This is the list of bugs known in current version 0.1.0. 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, or the games crashes
- 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
- Mulligan is not implemented
- Legendary rule does not apply
- Flash is not implemented
- Summoning Sickness is “removed” from creatures at opponent’s turn
- AI: The game freezes when the AI wants to play any multi_colored (hybrid mana) card
- AI: The AI cannot play a card that has a cost of {0} such as Ornithopter
- Persist doesn’t work
- 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…)
- 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
- Protection from … doesn’t prevent a creature from blocking the one with protection
- 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
- Library: It is possible to see the cards in your library or your opponent’s library without any specific ability
- Shop reported to crash when buying some boosters/starters
- AI does not lose game when no longer able to draw card. (comp. rule 102.3c)
- All “Counterspells”, i.e. spells that target abilities or spells such as Cancel, Counterspell, Lifeforce’s ability, etc.. are messed up. Sometimes they can target, sometimes they can’t.
specific cards problems
- Animate dead : a creature with that aura doesn’t go to graveyard even if it takes more damage than its toughness
- 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
- Ascendant Evincar effect “other black creatures get +1/+1”, wouldn’t effect Drudge Skeletons
- Benalish Knight : Doesn’t have first strike, doesn’t have Flash
- Brass Man: trying to “untap” brass man with no mana and outside of the upkeep phase crashes the game.
- Cancel (blue instant, a counterspell) does not target.
- Castle: Creatures reported to keep the bonus when castle is destroyed
- 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). 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
- 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
- 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.User reported it was able to block creature with flying.
- Glasses of Urza : can be put in play but don’t do anything when activated
- Helm Of Chtazuk : cannot target correctly (target becomes red, then what ?)
- hurkyl’s recallcan be cast, but destroys all of opponent’s cards
- Hypnotic Specter, 10E : does not fly (this bug does not affect RV version)
- Instill Energy: Can be cast, but does nothing to target
- 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
- Obelisk of bant : reported not to work
- power surge (red enchantment) may still deal damage for lands no longer in play (for example after Amageddon).
- Resurrection: Casting resurrection on a target crashes the game
- Righteousness : can be cast on a non blocking creature
- Roc of Kher Ridges : doesn’t have flying
- 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
- Stillmoon Cavalier:flying ability reported not to work in some rare cases
- 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.
- Zombie Master : Seems to make the game crash when goes to graveyard
In grey : Bugs that should be fixed in next release
every time it’s crashing when i enter the shop
Hi felii123. Can you try to quit the game, re-launch it, and enter the shop without going anywhere else ? Does it still crash in that case ?
Spark Elemental doesn’t leave play in end of turn
sry i couldn’t email you willow, internet issues…
i have been retesting previous bugs and testing new ones..
old alpha
1.power surge (red enchantment) may still deal damage for lands no longer in play. (i found out after armageddon)
2. force of nature was able to block flying creatures (only able to do once)
new (shiny) beta [thank-you by the way]
1.hurkyl’s recall error reported is correct. sends AI’s cards to graveyard
2. Shop feature– boosters and starters seem to crash game. however i was able to use the booster view feature 3-4 times before it constantly started crashing. i think it may add cards still to my library because i am noticing cards i did not buy in singles (i buy singles in 4’s)
3.time length of “interrupt box/stack” may need to be increased from 3 second to 5-6 second. i find it to be to short of a reaction time amount. maybe a better solution is an option to allow a selectable length( 3sec, 5sec, 15sec, unlimited). shorter length is better than 30sec.
4. AI does not lose game when no longer able to draw card. (my poor new millstone deck)
5. Cancel (blue instant, a counterspell) does not target. still have not been able to repeat the “stack box” (i mana burn a lot testing “counterspells”; it is fun)
6. 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
7. Unsummon (blue instant) may not be returning creature to owner’s hand. may be putting creature in graveyard.
8. Trample ability does work on war mammoth, but does not work on force of nature. (still looking at other trample cards; lord of the pit, etc….)
my work also has not been kind lately, i will try to be more regular on reports.
let me know if i should focus on specific areas…
gdspsp
Hi gdspsp : No specific areas to focus on. Just play the way you want, have fun, and whenever you find something weird that’s not already written on the bug page, shout ! 😉
-There’s definitely something wrong with force of nature, I’ll have a look.
-Power surge, the bug’s probably still here in version 0.1
Regarding the bugs you found in the beta:
1. Yep
2. I’m confident this has been solved in the new release, can you test ?
3. I need to work on options, you’re right !
4. Yes, I have a millsonte deck too, and I hate that I forgot this feature
5. Ok
6. Ok
7. Never happened to me. It would help if you could find the exact steps to reproduce the bug
8. Force of nature, again…
And don’t worry about the regularity of your reports. See the bug list ? That’s at least 2 months work already :p
edited the collection.dat file with every card from ALA twice and crashes when i go into deck editor is there a limit on how many cards you are allowed to have in your collection?
@apac : the limit is 4000.
