[Old confirmed] Bug Archive
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[confirmed-renamed]Spined Thopter instead of Grand Architect
by Arkatreides » 29 Apr 2012, 12:03
Describe the Bug:
Grand Architect gives +1/+1 to some blue creatures but not all.
In save game attached it gives +1/+1 to Phantasmal Dragon and Aether Adept but not to Spined Thopter or Lord of the Unreal.
Which card did behave improperly ?
Grand Architect
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
April 2012 - Duel
What exactly should be the correct behavior/interaction ?
It should give +1/+1 to all other blue creatures.
Are any other cards possibly affected by this bug ?
Unsure
Grand Architect gives +1/+1 to some blue creatures but not all.
In save game attached it gives +1/+1 to Phantasmal Dragon and Aether Adept but not to Spined Thopter or Lord of the Unreal.
Which card did behave improperly ?
Grand Architect
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
April 2012 - Duel
What exactly should be the correct behavior/interaction ?
It should give +1/+1 to all other blue creatures.
Are any other cards possibly affected by this bug ?
Unsure
- Attachments
-
Architect.rar
- (2.11 KiB) Downloaded 255 times
Last edited by Aswan jaguar on 29 Apr 2012, 16:07, edited 1 time in total.
Reason: confirmed bug-renamed to real buggish card
Reason: confirmed bug-renamed to real buggish card
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Re: Grand Architect
by Gargaroz » 29 Apr 2012, 13:15
Strange bug. In my current version it's working OK even with the artifact creatures it makes blue. I guess the bug is already fixed. Could you post a screen-capture ?
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Re: Grand Architect
by Arkatreides » 29 Apr 2012, 14:42
Here is a screenshot (cheated to get it quickly)
It works on the Bear but not on the Thopter
It works on the Bear but not on the Thopter
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Re: [confirmed-renamed]Spined Thopter,
by Aswan jaguar » 29 Apr 2012, 16:33
I can confirm it is a Spined Thopter bug as it is not considered a blue card by any card that targets blue.In csv and ct_all everything seems fine so maybe there is something wrong with the phyrexian mana code?
Edit:I tested and this bug affects all creatures with phyrexian mana in their casting cost.These cards are considered as their colour for anything that searches for coloured spells (counterspells,cards that gain life when you play that colour,etc) but don't work with cards that target coloured creatures or coloured permanent.(e.g Blue Elemental Blast can counter Moltensteel Dragon but when it is in play it can't destroy it).
I hope this helps.
Edit:I tested and this bug affects all creatures with phyrexian mana in their casting cost.These cards are considered as their colour for anything that searches for coloured spells (counterspells,cards that gain life when you play that colour,etc) but don't work with cards that target coloured creatures or coloured permanent.(e.g Blue Elemental Blast can counter Moltensteel Dragon but when it is in play it can't destroy it).
I hope this helps.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Re: Re:[checking]EDH Problems-Grand Colliseum illegal colour
by Xenocyde » 01 May 2012, 16:48
Finalized the list. Unfortunately not all the card names are in alphabetical order since I listed them by set. Hope it's OK.
- Attachments
-
mtg cards.zip
- Added Whirlpool Warrior, I missed it somehow.
- (6.73 KiB) Downloaded 449 times
Last edited by Xenocyde on 28 May 2012, 09:23, edited 2 times in total.
Re: [confirmed}Spreading Seas
by Psychodabble » 02 May 2012, 11:46
I see that this hasn't been fixed yet. Is there a fix coming in the next patch or have we given up on this card as unfixable?
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Re: [confirmed}Spreading Seas
by Gargaroz » 02 May 2012, 13:29
These kinds of hacks are a bit difficult to fix as they're bounded to some hardcoded stuff I still doesn't understand fully. Please be patient 

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- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: [confirmed]CIP effects-Hexproof
by Megres » 02 May 2012, 15:30
IIRC the Autumn Willow is a hardcoded card.
Can't we simply copy its mechanic into the hexproof cards?
The only difference with the real hexproof would be that the hacked cards should be activated (for 0) by the player, just like the Autumn Willow.
Can't we simply copy its mechanic into the hexproof cards?
The only difference with the real hexproof would be that the hacked cards should be activated (for 0) by the player, just like the Autumn Willow.
Re: [confirmed}Spreading Seas
by Psychodabble » 02 May 2012, 21:35
Sure, no problem. Didn't mean to stress you, just ran into the bug in game and then found this thread and noticed that a few updates had come and gone with no fix so I wasn't sure of the status. I'll just stop using the card for now.Gargaroz wrote:These kinds of hacks are a bit difficult to fix as they're bounded to some hardcoded stuff I still doesn't understand fully. Please be patient
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[confirmed]Faith's Fetters
by Althuna » 03 May 2012, 02:54
I tried searching for this and wasn't sure if it was mentioned already? But anyway, it seems to not work properly. Creatures can still attack with it on (I tried it on one of my own creatures - a Kitchen Finks) and also I tried it on the opponents artifact and he still used it even though it was not a mana ability.
Last edited by stassy on 03 May 2012, 05:01, edited 1 time in total.
Reason: bug confirmed
Reason: bug confirmed
Re: [confirmed]CIP effects-Hexproof
by stassy » 03 May 2012, 04:54
You will have to ask Orion79 and Harrypitfall since from the archives of this forum (unfortunately the old forum got deleted) they are supposed to be the makers of this card and the oldest known Shroud card here.
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Re: [confirmed]Faith's Fetters
by Gargaroz » 03 May 2012, 12:43
About the "not attack" ability, that's strange, it should work on any creature...
About the "stopping ability", it will work only on cards coded in C.
About the "stopping ability", it will work only on cards coded in C.
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- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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[checked-unsolved]Relentless Assault - no damage
by 0rion79 » 14 May 2012, 12:32
Maybe it has already been told, but when Relentless Assault is played, creatures untap and re-attack but they deal no combat damage to opponent. Never experimented vs. other creatures.
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Re: Relentless Assault - no damage
by Gargaroz » 14 May 2012, 13:47
Oh, I thought it was too easy... Probably this is not solveable, too bad 

----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Gargaroz
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