[Not Solved] + [Unfixable] Bug Archive
Moderators: Aswan jaguar, gmzombie, stassy, BAgate, drool66, CCGHQ Admins
[unfixable]Darksteel Ingot (Counterspell interaction)
by Salbei » 05 Jun 2011, 18:39
Describe the Bug:

I try to Counter a Spell, the Counterspell is yellow (so i should be allowed to play it), but i can´t tap Darksteel Ingot to generate the needed Mana for it.
Which card did behave improperly ?
Darksteel Ingot
Which Version did you use ?(Constructed, Limited)and which update(date,name)
Constructed, May V3, Gauntlet
What exactly should be the correct behavior/interaction ?
I should be able to tap Darksteel Ingot to pay the Mana for a Counterspell
Are any other cards possibly affected by this bug ?
Maybe other Manafixers.
I´m pretty sure i already reported this one like a year ago.

I try to Counter a Spell, the Counterspell is yellow (so i should be allowed to play it), but i can´t tap Darksteel Ingot to generate the needed Mana for it.
Which card did behave improperly ?
Darksteel Ingot
Which Version did you use ?(Constructed, Limited)and which update(date,name)
Constructed, May V3, Gauntlet
What exactly should be the correct behavior/interaction ?
I should be able to tap Darksteel Ingot to pay the Mana for a Counterspell
Are any other cards possibly affected by this bug ?
Maybe other Manafixers.
I´m pretty sure i already reported this one like a year ago.
- Attachments
-
ingot counter.rar- (2.13 KiB) Downloaded 343 times
Last edited by Aswan jaguar on 06 Jun 2011, 08:36, edited 2 times in total.
Reason: bug non fixable
Reason: bug non fixable
Retired a long time ago. I will not reply.
-

Salbei - DEVELOPER
- Posts: 1053
- Joined: 04 Jun 2009, 10:58
- Location: Germany
- Has thanked: 3 times
- Been thanked: 2 times
Re: Darksteel Ingot (Counterspell interaction)
by Gargaroz » 06 Jun 2011, 01:11
Ah, I know what's happening, but there's a problem. If I fix this, the Ingot will no longer be Indestructible, as the particular value I've to set will negate that effect.
As you can suspect, this is one of the many wickedness of the original EXE.
I guess I'll leave things as they are, OK ?
As you can suspect, this is one of the many wickedness of the original EXE.
I guess I'll leave things as they are, OK ?
----
- 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: [unfixable]Darksteel Ingot (Counterspell interaction)
by Salbei » 06 Jun 2011, 14:56
There is a "workaround". You doubleclick the Counterspell, then will be asked to pay the Mana for it. At this point you can cancel the Counterspell, THEN tap Darksteel Ingot to gain Mana and THEN you are able to play the spell.
Its a bit annoying, but works.
Its a bit annoying, but works.
Retired a long time ago. I will not reply.
-