I sent you an email so that you can send me your file
@apac : one important note too : you cannot add ALL cards from ALA, only the ones that are described in “_cards.dat”
If you add the other ones, yes, I guess the game will crash.
slow day for me…..
lord of the pit (black creature) as you already know it displays in other colors during deck editor (seems to be counted as an artifact, maybe even an artifact creature..)….deals upkeep damage during AI’s upkeep… trample works… creature sacrifice during upkeep works…
sry , i forgot
unsummon does work correctly (checked 3 times, figure AI had to discard on my error)
shop feature display cards in booster/starters purchased still crashes game, still trying to confirm the addition of cards…..
i haven’t recieved the kormus bell bug yet, with the AI crashing the only thing i noticed was a slight decrese of the “box”(in-game cursor), and some animations went have speed, (note: when i tired this both me and the AI were about halfway through are decks, and we there was about a total of 45 cards on the “playing field”, this only included cards in play and not the graveyards, decks, or hands)
alright their is also a bug where you can click on a deck (yours and your oppenents) and see what cards are order the cards are in all the way to the “bottom” or last card of the deck, i think this is happening because the deck was given the same properties of the graveyards
also their is an animation glitch when viewing the graveyards, the flames that appear that show that new cards have moved there, are showing up on the far right of the screen; it’s also not possible to view a card’s image when it’s put into the graveyard (i don’t know if that last one is a bug or just wasn’t added yet)
there is also an uncommon glitch where the shop will load up just the name, mana cost, and abilities/flavour text of a card in the color of it’s mana instead of the card image, (this mostly happens to creatures)
also too i was wondering if there was any chance of you taking off the cost for the cards for now, i think it would be easier for all of us to test card effects and such, if we didn’t have to buy them from the shop, i’m also coming up with some decks, that could be either a good beginner’s deck for people to use, or a easy- medium AI deck
hey i was wondering if there was any way for you to rework the layout of the playing field or adding more room that can be scrollable, because the AI/player 2 has little room to play with and the cards overlap alot, also anyway of having a border put up on the bottom where player 1 is, when i play excess land cards go below the screen where you either can’t see them or just barely,
obelisk of bant, doesn’t work at all
stillmoon cavalier, had alright i was trying to block a flying creature so i activated all three of his abilities, 1st i activated his 3rd ability 3 times (so he could have a +3 power and toughness, then i activated his 1st ability (to gain flying), then his second (to have first strike), now when i finished this and went to attack, he had his power-up and first strike, but not flying; i’ve tried activating the powers separately and in other combinations, but the only time i’ve had his flying power not work is on this occasion,
also i’ve noticed that when two creatures fight with first strike, the attacking creature isn’t always getting priority on the effect (whatever player’s it is and who is attacking should have priority over other players when dealing first and double strike damage; but of course with double strike it needs to kill the defending creature with the first hit, before the next hit is dealt); another problem with first strike is the AI, it stops attacking at all if you have usually at least 1, but indefinitely if you have 2 or more creatures with first strike untapped (this is a bad glitch because if your using “landwalker” or flying creatures you can hit your oppenent for an easy kill)
Hey LordBane999, overall good points.
Speed problems: This happens when there are lots of cards in the game that monitor the entire game. Cards that usually have complex state based effects, such as Nightmare, Kormus Bell, Keldon Warlord, etc…
Can see the library : yes, this bug is in the list already 😉
animation glitch in the graveyard + cannot see big picture : yep…
Shop glitch : This one is a pretty big problem. The game will create a “fake” card with its associated text if it cannot load the picture itself. This happens if the picture of the card is not here OR if your PSP is running out of memory. Did it happen after you played for a long time ?
If you want to add cards to your collection without buying them in the game, just edit your collection.dat file with a text editor and add the cards you need.
Playing field/layout issues : will be working on that, one day.
Obelisk of bant: thanks, I’ll check that
Stillmoon cavalier: If you’ve played a game with lots of cards, it seems to me that you’ve reached some sort of limit in one of the arrays of the game. This will get solved eventually when I clean the code. That’s a bit weird though, so I’ll check
For the record, I am aware of most graphical glitches, and problems in the UI (after all, I play the game too 🙂 ), and I’ll be working on them, although they have low priority
I’ll read the rules again, but I think that 2 creatures with first strike are supposed to deal their damage at the same time ?
