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Author Topic: Known Card Bugs  (Read 7590 times)

Offline Watno

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Known Card Bugs
« on: 09 January 2017, 07:17:11 PM »
    I put the list of Renaissance bugs here on top so players can easily see where there are new problems.
    Renaissance bugs
    • Black Market/Storyteller: If you play Black Market/Storyteller during the buy phase (Capitalism), you should be able to convert tokens on the Coffers mat into coins to be used by Black Market/Storyteller, but this isn't possible at the moment.
    • Herbalist/Capitalism: Currently a Herbalist under Capitalism can topdeck itself in the interface. This is inocrrect, as the topdecking triggers when the Herbalist is discarded, so it is no longer a Treasure in play.
    • Scepter/bot: If the bot plays a Scepter, the game will become stuck. The bot doesn't seem to buy Secpter, but may end up with one for any number of reasons, e.g. continuing a game where one opponent left.
    • Star Chart/Fleet: Star Chart will not ask if the shuffle is for drawing cards for the next hand on a turn the game ends. Hoewever, with Fleet bought, there may be additional turns, and Start Chart should ask, but doesn't.
    • Crown/Villager: If the Crown autoplay is active, it does not 'activate' if the player has no (other) Action card in hand to play and they have Villagers.

      Specific card bugs
      • Aqueduct:
        • Rule/UI: Gaining a Victory card with Aqueduct will usually automatically do the transfer of VP chips from Aqueduct to the gaining player as the first triggered effect. This is problematic if there are other effects triggered that might result in somebody gaining a Treasure, because that might put more VP chips on Aqueduct. The option to order the effects the other way around (more beneficial to the player in almost all cases) is not given.
          Examples inlcude gaining Crumbling Castle/Haunted Castle or gaining Cemetery and trashing cards that can cause Silver/Gold gain (Feodom, Catacombs, Sir Vander).
        • Rule/UI: Gaining a Treasure card with Aqueduct will usually automatically do the transfer of VP tokens from that Treasure card's pile to Aqueduct as the first triggered effect. This is problematic if there are other effects triggered that might also effect the VP tokens on that pile. The option to order the effects the other way around  is not given.
          An example is gaining a Farmers' Market affected by Capitalism from its pile that has 4 VP tokens, when Innovation has been bought. Doing the Aqueduct effect first lowers the VP count on the pile from 4 to 3, making a play via Innovation put one more token on it and getting $4. The other way around would have resulted in 4 VP from Farmers' Market pile for the player, then no VP token going on Aqueduct.
      • Basilica:
        • Rule/UI: The check by Basilica if the buying player has $2 left is done immediatly after the buy. So other triggered effects that might change the amount of $ a player has are ignored. An example is gaining an Action card that produces $ (when played) with an on-buy trigger (Haggler, Charm), then playing it via Innovation.
          • Workaround: None.
          • Forum thread: Gaining bugs with Innovation etc.
          • exists in 1.4.5.2: #30643104: On turn 6 of Ingix a Silver is bought with $4, leaving $1. Since Haggler was in play, a Squire is gained and then played via Innovation (+$1). At that point, the triggered effects of the Silver buy are still active, so it should be possible to handle Basilica now and gain 2 VP, but the game doesn't allow this.
      • Blessed Village:
        • Incorrect game state: When a boon is taken and received when it is not the taking player's turn (this is IMO only possible by gaining Blessed Village when it is not the gaining player's turn), the boon will work, but will not return to the boon pile at the correct time if it is one of the three 'Keep this until Clean-up'-boons (The Field's Gift, The Forest's Gift, and The River's Gift). They should return during the next cleanup phase that is happening, but they do return during the next cleanup phase of the gaining player. This makes a difference if the boon pile needs to be shuffled in between the time it should have returned and the time it is returned. This was originally reported for the special case when these boons were taken and recived between turns.
          • Workaround: None.
          • Forum thread (forum.ds) Pathological Donate Questions
          • present in 1.3.12.1: In game #12400162, Lord Rattington buys a Messenger on his turn 3, giving out a Blessed Village. Ingix gains it and takes and receives immediately The Field's Gift. But it will be discarded only during Ingix' turn 3, not Lord Rattington's turn 3. The same happens in game #12400399, where Lord Rattington, on his turn 5, Swindles a Blessed Village into a Blessed Village and Ingix takes and receives The Forest's Gift immediatly. Again, the boon is discarded only during Ingix' turn 6.
      • Colonnade:
        • Rule/UI: When Colonnade triggers it seems to be always handled first, not being ordered by the player with other on-buy effects. That is normally not a problem, but can lead to missed VP gaining when a card with the same name as the bought one enters play in the course of some other on-buy trigger.
          • Workaround: None.
          • Forum thread: Gaining bugs with Innovation etc.
          • present in 1.4.5.2: In game #30669632 on turn 8 of Ingix' turn, a Cargo Ship is bought, another one gained via Talisman, and that played via Innovation. The original on-buy trigger of the bought Cargo Ship is still active after this and it should be possible to resolve the Colonnade ability now to get 2 VP. But the option is never given.
      • Defiled Shrine:
        • Rule/UI: When you gain an Action card with VP tokens on it, Defiled Shrine's trigger is generally handled first (gaining Temple being an exception). That is normally not a problem, but with Innovation playing a card that changes the number of VP tokens on its own pile (Farmers Market, Wild Hunt), ordering the effect of Defiled Shrine after the play via Innovation would sometimes be more beneficial.
          • Workaround: None.
          • Forum thread: Gaining bugs with Innovation etc.
          • present in 1.4.5.2: In game #30670558 on turn 6 of Ingix' turn, a Farmers' Market is bought and gained, while Innovation was previously bought. The game autmatically does the Defiled Shrine trigger first, removing a VP token from the Farmers' Market pile, so playing the Farmers' Market via Innovation results in $1 less gained than if the Innovation play happened first and the Defiled Shrine trigger second.
      • Ducat:
        • Forced play: If you have Ducat in hand and repay debt, the Ducat will always be played, even if the amount of $ you have created this turn is enough to repay the chosen amount of debt. This prevents using the Ducat as a trash card for Bat, for example.
          • Workaround: None.
          • Forum thread: Ducat is a forced play when having debt
          • exists in 1.4.2.1: #23764837 as Ingix. You have 1 debt and created $1 by playing one Copper. If you press the button to repay the debt, the Ducat in your hand gets autoplayed.
      • Duplicate:
        • Rule: When one of your reserve cards is called into play while it is not your turn, it should be discarded at the end of that turn. Currently it is discarded at the end of your next turn. Examples would include calling Duplicate when you trash and gain a card from your opponent's Governor or Swindler.
      • Fool:
        • UI: The ability you have at the start of your turn when you have the "Lost in the Woods" state is optional, you don't need to discard anything. If there are other start-of-turn effects that are also optional (say Ratcatcher/Guide on the Tavern mat), and you need to decide between them, the interface does not show the usual option to just play an Action card from your hand or to end the Action phase already, you have to select one option from the log area.
          • Mitigation: Select the "may discard a card to gain a Boon" option. You can then decline to discard a card. After that, the interface works 'normal' again (not forcing you to explicitely deal with those optional effects).
          • Forum thread: Forced "mays"
          • exists in 1.3.9: #10162654 as Ingix. Lord Rat ends his turn, then you are prompted with dealing with "Lost in the Woods", Ratcatcher and Guid.
      • Governor:
        • Rule/UI: When choosing the third option of Governor (each player may trash a card from their hand and gain a card costing exactly $1 ($2) more), the trashing should be optional for *all* players, including the player of Governor. Currently it is mandatory for that player, optional for the others.
          • Workaround: none.
          • exists in 1.3.12.1: #12098012 as Ingix. Governor has been played and the 'Remodel' option selected. One cannot continue wihtout trashing a card.
      • Graverobber:
        • Bot/Stuck: When the AI plays a Graverobber, it may become stuck. This is similiar to a previous problem with the AI playing Lurker and may have similiar reasons (one of both 'modes' not doable).
          • Workaround: none.
          • exists in 1.3.14: #15260318 as webnesto. The AI will play Graverobber, but then not proceed to do anything.
      • Hamlet:
        • Rule: If you have at least one card in hand after the +1 Card from Hamlet, the game will correctly ask you if want to discard it for +Action or +Buy. If you discard the last card of your hand for +Action, it will still ask you for a discard for +Buy and if you choose to do it, you will get the +Buy, even though no actual card was discarded.
          • Workaround: none.
          • exists in 1.4.2.1: #22735446 as Ingix. Hamlet has been played 1 card discarded for +Action, your hand is empty. You can still 'discard' for +Buy and get the +Buy effect.
      • Haunted Castle:
        • Rule/UI: Gaining a Haunted Castle on your turn under Aqueduct may deprive you of 1 VP. See Crumbling Castle for details (replacing the Silver gain with a Gold gain).
      • Herbalist:
        • Bot/Stuck: When the bot has played Herbalist as well as another card that somehow modifies the normal cleanup behavior (tested Alchemist, Treasury, Walled Village, Page), the game becomes stuck during cleanup. Interestingly this does not happen with Herbalist+Scheme, so maybe the reason is more the autoplay existing for those other cards.
          • Workaround: None
          • Source: Dougo on Discord
          • present in 1.4.1: #19250419 as dougo. Lord Rat is stuck after having played 2 Alchemists, a Potion (so the Alechmists can be topdecked) and a Herbalist.
      • Inheritance:
        • UI: In conjunction with Quarry in play, an inherited Estate in a player's discard pile is not shown as cost reduced. This is an UI bug, the card is cost reduced for gameplay purposes.
          • Workaround: None
          • Forum thread: Inherited Estates don't seem to take into account cost reductions
          • present in 1.4.6: #32331719 as Ingix: You just played Quarry. The inherited Estates in the supply, in play and your hand are correctly shown as cost reduced to $0, but the Estate at the top of  your discard isn't, it still is shown as costing $0.
      • Inn:
        • UI (with Possession): When you gain an Inn while you are possessing an opponent, there is no UI to select the cards you want to shuffle into your library.
          • Workaround: None
          • Forum thread: Possession and Inn
          • present in 1.3.7: #9796793 as Ingix. You are possessing you opponent. Buy Inn (it can be seen in your discard pile at the top of the screen) and you will get a button "Done Selection" and the central information are says "Shuffle Actions back in", but the actual UI element to select from the Action cards in your discard pile is missing.
      • Lost in the Woods:
        • UI: The ability is not treated as fully optional in the UI. See Fool above.
      • Magic Lamp:
        • stuck: When you double play a Magic Lamp (via Crown or Counterfeit) and the 'get 3 Wishes' condition would be fullfilled on both plays (in other words, the Crown/Counterfeit was the (at least) 6th unique card) the game will become stuck on the second playing of the Magic Lamp. If the second playing would not cause the Wishes to be gained based on the card count, the games continues normally.
          • Workaround: None
          • Source: : 百日傳奇 on discord.
          • present in 1.3.12.1: #12629916 (Crown)/#12630148 (Counterfeit) as Ingix. You have played Crown, and can now choose to double play Magic Lamp. If you do, you get the Wishes for the first playing, then the game becomes stuck during the second playing.
      • Mining Village:
        • Bot stuck: When a bot has a hand with Mining Village as the only Action card and has Villagers, playing the Mining Village makes the bot get stuck. Either removing the Villagers or adding an Action card to the hand solves the problem, so I assume the reason is the interaction between the "delayed question" of Mining Village for trashing, the Villagers and the only way to decline the trash is to "End Actions" as a user.
          • Workaround: None
          • Source: : DBM000 on discord.
          • present in 1.4.6: Load #32331016 as Lord Rattington and have Ingix played by a bot. End your turn. The bot will play Mining Village and get stuck.
      • Possession:
        • UI: When you gain an Inn while you are possessing an opponent, there is no UI to select the cards you want to shuffle into your library. See Inn/Possession above.
        • UI stuck: In a game with 3 or more players, if player A possesses player B, and during the Possession turn forces B to also play a Possession, then the next turn will be player B possessing player C. During that turn, player A's client will incorrectly present the game as though he was player C (among other things, player C's name will be in the lower left). Since he can't see player C's hand, they are shown as card back. If player A is required to do anything with his own cards (like discard them for a discard effect), he cannot do that and the game becomes stuck.
          • Workaround: None
          • Source: discord, reported by caitlyn
          • present in 1.3.9: #10361116, #10422078
      • Prince:
        • Rule: When a card played by Prince is schemed, it will (incorrectly) be played next turn by Prince from the player's hand. When a Traveller (played by Prince) is exchanged for the next 'higher' Traveller during discard, Prince will continue to play the original Traveller from its pile each turn.
          • Workaround: None
          • Schemeing a Princed card will not cause Prince to loose track
          • present in 1.3.8: #9608298 as Ingix: A Village has just been played by Prince. Play Scheme now and select the Village for the Scheme effect. At the start of your next, the Village will be played by Prince automatically from your hand. If you undo to start of turn 12, you can arrange that the Princed card is not Village but Mining Village or Herald. The same sequence of events will unfold, and the Princed card is always played from your hand. The same happens in game #23870799 as Ingix. Page has been set aside with Prince and was played this turn by Prince. If you end the turn now, Page will be exchanged for a Treasure Hunter (watch the pile counter for Page go up), then on your next turn Prince will incorrectly play Page from the pile again (watch the pile counter for Page go down).
