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[Fixed] Bug Archive

Moderators: BAgate, drool66, stassy, Aswan jaguar, gmzombie, CCGHQ Admins

Re: Oran-Rief Survivalist

Postby stassy » 18 Jan 2012, 03:50

confirmed
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Re: Hand of the Praetors

Postby stassy » 18 Jan 2012, 03:52

confirmed
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[fixed by Gargaroz]Elixir of Immortality

Postby stassy » 18 Jan 2012, 05:28

Describe the Bug:
When activated, Elixir of Immortality will go into the top of AI library instead of being randomly shuffled into library

Which card did behave improperly ?
Elixir of Immortality

Which Version did you use ?(Constructed, Limited)and which update(date,name)
2k+beta1bd2

What exactly should be the correct behavior/interaction ?
Elixir of Immortality shouldn't put into top of library when activated

Are any other cards possibly affected by this bug ?
-
Attachments
1.zip
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Last edited by Aswan jaguar on 18 Jan 2012, 16:09, edited 2 times in total.
Reason: fixed bug
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[coded by Gargaroz]Ageless Sentinels doesn't work

Postby 0rion79 » 18 Jan 2012, 09:18

Even if it is a minor card, Ageless Sentinels doesn't work since it doesn't loose Defender ability after blocking. It is supposed to have the same Elder Land Wurm code ... Also, I wonder about its creature types after blocking.
Last edited by Aswan jaguar on 28 Feb 2012, 16:05, edited 4 times in total.
Reason: fixed bug,coded card
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Re: Ageless Sentinels doesn't work

Postby Aswan jaguar » 18 Jan 2012, 10:37

I took a look and it seems we have forgotten the "Transformation" Bird Giant and if it needs to be placed after Ageless Sentinels slot csv will need rearranging.
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Trying to squash some bugs and playtesting.
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Re: Ageless Sentinels doesn't work

Postby Gargaroz » 18 Jan 2012, 14:52

I don't think so, Aswan Jaguar, Ageless Sentinels was simply coded using the Elder Land Wurm code pointer, it didn't need the other CSV slot and I'm sure there was no subtype change either. Oh well, here's another card to recode.
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- 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 by Gargaroz]Lumberknot

Postby 0rion79 » 18 Jan 2012, 14:56

The creature Lumberknot gains +1/+1 counters only when a creature owned by its same owner dies.
I have tried to kill opponent's creatures but its ability went activated only when I cheated with a Ball Lightning on my side, just to test it.
Last edited by stassy on 19 Jan 2012, 03:55, edited 2 times in total.
Reason: bug fixed
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Re: [confirmed]Hand of the Praetors

Postby Gargaroz » 18 Jan 2012, 14:56

It's the same bug with the Infect keyword and it's already fixed.
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- 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]Elixir of Immortality

Postby Gargaroz » 18 Jan 2012, 15:02

Fixed.
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- 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: [fixed by Gargaroz]Hand of the Praetors

Postby oito » 18 Jan 2012, 17:28

Cool ^^ Thanks.
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Re: Lumberknot death effect

Postby stassy » 18 Jan 2012, 18:24

confirmed
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Not really new : Necrotic Ooze - Phyrexian Devourer

Postby Wronskian » 19 Jan 2012, 00:44

Necrotic Ooze should not have the triggered ability of Phyrexian Devourer, just the activated ability.

Necrotic Ooze should not die when its power is more than 7.
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Re: [confirmed]Lumberknot

Postby Gargaroz » 19 Jan 2012, 01:09

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
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Re: Not really new : Necrotic Ooze - Phyrexian Devourer

Postby stassy » 19 Jan 2012, 04:18

It appear to be that you do not have the latest version because your card id are not the same as mine.
The latest update is supposed to be last no limit update and new deck editor database v2 from mok.

Necrotic Ooze seems fine for me with more than 7 in power

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[alredy reported-Fixed]Honden

Postby Althuna » 19 Jan 2012, 06:24

I have a deck with the Honden enchants, and they no longer seem to work. Some seem to not trigger, and some do trigger but dont actually do anything. They used to work well, but in beta2000 it stopped.
Last edited by Aswan jaguar on 19 Jan 2012, 09:16, edited 2 times in total.
Reason: already reported- fixed
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