The AI doesn’t take first strike into account, so your last comment is not completely correct, but the AI is really basic and needs to be fixed, that’s for sure !
hey wololo, i’m having the no card pic bug happening in the single player play mode, from when i’ve tried dupilcating the problem, the only thing i can find that causes it is an AI Deck that uses white cards (mostly), but when certain cards like “benalish calvary” comes out it’s picture doesn’t show up and neither does any other card that you pick up or goes into play after this, this bug though also causes (for me at least) to have the game crash
also throne of bone isn’t working, i’ve tried various times of a turn to activate it’s effect but it isn’t working
circle of protection (any color), wasn’t working properly when i used it, it was selecting my creatures only instead of both mine and my opponent’s (don’t if anyone else has encountered this yet)
also certain spells when played, like armageddon, wrath of god, flashfire, etc. will change, the position of your remaining cards on field (this while not being a big thing now, will cause problems later on especially if the bug randomly switches positions of a high amount of cards; freeze and crash may happen basically)
willow,
animate dead (black enchantment) allows enchanted creature to take any amount of damage and heal at end on combat, essentially the creature becomes invincible…
nice forums…
gdspsp
exciting news, i think my card collection was too numerous, i have bought several boosters after “clearing/ cleaning house” and the booster/starter display function started working again. again , i do feel a sort cards/ quantity function for the deck editor will be a great addition to your program. or even a basic xxxx/4000 counter….
hey gdspsp. I have no visual spoiler to show you yet, but the Deck editor will be improved in next version. Each card will appear only once with a counter on it, and there will be a slide bar. This should make things easier.
it is under heavy development, haven’t started testing yet
Thanks for the animate dead bug. It is the same as the bug for control magic, and I fixed it yesterday in the dev version 🙂
props to willow,
i have been working on testing the “exalted” ability and need some clarification….
1. the +1/+1 only lasts till end of turn as per wording? sometimes it stays, kinda like a counter.
2. it is stacking correctly (i.e. 3 creatures w/ exalted and a fourth creature attacking by itself will receive +3/+3)
3. have noticed after an “unsummon” when AI recasts creature still has exalted bonus (again going back to #1)
i look forward to you advancements… thanks again
gdspsp
p.s. i assume i should not report bugs with any user added sets due to possibility “creator” may not know what they are doing? i only ask because i have added some sets on forums to collection (now at 676 total) and have seen a few bugs, but am unsure if they should be posted.
p.p.s. Since the “fix” on my shop i have yet to be able to purchase ALA booster/starter (does not come up, only 10E and RV) any suggestions?
i should check my notes before posting…
when looking at graveyard “pile”, if one scrolls to last card (1st card placed in graveyard) and tries to scroll past last card, game crashes. i have been able to repeat a couple of times.
good night, say hi to the wife….
gdspsp
Hi gdspsp, thank for your detailed report (as usual 😉 )
The +1/+1 should not stay beyond end of turn. Actually, that is a good question, should the attacking creature lose the bonus after the combat phase ? Or at the end of the turn ?
Anyone have a good link to the rules/problems for Exalted ? I guess I should read the comp rules…
Regarding users sets… you can post bugs regarding these, and I can have a look, but I won’t add them to the “bugs list” unless they are confirmed to exist with “non user made” cards.
PS : ALA Booster cannot be bought anymore. The rule is : if a set has more than 100 cards, then you can buy boosters for it. It was 50 in the beta you got.
greetings from abroad….
i have been noticing a font sizing error in the deck editor (i knew about the charge cord one) where the font appears smaller than normal or appears garbled. (i have been building tri-color deck s lately and figure that may be related, but i also have now seen it with single and dual color decks)
BTW, i never realized the hidden genius in this program. before i would construct a deck and play it 30-50 times against AI searching for bugs (have to have certain enviro for some testing of effects). I always thought the 2 player option was broken… i selected it to see if it would crash, it works, it allows me to play myself against my decks….willow i wish i knew this existed…i can build a 5 color shell deck and just add combos of cards (in multiples of 4) to test at a much quicker rate . a very basic 5 color shell is as follows (for any who want to help willow)
2 badlands
2 bayou
2 volcanic island
2 plateau
2 underground sea
2 savannah
2 scrubland
2 taiga
2 tundra
2 tropical island
4 glimmervoid (if you snagged MIR set, p.s. the card is broken and does not bury when no artifacts in play at end of turn, note: not for willow to fix, for us testers to use)
1-4 sol rings (dependent on beliefs)
1 mox ruby (moxes not necessary, but do help, get BET set in forums)
1 mox emerald
1 mox jet
1 mox pearl
1 mox sapphire
** 40 “test” cards (recommend 10 particular cards quantity X4, please keep in mind of combos you wants to test and cards you need to see if functioning properly. i always try to duplicate any errors i come across at minimum 3 times.
2 ways to run test….
1st (easiest) just play the deck against itself (player1 and player 2 have a copy of same deck, good for testing most situations) can be a little difficult to distinguish which player is “on deck” pay attention to ava’s pic. also remember the game engine will ask BOTH players if they want to interrupt.
(it confused the heck out of me at first till a i remembered i am playing 2 people)
2nd (more difficult) use the base “recipe” to construct 2 decks (A and B for now) Deck A should just be a deck to test cards/combos ( see ** ) and deck B should be designed to completely mess up deck A ( disrupt combos, use color-prejudiced cards, etc.) best used to test more complex effects and combos.. it is an action/re-action testing method (stupid F***ing Stasis decks, a very long story from a long time ago)
anyways, i digress, i hope this will flood the bug reports, if followed it will give a controlled test eviro..
thanks willow
p.s. i have decided to post any card errors on user created sets on the release page in forums…