This is the list of bugs known in current version alpha 0.0.2. 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
- the PSP hangs after a few games
- Sleep mode crashes the PSP
- Deck Editor: switching colors (up and down pad) in the Deck Editor has been reported to cause crashes from time to time
- Deck Editor: when there are 0 cards from a given color in your deck, a random card from another color is shown instead
- Deck Editor: When you add a card to your deck from the collection, the collection cycles to a random card. This is especially annoying when adding lands.
- Banding doesn’t work and/or has no GUI representation
- First Strike doesn’t work correctly
- You can cast enchantments during an interruption phase as long as it is your turn
- If you block one AI creature with two creatures, the game sometimes hangs at the damage resolution step
- Graveyard display does not update when a card is removed from it through a spell (regrowth, raise dead…)
- Some enchantments (paralysis) cast on opponent’s cards don’t go to the graveyard when/if the enchanted card goes to graveyard. Instead, they stay in play in a random location
- 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
- Activated Abilities with a Tap or Untap symbol in their cost can be activated even though the card has summoning sickness
- It is possible to see the cards in your library or your opponent’s library without any specific ability
specific cards problems
- Animate Dead: Can be cast, but does nothing (creature in opponent’s graveyard)
- Ankh of Mishra : Doesn’t deal damage if a land was destroyed then a new one is put into play
- Armageddon Clock: can cause the AI to crash. Cannot remove counters. Deals damage on all upkeeps instead of only controller’s upkeep
- Birds of Paradise: cannot produce one of the colors of mana (white?)
- 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
- 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). Creatures with control magic sometimes don’t take damage and/or don’t die
- Counterspell: generally Unable to target, although the stack sometimes pops up and allows to target.
- Crystal Rod : Weird behavior
- Death ward: Can target but does not regenerate the target
- Drain Life : can select a target but does nothing
- Dwarven Warriors: Targeting does not work correctly for their ability
- Fastbond : Infinite loop ?
- Force of Nature: Trample does not work. Upkeep cost can be paid, but no damage is dealt if upkeep cost is not paid
- Glasses of Urza : can be put in play but don’t do anything when activated
- Goblin balloon brigade: always has flying
- hurkyl’s recall (blue instant) Destroys all opponents cards (!)
- Instill Energy: Can be cast, but does nothing to target
- Keldon Warlord: power/toughness do not decrease accordingly when your number of creatures decreases
- Kormus Bell, Living Lands : the AI will crash if one of these cards is in play
- Kudzu: Can select a target land, but then does nothing.
- Lifeforce : seems to work well once (can counter a black spell), then behaves strangely
- Lord of the Pit : Not considered as a black card (at least in the deck editor)
- Paralyze: Not put into graveyard if target is put to graveyard
- Resurrection: Casting resurrection on a target crashes the game
- Soul Net: cannot use during opponent’s turn because the game doesn’t offer to interrupt
- unstable mutation (blue enchantment) counters do not stay on creature after enchantment is removed/destroyed
- Volcanic Eruption: impossible to select targets
get an error when starting the game 80020148
I guess you don’t have a custom firmware ?
i am thankful of this home brew. i will start logging the errors i come across. do you have a preference on format?
1. fireball does not allow multiple targets to be selected
2. able to view library (draw deck) w/o any activated ability on both player and AI
3. no random “who goes first” (gives unfair advantage to always go first)
4. cannot remove “counters” on apocalypse clock during upkeep(s).
5. apocalypse clock deals damage on all upkeeps (should only do on controller’s upkeep)
i start logging better these are off the top of my head.
p.s is it possible to incorporate a sort function so multiple cards are shown together. is it possible to show a single card in deck editor w/ a quantity associated (number in stock?)
did you get hitched yet??
gdspsp
hey gdspsp, thanks, no preference for format yet, if I start getting thousands of bug reports I’ll think about it, but right now the way you posted it looked nice.
1)I’m pretty sure you can select multiple targets with fireball, but I haven’t tried in a while. Just in case, because it is unclear : pay the cost, click on the fireball, click on the targets, then click on the fireball again. I’ll check again that this works correctly, and if not, I’ll add that to the list of bugs
2) Yep, that’s correct, I still have to figure out how to do things correctly here…
3) thanks, that’s right (although WotC has verified that starting first doesn’t give that much advantage since you don’t draw a card)
4), and 5) You’re right. Also, I discovered yesterday that it can crash the AI for some reason.
