[Fixed] Bug Archive
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[fixed by Gargaroz]Special lands-Mirari,unsolved-sacland
by 0rion79 » 27 Jan 2012, 07:48
I've seen this bug with Gaea's Cradle , Serra's Sanctum , Tolaria Academy and stuff when there is any source (as Mirari's Wake , but not only ) that states that each land adds one extra mana of the kind that it already produces when tapped for mana.
All of those lands looks unaffected by such spells, mostly enchantments, but the game still calculates them like providing the precise account of mana.
EG, if you have in hand a card that cost 10, you have on the battlefield one of those lands and you are supposed to have esactly 10 manas free, the game trigger the card as yellow but, once you tap your lands for mana, the game asks you for 1 more mana that you don't have, because that land was unaffected by the enchantment that increments mana.
I have also seen something strange. I was playing Revered Unicorn 's cumulative upkeep and I have seen that I can pay 1 of it with Serra's Sanctum even if there are no enchantments on the battlefield.
List of misfunctional cards
- Affected by Mirari's Wake and similar spells that increase mana:
Gaea's Cradle
Serra's Sanctum
Tolarian Academy
Lands that don't produce mana when autotapped, while they should
Shivan Gorge
Phyrexian Tower
Yavimaya Hollow provides green mana, while it should be colorless, and allows to regenerate all dying creatures at once.
Lands with "sacrifice" that can be activated as a sorcery, while it should be as a mana source
Ebon Stronghold
Ruins of Trokair
Svyelunite Temple
Dwarven Ruins
Havenwood Battleground
Svyelunite Temple
Ancient Spring
Geothermal Crevice
Irrigation Ditch
Sulfur Vent
Tinder Farm
All of those lands looks unaffected by such spells, mostly enchantments, but the game still calculates them like providing the precise account of mana.
EG, if you have in hand a card that cost 10, you have on the battlefield one of those lands and you are supposed to have esactly 10 manas free, the game trigger the card as yellow but, once you tap your lands for mana, the game asks you for 1 more mana that you don't have, because that land was unaffected by the enchantment that increments mana.
I have also seen something strange. I was playing Revered Unicorn 's cumulative upkeep and I have seen that I can pay 1 of it with Serra's Sanctum even if there are no enchantments on the battlefield.
List of misfunctional cards
- Affected by Mirari's Wake and similar spells that increase mana:
Gaea's Cradle
Serra's Sanctum
Tolarian Academy
Lands that don't produce mana when autotapped, while they should
Shivan Gorge
Phyrexian Tower
Yavimaya Hollow provides green mana, while it should be colorless, and allows to regenerate all dying creatures at once.
Lands with "sacrifice" that can be activated as a sorcery, while it should be as a mana source
Ebon Stronghold
Ruins of Trokair
Svyelunite Temple
Dwarven Ruins
Havenwood Battleground
Svyelunite Temple
Ancient Spring
Geothermal Crevice
Irrigation Ditch
Sulfur Vent
Tinder Farm
Last edited by stassy on 28 Jan 2012, 03:43, edited 8 times in total.
Reason: fixed all except the sac lands-activate like sorcery.
Reason: fixed all except the sac lands-activate like sorcery.
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Re: Special lands where mana is = to X
by stassy » 27 Jan 2012, 09:17
Unfortunately for me, it seems cumulative upkeep doesn't count Serra's Sanctum as a plain0rion79 wrote:I have also seen something strange. I was playing Revered Unicorn 's cumulative upkeep and I have seen that I can pay 1 of it with Serra's Sanctum even if there are no enchantments on the battlefield.
The 4rth unicorn is automatically sacrificed as the 3rd is paid (not enough mana for the last with Serra's Sanctum up)
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Re: Special lands where mana is = to X
by 0rion79 » 27 Jan 2012, 09:26
As you can see by attached image, I have paid the unicorn's upkeep just with Serra's Sanctum even if there are no enchantments in play.
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Re: Special lands where mana is = to X
by stassy » 27 Jan 2012, 11:45
Ok, the AI count it as a valid mana generator if you do it manually (click on the card that trigger then click each land including Serra's Sanctum), if you double click for autotap it will correctly refuse it as a valide mana generator.
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Re: Special lands where mana is = to X
by stassy » 27 Jan 2012, 12:49
Really weird behavior for special / legendary land indeed, so far from what I have tested:
- When asked for colorless mana, auto tapping will tap all lands, even for those who don't generate mana but it will not be accepted (which is different for Serra's Sanctum who will not autotap by itself).
