It is currently 25 Apr 2024, 21:05
   
Text Size

DotP2013 OFFICIAL CARDS Bug Fixes (last update 13/8/2013)

Moderator: CCGHQ Admins

DotP2013 OFFICIAL CARDS Bug Fixes (last update 13/8/2013)

Postby thefiremind » 04 Jul 2012, 12:54

DotP2013 OFFICIAL CARDS (Core) Bug Fixes

PLEASE READ BEFORE POSTING: This topic is about fixes for OFFICIAL CARDS. With "OFFICIAL CARDS" I mean the cards that you can find in DotP2013 without having any mod installed (Return to Ravnica DLC and the official deck packs are included in this definition). Please, I beg you: use this topic just to report bugs found in OFFICIAL CARDS and NOT in cards added by custom mods! Each mod has a topic, use the appropriate place to report their bugs.


I'm making the first move into what pcastellazzi did for DotP2012: a WAD with fixes for core cards. If you find an undiscovered bug (or maybe a bug in the fixes: it can happen! :roll:) and/or you want to give your solution to a bug, answer to this topic and contribute.


What you need in order to make it work:
Since it's a custom WAD, you need Rick's DLL (WAD signature check bypass), unless you're running theta version with the first update at least.


(OUTDATED) Something about the new official update:
As some of you already know, Steam released an official patch for DotP2013 some days ago. Now I know what the patch changed, I checked this WAD, and I can assure you it won't substitute fixed cards with buggy cards (unless I made some mistake in the fixing process, of course).
For people who are using the original game, well, nothing to say: you should let the game patch if you didn't do it yet.
For Theta version users, please check this topic: viewtopic.php?f=62&t=7809
For Skidrow version users, I'm not sure if it works (do it at your own risk), but you could check that topic as well and use what you find there, just make a backup of the non-WAD files in your DotP2013 directory so you can revert back to Skidrow version after the update has been made.


