[Fixed] Bug Archive
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[fixed by Gargaroz]Body Snatcher
by Aswan jaguar » 25 Jun 2013, 14:39
Describe the Bug:
1- Body Snatcher when played by AI at least can be put on the battlefield discarding a non/creature card.
2- Body Snatcher when played by AI at least can be put on the battlefield and stay on it without AI discarding at all.
Which card did behave improperly ?
Body Snatcher
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML3-JUNE\13.V2
What exactly should be the correct behavior/interaction ?
Exile Body Snatcher unless you discard a creature card.
Are any other cards possibly affected by this bug ?
1- Body Snatcher when played by AI at least can be put on the battlefield discarding a non/creature card.
2- Body Snatcher when played by AI at least can be put on the battlefield and stay on it without AI discarding at all.
Which card did behave improperly ?
Body Snatcher
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML3-JUNE\13.V2
What exactly should be the correct behavior/interaction ?
Exile Body Snatcher unless you discard a creature card.
Are any other cards possibly affected by this bug ?
- Attachments
-
body snatcher.rar
- (1.98 KiB) Downloaded 284 times
Last edited by Aswan jaguar on 25 Jun 2013, 15:06, edited 1 time 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: [list needed]Trostani Selesnya Voice, Phyrexian Processo
by Gargaroz » 25 Jun 2013, 14:41
Fixed for Archon of Redemption.
----
- 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: Body Snatcher
by Gargaroz » 25 Jun 2013, 14:58
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
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Re: Suture Spirit no regeneration
by Gargaroz » 25 Jun 2013, 15:00
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
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[fixed by GargarozVoracious Hatchling and other Hatchlings
by Aswan jaguar » 25 Jun 2013, 15:31
Describe the Bug:
Voracious Hatchling is counting opponent spells,too to remove a counter.
Which card did behave improperly ?
Voracious Hatchling
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML3-JUNE\13.V2\DUEL
What exactly should be the correct behavior/interaction ?
Only black or white spells you cast to remove a counter.
Are any other cards possibly affected by this bug ?
Voracious Hatchling is counting opponent spells,too to remove a counter.
Which card did behave improperly ?
Voracious Hatchling
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML3-JUNE\13.V2\DUEL
What exactly should be the correct behavior/interaction ?
Only black or white spells you cast to remove a counter.
Are any other cards possibly affected by this bug ?
- Attachments
-
voraciou hatchling.rar
- (2.13 KiB) Downloaded 255 times
Last edited by Aswan jaguar on 25 Jun 2013, 16:51, edited 1 time in total.
Reason: fixed bug and all others
Reason: fixed bug and all others
---
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: Voracious Hatchling
by Gargaroz » 25 Jun 2013, 16:39
I see, it's a global bug for all Hatchling. It's fixed now.
----
- 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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[fixed]infect and first strike
by Aswan jaguar » 25 Jun 2013, 17:13
Describe the Bug:
Posting a known bug that encountered again today maybe now Gargaroz or Korath can find a solution:
Creatures with infect and first strike don't make the infect damage first to non-first strikers so lower their p\t and then be damaged from the creature which now has it's p\t lowered.
Which card did behave improperly ?
cards with infect and first strike like Phyrexian Crusader and Razor Swine or any card that gives first strike to creatures with infect or the opposite.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML3\JUNE13.V2
What exactly should be the correct behavior/interaction ?
Are any other cards possibly affected by this bug ?
Posting a known bug that encountered again today maybe now Gargaroz or Korath can find a solution:
Creatures with infect and first strike don't make the infect damage first to non-first strikers so lower their p\t and then be damaged from the creature which now has it's p\t lowered.
Which card did behave improperly ?
cards with infect and first strike like Phyrexian Crusader and Razor Swine or any card that gives first strike to creatures with infect or the opposite.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML3\JUNE13.V2
