[Fixed] Bug Archive
Moderators: Aswan jaguar, gmzombie, stassy, BAgate, drool66, CCGHQ Admins
Re: [confirmed]Icatian Town
by Gargaroz » 08 Feb 2013, 13:46
This needs a complete recode. Fixed.
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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
- Gargaroz
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Re: [confirmed]Kuldotha Forgemaster
by Gargaroz » 08 Feb 2013, 13:48
Fixed.
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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
- Gargaroz
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Re: [confirmed]Daybreak Coronet
by Gargaroz » 08 Feb 2013, 13:53
Fixed.
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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
- Gargaroz
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Re: Urborg, Tomb of Yawgmoth
by Gargaroz » 08 Feb 2013, 13:57
And nobody noticed the worst bug : you could tap a tapped land for mana with Urborg... However, all fixed.
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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
- Gargaroz
- Programmer
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Re: Windbrisk Heights
by Gargaroz » 08 Feb 2013, 14:06
Ah, I see, it's a global bug of the "hideaway" lands. It's fixed now.
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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
- Gargaroz
- Programmer
- Posts: 7097
- Joined: 06 Nov 2009, 11:11
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[fixed by Gargaroz]Wirewoood Symbiote AI thinking loop
by Aswan jaguar » 09 Feb 2013, 19:12
Describe the Bug:
Wirewoood Symbiote on AI battlefield will cause an infinite thinking loop when AI will try to cast an Elf.(Elvish Archers this time)
Which card did behave improperly ?
Wirewoood Symbiote
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
time spiral V2
What exactly should be the correct behavior/interaction ?
Are any other cards possibly affected by this bug ?
Wirewoood Symbiote on AI battlefield will cause an infinite thinking loop when AI will try to cast an Elf.(Elvish Archers this time)
Which card did behave improperly ?
Wirewoood Symbiote
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
time spiral V2
What exactly should be the correct behavior/interaction ?
Are any other cards possibly affected by this bug ?
- Attachments
-
wirewood symbiote-elf-AI.rar- (1.66 KiB) Downloaded 199 times
Last edited by Aswan jaguar on 11 Feb 2013, 05:02, edited 1 time in total.
Reason: bug fixed
Reason: bug fixed
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Aswan jaguar - Super Tester Elite
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[fixed by Gargaroz]Grinning Ingus
by Aswan jaguar » 09 Feb 2013, 19:26
Describe the Bug:
If AI has Grinning Ingus on battlefield and AI calculates to use it's ability game ends immediately.
Which card did behave improperly ?
Grinning Ingus
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
time spiral V2
What exactly should be the correct behavior/interaction ?
Are any other cards possibly affected by this bug ?
If AI has Grinning Ingus on battlefield and AI calculates to use it's ability game ends immediately.
Which card did behave improperly ?
Grinning Ingus
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
time spiral V2
What exactly should be the correct behavior/interaction ?
Are any other cards possibly affected by this bug ?
- Attachments
-
crash-9-2.rar- (2.03 KiB) Downloaded 205 times
Last edited by Aswan jaguar on 27 Mar 2013, 14:28, edited 2 times in total.
Reason: fixed bug
Reason: fixed bug
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Aswan jaguar - Super Tester Elite
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Re: AI has Grinning Ingus-hard crash
by Zeek » 09 Feb 2013, 23:50
Yeah, I can confirm this. Just for kicks I started a game and gave the AI one of those creatures and a mountain. Game crashed on their next main phase after they dropped a land.
[fixed by Gargaroz]Maelstrom Djinn
by Aswan jaguar » 10 Feb 2013, 08:21
Describe the Bug:
Maelstrom Djinn when faced up and all counters vanish creature still remains on the battlefield.
Which card did behave improperly ?
Maelstrom Djinn
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
What exactly should be the correct behavior/interaction ?
Maelstrom Djinn when faced up and all counters vanish creature is sacrificed.
Are any other cards possibly affected by this bug ?
Maelstrom Djinn when faced up and all counters vanish creature still remains on the battlefield.
Which card did behave improperly ?
Maelstrom Djinn
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
What exactly should be the correct behavior/interaction ?
Maelstrom Djinn when faced up and all counters vanish creature is sacrificed.
Are any other cards possibly affected by this bug ?
- Attachments
-
maelstrom djinn.rar- (2.01 KiB) Downloaded 199 times
Last edited by stassy on 14 Feb 2013, 04:13, edited 2 times in total.