Fixed bugs:
  • Arm with AEther: now it should properly consider non-combat damage.
  • Cultivate: now it reveals the card it puts into hand.
  • Curiosity: now it should properly consider non-combat damage.
  • Goblin Goon: since someone reported a case in which Goblin Goon was able to do something he shouldn't do, I rewrote the code in a more understandable way. I hope I fixed the bug by doing that.
  • Grand Ossuary: it shouldn't complain on SCRIPT_LOG.TXT about the nil value of "player" anymore.
  • Ophidian Eye (RTR DLC decks): now it should properly consider non-combat damage.
  • Spiritmonger (RTR DLC decks): now it should properly consider non-combat damage.
  • Timbermaw Larva: now it shouldn't pump itself if bounced back to hand before resolution of its triggered ability.
  • Yeva, Nature's Herald: now she's 4/4 as she should be.
  • The wither characteristic (if someone wants to use it in custom cards) now has a badge of its own, instead of the forestwalk badge. Thanks to kevlahnota for the finding, the fix method, and the new badge art! =D>
  • I included a functions file NEW_MILLCARDS.LOL that overrides the MillCards function so that it only makes GuidedReveal on 2 cards, no matter how many are milled. This way you won't have occluded sight for centuries against a mill deck. :lol: Thanks to MisterBenn for the advice.
  • The creature type Germ should now be properly displayed on Germ tokens. If you need to add other creature types to your custom mods in the future, please remember to copy and edit the CREATURE_TYPES.TXT and SPEC_CONSTANTS.LOL that you find here, so you won't add your new type on the same position as Germ.
  • Sword of Feast and Famine was a collection of bugs, but it should work correctly now.
  • Favorable Winds and Baneslayer Angel now have the correct German translations.
  • Firewing Phoenix: now it's 4/2 as it should be.
  • Fume Spitter: added the check for the target legality, which was missing.
  • Pacifism: changed the layer from 6 to 8 (restrictions on attacking or blocking always have been on 8th layer).
  • Verdeloth the Ancient (RTR DLC decks): its kicker ability has been coded by using multikicker now, this should eliminate any animation bug while preserving the functionality.
  • Bloodhill Bastion: I tried to change the way it checks for tokens, hoping that it works better.
  • Bribery: it doesn't mark the library as searched anymore, since the card that asks for it (Archive Trap) should just consider the searches on owned library.
  • Future Sight: now the effect switches off when the library is empty.
  • Mutilate: it doesn't change the P/T decrease in real time anymore.
  • Nephalia: its chaos ability makes a guided reveal of the card now.
  • Norn's Dominion: now it allows to put fate counter on lands, as it should.
  • Primalcrux: his P/T set is disabled while he's not in play. I know it's wrong and it should work everywhere, but according to the report in the Wizards forums, it seems that the game isn't ready for that. And the other cards with variable P/T already apply it only in play.
  • Reality Shaping: it checks for possible targets, and if there aren't any, it doesn't even consider asking the query. This should be redundant, but hopefully it will fix the bug reported on the Wizards forums.
  • Takenuma: its chaos ability now really targets the creature as it should.
  • Kharasha Foothills: the "may" is still forced because I think it would be a waste of time to ask for every creature, but it's smarter: it will always avoid making copies of legendary creatures.
  • Nemata, Grove Guardian (RTR DLC decks): if somehow you have a non-creature Saproling, you can sacrifice it anyway, as it should be.
  • Bituminous Blast (RTR DLC decks): I moved the cascade ability, one of the lengthiest of the whole game, to a LOL file, so that it's easier to fix if something else comes up. In the meanwhile, I included the check for being able to play the "cascaded" spell, which was missing. I also added an animation to the cascade ability (on Bituminous Blast) because I felt it was nice to distinguish the cascade resolve from the real spell resolve.
  • Jund, Predator Dragon, Thunder-Thrash Elder, Voracious Dragon: I moved the big part of the devour mechanic to a LOL file, cleaning it a bit in the process, and on the fixed cards it doesn't target the sacrifices anymore.
  • Vengevine: now you can choose to leave it in the graveyard if you want to. (The query question has been translated only in Italian and Brazilian, feel free to give me the translation in your language if you want me to add it)
  • Malfegor (RTR DLC decks): now it has a proper query string for the sacrifices.
  • Avatar of Discord (RTR DLC decks): now you choose to discard 2 cards on resolution time, as any other choice that doesn't require targetting. (The query question has been translated only in Italian and Brazilian, feel free to give me the translation in your language if you want me to add it)
  • Chameleon Colossus: now the changeling ability correctly does its job in all zones.
  • (06/8/2012) I made a change to the cascade mechanic (in the LOL file), to prevent it from crashing the game when no suitable spell can be found. You won't notice any difference while playing, but internally it won't store any card data when there's no need to. To all the modders who adopted my CASCADE_FUNCTIONS.LOL: please update it, so there won't be older versions around to override the new one.