What exactly should be the correct behavior/interaction ?
Are any other cards possibly affected by this bug ?
- Attachments
-
razor swine.rar
- (2.17 KiB) Downloaded 277 times
Last edited by Aswan jaguar on 30 Jun 2013, 13:57, edited 3 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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[fixed by Korath]Embrace My Diabolical Vision
by Korath » 25 Jun 2013, 18:43
Describe the Bug:
Archenemy card Embrace My Diabolical Vision ("When you set this scheme in motion, each player shuffles his or her hand and graveyard into his or her library. You draw seven cards, then each other player draws four cards.") shuffles a player's deck after putting his graveyard into it, but before putting his hand in it. Essentially, you end up with whatever hand you had before, plus or minus cards to get to 7 (or 4).
Which card did behave improperly ?
Archenemy.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PoDMNv2 on top of CirothUngol. Challenge gauntlet.
What exactly should be the correct behavior/interaction ?
Shuffle only after putting both graveyard and hand into the player's deck.
Are any other cards possibly affected by this bug ?
No.
No screenshots or save, sorry. I didn't take a screenshot before activating Archenemy, and one from after it doesn't really show anything by itself; and a savegame would be useless, since Archenemy chooses a random scheme on activation.
Archenemy card Embrace My Diabolical Vision ("When you set this scheme in motion, each player shuffles his or her hand and graveyard into his or her library. You draw seven cards, then each other player draws four cards.") shuffles a player's deck after putting his graveyard into it, but before putting his hand in it. Essentially, you end up with whatever hand you had before, plus or minus cards to get to 7 (or 4).
Which card did behave improperly ?
Archenemy.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PoDMNv2 on top of CirothUngol. Challenge gauntlet.
What exactly should be the correct behavior/interaction ?
Shuffle only after putting both graveyard and hand into the player's deck.
Are any other cards possibly affected by this bug ?
No.
No screenshots or save, sorry. I didn't take a screenshot before activating Archenemy, and one from after it doesn't really show anything by itself; and a savegame would be useless, since Archenemy chooses a random scheme on activation.
- Fix | Open
- Code: Select all
diff --git a/src/cards/archenemy.c b/src/cards/archenemy.c
index a5fee43..a5641a1 100644
--- a/src/cards/archenemy.c
+++ b/src/cards/archenemy.c
@@ -143,8 +143,8 @@ int set_scheme_in_motion(int player, int card, event_t event, int cheat_code){
do_dialog(HUMAN, player, card, -1, -1, "cards, then each other player draws four cards.\n ok", 0);
int i;
for(i=0; i<2; i++){
- reshuffle_grave_into_deck(i, 0);
- reshuffle_hand_into_deck(i, 1);
+ reshuffle_grave_into_deck(i, 1);
+ reshuffle_hand_into_deck(i, 0);
}
draw_cards(player, 7);
draw_cards(1-player, 4);
Last edited by Aswan jaguar on 26 Jun 2013, 15:02, edited 3 times in total.
Reason: fixed bug
Reason: fixed bug
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Re: [confirmed]infect and first strike
by Korath » 25 Jun 2013, 18:53
Looking into this.
My AI guinea pig is Arbalest Elite with no other modifiers.
What it looks like is happening is that -1/-1 counters are being correctly placed during first strike damage, but the creature's not getting p/t recomputed before normal damage.
sub_4B23C0() runs the combat damage steps, looks like.
My AI guinea pig is Arbalest Elite with no other modifiers.
What it looks like is happening is that -1/-1 counters are being correctly placed during first strike damage, but the creature's not getting p/t recomputed before normal damage.
sub_4B23C0() runs the combat damage steps, looks like.
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[fixed by Gargaroz]Pyrewild Shaman
by stassy » 25 Jun 2013, 19:05
Describe the Bug:
Pyrewild Shaman return-to-hand ability doesn't trigger when one or more creatures owner control deal damage to a player.
Which card did behave improperly ?
Pyrewild Shaman
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PDMNv2
What exactly should be the correct behavior/interaction ?
Pyrewild Shaman return-to-hand ability trigger when one or more creatures owner control deal damage to a player.
Are any other cards possibly affected by this bug ?
-


