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[Not Solved] + [Unfixable] Bug Archive

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[unfixable]Juggernaut: kamikaze effect on AI's creatures

Postby 0rion79 » 22 Feb 2012, 08:29

Let's see if it can be fixed!
Whenever the human player plays the Juggernaut the AI attacks with all of its creatures, despite of the fact they are stronger or weaker than the Juggernaut itself.
Maybe there is a mistake about flags, since the AI belives that all of its creatures must attack too!
Last edited by Aswan jaguar on 24 Feb 2012, 14:51, edited 2 times in total.
Reason: unfixable bug
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Re: Juggernaut: kamikaze effect on AI's creatures

Postby stassy » 22 Feb 2012, 10:07

confirmed, unless it's a mana generating creature, if in the rounds before AI already started to attack the player it will consider either Juggernaut to be no creature or all his creatures are affected by Juggernaut ability and attack if able.

There is to note that if you cast another creature with block potential other than Juggernaut the brainless AI mode will stop and he won't attack anymore.
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Re: bouncing evoke stuff

Postby Althuna » 22 Feb 2012, 15:42

Ahh ok cool thanks!
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Re: bouncing evoke stuff

Postby Gargaroz » 22 Feb 2012, 16:20

The problem with this bug is that the stack of Manalink is not the same of the actual magic, so the managing of triggered abilities is quite buggish and usually you cannot respond to CIP triggers. This is not fixable right now.
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[unsolved]Ajani 's pridemate

Postby bgaut » 22 Feb 2012, 18:00

Describe the Bug:
whenever you gain life you may put a counter on ajani's pridemate ability doesn't work at leat for healing save and foutain of youth
Which card did behave improperly ?
Ajani 's pridemate
Which Version did you use ?(Constructed, Limited)and which update(date,name)
manalink 3.0 last version.

What exactly should be the correct behavior/interaction ?
you should out a Are any other cards possibly affected by this bug +1/1 counter on Ajani 's pridemate

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Last edited by Aswan jaguar on 23 Feb 2012, 14:15, edited 2 times in total.
Reason: unsolved
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Re: Ajani 's pridemate bug

Postby stassy » 22 Feb 2012, 18:31

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Re: [confirmed]Ajani 's pridemate

Postby Gargaroz » 23 Feb 2012, 14:07

I recently introduced a C hack that will solve this bug and others linked to life gain. However, thiw will work only with cards coded in C.
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Re: [unsolved]Ajani 's pridemate

Postby Aswan jaguar » 23 Feb 2012, 14:28

I am just wondering weren't those cards working when it was first coded by Jatill?or fixed by Jatill in Octomber 2010?It seems very unlikely that nobody reported this bug.Or did we introduce an action to make lifegain more stable that messed up the card with no C coded cards?
It seems we are always going to have these bugs if all cards don't get coded in C unfortunately.
Thanks so much Gargaroz for your endurance and patience and resourcefulness to deal with these bugs over and over again.
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Re: [confirmed]Juggernaut: kamikaze effect on AI's creatures

Postby Gargaroz » 24 Feb 2012, 14:49

I fear this is not fixable, as there's something hardcoded generating the bug : I tried recoding Juggernaut, but the bug is still happening.
Plus, it doesn't happens with creatures that use the same attack_if_able function, like Galvanic Juggernaut.
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Re: [wait-response]Lands that produce 2 mana when tapped.

Postby Aswan jaguar » 25 Feb 2012, 11:43

Gargaroz maybe then we should make this hack to Orzhov Basilica = probably it was forgotten because AI tries to put it in play and does nothing.
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Re: [wait-response]Lands that produce 2 mana when tapped.

Postby Gargaroz » 26 Feb 2012, 14:35

The hack is on even on Orzhov Basilica, AJ.
I tried to remove it and implement a way to "convince" the AI to play this lands only when there's another land in play, but it was effortless.
So, the hack will remain, at least for now.
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Re: [wait-response]Lands that produce 2 mana when tapped.

Postby Aswan jaguar » 26 Feb 2012, 15:40

Maybe the hack is on Orzhov Basilica, but it is not effective I played 6,7 games and never AI got a Scrubland instead.AI selected Orzhov Basilica to put in play several times but the card remained every time in AI's hand instead of getting replaced in battlefield by Scrubland.
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[Unfixable]Karmic Guide

Postby jwallstone » 02 Mar 2012, 06:25

On the upkeep after Karmic Guide enters the battlefield, when you have to pay the echo costs, if you blink it with Momentary Blink, it still requires the echo cost to be paid. This should not happen. It should come in as a new copy of the card, with a new echo trigger for the next turn. The previous echo trigger should not affect the blinked Karmic Guide.
Last edited by stassy on 02 Mar 2012, 14:15, edited 3 times in total.
Reason: unfixable bug
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Re: Karmic Guide

Postby stassy » 02 Mar 2012, 06:55

confirmed, this happen on all echo creatures, the combo echo + blink should reset the echo memory for next turn and not current.
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Re: [confirmed]Karmic Guide

Postby Aswan jaguar » 02 Mar 2012, 12:53

jwallstone please read this on how to report bugs and remember to attach savegames,thanks.
viewtopic.php?f=86&t=4012
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