Monop's Officially Dead Manalink Bug Compilation
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Monop's Officially Dead Manalink Bug Compilation
by monopoman » 21 Mar 2009, 23:01
I am sorry to say that I have no interest in any further updates!
If you would like to have control over this thread please contact me or make your own.
The staggering amount of new bugs due to the constant stream of new cards makes this a very difficult task to handle.
So you can contact me if you want or just make your own Official Manalink Bug Compilation!
I am sorry but my time is just invested in a lot of other projects right now.
I will leave this post alone and you can use it as an archive if you want when you make your own.
Thanks,
Monopoman
Notice! This game does not work well with Vista you will find many bugs unique to Vista only. So realize those running XP most likely have far less problems then you do.
New Card Bugs:
* Incinerate removes a creature from the game
* Rancor does not always return to hand, and has a weird character in ability text
* Strip Mine can destroy a Darksteel Citadel while it can't for a land enchanted by Consecrate Land
* Progenitus only triggers from play (should trigger from hand, too)
* Creature Bond/Pattern of Rebirth do not interact correctly with leaves play effects (Symbiotic Wurm)
* Colored Artifacts show as castable even when they are not
* Comes into play doesn't use the stack
* Cost reductions don't apply to BuyBack and other additional cost spells
* Upheaval can return fetchlands from graves sometimes apparently.
* There appears to be a bug in the generate_token code. This never came up when coding in ASM, but the compiler triggers it occasionally.s.
* Equipment can be equipped as instants during your main phase
* Cabal Coffers cannot be activated during announcement of a spell or ability like normal mana abilities.
* Sphere of Resistance doesn't work right with Hybrid
* Llanowar Dead says it produces BG when it only produces B.
* Equipment does not stay attached when you steal a creature with an effect.
* Fetchlands give mana when mana flare is out and you tap them.
* Temple of the false god gives 2 mana even with 3 lands in play.
* AI does not use pacifism when in hand as a ways to get rid of a creature.
* Non-creatures can't gain shroud
* Cloudgoat Ranger may crash the game apparently with his second ability.
* Martial Coup can be countered by any effect played in response it seems even activated abilities.
* Beacon can be redirected if the AI plays any spell in response.
* Aether Vial doesn't interact right with cost reduction creatures
* Balancing Act doesn't interact with Symbiotic Wurm (and others) properly, but the same is true of Balance.
* If Light Greaves is un-equipped, creature doesn't lose haste (same bug as Concordant Crossroads, basically)
* Nezumi Shortfang, when flipped, isn't Legendary or a Shaman (still a Rogue). Also, no visual indicator that card is flipped.
* AI only knows about Green mana for Noble Hierarch
* Dauthi Slayer and Tattermunge Maniac don't have to attack each turn... unless there is a Juggernaut in play
* Dark depths is not snow, and Marit Lage has the usual indestructible bug. Neither are likely to ever matter.
* AI will not use aether vial
* Prosperity can be stopped by any fast effect.
Older Card Bugs
* Lich can be boomeranged to your hand and you won't die.
* Many creatures with 'protection from...' are not sleightable.
* Cards with 'can't be enchanted' instead have shroud
* Clone/Vesuvan Shapeshifter can not copy shrouded or prot blue creatures.
* Army of Allah does nothing
* Tapped Phyrexian Gremlins causes "Wrong parameters" error during AI untap phase
* Clone can double the amount of tokens when cloning a "x tokens comes into play" creature if AI does it.
* Merfolk Assassin can not kill a merfolk when brought into play via bribery.
* Mana Flare does not work properly with most lands, Temple of the False god, Ancient Tomb, Karoos, Cradle type lands.)
* Skullclamp has a problem with modular creatures.
Inconsequential Random Things:
* Ghostfire, Myr Enforcer, Frogmite all show up even when filtering every other card.
* It plays the wrong sound effects for creatures being destroyed as well as discarding cards, probably plays other incorrect sound effects.
Completely Broken Cards:
* Gauntlet of Power
Art Problems:
* None
Approximations:
* Loxodon Hierarch (Does not have secondary ability)
* Thorn Elemental (Trample instead of his normal ability.)
* Some Hybrid Cards (Does not enforce casting cost colors)
* Bitterblossom (Does not count as a faerie)
* Hellkite Overlord (No regen)
* Shrieking Grotesque (Forces mana cost of 1BW instead of the way it should work.)
* Progenitus has the wrong mana cost when you look at it. (The mana cost shows it correctly when you cast it.)
* Chrome Mox's (All of them can produce the same mana.)
* Reanimate (Only targets your graveyard.)
* Deathtouch (is Basalisk's Stoning effect not real deathtouch.)
* Platinum Angel (Worship ability not real platinum angel ability.)
Inconsequential Bugs: (These bugs only effect 1 in 1000 games at most.)
* Sacrificing a Triskelion who just used all his counter damage on himself in the previous Stack level with Diamond Valley will set the AI life to 99.
Of course it doesn't work for the player
* Black Vise and The Rack can miscount cards in hand and deal/not deal damage.
* Martyrs of Korlis did not redirect damage from the AI against an unblocked Colossus of Sardia.
* If Concordant Crossroads leaves play, creatures don't lose haste
* Darksteel Ingot crashes the game if it recieves lethal damage
* Reiterate doesn't copy the color of the spell, it apparently can also copy Bogardan Hellkite when the comp uses it.
* AI countered a drain life using a series of odd maneuvers causing it to enter play as a permanent and do no damage.
* Reap and Sow behaves oddly with Strip Mine in play on opponents field if the AI sacs Strip Mine in response
* Fire Imp+Akromas Memorial has a game lock feature if the opponent has no creatures in play.
Vista Bugs:
* Jeska can crash the game.
* Terramorphic Expanse can crash the game.
* Wayfarers Bauble can crash the game.
* Some cards can crash the game on casting (Bottle Gnomes, Pump Knights) is not a definite crash.
* Tolsimir Wolfblood can crash the game.