Tested with 1/3 attacking/damaging AI Memnite then 3 Elves of Deep Shadow for player self damage (since Pyrewild Shaman should trigger on any player getting damaged by one creature or more with no avail.
Pyrewild Shaman return-to-hand ability doesn't trigger when one or more creatures owner control deal damage to a player.
Which card did behave improperly ?
Pyrewild Shaman
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PDMNv2
What exactly should be the correct behavior/interaction ?
Pyrewild Shaman return-to-hand ability trigger when one or more creatures owner control deal damage to a player.
Are any other cards possibly affected by this bug ?
-


Tested with 1/3 attacking/damaging AI Memnite then 3 Elves of Deep Shadow for player self damage (since Pyrewild Shaman should trigger on any player getting damaged by one creature or more with no avail.
Last edited by Aswan jaguar on 26 Jun 2013, 14:44, edited 1 time in total.
Reason: fixed bug
Reason: fixed bug
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Re: [confirmed]infect and first strike
by Korath » 25 Jun 2013, 23:58
- diff | Open
- Code: Select all
diff --git a/src/functions/damage_effects.c b/src/functions/damage_effects.c
index 81ac2e1..1dc41c8 100644
--- a/src/functions/damage_effects.c
+++ b/src/functions/damage_effects.c
@@ -175,6 +175,8 @@ void damage_effects(int player, int card, event_t event){
poison_counters[1-player] += poisoning;
}
damage->info_slot = 0;
+
+ get_card_instance(damage->damage_target_player, damage->damage_target_card)->regen_status |= 0x6000000;
}
}
else{
Bit 0x4000000 (1<<26 in keyword_t) tells the next call to get_abilities(player, card, EVENT_POWER, new_attacking_card) that card's cached power at card_instance_t::power should be recomputed from cards_ptr[id]->power + instance->counter_power, then an event dispatched to modify it. Bit 0x2000000 works similarly for EVENT_TOUGHNESS, which is cached at (uint16_t*)(instance + 14). (card_instance_t::damage_source_player is clearly only a word long.) If the bits aren't set, the cached values are used, so power and toughness aren't recomputed until the end of the phase.
So it looks like instance->regen_status should have 0x2000000 set whenever counter_toughness changes, and 0x4000000 set whenever counter_power changes.
- code | Open
- Code: Select all
void counter_pt(card_instance_t* instance, int delta_power, int delta_toughness){
if (delta_power){
instance->counter_power += delta_power;
instance->regen_status |= 0x4000000;
}
if (delta_toughness){
instance->counter_toughness += delta_toughness;
instance->regen_status |= 0x2000000;
}
}
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[fixed by Gargaroz]Winged Coatl
by stassy » 26 Jun 2013, 07:52
Describe the Bug:
Winged Coatl doesn't have flash
Which card did behave improperly ?
Winged Coatl
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PDMNv2
What exactly should be the correct behavior/interaction ?
Winged Coatl has flash
Are any other cards possibly affected by this bug ?
-

Winged Coatl doesn't have flash
Which card did behave improperly ?
Winged Coatl
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PDMNv2
What exactly should be the correct behavior/interaction ?
Winged Coatl has flash
Are any other cards possibly affected by this bug ?
-

