[Fixed] Bug Archive
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Re: [confirmed] Raging Ravine
by stassy » 18 Feb 2011, 11:15
Quite simple to reproduce the bonus tap/stack :
- Start a new duel constructed, any deck vs deck will do but special like Momir/Dragon
- Before attack phase, using the debug mode, insert a Raging ravine during your turn, tap/untap it a few time for mana to add some +1/+1 on it then use this mana to turn it into a creature before attacking : all the +1/+1 created using tap will stack with the one created during attack
- Start a new duel constructed, any deck vs deck will do but special like Momir/Dragon
- Before attack phase, using the debug mode, insert a Raging ravine during your turn, tap/untap it a few time for mana to add some +1/+1 on it then use this mana to turn it into a creature before attacking : all the +1/+1 created using tap will stack with the one created during attack
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Re: [confirmed] Raging Ravine
by Salbei » 18 Feb 2011, 11:34
Well i created a deck consisting of 40 Raging Ravine - and could not reproduce the bug. (see post above).
Retired a long time ago. I will not reply.
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Re: Sigil of the Empty Throne [confirmed,new savegame needed
by stassy » 18 Feb 2011, 11:38
The combo do work for me but you need to be careful on trigger clic order :
When you cast an enchantment with the 3 cards up, you will be asked at the Trigger Effect phase to click on 4 orange cards (Rule Engine, Enchantress Presence x 2 and Sigil of the Empty Throne). You can disregard the Rule Engine but you must click on the 2 EP first because if Sigil is clicked 1st it will end up the phase and cancel the EP waiting effect to be clicked.
So for my version which should be the last update 8th of feb sigil work if trigger effect clicked last (and you shouldn't have to clic because it autotrigger on the 2nd EP).
If my savegame work, it should be player turn, just put the land, activate debug with F12, untap the land and cast paralyze on the archer to trigger the combo.
When you cast an enchantment with the 3 cards up, you will be asked at the Trigger Effect phase to click on 4 orange cards (Rule Engine, Enchantress Presence x 2 and Sigil of the Empty Throne). You can disregard the Rule Engine but you must click on the 2 EP first because if Sigil is clicked 1st it will end up the phase and cancel the EP waiting effect to be clicked.
So for my version which should be the last update 8th of feb sigil work if trigger effect clicked last (and you shouldn't have to clic because it autotrigger on the 2nd EP).
If my savegame work, it should be player turn, just put the land, activate debug with F12, untap the land and cast paralyze on the archer to trigger the combo.
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Re: [confirmed] Raging Ravine
by stassy » 18 Feb 2011, 12:00
Well, I tested your save and could reproduce the bug :
Here I just add 3 +1/+1 effect card on the Raging Ravine with debug mode tap/untap and make it a creature with the tap mana or the others land.
I attack : Raging Ravine is now a 6/6 with 3/3 + 3 stacking +1/+1 card effects and it shouldn't be, because the bonus should be applied only when attacking and not when taping/untaping which cause effect stack in one turn(I suspect it was coded that way since it's easier than trigger on attack phase, but it also allow this sploit)
Here I just add 3 +1/+1 effect card on the Raging Ravine with debug mode tap/untap and make it a creature with the tap mana or the others land.
I attack : Raging Ravine is now a 6/6 with 3/3 + 3 stacking +1/+1 card effects and it shouldn't be, because the bonus should be applied only when attacking and not when taping/untaping which cause effect stack in one turn(I suspect it was coded that way since it's easier than trigger on attack phase, but it also allow this sploit)
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Re: Darksteel Citadel [unconfirmed, savegame needed]
by stassy » 18 Feb 2011, 12:22
I can confirm the destructibility of Darksteel Citadel when Tezzereted with this save.
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Re: Sigil of the Empty Throne [confirmed,new savegame needed
by aww1979 » 18 Feb 2011, 12:29
I wasn't given a click order. It just gave me an angel automatically and ignored my Enchantress's Presence.
Re: Darksteel Citadel [unconfirmed, savegame needed]
by Salbei » 18 Feb 2011, 12:31
Yupp, working fine with your savegame.
Could have been avoided by a "clear" bug description though.
I´ll edit the initial post.
confirmed
Could have been avoided by a "clear" bug description though.
I´ll edit the initial post.
confirmed
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Re: Sigil of the Empty Throne [confirmed,new savegame needed
by stassy » 18 Feb 2011, 12:32
Hum do you have a stop at the interrupt/instant phase (moon icon)? Can you make the combo trigger properly with my save?
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Re: Sigil of the Empty Throne [confirmed,new savegame needed
by Salbei » 18 Feb 2011, 12:52
Confirmed after testing.