* Multiple cards seem to crash vista no confirmation on every card that can do this. (My advice don't play this on vista
.)
If you would like to have control over this thread please contact me or make your own.
The staggering amount of new bugs due to the constant stream of new cards makes this a very difficult task to handle.
So you can contact me if you want or just make your own Official Manalink Bug Compilation!
I am sorry but my time is just invested in a lot of other projects right now.
I will leave this post alone and you can use it as an archive if you want when you make your own.
Thanks,
Monopoman
Notice! This game does not work well with Vista you will find many bugs unique to Vista only. So realize those running XP most likely have far less problems then you do.
New Card Bugs:
* Incinerate removes a creature from the game
* Rancor does not always return to hand, and has a weird character in ability text
* Strip Mine can destroy a Darksteel Citadel while it can't for a land enchanted by Consecrate Land
* Progenitus only triggers from play (should trigger from hand, too)
* Creature Bond/Pattern of Rebirth do not interact correctly with leaves play effects (Symbiotic Wurm)
* Colored Artifacts show as castable even when they are not
* Comes into play doesn't use the stack
* Cost reductions don't apply to BuyBack and other additional cost spells
* Upheaval can return fetchlands from graves sometimes apparently.
* There appears to be a bug in the generate_token code. This never came up when coding in ASM, but the compiler triggers it occasionally.s.
* Equipment can be equipped as instants during your main phase
* Cabal Coffers cannot be activated during announcement of a spell or ability like normal mana abilities.
* Sphere of Resistance doesn't work right with Hybrid
* Llanowar Dead says it produces BG when it only produces B.
* Equipment does not stay attached when you steal a creature with an effect.
* Fetchlands give mana when mana flare is out and you tap them.
* Temple of the false god gives 2 mana even with 3 lands in play.
* AI does not use pacifism when in hand as a ways to get rid of a creature.
* Non-creatures can't gain shroud
* Cloudgoat Ranger may crash the game apparently with his second ability.
* Martial Coup can be countered by any effect played in response it seems even activated abilities.
* Beacon can be redirected if the AI plays any spell in response.
* Aether Vial doesn't interact right with cost reduction creatures
* Balancing Act doesn't interact with Symbiotic Wurm (and others) properly, but the same is true of Balance.
* If Light Greaves is un-equipped, creature doesn't lose haste (same bug as Concordant Crossroads, basically)
* Nezumi Shortfang, when flipped, isn't Legendary or a Shaman (still a Rogue). Also, no visual indicator that card is flipped.
* AI only knows about Green mana for Noble Hierarch
* Dauthi Slayer and Tattermunge Maniac don't have to attack each turn... unless there is a Juggernaut in play
* Dark depths is not snow, and Marit Lage has the usual indestructible bug. Neither are likely to ever matter.
* AI will not use aether vial
* Prosperity can be stopped by any fast effect.
Older Card Bugs
* Lich can be boomeranged to your hand and you won't die.
* Many creatures with 'protection from...' are not sleightable.
* Cards with 'can't be enchanted' instead have shroud
* Clone/Vesuvan Shapeshifter can not copy shrouded or prot blue creatures.
* Army of Allah does nothing
* Tapped Phyrexian Gremlins causes "Wrong parameters" error during AI untap phase
* Clone can double the amount of tokens when cloning a "x tokens comes into play" creature if AI does it.
* Merfolk Assassin can not kill a merfolk when brought into play via bribery.
* Mana Flare does not work properly with most lands, Temple of the False god, Ancient Tomb, Karoos, Cradle type lands.)
* Skullclamp has a problem with modular creatures.
Inconsequential Random Things:
* Ghostfire, Myr Enforcer, Frogmite all show up even when filtering every other card.
* It plays the wrong sound effects for creatures being destroyed as well as discarding cards, probably plays other incorrect sound effects.
Completely Broken Cards:
* Gauntlet of Power
Art Problems:
* None
Approximations:
* Loxodon Hierarch (Does not have secondary ability)
* Thorn Elemental (Trample instead of his normal ability.)
* Some Hybrid Cards (Does not enforce casting cost colors)
* Bitterblossom (Does not count as a faerie)
* Hellkite Overlord (No regen)
* Shrieking Grotesque (Forces mana cost of 1BW instead of the way it should work.)
* Progenitus has the wrong mana cost when you look at it. (The mana cost shows it correctly when you cast it.)
* Chrome Mox's (All of them can produce the same mana.)
* Reanimate (Only targets your graveyard.)
* Deathtouch (is Basalisk's Stoning effect not real deathtouch.)
* Platinum Angel (Worship ability not real platinum angel ability.)
Inconsequential Bugs: (These bugs only effect 1 in 1000 games at most.)
* Sacrificing a Triskelion who just used all his counter damage on himself in the previous Stack level with Diamond Valley will set the AI life to 99.
Of course it doesn't work for the player
* Black Vise and The Rack can miscount cards in hand and deal/not deal damage.
* Martyrs of Korlis did not redirect damage from the AI against an unblocked Colossus of Sardia.
* If Concordant Crossroads leaves play, creatures don't lose haste
* Darksteel Ingot crashes the game if it recieves lethal damage
* Reiterate doesn't copy the color of the spell, it apparently can also copy Bogardan Hellkite when the comp uses it.
* AI countered a drain life using a series of odd maneuvers causing it to enter play as a permanent and do no damage.
* Reap and Sow behaves oddly with Strip Mine in play on opponents field if the AI sacs Strip Mine in response
* Fire Imp+Akromas Memorial has a game lock feature if the opponent has no creatures in play.
Vista Bugs:
* Jeska can crash the game.
* Terramorphic Expanse can crash the game.
* Wayfarers Bauble can crash the game.
* Some cards can crash the game on casting (Bottle Gnomes, Pump Knights) is not a definite crash.
* Tolsimir Wolfblood can crash the game.
* Multiple cards seem to crash vista no confirmation on every card that can do this. (My advice don't play this on vista