Reason: bug fixed
Reason: bug fixed
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Aswan jaguar - Super Tester Elite
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Re: Delay
by Aswan jaguar » 10 Feb 2013, 13:34
@Gargaroz about delay another bug is at least when played by AI( to a spell of mine of course)the counters go away on AI Upkeep but they should go on the owner of the exiled card upkeep.stassy wrote:In TSv2 It work on player side (if AI ever Delay a player spell or if player Delay is own spell), however if player cast Delay on a spell or creature AI at the end of suspend effect nothing happen so it make Delay more powerful than Counterspell (or maybe it work only on C coded cards...):D
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Aswan jaguar - Super Tester Elite
- Posts: 8144
- Joined: 13 May 2010, 12:17
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Re: Wirewoood Symbiote AI thinking loop
by Gargaroz » 11 Feb 2013, 01:48
Fixed.
----
- 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
- Programmer
- Posts: 7097
- Joined: 06 Nov 2009, 11:11
- Has thanked: 82 times
- Been thanked: 595 times
Re: AI has Grinning Ingus-hard crash
by Gargaroz » 11 Feb 2013, 01:54
It works for me, so or the bug is already fixed from another fix, or there's some strange interaction occurring.
----
- 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
- Programmer
- Posts: 7097
- Joined: 06 Nov 2009, 11:11
- Has thanked: 82 times
- Been thanked: 595 times
[fixed by Gargaroz]Fiery Gambit
by Zeek » 11 Feb 2013, 21:18
Describe the Bug:
Fiery Gambit only gives one effect. If you win one flip, it does 3 damage to a creature. If you win two, it ONLY does 6 damage to the opponent. If you win three, it ONLY untaps and draws.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
TimeSpiralv2
What exactly should be the correct behavior/interaction ?
The effects should be cumulative with each coin flip won.
Offical Ruling: "If you win three flips, Fiery Gambit deals 3 damage to the target creature and 6 damage to each opponent, and you draw nine cards and untap all lands you control."
Proof screenshot-
http://i34.photobucket.com/albums/d103/ ... Gambit.png
As you can see, I got the 3-flip effect (which is how I have an 11-card hand and floating mana with no tapped land), but there's no three damage on the creature (I already was holding a Fire/Ice to do the other two) nor is the opponent down 6 life (AI's not playing lifegain here).
Fiery Gambit only gives one effect. If you win one flip, it does 3 damage to a creature. If you win two, it ONLY does 6 damage to the opponent. If you win three, it ONLY untaps and draws.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
TimeSpiralv2
What exactly should be the correct behavior/interaction ?
The effects should be cumulative with each coin flip won.
Offical Ruling: "If you win three flips, Fiery Gambit deals 3 damage to the target creature and 6 damage to each opponent, and you draw nine cards and untap all lands you control."
Proof screenshot-
http://i34.photobucket.com/albums/d103/ ... Gambit.png
As you can see, I got the 3-flip effect (which is how I have an 11-card hand and floating mana with no tapped land), but there's no three damage on the creature (I already was holding a Fire/Ice to do the other two) nor is the opponent down 6 life (AI's not playing lifegain here).
Last edited by stassy on 14 Feb 2013, 04:13, edited 2 times in total.
Reason: bug fixed
Reason: bug fixed
[fixed by Gargaroz]Odds/Ends
by Zeek » 11 Feb 2013, 21:58
The Odds/Ends card has multiple issues to it.
The Odds half is supposed to only target instants and sorceries. Instead, it seems to target any spell (including enchantments and creatures) except for counterspells. Ironically, it should work exceptionally well against a hard Counterspell. Also, the coin flip portion ignores the effect of Krark's Thumb.
The Ends half I can't even cast, despite that "Add Mana for this card" gives me 3WR rather than the UR for the other side.
The Odds half is supposed to only target instants and sorceries. Instead, it seems to target any spell (including enchantments and creatures) except for counterspells. Ironically, it should work exceptionally well against a hard Counterspell. Also, the coin flip portion ignores the effect of Krark's Thumb.
The Ends half I can't even cast, despite that "Add Mana for this card" gives me 3WR rather than the UR for the other side.
Last edited by stassy on 14 Feb 2013, 04:14, edited 2 times in total.
Reason: bug fixed
Reason: bug fixed
[fixed by Gargaroz]Sporoloth Ancient
by doran7 » 12 Feb 2013, 07:27
Describe the Bug:
it dont get the spore counters
Which card did behave improperly ?
Sporoloth Ancient
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
time spiral v2
What exactly should be the correct behavior/interaction ?
At the beginning of your upkeep, put a spore counter on Sporoloth Ancient.
it dont get the spore counters
Which card did behave improperly ?
Sporoloth Ancient
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
time spiral v2
What exactly should be the correct behavior/interaction ?
At the beginning of your upkeep, put a spore counter on Sporoloth Ancient.
- Attachments
-
sporoloth.rar- (2.9 KiB) Downloaded 192 times
Last edited by stassy on 14 Feb 2013, 04:13, edited 2 times in total.
Reason: bug fixed
Reason: bug fixed
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