      • Royal Carriage:
        • Rule: Sometimes can be called when the just finished Action is no longer in play.
          • Mitigation: If you are sure that the call option should not exist, don't use it.
          • Forum thread: Farmers' Market + Royal Carriage
          • present in 1.3.10: #9823268 as Ingix. Farmer's Market has just been played (for $3), 3 Royal Carriages trigger. One after another, all 3 can be called (for $4, for 4VP, for $1), even though the 2nd calling causes the Farmer's Market to be trashed, so the 3rd one should not be possible.
      • Sauna:
        • Illegal game state: Problems with Sauna+autobuy and paying off debt without manually playing treasures
          • Workaround: With Sauna in play and Silver in hand, play Treasures manually.
          • present in 1.4.6: #32333942 as Ingix, "Use autobuy" needs to be set to "yes" in the Options tab. You've played a Sauna this turn and have a Silver and 2 Copper in hand, and 4 debt. End your Action phase, then click on "4 debt" to auto-repay it. The game will play your Silver first, triggering the effects of the Sauna. Trash one Copper for Sauna. The game will play the remaining Copper, but will erroneously consider the 4 debt paid off (in the log it will say that you paid one Coffer, which you didn't have any of). Moreover, in future turns it will allow you to buy only cards costing one less then you should be able to, e.g. if you have 4 Copper, you can only buy cards costing up to $3. This applies both to autobuy as well as when the 4 Copper are played manually.
        • Stuck: Problems with Sauna+autobuy without manually playing treasures
          • Workaround: With Sauna in play and Silver in hand, play Treasures manually.
          • Forum thread: Undo Bug, Autobuy Bug (same game), part (2)
          • present in 1.4.6: #32334285  as Ingix, "Use autobuy" needs to be set to "yes" in the Options tab. You've played 3 Saunas this turn and have a Silver and 2 Copper in hand. Click on Silver to autobuy it. The game will play your Silver first, triggering the effects of the Saunas. Trash one Copper for Sauna#1, but don't trash anything for Sauna #2/#3. The game shows that $2 coin was generated (correct) but will not allow you to play the remaining Copper in hand (to reach the desired 3 coin for Silver).
      • Scheme:
        • UI: Scheme allows you to select a card that is not being discarded
          • Workaround: Watch closely if a Duration card is from this turn or last turn.
          • Forum thread: Scheme's new wording
          • present in 1.3.8: #9142549 as Ingix. Klick "End Buys", then see that the UI allows the Fishing Village played this turn to be selected for Scheme.
      • Small Castle:
        • Rule: Small Castle doesn't allow choosing to trash a different castle when there is none in hand (in order to do nothing). Similiarly, if Small Castle is not in play when it's effect resolves, one cannot choose to trash it for no effect.
          • Workaround: None
          • Forum thread: Small Castle
          • present in 1.3.8: #9150352 as Ingix. Play the Small Castle and the game will automatically trash that Small Castle, when there should be the option to not trash it.
      • Stonemason:
        • UI: When overpaying for Stonemason, you can only spend an amount of money that corresponds to a gainable Action card. In very esoteric edge cases, you might actually want to spend some money for no gain instead of simply choosing not to overpay.
          • Workaround: None
          • Forum thread: Overpay with Stonemason
          • present in 1.3.8: #9150605 as Ingix. You have just played 6 coin. If you now buy Stonemason, your only options are not to use overpay, or overpay for 2 or 4 coin. Overpaying for 1 or 3 coin is legal but not possible.
      • Temple:
        • Bot/Stuck: When a Bot plays Temple, it may become stuck and the game does not continue.
          • Workaround: None
          • Forum thread: bot freezes after playing temple
          • present in 1.3.12.1: #12143647 as Puk. The bot has played Temple, but is unable to continue with the trashing with a hand of 1 Copper, 2 Estates.
      • Urchin:
        • trigger ordering: When playing an attack that has an Adventure token on its pile and an Urchin is in play, the game should ask if the Adventure token effect should happen first or the (optinal) trashing of the Urchin and gaining of Mercenary. Currently the token effect happens first. This may matter for the +1 Card token and an empty deck, where the card draw causes the a discard pile to be reshuffled, now with (potentially) an added Mercenary.
          • Workaround: None
          • Forum thread: Urchin and +1 Card token
          • present in 1.4.2.1: #21851694 as Ingix. In the last turn, this behavior can be seen, with an opponent holding also a Moat.
               
