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[fixed/closed]Alive // Well

PostPosted: 02 Feb 2014, 15:20
by Nexhro
Describe the Bug:
Alive // Well can't be fused.

Which card did behave improperly ?
Alive // Well

Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
CIA v2, Duel

What exactly should be the correct behavior/interaction ?
Alive // Well can be fused.

Are any other cards possibly affected by this bug ?
Possibly other Fuse cards

Re: [confirmed]Alive // Well

PostPosted: 02 Feb 2014, 22:03
by BAgate
I wouldn't say his affects other fuse cards without extensive testing. Most work (and are reported individually). But Gargaroz LOVES these cards, so implying he may need to rework all of them might cause his computer to go out the window.

Re: [confirmed]Alive // Well

PostPosted: 02 Feb 2014, 23:16
by Nexhro
Oh, I didn't mean to cause any trouble. The ones I've played so far all worked perfectly. Well, except for Alive // Well, that is. Just thought one of you testers would feel like trying the others. After all, I assumed that fixing (if necessary) all the flawed ones in one session would be more comfortable than having them trickle in drop by drop.
Should I edit the post? Otherwise, feel free to do so. Wouldn't want to make Gargaroz angry... I think we can all agree that his work is admirable.

Re: [confirmed]Alive // Well

PostPosted: 03 Feb 2014, 00:28
by BAgate
Nexhro, I was joking. Gargaroz has a well known hatred for these types of cards, so I tease him every time one turns out to be bugged.

Re: [confirmed]Alive // Well

PostPosted: 03 Feb 2014, 01:14
by Nexhro
Splendid! Now he can have a good laugh regarding my initial reaction. Mission accomplished, even if unintentionally so.
I should have known... but haven't found the time to read the quazillion of posts on these forums yet, coz' I spend most of my free time testing cards I find likely to be susceptible for bugs, just so this beloved gem of days past will be as functional as MODO one day (and to give you folks something to do, because there's an apparent lack of necessity for tweaking this well-oiled, optimized engine :P)

Re: [confirmed]Alive // Well

PostPosted: 05 Jun 2014, 15:34
by Gargaroz
Fixed in 0831dfd

Re: [fixed]Alive // Well

PostPosted: 13 Sep 2014, 18:31
by Nexhro
In CoRM15, the player doesn't even get to choose between modes anymore. As soon as Alive // Well is clicked, the client prompts the player to pay {3} {G} .

Re: [still bugged]Alive // Well

PostPosted: 19 Sep 2014, 18:45
by Gargaroz
Fixed in 8610b1b

Re: [fixed]Alive // Well

PostPosted: 22 Sep 2014, 15:25
by Nexhro
As of CoRM15, it still prompts the player to pay {3} {G} upon clicking it. When it resolves, it puts a 3/3 green Centaur creature token onto the battlefield ad gains its controller 1 life.

Still bugged.

Re: [still bugged]Alive // Well

PostPosted: 03 Oct 2014, 13:34
by Gargaroz
Please, check with the latest patch and check other split cards, as I fear it's another global bug related to the god-awful-I-hope-WOTC-will-burn-in-a-hotel-fire-if-they-release-more split cards.

Re: [still bugged]Alive // Well

PostPosted: 03 Oct 2014, 23:40
by BAgate
With the latest patch it still only does Alive.

Bound // Determined also can only do the first.
Far // Away works normally.
Hide // Seek only 1st
Hit // Run only does 1st
Order // Chaos can choose
Profit // Loss can choose
Protect // Serve can choose
Ready // Willing can choose

Do you need a complete list?

Re: [still bugged]Alive // Well

PostPosted: 17 Oct 2014, 14:10
by Gargaroz
Well, I found some bad datas in "ct_all", let's see with the next patch.

Re: [fixed]Alive // Well

PostPosted: 21 Oct 2014, 22:53
by Nexhro
As of CoRM15 mini5, Alive // Well still prompts the player to pay {3} {G} upon clicking it. When it resolves, it puts a 3/3 green Centaur creature token onto the battlefield.

It doesn't gain its controller 1 life anymore, but there's also still no mode selection popup, so it can neither be fused, nor can Well be cast on its own.

Re: [still bugged]Alive // Well

PostPosted: 10 Nov 2014, 01:46
by Gargaroz
Fixed in 2de97a8