cards are loaded. But note that which cards are “working” or not is decided by the guys who create the sets. So sometimes, they might decide that “this card works ok, even though I wasn’t able to code such or such ability”
the 1/2 color and 1/2 other color is the hybrid mana cost. It means you can pay either color1 or color2. For example, a card with G/W G/W G/W can be paid with 3 green mana, or 3 white mana, or 2green and 1 white, or 2white and 1 green, and so on…