      • Villa:
        • Rule: If gained during the buy phase by an effect that will gain more cards immediately (Stonemason overpay, Ball, Crowned Horn of Plenty), the return to action phase will happen with a slight delay, which may cause certain cards to not work as they should (Crown still in 'buy phase mode', Peddler still cost reduced).
          • Workaround: None
          • Forum thread: Villa transition to Action phase happens slightly too late
          • present in 1.3.8: #9151343 as Ingix: In your buy phase, play Crown - Crown - Horn of Plenty, first gaining a Villa; for the second playing of Horn of Plenty choose Armory. The second Crown is played again, and *should* be able to double the Villa in your hand, but doesn't and fizzles doing nothing, because the game is incorrectly thinking it is still in the buy phase at this point.
            #9150986 as Ingix: Ball has been bought, Peddler costs $2. If you gain Villa first, it will go to your hand (so it's ability has triggeed), but the game still allows you to gain a Peddler as the second card for Ball (it should cost $8 in your Action phase).
      • Zombie Spy:
        • Game stuck: If you have Herald play Necromancer and that Necromancer plays Zombie Spy while you have an empty deck and empty discard pile (just "empty deck" here), the game becomes stuck. This does not happen when you just play Zombie Spy or Necromancer --> Zombie Spy on an empty deck. Zombie Mason, which also interacts with the top of deck, doesn't have this problem. In addition, playing Zombie Spy directly with Herald (no Necormancer) on an empty deck works as well.

