bugs 0.7.1

This is the list of bugs known in current version 0.7.1. Please post your feedback here. If you find a bug, please explain the exact steps to reproduce it.

Important

There has been several reports of the game crashing at startup. If you have such an issue, please go to the following thread to get solutions to your problem.

General problems

  • Banding has no GUI representation
  • Flanking does not work
  • Mulligan is not implemented
  • Exalted should be a triggered ability
  • 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
  • retrace is not implemented
  • AI: The AI cannot play a card that has a cost of {0} such as Ornithopter
  • Graveyard display does not update when a card is removed from it through a spell (regrowth, raise dead…)
  • Graveyard “flames” effect is messed up
  • When too much cards are in play, some of them are difficult to reach/see
  • 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
  • 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
  • Parser: when using card like: auto=target(creature[blocking]) 4/4 you can make you creature into “block mode” gives it +4/+4, then remove it from combat.
  • Options: Audio volume is either 0 or 100%, other values actually put the volume at 100%
  • creatures revived from the graveyard with a “target=” – line can’t target anything
  • You can regenerate a creature that was killed with wither (-1/-1 counters)
  • Fear Two-colored creatures can block as if were black or artifact (even if black isn’t one of the colors)
  • Taking control of a card doesn’t update abilities that involve its controller. For example, taking control of a keldon warlord will not change its power/toughness according to your creatures, but those of your opponent
  • People reported various ingame crashes when lots of tokens are in play
  • Various random crashes at the end of a game, or when entering the shop. Deactivating music has been reported to minimize this crash

specific cards problems

  • Aether Spellbomb has a problem in the shop with its name
  • Arcanis the Omnipotent: draws 3 cards when comes into play, then can’t use “Draw” ability
  • aura mutation – won’t target enchantments for destroying
  • 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
  • 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
  • fires of yavimaya – +2/+2 does’nt go away at the end of turn
  • 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
  • Kjeldoram frostbeast(ICE) does not destroy any creature blocking/blocked by it at the end of combat
  • Living artifact gives you one life whenever a card is tapped.
  • Master Decoy (TMP) reported not to tap artifact creatures
  • Morphling (USG) ‘s untap ability does not work. Also, casting cost is cheaper than it should be.
  • Pit Imp – Tempest – Doesn’t have flying
  • power surge (red enchantment) may still deal damage for lands no longer in play (for example after Amageddon).
  • Selesnya guildmage abilities don’t work (both of them)
  • Siege-Gang Commander‘s ability has a weird flow if you want to target a player.
  • Skeleton Ship(ICE)’s ability can’t be used.it keeps untapping while declare it as attacker.
  • Soul Net: cannot use during opponent’s turn because the game doesn’t offer to interrupt
  • Casting “spirit link” on an opponent’s creature causes the opponent to gain life rather than me.
  • unstable mutation (blue enchantment) counters do not stay on creature after enchantment is removed/destroyed
  • Vampiric Link, a black version of Spirit Link, which is supposed to be an Enchant Creature (Says Enchant – Aura) is acting like a global enchantment, instead of a creature enchantment
  • Walking Wall : can’t attack even after activating its ability

Other reports:

  • I attacked the AI with a wilt – leaf cavaliers pumped with might of oaks, and it blocked with a wall of bone juiced with bad moon. It tapped black to regenerate the wall (which was enchanted with my psychic venom) and lost 2 life. the wall never regenerated and the mana burned the AI. After the damage resolved The game went on to the AI’s untap phase and crashed the psp.

In grey : Bugs that should be fixed in next release

In blue:Bugs that couldn’t be reproduced in current development version. It could mean that another bugfix fixed them without us noticing it, or the bug never existed, or the bug is a side effect of something else that cannot be tested easily. In that case, if you have that bug and know a way to reproduce it, please shout 🙂

5 Responses

  1. Quentin says:

    In the LRW folder _cards.dat, I was searching for token cards and came across Elvish Promenade that has token ability, but the code to get the tokens is missing. This is what is in there:

    [card]
    text=Put a 1/1 green Elf Warrior creature token into play for each Elf you control.
    id=139676
    name=Elvish Promenade
    rarity=U
    type=Sorcery
    mana={3}{G}
    subtype=Tribal Elf
    [/card]

    Now, it is a fix I am able to do, I just don’t know the lingo. This is what I have so far, but don’t know how to apply the multiplier:

    auto={G}{T}:token(Elf Warrior,creature Elf Warrior,1/1,green)*???????

    Can you please help me to finish the equation?

    Thanks

  2. Quentin says:

    The part I have after auto={G}{T} might not be right either…

  3. Potatico says:

    Pit trap doesnt need to be paid to be activated and doesnt go to grave after activation….

    When u confiscate glorious anthen ur creatures dont get the +!/+1 bonus(maybe it happends with other enchantments and artifacts like orish auriflame)

  4. rohz says:

    1. reducing card cache size to 0 seems to lessen those random crash issues.
    2. it would be helpful if there’s an end turn and skip battle phase command.
    3. what if you just lay out all the cards on the shop instead of randomizing it? it doesn’t seem to have any significant purpose aside from making it harder to build a deck. besides, if the players want random cards, they can always buy the booster packs.
    4. maybe you can add a flip a coin function before the game starts to determine which player goes first.

Leave a Reply

Your email address will not be published. Required fields are marked *

Most comments are automatically approved, but in some cases, it might take up to 24h for your comments to show up on the site, if they need manual moderation. Thanks for your understanding