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[Fixed] Bug Archive

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Re: [confirmed]Eater of the Dead

Postby Gargaroz » 28 Feb 2012, 14:11

Fixed.
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Re: [fixed by Gargaroz]Pentagram of Ages,Shield of the Ages,

Postby Gargaroz » 28 Feb 2012, 14:17

Fixed the Sphere too.
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Re: [wait-needs recoding]Ageless Sentinels doesn't work

Postby Gargaroz » 28 Feb 2012, 15:26

New code done. Consider this fixed.
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[fixed by Gargaroz ]Crovax,AI activates cards infinite times

Postby 0rion79 » 29 Feb 2012, 08:02

I group those bugs together because they may be connected.

I've seen that AI has just lost 18 life points to bounce back Crovax, Ascendant Hero and stopped only once at 2 life points. As you can see by attached image, the AI ended up with 9 copies of the same card. The bouncing was caused by a white creature on my side.

With Urza's Avenger , instead, the AI activates something like 50 times its abilities once the creature is in play, by fact killing it.
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opponent.jpg
Last edited by Aswan jaguar on 29 Feb 2012, 16:10, edited 2 times in total.
Reason: fixed bug-Crovax
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[fixed by Gargaroz]Nightscape Familiar

Postby 0rion79 » 29 Feb 2012, 08:03

When AI uses Nightscape Familiar , it never regenerates that creature even if it has plenty of mana to do it.
Last edited by Aswan jaguar on 29 Feb 2012, 16:07, edited 2 times in total.
Reason: fixed bug
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fixed Gargaroz]Overgrown Battlement- other defenders ineract

Postby 0rion79 » 29 Feb 2012, 08:46

: Overgrown Battlement gives an ammount of green mana equal to the number of other Overgrown Battlement cards on the battlefield but does not consider the true number of creatures with defender on the battlefield. I remember this bug fixed, but probably it has came back due to the latest changes.
Last edited by Aswan jaguar on 01 Mar 2012, 15:13, edited 1 time in total.
Reason: fixed bug
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Re: AI's Nightscape Familiar

Postby stassy » 29 Feb 2012, 10:07

confirmed, and the ability is working on player side
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Re: Overgrown Battlement does not consider other defenders

Postby stassy » 29 Feb 2012, 10:13

Tested with Wall of Blossoms and I get the right number of mana, with what defender did you see the bug?

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Re: AI activates cards infinite times

Postby stassy » 29 Feb 2012, 10:34

confirmed for Crovax, Ascendant Hero, not for Urza Avenger though I did recall in the old ML2 days that sometimes morph spam would occur (usually when AI situation is bad)
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Re: [confirmed]Nightscape Familiar

Postby Aswan jaguar » 29 Feb 2012, 12:12

In this group unfortunately I believe there are some more I encountered maybe when I have time will check and make a list (they take too much time those lists to play-test them,I am in the middle of one that takes forever)in the" AI never plays,activates" topic.
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Re: [confirmed]AI activates cards infinite times

Postby Gargaroz » 29 Feb 2012, 14:50

I added a "safeguard" for AI in Crovax code.
As for Urza's Avenger, is hardcoded and I really don't know how its complex AI is working, so I won't touch it for now.
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Re: [confirmed]Nightscape Familiar

Postby Gargaroz » 29 Feb 2012, 14:59

Nighscape Familiar got wrong values in ct_all. Now is fixed. And AJ, thanx a lot for your efforts ;)
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[all fixed by Gargaroz]Pyrokinesis

Postby Aswan jaguar » 01 Mar 2012, 11:57

Describe the Bug:
When you try to cast Pyrokinesis paying its mana after you pay it's mana cost 4RR it asks for more mana payment.

Which card did behave improperly ?
Pyrokinesis

Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Manalink 3.0,duel

What exactly should be the correct behavior/interaction ?
When you like pay it's mana cost to cast 4RR.

Are any other cards possibly affected by this bug ?
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Last edited by Aswan jaguar on 01 Mar 2012, 14:52, edited 2 times in total.
Reason: all bugs fixed
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Re: cast Pyrokinesis paying its mana wrong

Postby stassy » 01 Mar 2012, 12:44

confirmed, though the savegame is corrupted and lots of bugs :

- Sometimes activating Pyrokinesis directly ask you for a red card for alternate cost even if you have enough red mana generating land, if you hit cancel the "no target" tag will appear on the previously activated Pyrokinesis. If you have several Pyrokinesis in hand and keep doing that eventually all Pyrokinesis will be tagged and AI will ask for 4R mana instead then 3GG.

- Sometimes Pyrokinesis ask for 3GG instead of 4RR if you don't have red cards in hand but enough red mana generating land

Image

- After you pay all the mana required, the game will ask you to select a creature 4 times which are the 4 damages that are redistributed, which can be troublesome if you lost count of target selected (there should be a counter like 1 on 4, 2 on 4 like Fireball)

- The "no target" tag stay during the whole game, making the alternate cost impossible to choose unless another card than Pyrokinesis is choosen (you can still pay for mana)
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Re: [confirmed]Pyrokinesis

Postby Gargaroz » 01 Mar 2012, 14:40

All 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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