      Not bugs, but new rules
      • Possessing players gets tokens the possessed players would get.
      • Black Market doesn't allow you to choose the order you put cards back in, and you can't see the Black Market deck
      • behaviour of multiple Outposts (also with Mission)
      • cards playing a duration multiple times (Throne Room, Disciple etc) now stay in play until the end of the turn  the card they played multiple times gets removed from play
      [/list][/list][/list][/list][/list]

      Online Ingix

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      Re: Known Card Bugs
      « Reply #1 on: 31 October 2017, 08:26:11 AM »
      I've revamped and updated the known card bugs post. It should help players to determine what may possible go wrong with a certain card, and help the developers to see what may need fixing (and an example where the bug is reproduced).
      Below, in red one can find newly added bugs (that are still out there), green are the fixes, while orange denotes I did something more than cosmetic with a bug description.

      Modifications in November:
      • 17-11-03:
        • Added (now fixed) Bonfire bug (less then 2 cards in play)
        • Added (now fixed) Pearl Diver UI inconsistency (deck card count)
      • 17-11-08:
        • Added (now fixed) Grand Castle bug (should count victory cards in play by all players)
      • 17-11-09:
        • Added analysis by markus to (now fixed) Black Market "reshuffle" bug
      • 17-11-14:
        • Added (now fixed) Fool's Gold bug
      • 17-11-16:
        • Nocturne is available! Probably some new bugs escaped the laboratory in the cellar, but a few older ones were sent to distant lands.
        • Fixed in 1.3.4: The Ball/Bridge Troll bug that caused the game to become stuck when using autobuy to pay off debt when you have your -1 coin token.
        • Fixed in 1.3.4: The Overlord/Band of Misfits bug that caused a Throne Roomed Overlord acting as an Action with an adventure token on its pile to gain the bonus 3 times instead of 2 times.
        • Updated Sauna bug description with currently loadable example.
      • 17-11-17:
        • Fixed in 1.3.4: The Baths/Possession bug that caused VP tokens from Bath to go to the wrong player during Possession turns.
        • Fixed in 1.3.4: The mysterious Black Market "reshuffle" bug that caused games that should end to be stuck with a "Black Market is reshuffling the deck" line.
        • Fixed in 1.3.4: The Bonfire bug that made games stuck when Bonfire was bought with less than 2 of buyer's cards in play.
        • Fixed in 1.3.4: The obscure Butcher bug that disallowed gaining nothing when a Butcher trashed a Copper while Coppers and Curses are empty.
      • 17-11-20:
        • Add (now [shadow=green, right]fixed[/shadow]) bug about Tournament autoplay that can cause a stuck game in 3P+ games.
        • Fixed in 1.3.4: Butcher/Possession bug that caused no coin tokens to be spent when using Butcher while possessing an opponent.
        • Updated (now all fixed) Champion trash bug, Colonnade+Inheritance bug and Fool's Gold bug with currenly loadable examples.
        • Fixed in 1.3.4: Grand Castle bug that considered only victory points in play on the side of the player gaining Grand Castle
        • Added (now fixed) Smugglers bug about the option to try to (and fail to) gain 'ungainable' cards.
      • 17-11-21:
        • Updated (now all fixed) Hamlet simultaneous discard bug and Herbalist with Scheme bug with currenly loadable examples.
      • 17-11-22:
        • Updated Inheritance/Fortress trash bug, asking for 'current sightings' of it.
        • Updated Inn/Possession bug with currenly loadable example.
        • Fixed in 1.3.4: The Lurker AI bug that caused a Lurker played by the AI to sometimes get stuck.
      • 17-11-23:
        • Added (now fixed) Band of Misfits/Overlord bug that is similar to the one fixed 17-11-16, but now the adventure bonus token is on the Overlord, not the copied card.
      • 17-11-24:
        • Added (now fixed)Monastery bug where trashes are implemented as simultaneous when they should be consecutive.
        • Updated (now fixed) Mission/Villa UI bug with currently loadable example.
        • Updated (now fixed) Mission + (Outpost/Possession) UI bug with currently loadable example.
      • 17-11-27:
        • Added (now fixed) Inn/Famine shuffle bug, where 0 cards being shuffled into a deck does not cause a shuffle.
        • Add (now fixed) Replacebug, where it doesn't loose track of the gained card when that is covered up.
        • Added (now fixed) Outpost/Overlordbug, where an Overlord-Outpost played from the trash causes the game to get stuck.
        • Updated (now fixed) Noble Brigandeffect order bug with currently loadable example.
      • 17-11-28:
        • Updated Royal Carriage call bug with currently loadable example.
        • Updated Scheme selection bug with currently loadable example and removed its "no distinction" bug because it is just one example of a general interface problem now listed in the Known interface problems.
      • 17-11-29:
        • Updated Small Castle bug, Stonemason overpay bug and Villa Action phase bug with currently loadable examples.
        • Fixed in 1.3.4: The Watchtower bug that allowed a Watchtower newly drawn during the handling of the effects triggering of a gain to apparently ignore the lost track rule. Main example was when a Rats was gained, trashed with an existing Watchtower, the on-death Rats effect drew a new Watchtower, which could trash the same rat again, for a new on-death Rats draw.