  • (10/8/2012) This is an update that is useful almost only for modders: I included the new creature types list updated by RiiakShiNal that includes every possible creature type. This list should be used as the default if we want to preserve compatibility between mods, so please don't make different lists.
  • Clickslither, Liliana's Shade, Nantuko Shade, Nightwing Shade: now they shouldn't pump themselves if bounced back to hand before resolution of their activated ability.
  • Oracle of Mul Daya (RTR DLC decks): that's a funny story... I realized it was there after having coded it by myself... so I have put my version here because I think my code is more resilient to particular scenarios.
  • Cloudshift: now it really targets the creature as it should.
  • Batterskull, Petrahydrox (RTR DLC decks), Rancor (RTR DLC decks): now they can't return to hand if they change zone before resolution of their ability.
  • (15/8/2012) Another creature types update, thanks to RiiakShiNal's work: added Hyena and Noggle.
  • Daybreak Coronet (RTR DLC decks): the official game update changed a function that makes this card work. I made a replacement for that function that checks which version of the original function is available to use. This way the card works both in updated and non-updated versions of the game.
  • (11/11/2012) Fixed Voracious Dragon by using the correct target chest in the "goblin counting" code. Thanks to Firehelp for noticing that.
  • Disciple of Bolas: now it does no longer target the creature to sacrifice.
  • Cloudshift, Day of the Dragons, Fiend Hunter, Flickerwisp, Journey to Nowhere, Oblivion Ring: the game can crash sometimes when the AI thinks about protecting a card pointer that points to a token. I'm not sure if this could happen with all those cards, but just to be sure, I applied the fix to all of them. Thanks to kpruss for finding the bug, and to pcastellazzi who inspired me to find the solution. :D
  • The Arcane sub-type is now totally defined and ready to use in your custom mods. Thanks to Firehelp for noticing that.
  • There were wrong German translations on Panoptic Mirror and on the query "choose a player that loses 1 life". Thanks to maginater5000 for reporting them.
  • Draining Whelk, Mystic Snake (Deck Pack 1): now they still counter the spell if they leave play before resolution. Thanks to NEMESiS for the report.
  • Momir Vig, Simic Visionary (Deck Pack 1): now you can decide not to search your library for a creature. Thanks to NEMESiS for the report.
  • Well of Lost Dreams: to be honest I don't know if the query was asked also when having no mana available, but now I'm sure it won't. From a request by NEMESiS.
  • Archon of Redemption, Flayer of the Hatebound, Spikeshot Elder, Wild Pair: now they correctly use the last known information for power/toughness. Thanks to Threepwood for the report.
  • Dauntless Escort (RTR DLC decks): now it gives indestructibility just to the creatures controlled by the player, without caring for allied players.
  • Nomad Mythmaker (RTR DLC decks): now you can only target your creatures with the Aura you choose. Thanks to NEMESiS for the report and to pcastellazzi for the best fix: simple and clean.
  • 2/2 Ooze token from Mitotic Slime (RTR DLC decks): its card picture had transparency enabled, this led to strange visual effects. I included a version with no transparency to fix this.
  • Kharasha Foothills, Nefarox, Overlord of Grixis, Eldrazi token: now they store the defending player so that they don't depend on the attacking creature being still alive when the trigger resolves.
  • Shoreline Salvager (Deck Pack 3): not sure what was wrong here exactly, anyway I cleaned up the code and added the "may" choice which was missing. Thanks to NEMESiS for the report.
  • Time Reversal: now it doesn't throw errors on SCRIPT_LOG.TXT for trying to find a player that doesn't exist.
  • Spark Elemental: maybe I'm exaggerating, but... now it should survive in the rare scenario where it leaves the battlefield and then returns to the battlefield in response to its end-step trigger.
  • Goblin War Strike: the Goblin count is now not targetted, as it should be.
  • The added creature types are now compatible with deck pack 3 which included Surrakar. Thanks to sumomole and RiiakShiNal for discovering the need for this update.
  • Prey Upon, Ulvenwald Tracker: now they have a help text for "fight". I didn't write the explanation myself, I found it was a loading screen tip and I just copied what it said. The titles, on the contrary, have been all wrote by me with the help of Google Translate: translating just "fight" should be easy enough. Anyway if you find a title that doesn't fit (which is likely in Japanese, Korean or Russian since a different alphabet doesn't help :lol:), just tell me what title I should write, and I'll change it.
  • Just for the sake of completion, the Gate sub-type is now supported and localised in all languages.
  • Ambassador Oak, Hostility: now they have the token sub-types in the German translation. This is funny because my web generator has the same bug right now: since multiple token sub-types are collected in parentheses on the German translations, they seem reminder text and they get removed. I'll have to fix this on my web generator. :P
  • I fixed a small bug in my devour functions. I don't think it affects official cards, but you definitely need it if you play with my mod.
  • Furnace Layer, Jund: fixed wrong German translations. Thanks to Hib for the report and for providing the correct translations.
  • Added German translations for the queries. Thanks to Hib for providing them.
  • Removed redundant German and Italian text from Fires of Yavimaya. Thanks to Hib again!