Last edited by monopoman on 05 Jul 2009, 08:10, edited 69 times in total.
Re: Monopomans, Official Manalink Bug Compilation 3-21-09
by Bog Wraith » 22 Mar 2009, 00:08
I am removing the old bug thread from sticky status and replacing it with this one!
For those who don't know, monopoman was the head "Exterminator" of the bugs at the old forum.
Now that he has thankfully found us, he regains his title.
Welcome back!
For those who don't know, monopoman was the head "Exterminator" of the bugs at the old forum.
Now that he has thankfully found us, he regains his title.
Welcome back!

'Twas in the bogs of Cannelbrae
My mate did meet an early grave
'Twas nothing left for us to save
In the peat-filled bogs of Cannelbrae.
My mate did meet an early grave
'Twas nothing left for us to save
In the peat-filled bogs of Cannelbrae.
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Bog Wraith - Global Mod 1 (Ret)
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Re: Monopomans, Official Manalink Bug Compilation 3-21-09
by jatill » 22 Mar 2009, 02:39
What's wrong with jokulhaups? I've been using it a lot.
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: Monopomans, Official Manalink Bug Compilation 3-21-09
by 0rion79 » 22 Mar 2009, 07:51
Hello, in my game Allay looks fine with buyback now: somebody has already fixed it.monopoman wrote: * Crypt Rats explosion deals its damage in many 1-point packets instead of all at once
* Tolaria is treated like a spell when playing it (can be responded to).
Also, Tolaria has that trouble because in the Magic.exe it was tagged as land and artifact (just a mistake by previous coder) but now it should work fine in my latest release.
Also, about Crypt rat... it is a problem common to pestilence and thrashing wumpus because - as far as I remember from the latest duellist releases, the player could choose to have those spells to deals X damage spending only black mana (as drain life, more or less) or 1 after 1 as it does now.
Manabarbs was updated in that way too, since obtaining mana was faster than the damage resolving. In that way it is possible to use CoP: red to prevent manabarbs damage.
May any of you confirm this? or is my memory completely gone?