      Online Ingix

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      Re: Known Card Bugs
      « Reply #2 on: 01 December 2017, 12:28:53 PM »
      November brought Nocturne, which included lots of bug fixes and was itself (as much as can be said after half a month) almost bug free: Monastery and the Tournament autoplay seem to be the only new additions from the expansion.

      Modifications in December:

      • 17-12-04:
        • Updated (now fixed) Tournament autoplay bug, adding a forum thread showing it happens also for 4 player games.
      • 17-12-05:
        • Added hard to check Wall VP counter bug, where the in-play VP counters show incorrect values in games with Wall.
      • 17-12-08:
        • Added (now partially fixed) Inheritance/Quarry cost reduction bug, where an inherited Estate is not cost reduced in a player's hand or deck when Quarry is in play.
      • 17-12-11:
        • Added (now fixed) Royal Seal's 'no longer triggering' bug, where a Royal Seal that is removed from play can no longer to be used on a card that came into play while Royal Seal was still in play.
        • Added (now fixed) Miserable bug, where Miserable is listed as contributing 0 VP when the player is Twice Miserable.
      • 17-12-13:
        • Added Prince + Scheme bug, where a Princed card that is schemed is played next turn by Prince from the player's hand.
      • 17-12-18:
        • 1.3.6 and 1.3.7 fixed lots of bugs (and 1.3.7 had to fix a few from 1.3.6): Fixed Champion, Colonnade+Inheritance, Duplicate/Royal Carriage, Fools' Gold and Pearl Diver(UI) bugs.
      • 17-12-19:
        • More fixes by 1.3.6/1.3.7: Fixed Inn (shuffle 0 cards into deck), Scheme/Herbalist, Twice Miserable, Monastery and Hamlet(UI) bugs.
        • The Inheritance/Quarry bug about an inherited Estate not being cost reduced in a player's deck when Quarry is in play was partially fixed. The game uses the correct cost now (in the few cases where it matters), but the game UI still shows the incorrect unreduced cost of $2.
      • 17-12-20:
        • More fixes by 1.3.6/1.3.7/1.3.8: Fixed Mission/Outpost/Possession, Outpost/Overlord, Replace, Noble Brigand, Royal Seal, Smuggler, Tournament (autoplay) bugs and a partial fix for Royal Carriage (interaction with Mining Village/Engineer now correct).

      Online Ingix

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      Re: Known Card Bugs
      « Reply #3 on: 01 January 2018, 05:33:09 PM »
        The middle of December saw lots of fixes to the known card bugs list, which is seriously smaller now.

        Modifiactions in January 2018:
        • 18-01-01:
          • Added Fool UI problem where the Lost in the Woods ability is not treated as fully optional in the UI like similar effects.
        • 18-01-08:
          • Added Possession 3+ player UI bug where one client incorrectly shows the game from the wrong player's perspective under certain circumstances.
        • 18-01-21:
          • Added Sauna /Autobuy/debt repay bug where a trashed Copper due to Sauna is still considered to have paid off debt with autobuy, and later turns seem to have a hidden "-$1" starting account.
        • 18-01-31:
          • Moved Band of Misfit trash bug which may result in negative card counts here from the Known interface issues thread, because the effect is more than interface related (can influence vp count) and the reasons are better known.

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      Re: Known Card Bugs
      « Reply #4 on: 06 February 2018, 11:07:12 AM »
      Modifiactions in February 2018:
      • 18-02-06:
        • Added Crumbling/Haunted Castle bug that may deprive you of a VP counter when gained when Aqueduct is a landmark in this game.
      • 18-02-28:
        • Added Governor trash optionality bug that makes an optional action mandatory for the player of Governor when choosing the trash path of the card.

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      Re: Known Card Bugs
      « Reply #5 on: 01 March 2018, 11:53:38 AM »
      Modifications in March:

      • 18-03-01:
      • 18-03-08:
      • 18-03-16:
        • Added Magic Lamp double play bug that makes the game become stuck if you Crown/Counterfeit Magic Lamp and the Crown/Counterfeit was the 6th (or later) unique card.
      • 18-03-21:
        • Added (now fixed) Ironworks/Changeling autoplay bug where a useful option to exchange a treasure card just gained via Ironworks for Changeling is not given.