The result is that the missing mana from land that doesn't produce them is still required : this is the case for Gaea's Cradle
However Shivan Gorge and Phyrexian Tower don't produce mana while they should and autotaped
- When tapping manually, Shivan Gorge and Phyrexian Tower still don't produce mana and they must be debug untapped in order to make them function again.
In that case Gaea's Cradle still don't produce mana.
Others land are working normally, tested so far:
Temple of the False God
Karplusan Forest
Tolaria West
Hammerheim
Academy Ruins
Tolaria
Teetering Peaks
- When asked for colorless mana, auto tapping will tap all lands, even for those who don't generate mana but it will not be accepted (which is different for Serra's Sanctum who will not autotap by itself).
The result is that the missing mana from land that doesn't produce them is still required : this is the case for Gaea's Cradle
However Shivan Gorge and Phyrexian Tower don't produce mana while they should and autotaped
- When tapping manually, Shivan Gorge and Phyrexian Tower still don't produce mana and they must be debug untapped in order to make them function again.
In that case Gaea's Cradle still don't produce mana.
Others land are working normally, tested so far:
Temple of the False God
Karplusan Forest
Tolaria West
Hammerheim
Academy Ruins
Tolaria
Teetering Peaks
- Attachments
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4.zip- (2.54 KiB) Downloaded 82 times
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Re: [confirmed]Special lands where mana is = to X
by Aswan jaguar » 27 Jan 2012, 13:00
To save you some trouble Stassy these bugs were reported in May-June and never got fixed to my knowledge.Orion79 was again back then the one who noticed it.
Here is the info I gathered back then.
viewtopic.php?f=86&t=5440&p=61389&hilit=Serra%27s+Sanctum#p61389
It has another link for even more info in there.
Here is the info I gathered back then.
viewtopic.php?f=86&t=5440&p=61389&hilit=Serra%27s+Sanctum#p61389
It has another link for even more info in there.
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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Re: [confirmed]Special lands where mana is = to X
by stassy » 27 Jan 2012, 13:15
Ah yes I wanted to mention it was a reported bug, then while testing I completely forgot about it and tested nonetheless :p
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Re: [confirmed]Special lands where mana is = to X
by 0rion79 » 27 Jan 2012, 13:23
Since we are sharing infos for a general land debugging, let me add that Fallen Empire lands with "Sacrifice XYZ; add 2 mana to your mana pool" as Ebon Stronghold or Ruins of Trokair don't allow to activate the sacrifice ability as a fast effect. Eg, if you want to pump a creature as Order of the Ebon Hand during a combat, you won't find the option to sacrifice Ebon Stronghold.
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Re: [confirmed]Special lands where mana is = to X
by stassy » 27 Jan 2012, 13:57
I think this is also a known issue from the original game, the only exception was Black Lotus, others card that needed to be activated with a special effect couldn't be triggered to pay the amount required (can't remember exactly, think it was Ashnod's Altar)
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Re: [confirmed]Special lands where mana is = to X
by Gargaroz » 27 Jan 2012, 15:17
Could someone modify the first post with a list of all non-functional lands ? It will be more easy to browse for me.
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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
- 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]Cadaverous Knight
by Gargaroz » 27 Jan 2012, 15:18
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
- 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]Herald of Laeshrac
by 0rion79 » 27 Jan 2012, 16:54
Seldom the game chooses for me if I double-click on Herald of Laeshrac during upkeep, to pay its cumulative upeek: it makes it die, even if there is plenty of lands to steal.
If there are special lands, the game may crash. Does it happen to you too?
I will try to provide screenshots and savegame ASAP.
If there are special lands, the game may crash. Does it happen to you too?
I will try to provide screenshots and savegame ASAP.
Last edited by Aswan jaguar on 27 Jan 2012, 22:41, edited 2 times in total.
Reason: fixed bug
Reason: fixed bug
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Re: Herald of Laeshrac 's upkeep
by stassy » 27 Jan 2012, 17:55
confirmed, so far what I noticed:
- The upkeep seems to be based on basic land only, when AI count them, it discard also possessed land that you don't own but would also randomly bury a Herald of Laeshrac if there are many in play and not the one that has the most token that can't be paid.
- You can possess a possessed already land, making some funny special card stacking
- Didn't get any crash yet on special lands

- The upkeep seems to be based on basic land only, when AI count them, it discard also possessed land that you don't own but would also randomly bury a Herald of Laeshrac if there are many in play and not the one that has the most token that can't be paid.
- You can possess a possessed already land, making some funny special card stacking
- Didn't get any crash yet on special lands

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