Thank you!
Last edited by 0rion79 on 22 Mar 2009, 09:19, edited 1 time in total.
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Re: Monopomans, Official Manalink Bug Compilation 3-21-09
by LoneFox » 22 Mar 2009, 08:51
AFAIK Pestilence and Thrashing Wumpus work correctly. Both have activation cost0rion79 wrote:Also, about Crypt rat... it is a problem common to pestilence and thrashing wumpus because - as far as I remember from the latest duellist releases, the player could choose to have those spells to deals X damage spending only black mana (as drain life, more or less) or 1 after 1 as it does now.
Manabarbs was updated in that way too, since obtaining mana was faster than the damage resolving. In that way it is possible to use CoP: red to prevent manabarbs damage.
May any of you confirm this? or is my memory completely gone?
Thank you!


There was indeed a rules change in Mirage that stopped "pumping" multiple activations into one object in the stack (or batch back then). Original Microprose game uses mostly Mirage rules, but some creature pump abilities (Shivan Dragon) work in the old way.
Re: Monopomans, Official Manalink Bug Compilation 3-21-09
by mathusalem » 22 Mar 2009, 10:42
Tahngart's ability has an activation cost of
while it should be





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Re: Monopomans, Official Manalink Bug Compilation 3-21-09
by Revan » 22 Mar 2009, 11:04
Loxodon Hierarch misses it's GW Sac: Regenerate creatures ability.
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Re: Monopomans, Official Manalink Bug Compilation 3-22-09
by monopoman » 22 Mar 2009, 11:15
Updated to this point! 
Removed crypt rats since I am not too sure how it is supposed to work I know pestilence works appropriately.

Removed crypt rats since I am not too sure how it is supposed to work I know pestilence works appropriately.
Re: Monopomans, Official Manalink Bug Compilation 3-22-09
by jatill » 22 Mar 2009, 13:35
Bug: You don't die if Lich gets boomeranged
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: Monopomans, Official Manalink Bug Compilation 3-22-09
by aww1979 » 22 Mar 2009, 20:59
I don't even see march of the machines in my deckbuilder. Has that been turned off? Also, another thread mentions Sphere of resistance, and I don't have that one, either. The version I have is viewtopic.php?f=25&t=1022
Sorry if that's a bit off-topic, but if other people have the same problem, then it is relevant. I've never had those cards, as far as I know.
Sorry if that's a bit off-topic, but if other people have the same problem, then it is relevant. I've never had those cards, as far as I know.
Re: Monopomans, Official Manalink Bug Compilation 3-22-09
by jatill » 22 Mar 2009, 21:02
What, you don't have the version that I haven't released yet?aww1979 wrote:I don't even see march of the machines in my deckbuilder. Has that been turned off? Also, another thread mentions Sphere of resistance, and I don't have that one, either.

Edit: looks like I don't have March either. I guess that was lost back when SkyMarshall restarted everything.
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: Monopomans, Official Manalink Bug Compilation 3-22-09
by aww1979 » 22 Mar 2009, 21:05
Ok, at least it's not just me :p The last time I asked a question like that, it was my fault because the zip file made its own folder and put everything in a spot I wasn't expectingjatill wrote:What, you don't have the version that I haven't released yet?aww1979 wrote:I don't even see march of the machines in my deckbuilder. Has that been turned off? Also, another thread mentions Sphere of resistance, and I don't have that one, either.
Edit: looks like I don't have March either. I guess that was lost back when SkyMarshall restarted everything.

Re: Monopomans, Official Manalink Bug Compilation 3-22-09
by whelp » 23 Mar 2009, 10:04
echo bug:
i played deranged hermit and paid his echo next turn. then AI enchanted it with pacifism and the next turn, the echo triggered again.
( interesting that AI repeated enchanting even the same deranged hermit during the game, though i had bigger creatures in play, perhaps wanted to delay me by paying the echo again or hoped i wont pay
)
i played deranged hermit and paid his echo next turn. then AI enchanted it with pacifism and the next turn, the echo triggered again.
( interesting that AI repeated enchanting even the same deranged hermit during the game, though i had bigger creatures in play, perhaps wanted to delay me by paying the echo again or hoped i wont pay

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