[fixed/closed]Heart of Yavimaya & other boosting
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[fixed/closed]Heart of Yavimaya & other boosting
by Nexhro » 19 Jul 2014, 14:37
Describe the Bug:
The game doesn't stop asking for fast effects during combat when a player controls Heart of Yavimaya (and doesnt have other fast effects he/she could cast/activate).
Which card did behave improperly ?
Heart of Yavimaya
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
JOU, duel
What exactly should be the correct behavior/interaction ?
Heart of Yavimaya's controller gets a chance to activate it during combat.
Are any other cards possibly affected by this bug ?
Also tested Okina, Temple to the Grandfathers -> same bug
Possibly also affects similiar lands, for example Goblin Burrows or Kessig Wolf Run).
The game doesn't stop asking for fast effects during combat when a player controls Heart of Yavimaya (and doesnt have other fast effects he/she could cast/activate).
Which card did behave improperly ?
Heart of Yavimaya
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
JOU, duel
What exactly should be the correct behavior/interaction ?
Heart of Yavimaya's controller gets a chance to activate it during combat.
Are any other cards possibly affected by this bug ?
Also tested Okina, Temple to the Grandfathers -> same bug
Possibly also affects similiar lands, for example Goblin Burrows or Kessig Wolf Run).
- Attachments
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HeartOYavOkina1.zip- (3.23 KiB) Downloaded 51 times
Last edited by BAgate on 18 Oct 2014, 10:24, edited 6 times in total.
Reason: closed
Reason: closed
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Nexhro - Posts: 1613
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Re: [confirme]Heart of Yavimaya ability not recognized in co
by Gargaroz » 20 Jul 2014, 15:57
Fixed Heart of Yavimaya in 3d9ce87
Fixed Okina, Temple to the Grandfathers & Kessig Wold Run (this was working, but I've improved the code) in 4beb2a0
Goblin Burrows fixed in d997e0e
Fixed Okina, Temple to the Grandfathers & Kessig Wold Run (this was working, but I've improved the code) in 4beb2a0
Goblin Burrows fixed in d997e0e
----
- 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: [waitlist]Heart of Yavimaya ability not recognized in co
by BAgate » 23 Sep 2014, 11:41
Change in engine, none of these type lands are recognized during combat right now.
Working on: housekeeping and archived reports
Re: [waitlist]Heart of Yavimaya ability not recognized in co
by Aswan jaguar » 23 Sep 2014, 15:58
What do you mean they don't get highlighted during combat? can't be activated during combat? the type of the land of Okina, Temple to the Grandfathers isn't recognised? as the others don't have subtypes?BAgate wrote: Change in engine, none of these type lands are recognized during combat right now.
The only bug I found is that if they boost once a creature then if tapped (for mana) they also boost the creature they boosted before.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Re: [waitlist]Heart of Yavimaya ability not recognized in co
by BAgate » 24 Sep 2014, 01:21
I was trying to refer to this:
If that is no longer an issue, feel free to relabel this. But I didn't feel like labeling this as closed if we need a convoluted workaround.Then, I've to report that this release includes one annoying bug which we cannot remove as it will mess many other thigs (again, we should wait until Korath is back before solving this) : currently, you can't use activated abilities during combat unless you've an Instant in hand.
To avoid this problem, follow these steps:
1 - The first time you load the game and play the first duel as soon as the duel begins you have to put a STOP to BOTH attack phases (so that will give you the chance to put stops "fast effects assign attackers" and "fast effects assign blockers") as it will open the attack phase menu when you come to that step.
2 - Then as soon as you put the stops in the fast effects you can remove the stop from the attack phases so it doesn't stop there if there are no creatures to attack,for players attack phase this works great for AI's phase it will not stop on "fast effects assign attackers" step though only to "fast effects assign blockers".
Working on: housekeeping and archived reports
Re: [waitlist]Heart of Yavimaya ability not recognized in co
by Gargaroz » 03 Oct 2014, 15:21
The bug AJ reported is fixed in 00e4461
----
- 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: 7095
- Joined: 06 Nov 2009, 11:11
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Re: [waitlist]Heart of Yavimaya ability not recognized in co
by Aswan jaguar » 03 Oct 2014, 15:37
We already have at least a topic open (maybe even 2)for this problem:
viewtopic.php?f=86&t=14851&hilit=lands+that+activate
,so this one can close.
viewtopic.php?f=86&t=14851&hilit=lands+that+activate
,so this one can close.
---
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: [waitlist]Heart of Yavimaya ability not recognized in co
by Nexhro » 03 Oct 2014, 16:03
Both this report (July 19th) and the one you linked (July 26th) are duplicates of 0rion79's report (June 20th).Aswan jaguar wrote:We already have at least a topic open (maybe even 2)for this problem:
viewtopic.php?f=86&t=14851&hilit=lands+that+activate
,so this one can close.
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Nexhro - Posts: 1613
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