Reported but still unfixed bugs:
  • Any bug you find in this list but isn't mentioned in the fixed bugs, either it was a false positive, or I didn't have a clue about how to fix it, or I didn't have time to fix it properly yet. And since the list is so huge, I would gladly accept any help. :wink:
  • Goblin Bushwhacker doesn't make any attack animation if it was cast with kicker. I really don't know why it happens and I don't know how to fix it. I just reported it so you know.
  • Granting an ability to cards in hand sometimes doesn't display it, so you have to click on the flavour text to activate it. I can't fix this, but at least I can let you know. (Reported by GravitonGamer)
  • In rare cases, Phyrexian Metamorph could throw an error on SCRIPT_LOG.TXT when put onto the battlefield from the library. This is something weird and not perfectly explainable for now, so I'm just ignoring it until I know more about that. (Reported by pcastellazzi)

Link:
The file is so small that I made an attachment, so you can download without problems of any kind.
Deck_1000_CoreFixes.zip
Last update: 13/8/2013
(275.01 KiB) Downloaded 3316 times

Have fun!

Special thanks to luh-koala for the Brazilian translation of the added queries, and to Hib for the German.
Last edited by thefiremind on 13 Aug 2013, 17:57, edited 73 times in total.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

Re: DotP2013 Core Bug Fixes (last update 04/7/2012)

Postby sadlyblue » 04 Jul 2012, 18:23

Thanks for fixing those bugs.
sadlyblue
 
Posts: 175
Joined: 06 Feb 2012, 13:18
Has thanked: 18 times
Been thanked: 16 times

Re: DotP2013 Core Bug Fixes (last update 04/7/2012)

Postby MisterBenn » 05 Jul 2012, 23:00

Perhaps these are more like general improvements, but could I request:

* Can the mill abilities be adjusted so that when milling more than a couple of cards, they don't do a guided reveal? The game doesn't wait for the animation and it becomes hard to see what's going on if you need to respond to something soon after something like a 10 card mill.

* I've read some things about tweaking badges, could a badge be made for "Can't block"?
MisterBenn
 
Posts: 97
Joined: 19 Mar 2011, 16:19
Has thanked: 24 times
Been thanked: 11 times

Re: DotP2013 Core Bug Fixes (last update 04/7/2012)

Postby thefiremind » 06 Jul 2012, 08:35

MisterBenn wrote:* Can the mill abilities be adjusted so that when milling more than a couple of cards, they don't do a guided reveal? The game doesn't wait for the animation and it becomes hard to see what's going on if you need to respond to something soon after something like a 10 card mill.
This would be possible, and since MillCards isn't hard-coded but it's found in EFFECTS.LOL, maybe I can override it instead of editing all the cards that use it. I don't know what other people think about this... if I succeed, I'll make a separate WAD that does this, so everyone can make a choice.

MisterBenn wrote:* I've read some things about tweaking badges, could a badge be made for "Can't block"?
I see, so I'm not the only one who forgets when a creature can't block and makes wrong plans... :lol: I don't know if it's possible, some things should be checked: if the badge values are circular as in DotP2012, we won't be able to add any number of badges; and even more important, I don't know if making a new badge, defining a constant for it, and using it inside a tag (like "BADGE_EXALTED") will be enough. I'll try.
EDIT: I tried to make badge #36 and to assign it to the static ability of a creature, but it doesn't appear. I guess there's a hard-coded part for each existing badge that we can't ignore.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

Re: DotP2013 Core Bug Fixes (last update 04/7/2012)

Postby MisterBenn » 07 Jul 2012, 04:50

In the case of Nightbird's Clutches, I was considering pinning exiled copies of the spell against the affected creatures until the effect wore off. I might look into that again, not ideal but I think there's a need to be able to scan the cards and see something as important as that.

Edit: and regarding the mill effect, the milled cards stick around in the graveyard of course so there is no chance of missing them. It's far better to look there than to try to remember the cards as they fly past!
MisterBenn
 
Posts: 97
Joined: 19 Mar 2011, 16:19
Has thanked: 24 times
Been thanked: 11 times

Re: DotP2013 Core Bug Fixes (last update 07/7/2012)

Postby thefiremind » 07 Jul 2012, 10:26

MisterBenn wrote:In the case of Nightbird's Clutches, I was considering pinning exiled copies of the spell against the affected creatures until the effect wore off. I might look into that again, not ideal but I think there's a need to be able to scan the cards and see something as important as that.
I think this is about the topic with your Vampires deck, right?

MisterBenn wrote:Edit: and regarding the mill effect, the milled cards stick around in the graveyard of course so there is no chance of missing them. It's far better to look there than to try to remember the cards as they fly past!
OK, you convinced me. :lol: And the fix works, so it's included in the new version of the WAD.