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      Re: Known Card Bugs
      « Reply #6 on: 01 May 2018, 08:53:27 PM »
      Modifications in May:

      • 18-05-01:
        • Added Reserve card late discard bug that may make reserve cards that are called into play on somebody else's turn discard to late.

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      Re: Known Card Bugs
      « Reply #7 on: 07 June 2018, 11:24:58 PM »
      Modifications in June:


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      Re: Known Card Bugs
      « Reply #8 on: 05 August 2018, 08:09:55 PM »
      Modifications in August:

      • 18-08-05:
        • Removed old and non-reproducable Inheritance/Fortress bug that hasn't been mentioned in a long time.
        • Added bug of incorrect interaction of Inheritance and Outpost (now fixed).

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      Re: Known Card Bugs
      « Reply #9 on: 13 October 2018, 02:51:47 PM »
      Modifications in October:

      • 18-10-13:
        • Added Herbalist + other Cleanup effects bug of the bot becomming stuck when they played Herblist and another effect that modifies Cleanup (Travellers, Walled Garden, Alchemist,...).

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      Re: Known Card Bugs
      « Reply #10 on: 07 November 2018, 12:34:36 PM »
      Modifications in November:

      • 18-11-07:
        • Added Renaissance (related) bugs on top of list, so players can see easily what's new.
      • 18-11-14:
        • Added Procession bug that makes it incorrectly staying out in rare cases with Duration cards.
      • 18-11-27:
        • Added Star Chart/Fleet bug to Renaissance bugs that denies a card selection while shuffling when Fleet turns follow.

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      Re: Known Card Bugs
      « Reply #11 on: 04 December 2018, 03:24:42 PM »
      Modifications in December:

      • 18-12-05:
        • Added (now fixed) bug that Band of Misfit/Overlord copying Lighthouse don't provide attack protection.
         
      • 18-12-09:
        • Added bug that Crown autoplay will not activate if other conditions are fullfilled but the player has Villagers.
         
      • 18-12-31:
        • Added bug that Urchin's self trashing effect and an Adventure token results in the token effect always happening first, even though it should be choice.
         


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      Re: Known Card Bugs
      « Reply #12 on: 05 January 2019, 11:01:54 AM »
      Modifications in Januar 2019:

      • 19-01-05:
        • Added Ritual/Inheritance/Quarry bug that gives the wrong number of VP tokens if an inherited Estate is trashed for Ritual while Quarry is in play.
         
      • 19-01-07:
        • Added Band of Misfits/Talisman/Innovation bug that gains the wrong card as the buy when you buy a (cost reduced) Band of Misfit and play the copy provided by Talisman immediately via Innovation.
         
      • 19-01-24:
        • Added Hamlet +Buy discard bug that allows a player to get +Buy when they had no card in hand to discard for +Buy.
         


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      Re: Known Card Bugs
      « Reply #13 on: 05 February 2019, 10:22:35 AM »
      Modifications in Febrary 2019:

      • 19-02-05:
        • Added (now fixed) Citadel + Crossroads/Outpost bug that gives the bonus for "first time played this turn" a second time when Citdal causes the second play.
         
      • 19-02-17:
        • Added (now fixed) Band of Misfits/Mining Village no self-trashing bug that, after a player copies Mining Village with Band of Misfits/Overlord, does not give the option to trash that card for $2.
         
      • 19-02-21:
        • Added Ducat/debt bug that forces a Ducat to be played from your hand if you repay debt.
         


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      Re: Known Card Bugs
      « Reply #14 on: 10 March 2019, 09:50:16 AM »
      Modifications in March 2019:

      • 19-03-10:
        • Added (now fixed) Hireling played at start of turn bug that does not immediately activate the "Draw 1 card" effect when played at start of turn via Ghost, etc.
      • 19-03-13:
        • Added spurious Vassal not playing card bug that sometimes does not allow a player to play an Action card discarded by Vassal.