I like the idea of showing only one card + number in stock rather than having it displayed several times in various places in the deck editor
gdspsp….
1. noted an error concerning opponent using castle (white enchantment)and i successfully casting control magic (blue enchantment). creature card displayed bonus +0/+2 until my next turn.. error would have allowed me to block w/ boosted toughness
2. i have not looked at official rules, but i cannot recall the length of “summoning sickness” for creatures. is it till the end of my turn (meaning i could use an activated ability on opponents next turn) or does S/S last until the beginning of my next turn.
i feel i better go grab current rule set, so much my have changed…
3. do you feel in deck editor that having or “purchasing” a card once and just being able to use multiple copies may be a better way to go? i feel that the deck editor would be choked of cards (some entirely useless to my play style after a while) if i were to continually purchase boosters/starters? it would certainly help in build decks faster….
sry, i just realized the quantity idea does solve #3 above…What would i do w/ thirty erg raiders (black creature)??
more than four non-basic cards can be added to the deck
deck works even less than 60 cards
counter spell can’t work(no target provide)
1. goblin balloon brigade (red creature) seems to always have flying ability activated (i can only block it w/ another “flyer” even though i am sure the ability was not activated)
2. control magic ( blue enchantment) untaps a tapped creature when i take control (it shouldn’t do this as per card wording)
3. unable to target with counterspell (blue interrupt)
4. hurkyl’s recall (blue instant) does nothing when cast (cannot target?)
5. counters from unstable mutation (blue enchantment) do not stay on creature after enchantment is removed/destroyed
@JA… i recall minimum deck size can be 40 cards as per “older” rule set. most tourney rule set have 60 card only/minimum. i do not think wololo has instituted a control for unbalanced cards yet…. he/she is still mainly working on mechanics flow and bugs(?)
@ wololo… i also think that as per “newer” rule set interrupts do not exist due to confusion of play (is an interupt faster than an instant or vice versa?) WotC went to “all interrupts are instants” stance and istants resolve in the reverse order of played (which so far is correct in program)
i know sets now only contain instants, no interrupts, and cards that use to be interrupts are now instants (confusing, eh?)
thanks for the feedback !
@JA: I have no plan to add cards restrictions to the deck (4 cards, deck size, etc…) since this can easily be controlled by the player himself, but I might add some warnings eventually
@gdspsp : thanks for the interrupt/instants clarification. That’s indeed what I read in the 10th ed rules, and the WotC oracle says all interrupts are instants. At least THIS rule is easier in the new versions.
Oh, and I’m a “he” 😉
i am not sure if this is correct….
in the deck editor i think the “end” of the card list may be shifting position…
however i do realize when a group is brought up the “end” is placed on the card farthest on left. does the “end” change whenever i change group of cards? (for instance red to blue then back to red resets “end”?) i also wish the “end” was a different color than gray (maybe red).
Are all of the revised cards implemented yet or only some? i was exploring your files today on my psp (i cheated for credits, i admit it) and i came across many cards i miss from various decks and play strategies.
when is the wedding date?? by the way i’ll try to keep donating time and money…
hey gdspsp,
thanks, my wedding and my honeymoon were 2 weeks ago and everything went really fine !
The “end” stuff in the card editor is messy and I added it in a hurry for the alpha. It is one of those “temporary” things that might stay a while because they’re not very important, but that I definitely want to change. And yes, it shifts, sometimes showing the “first” or the “latest” card of the list you are currently watching. This is just a helper so that you know when you’ve scrolled more than once through the entire list, but I definitely want to improve that.
Some of the revised cards are not implemented. A few of them because I didn’t have the time, the other because they are not possible to code in the current state of the engine (copy effects, for example, which include clone and fork, and some others…)
In the next release I’ll put a “todo.dat” file along with the “_cards.dat” file, so that it’s easier to see what’s missing.
im back, you must be tired of me by now…
deck editor… no way to delete an entire deck. when going through deletion of single cards seems to crash at amounts less than 10 cards in deck
1. during one of my playtests … a creature with control magic (blue enchantment) was not taking any damage, even from me on purpose. i have not been able to repeat.