EDIT: I added another quick fix that was in my mod before, but since it's a bug fix, it belongs here: the Germ creature type.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

Re: DotP2013 Core Bug Fixes (last update 07/7/2012)

Postby MisterBenn » 07 Jul 2012, 12:03

thefiremind wrote:I think this is about the topic with your Vampires deck, right?
I did have that in mind, but I was just suggesting that if a new "Can't Block" badge is not possible, then pinning copies of the Sorcery or Instant to the creatures that grant it might sometimes be better than nothing, especially where they leave at the end of the turn. Anything really to tell what's going on once the board is full of creatures.
MisterBenn
 
Posts: 97
Joined: 19 Mar 2011, 16:19
Has thanked: 24 times
Been thanked: 11 times

Re: DotP2013 Core Bug Fixes (last update 07/7/2012)

Postby thefiremind » 07 Jul 2012, 13:32

MisterBenn wrote:
thefiremind wrote:I think this is about the topic with your Vampires deck, right?
I did have that in mind, but I was just suggesting that if a new "Can't Block" badge is not possible, then pinning copies of the Sorcery or Instant to the creatures that grant it might sometimes be better than nothing, especially where they leave at the end of the turn. Anything really to tell what's going on once the board is full of creatures.
The pinned card wouldn't appear in the graveyard and this could cause confusion when you can return a card from your graveyard to your hand.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

Re: DotP2013 Core Bug Fixes (last update 07/7/2012)

Postby RiiakShiNal » 07 Jul 2012, 17:16

thefiremind wrote:
MisterBenn wrote:I did have that in mind, but I was just suggesting that if a new "Can't Block" badge is not possible, then pinning copies of the Sorcery or Instant to the creatures that grant it might sometimes be better than nothing, especially where they leave at the end of the turn. Anything really to tell what's going on once the board is full of creatures.
The pinned card wouldn't appear in the graveyard and this could cause confusion when you can return a card from your graveyard to your hand.
You could have it additionally grant a static ability withe text "Can't Block" so that it would show up in blue on the card that can't block. For example an excert from Grixis Battlemage:
Code: Select all
   <ACTIVATED_ABILITY filter_zone="ZONE_IN_PLAY">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{R}, {T}: Target creature can't block this turn.]]></LOCALISED_TEXT>
      <COST type="Mana" cost="{R}" />
      <COST type="TapSelf" />
      <TARGET_DEFINITION id="0">
         local filter = Object():GetFilter()
         filter:Clear()
         filter:AddCardType( CARD_TYPE_CREATURE )
         filter:SetZone( ZONE_IN_PLAY )
         filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
      </TARGET_DEFINITION>
      <TARGET_DETERMINATION>
         return AtLeastOneTargetFromDefinition(0)
      </TARGET_DETERMINATION>
      <PLAY_TIME_ACTION target_choosing="1">
         EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_CREATURE_TO_MAKE_UNABLE_TO_BLOCK", EffectDC():Make_Targets(0) )
      </PLAY_TIME_ACTION>
      <CONTINUOUS_ACTION layer="6">
         local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
         if (target ~= nil) then
            local oCharacteristics = target:GetCurrentCharacteristics()
            oCharacteristics:Characteristic_Set( CHARACTERISTIC_CANT_BLOCK, 1 )
            oCharacteristics:GrantAbility(1)
         end
      </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
   </ACTIVATED_ABILITY>
   <STATIC_ABILITY resource_id="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Can't block]]></LOCALISED_TEXT>
   </STATIC_ABILITY>
RiiakShiNal
Programmer
 
Posts: 2185
Joined: 16 May 2011, 21:37
Has thanked: 75 times
Been thanked: 497 times

Re: DotP2013 Core Bug Fixes (last update 07/7/2012)

Postby Aiodren » 09 Jul 2012, 21:41

I just stumbled upon another core card bug. Sword of Feast and Famine doesn't work correctly because for its discard ability the developers used the function "TriggerPlayer()" which apparently does not exist #-o
I solved the problem by replacing every instance of "TriggerPlayer()" with "Object():GetParent():GetPlayerAttacked()".
Maybe this error occurs in more core cards but i was too lazy to look after that :mrgreen:
Aiodren
 