Salbei - DEVELOPER
- Posts: 1053
- Joined: 04 Jun 2009, 10:58
- Location: Germany
- Has thanked: 3 times
- Been thanked: 2 times
[unfixable-use of old rules]Stacking Instances of Lifelink
by Tyren » 12 Jun 2011, 17:09
Describe the Bug:
Multiple instances of Lifelink on a creature have been giving twice as much health as it should, as Lifelink no longer stacks. Baneslayer Angel was equipped with a Batterskull.
Which card did behave improperly ?
Baneslayer Angel, Batterskull
Which Version did you use ?(Constructed, Limited)and which update(date,name)
Constructed June 9, 2011 - Patch
What exactly should be the correct behavior/interaction ?
Lifelink should only be applied once.
Are any other cards possibly affected by this bug ?
All card combination that would allow for stacking lifelink
Multiple instances of Lifelink on a creature have been giving twice as much health as it should, as Lifelink no longer stacks. Baneslayer Angel was equipped with a Batterskull.
Which card did behave improperly ?
Baneslayer Angel, Batterskull
Which Version did you use ?(Constructed, Limited)and which update(date,name)
Constructed June 9, 2011 - Patch
What exactly should be the correct behavior/interaction ?
Lifelink should only be applied once.
Are any other cards possibly affected by this bug ?
All card combination that would allow for stacking lifelink
Last edited by Aswan jaguar on 13 Jun 2011, 08:06, edited 1 time in total.
Reason: unfixable bug-manalink still uses old rules for lifelink.
Reason: unfixable bug-manalink still uses old rules for lifelink.
- Tyren
- Posts: 3
- Joined: 04 May 2011, 18:24
- Has thanked: 0 time
- Been thanked: 0 time
Re: Stacking Instances of Lifelink
by Gargaroz » 13 Jun 2011, 00:33
Manalink apply the old rule of Lifelink. This can't be fixed until we can recode the EXE.
----
- 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
[unsolved]-[aproximation * status]Mortar Pod
by stassy » 14 Jun 2011, 09:23
Describe the Bug:
This combo doesn't work in Manalink as the damage is considered as an external damage from the creature no matter of the type/ability that the creature possess
Which card did behave improperly ?
Mortar Pod
Which Version did you use ?(Constructed, Limited)and which update(date,name)
Constructed June V3
What exactly should be the correct behavior/interaction ?
The damage generated by Mortar Pod should take into account the effect from Basilic Collar (deathtouch)
or Infect ability (infect instead of normal damage)
Are any other cards possibly affected by this bug ?
Interaction with any deathtouch card (Glissa, the Traitor) or Infect (Phyrexian Crusader)
This combo doesn't work in Manalink as the damage is considered as an external damage from the creature no matter of the type/ability that the creature possess
Which card did behave improperly ?
Mortar Pod
Which Version did you use ?(Constructed, Limited)and which update(date,name)
Constructed June V3
What exactly should be the correct behavior/interaction ?
The damage generated by Mortar Pod should take into account the effect from Basilic Collar (deathtouch)
or Infect ability (infect instead of normal damage)
Are any other cards possibly affected by this bug ?
Interaction with any deathtouch card (Glissa, the Traitor) or Infect (Phyrexian Crusader)
- Attachments
-
1.zip- (2.94 KiB) Downloaded 326 times
Last edited by Aswan jaguar on 19 Jun 2011, 15:52, edited 2 times in total.
Reason: unsolvable approximation bug
Reason: unsolvable approximation bug
- stassy
- Moderator
- Posts: 5274
- Joined: 25 Feb 2009, 07:06
- Has thanked: 471 times
- Been thanked: 337 times
Re: [confirmed]Mortar Pod and Basilic Collar...
by Gargaroz » 19 Jun 2011, 14:15
I tried to fix this, but another issue popped out, and I fear this is not solvable : if you equip Basilisk Collar or Grafted Exoskeleton on a Mogg Fanatic and then sac it, no damage-triggered effect will happen, as the damage legacy doesn't bring with herself the additional abilities given by Equipments.
I could manually insert Deathtouch and Infect in Mortarpod code, but more bugs will be generated in this way (like being able to damage and kill a White Knight sacrificing Glissa), so I'll leave things as they are and flag Mortarpod with an "*".
I could manually insert Deathtouch and Infect in Mortarpod code, but more bugs will be generated in this way (like being able to damage and kill a White Knight sacrificing Glissa), so I'll leave things as they are and flag Mortarpod with an "*".
----
- 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
[unfixable-Manalink uses old rules]Equipoise with Stasis:
by 0rion79 » 28 Jun 2011, 17:06
I've tried to "refresh" my turbostasis deck with Equipoise since there is not Sands of Time, since "phasing" ability claims that "While permanents are phased out, they're treated as though they don't exist. They phase in before that player untaps during his or her next untap step"
I've played Stasis with Equipoise but phased-out creatures and permanents came back despite of the fact that the AI was skipping its untap step.
I've played Stasis with Equipoise but phased-out creatures and permanents came back despite of the fact that the AI was skipping its untap step.
Last edited by Aswan jaguar on 29 Jun 2011, 16:29, edited 1 time in total.
Reason: unfixable -Manalink uses different rules
Reason: unfixable -Manalink uses different rules
-