Players should not be forced to click in a specific order. The Cards should just work no matter what.
Players should not be forced to click in a specific order. The Cards should just work no matter what.
Retired a long time ago. I will not reply.
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Re: Sigil of the Empty Throne [confirmed,new savegame needed
by aww1979 » 18 Feb 2011, 13:18
No, I can't make the combo trigger properly in your savegame. I cast the Paralyze and it automatically makes an angel for me. It doesn't light up the 3 enchantments to give me a choice.stassy wrote:Hum do you have a stop at the interrupt/instant phase (moon icon)? Can you make the combo trigger properly with my save?
I also have no idea what you mean by interrupt/instant phase. I have stops on my precombat and postcombat main phase and on the AI discard phase.
Re: [confirmed] Sigil of the Empty Throne
by Salbei » 18 Feb 2011, 13:32
Any chance your Rules Engine Card is turned off ?
Had to turn it on myself (was turned off because of the tournament).
That savegame worked like a charm for me. Casted Paralyze and all 3 Enchantment started to "blink", then tried a few different orders and could clearly reproduce the bug.
Had to turn it on myself (was turned off because of the tournament).
That savegame worked like a charm for me. Casted Paralyze and all 3 Enchantment started to "blink", then tried a few different orders and could clearly reproduce the bug.
Retired a long time ago. I will not reply.
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Re: [confirmed] Chrome Mox
by Gargaroz » 18 Feb 2011, 14:24
I fixed this bug, you'll find the fix in the next update.
----
- 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: [confirmed] Raging Ravine
by Cognis » 18 Feb 2011, 15:12
If I remember this has been partially fixed. Before Raging Ravine would get a counter each time it was tapped and it stayed on and now only if you untap it and attack the same round.
Before:
I tap Raging Ravine for mana. Next turn I animate it and attack and it is 5/5.
Now:
I tap Raging Ravine for mana. Next turn I animate it and attack and it is 4/4 as it should be.
I think this is how it worked before and it works like this now, maybe using the "when attacks" trigger might be used for Raging Ravine since it works fine for Eldrazi, Nemesis of Reason, etc.
Before:
I tap Raging Ravine for mana. Next turn I animate it and attack and it is 5/5.
Now:
I tap Raging Ravine for mana. Next turn I animate it and attack and it is 4/4 as it should be.
I think this is how it worked before and it works like this now, maybe using the "when attacks" trigger might be used for Raging Ravine since it works fine for Eldrazi, Nemesis of Reason, etc.
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Re: [confirmed] Sigil of the Empty Throne
by aww1979 » 18 Feb 2011, 20:46
No, I had the rules engine on for challenge mode. The only thing I can think of is that I have DuhMode=1, and maybe those cards fall under that category. (I have smarttarget=0 because it wasn't very smart :p)
[fixed by Gargaroz] Koth of the Hammer
by aww1979 » 18 Feb 2011, 21:25
Describe the Bug:
The AI is not able to attack Koth of the Hammer
Which card did behave improperly ?
Koth of the Hammer
Which Version did you use ? (Constructed, Limited)
Constructed, Urza wannabe challenge
What exactly should be the correct behaviour/interaction ?
The AI should be able to attack the planeswalker.
Salbei>>Might possibly be impossible for players too(unconfirmed)
Are any other cards possibly affected by this bug ?
Elspeth Tirel Venser, the Sojourner Tezzeret, Agent of Bolas(see below)
>>Edit by Salbei
I split this report from this topic:
viewtopic.php?f=86&t=4022
The original post was :
Confirmed, sticky for 60 days or until fixed
>>Edit by Salbei
Fixed, unsticky
The AI is not able to attack Koth of the Hammer
Which card did behave improperly ?
Koth of the Hammer
Which Version did you use ? (Constructed, Limited)
Constructed, Urza wannabe challenge
What exactly should be the correct behaviour/interaction ?
The AI should be able to attack the planeswalker.
Salbei>>Might possibly be impossible for players too(unconfirmed)
Are any other cards possibly affected by this bug ?
Elspeth Tirel Venser, the Sojourner Tezzeret, Agent of Bolas(see below)
>>Edit by Salbei
I split this report from this topic:
viewtopic.php?f=86&t=4022
The original post was :
>>Edit by SalbeiDunno if this is the right place for it, but exactly the same thing just happened to me with Koth of the Hammer. (game is in the Urza wannabe challenge, and when AI attacked, it did not show the window with 'attack opponent' 'attack koth')
Confirmed, sticky for 60 days or until fixed
>>Edit by Salbei
Fixed, unsticky
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Last edited by Salbei on 03 Mar 2011, 14:46, edited 3 times in total.
Reason: fixed, unsticky
Reason: fixed, unsticky
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