2. good news… i sucessfully counterspelled an artifact (black vise)last night. a box was brought up allowing me to select the spell being cast. i suspect multiple spells can occupy this box. i need to test further.
……..however i still have not been able to counterspell a creature, a sorcery, or enchantment when they are cast. i suspect an instant falls into this catagory as well, but current AI does not use instants.
let me know if you have specific things i can look at as far as gameplay
speaking of which, i think mana burn does not occur at all the correct spots.
only at end of upkeep, begginning of combat, end of combat. i think we are missing it at end of turn (mana is carrying over from opponents turn)
i only notice this when i accidently tap a land or try to counterspell in 2nd main phase of AI.
Thanks. Never tired of bug reports, they’re THE thing that help improve the game !
(Given the huge list of bugs, I sure wish some help fixing them as well, but that’s another story 😉 )
good morning willow….
1. fastbond (green enchantment) weird behavior when a land(s) are in hand when cast (seems to automatically activate card ability infinitely) can stil exit out of game to main menu…
2. instill energy (green enchantment) can be cast; however does not allow additional “untap” of creature or allow just summoned creature to attack
3. birds of paradise (green creature) when tapped for mana bring up a selection box. all colors but green are listed and work. the last selection says “add 1 mana” and i assume this was for green. when that option is selected it adds the mana to the manapool. it does not show the mana in the pool, the mana is a colorless mana, and can be spent as such.
4.trample ability on creatures does not work (only tested w/ force of nature) need to test with other trample ability creatures (war mammoth, etc..)
5. resurrection (white sorcery) crashes game after selection of creature from my graveyard
6. force of nature (green creature) No required upkeep cost (4x green mana), just activate ability during upkeep and no penalty (8 damage to player) [Willow, you know how lopsided that is? thank pete trample doesn’t work right yet (i have 4 of these in a deck i slapped together for testing)]
7. banding ability broken (auto bands creatures, i think banded creatures need to be declared before blocking assignments as per ruleset.) hangs at damage resolution step where player would be allowed to assign damage (will not allow damage distribution) instead of opponent.
i am sorry i don’t code, i have wanted to learn, but i need to find good reading materials and a better pc. the wife wont let me get a newer one or build another till we get other ducks in line. maybe you can appeal to the dev community and oversee some coders helping polish the program.
i do like play-testing though. you have given me an outlet for detail and strategy which is why i played magic for so long in the first place
thank you for your hard work!!
gdspsp
Damn, you find these bugs 10 times faster than I can solve them, I hate you 😉
I should definitely ask for some other coders help, but you know how open source is… If I receive once an email from someone who actually TRIED to compile the code, I’ll consider opening a SVN server somewhere (google code or whatever…).
There’s no point in setting up a svn server as long as no coder show interest, unfortunately.
I know that other fellows who code Magic programs (MTGForge, incantus…) have the same kind of problem with “lack of interest” from programmers.
But bug reporting itself is very important. Plus, your detailed feedback helps me a lot.
In reply to your bugs :
1 Ok, I will test
2 Ok, I will test
3 birds of paradise : this will be fixed in next release 🙂
4 Trample: I’m pretty sure the ability works on war mammoth. Can you give me more details ? (where you attacking with other creatures ? Did the program show some strange behaviour ? did the program ask you to choose damage ? Which creature was the computer blocking with ?)
5 Resurrection : Yes, I saw that too
6 Force of nature : Yes, saw that
7 Banding is COMPLETELY broken, sorry for that
4. i only have used force of nature, have not checked other creatures. program acts as if force of nature does not have trample ability. i notice when AI attacks with a war mammoth it brings up some colored numbers, but have not really delved into what is happening. i keep a running list of setup scenarios i am going through to test various effects. i will better log trample setups….
6. clarification on force of nature…. the consequence of not paying the upkeep cost works (8 damage) however to “pay” it all one has to do is “click ” on the card and activate it. no mana required…
sorry about my buglists…. i want to see this project through and i really am glad someone decided to make a program like this. if you want i can log once a week only, but they may be big logs…. i can’t code but maybe i can give ideas of how to solve???
Hey gdsp, unless I’m wrong, hurkyll’s recall can be cast (you just have to click on your opponent’s avatar to target), but then it destroy’s all his cards… Talk about powerful cards… for 1 colorless + 1 blue 😛