Posts: 45
Joined: 27 Jun 2012, 07:02
Has thanked: 5 times
Been thanked: 4 times

Re: DotP2013 Core Bug Fixes (last update 07/7/2012)

Postby thefiremind » 09 Jul 2012, 22:15

Aiodren wrote:I just stumbled upon another core card bug. Sword of Feast and Famine doesn't work correctly because for its discard ability the developers used the function "TriggerPlayer()" which apparently does not exist #-o
I solved the problem by replacing every instance of "TriggerPlayer()" with "Object():GetParent():GetPlayerAttacked()".
Maybe this error occurs in more core cards but i was too lazy to look after that :mrgreen:
This must be investigated more, because almost all of the Ninjas I coded use TriggerPlayer() for the same trigger as the Sword, and they work. Maybe it's because I always include TriggerPlayer() ~= nil in the trigger conditions... or maybe it's just because they forgot to write ignore_filter="1" in the actions that don't use FilteredCard(). I'm going to add both things and test it. I also can't understand why the filter looks at the team... "untap all lands you control" shouldn't have effect on teammates.

EDIT: Corrected and tested. It seems to work correctly now. The updated WAD is ready in the first post.

EDIT 2: Did someone test if the various Ring equipments give the +1/+1 counter to the former parent even if they leave the battlefield before resolution? Gatherer doesn't say anything on their page, but I looked at Adventuring Gear and it says: "If Adventuring Gear leaves the battlefield before its landfall ability resolves, the creature it was attached to at the time it left the battlefield gets +2/+2. If it wasn't attached to a creature at that time, nothing gets the bonus." So I guess it should be true also for the Rings.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

Re: DotP2013 Core Bug Fixes (last update 10/7/2012)

Postby daenon611 » 10 Jul 2012, 08:02

Another little Bug in CoreGame:

<FILENAME text="FAVORABLE_WINDS_280302" />

<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegende Kreaturen]]></LOCALISED_TEXT>
... must be ...
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegende Kreaturen, die du kontrollierst, erhalten +1/+1.]]></LOCALISED_TEXT>
User avatar
daenon611
 
Posts: 68
Joined: 04 Sep 2011, 15:19
Location: Germany
Has thanked: 45 times
Been thanked: 4 times

Re: DotP2013 Core Bug Fixes (last update 10/7/2012)

Postby thefiremind » 10 Jul 2012, 08:36

daenon611 wrote:Another little Bug in CoreGame:

<FILENAME text="FAVORABLE_WINDS_280302" />

<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegende Kreaturen]]></LOCALISED_TEXT>
... must be ...
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegende Kreaturen, die du kontrollierst, erhalten +1/+1.]]></LOCALISED_TEXT>
I'll fix it right now. Baneslayer Angel also has a similar problem (just protection from Demons in the German translation, I'll fix it by fetching the translation with my tool).
DotP2012 had a couple of text problems, too. Just imagine that the Italian translation of Lodestone Golem said the exact opposite of the real effect: {1} less instead of {1} more!

EDIT: Done!
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

Re: DotP2013 Core Bug Fixes (last update 10/7/2012)

Postby Zambooo » 10 Jul 2012, 15:37

The game keeps crashing and your CoreFixes was the only modify today... may it be the problem? :s
User avatar
Zambooo
 
Posts: 242
Joined: 01 Jul 2012, 21:33
Has thanked: 19 times
Been thanked: 17 times

Re: DotP2013 Core Bug Fixes (last update 10/7/2012)

Postby thefiremind » 10 Jul 2012, 16:03

Zambooo wrote:The game keeps crashing and your CoreFixes was the only modify today... may it be the problem? :s
Which decks are you and the AI using? If they don't contain any of the cards here, that can't be the reason. Stay away from my Simic deck with Mitotic Slime until I release the fix, that makes the game crash and it's confirmed.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

Next

Return to 2013

Who is online

Users browsing this forum: No registered users and 4 guests


Who is online

In total there are 4 users online :: 0 registered, 0 hidden and 4 guests (based on users active over the past 10 minutes)
Most users ever online was 4143 on 23 Jan 2024, 08:21

Users browsing this forum: No registered users and 4 guests

Login Form