Last edited by Aswan jaguar on 26 Jun 2013, 14:46, edited 1 time in total.
Reason: fixed bug
Reason: fixed bug
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[fixed by Gargaroz]Inquisition of Kozilek
by Feruk » 26 Jun 2013, 08:59
Describe the Bug:
Inquisition of Kozilek, when cast on a player with no cards in hand, crashes the game.
Which card did behave improperly ?
Inquisition of Kozilek.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Duel and Gauntlet both affected, running Manalink 3, June patch, V2.
What exactly should be the correct behavior/interaction ?
It should do nothing if the target has 0 cards in hand.
Are any other cards possibly affected by this bug ?
Potentially any targetted discard; I think I've seen the effect before with Vendilion Clique, and it presumably affects Duress/Thoughtsieze etc..
Inquisition of Kozilek, when cast on a player with no cards in hand, crashes the game.
Which card did behave improperly ?
Inquisition of Kozilek.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Duel and Gauntlet both affected, running Manalink 3, June patch, V2.
What exactly should be the correct behavior/interaction ?
It should do nothing if the target has 0 cards in hand.
Are any other cards possibly affected by this bug ?
Potentially any targetted discard; I think I've seen the effect before with Vendilion Clique, and it presumably affects Duress/Thoughtsieze etc..
- Attachments
-
IoK.rar
- (1.66 KiB) Downloaded 289 times
Last edited by Aswan jaguar on 26 Jun 2013, 14:47, edited 3 times in total.
Reason: fixed bug
Reason: fixed bug
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[fixed by Gargaroz]Abyssal Prosecutor
by stassy » 26 Jun 2013, 09:01
Describe the Bug:
Abyssal Prosecutor doesn't prevent Felidar Sovereign to win the game when it's winning conditions is met
Which card did behave improperly ?
Abyssal Prosecutor
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PDMNv2
What exactly should be the correct behavior/interaction ?
Abyssal Prosecutor prevent Felidar Sovereign to win the game when it's winning conditions is met
Are any other cards possibly affected by this bug ?
-

I suppose it's an approximation, however there are some issues :
- Player loses the game if life at 0 (damage from City of Brass)
- poisons counters and card in lib are frozen at respectively 9/1, so when Abyssal Prosecutor is removed from play the game is not ended immediately (you need one more poison counter and one more draw to end the game)
- Helix Pinnacle trigger at any upkeep, dunno if it's this bug related or not
- If Abyssal Prosecutor is removed from play, Coalition Victory still doesn't grant game win.













Abyssal Prosecutor doesn't prevent Felidar Sovereign to win the game when it's winning conditions is met
Which card did behave improperly ?
Abyssal Prosecutor
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PDMNv2
What exactly should be the correct behavior/interaction ?
Abyssal Prosecutor prevent Felidar Sovereign to win the game when it's winning conditions is met
Are any other cards possibly affected by this bug ?
-

I suppose it's an approximation, however there are some issues :
- Player loses the game if life at 0 (damage from City of Brass)
- poisons counters and card in lib are frozen at respectively 9/1, so when Abyssal Prosecutor is removed from play the game is not ended immediately (you need one more poison counter and one more draw to end the game)
- Helix Pinnacle trigger at any upkeep, dunno if it's this bug related or not
- If Abyssal Prosecutor is removed from play, Coalition Victory still doesn't grant game win.













Last edited by Aswan jaguar on 17 Jul 2013, 13:37, edited 3 times in total.
Reason: fixed bug
Reason: fixed bug
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[fixed by Gargaroz]Helix Pinnacle
by HarlequinCasts » 26 Jun 2013, 11:26
Describe the Bug:
Helix Pinnacle 's check for win happens during opponents upkeep step.
Which card did behave improperly ?
Helix Pinnacle
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PWNMv2
What exactly should be the correct behavior/interaction ?
Helix Pinnacle checks to see if you win during your upkeep.
Are any other cards possibly affected by this bug ?
NA
Helix Pinnacle 's check for win happens during opponents upkeep step.
Which card did behave improperly ?
Helix Pinnacle
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PWNMv2
What exactly should be the correct behavior/interaction ?
Helix Pinnacle checks to see if you win during your upkeep.
Are any other cards possibly affected by this bug ?
NA
- Attachments
-
helix pinnacle.zip
- (3.61 KiB) Downloaded 258 times
Last edited by Aswan jaguar on 26 Jun 2013, 15:01, edited 1 time in total.
Reason: fixed bug
Reason: fixed bug
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