0rion79 - Posts: 1520
- Joined: 24 Feb 2009, 18:33
- Location: Italy
- Has thanked: 94 times
- Been thanked: 61 times
Re: Equipoise with Stasis: combo doesn't work.
by Gargaroz » 29 Jun 2011, 14:44
Phasing's timining works a bit differently in Manalink, as in the old rules "Untap" and "Upkeep" was two different phases. So this couldn't be 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
- Gargaroz
- Programmer
- Posts: 7097
- Joined: 06 Nov 2009, 11:11
- Has thanked: 82 times
- Been thanked: 595 times
Re: Equipoise with Stasis: combo doesn't work.
by 0rion79 » 29 Jun 2011, 15:13
Oh, what a pity! But, in your mind, how may I use Equipoise in the actual environment? Which cards do you suggest for a combo?
-

0rion79 - Posts: 1520
- Joined: 24 Feb 2009, 18:33
- Location: Italy
- Has thanked: 94 times
- Been thanked: 61 times
[unfixable]Garruk Wildspread,Artifact Lands,Guardian Beast
by 0rion79 » 22 Jul 2011, 08:04
I've just seen that Guardian Beast gives "shroud" to artifact lands and so Garruk Wildspread can't be used to untap them.
Last edited by Aswan jaguar on 22 Jul 2011, 12:59, edited 2 times in total.
Reason: bug unfixable
Reason: bug unfixable
-

0rion79 - Posts: 1520
- Joined: 24 Feb 2009, 18:33
- Location: Italy
- Has thanked: 94 times
- Been thanked: 61 times
Re: Garruk Wildspread + Artifact Lands + Guardian Beast
by Gargaroz » 22 Jul 2011, 12:22
The correct effect of Guardian Beast could not be reproduced, so the original programmers just gave shroud to the artifacts when the Beast is in play.
Since Garruk Wildspeaker "targets" the land to untap, this is not fixable.
Since Garruk Wildspeaker "targets" the land to untap, this is not fixable.
----
- 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: Garruk Wildspread + Artifact Lands + Guardian Beast
by 0rion79 » 22 Jul 2011, 12:28
Lol. Or just tap guardian beast with cheats and then untap itGargaroz wrote:The correct effect of Guardian Beast could not be reproduced, so the original programmers just gave shroud to the artifacts when the Beast is in play.
Since Garruk Wildspeaker "targets" the land to untap, this is not fixable.
-

0rion79 - Posts: 1520
- Joined: 24 Feb 2009, 18:33
- Location: Italy
- Has thanked: 94 times
- Been thanked: 61 times
Re: [unfixable]Garruk Wildspread,Artifact Lands,Guardian Bea
by 0rion79 » 24 Jul 2011, 10:06
Gargaroz, sorry if I enter the topic once more but I clearly remember that time ago I was able to target opponent's artifacts while Guardian Beast was in play, because I occasionally forget of its ability, and that my Disenchant or Shattering Pulse were uneffective.
Has any of you recoded that card? Or is it my memory going nuts?
Has any of you recoded that card? Or is it my memory going nuts?
-

0rion79 - Posts: 1520
- Joined: 24 Feb 2009, 18:33
- Location: Italy
- Has thanked: 94 times
- Been thanked: 61 times
Re: [unfixable]Garruk Wildspread,Artifact Lands,Guardian Bea
by Gargaroz » 24 Jul 2011, 12:46
I checked in the editor, and the code is an old one, so it's not recoded.
Perhaps someone (Mok ?) has changed the original code ages ago.
Perhaps someone (Mok ?) has changed the original code ages ago.
----
- 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
Who is online
Users browsing this forum: No registered users and 14 guests