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[Fixed] Bug Archive

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Re: [confirmed]Brittle Effigy

Postby Aswan jaguar » 02 Mar 2012, 12:50

Enchanteur please remember to attach save-games of the bugs,that is really useful as a lot of cases can't be reproduced without the exact decks-battlefield,and saves us a lot of time when testing it,thanks.
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Re: [confirmed]Dance of the Dead

Postby Aswan jaguar » 02 Mar 2012, 12:55

scarmiglionne4 please read this on how to report bugs and remember to attach savegames,thanks.
viewtopic.php?f=86&t=4012
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Re: [confirmed]Prey Upon

Postby Gargaroz » 02 Mar 2012, 13:58

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]Weatherseed Treefolk

Postby Gargaroz » 02 Mar 2012, 14:03

The code for permanents that return to hand if they're killed was bugged. It's fixed now.
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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]Brittle Effigy

Postby Gargaroz » 02 Mar 2012, 14:06

Here's another precious bug report : Morbid code was bugged and counted RFG creatures too. 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]Brittle Effigy

Postby stassy » 02 Mar 2012, 14:14

Let's hope savegame are fixed with that too :D
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Re: [confirmed]Dance of the Dead

Postby Gargaroz » 02 Mar 2012, 14:40

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]Brittle Effigy

Postby Enchanteur » 03 Mar 2012, 06:51

Yes boss !
I will always save game from now !
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Re: [confirmed]Clone

Postby Gargaroz » 03 Mar 2012, 14:12

The original slot ha something hardcoded that prevent it to be played. I've moved it under M10 and now it works ;)
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[fixed by Gargaroz]Devastating Summons produces no tokens

Postby 0rion79 » 03 Mar 2012, 14:32

When Devastating Summons is played, no elemental tokens enter the battlefield. Instead, two "elemental" effects are on the queue of artifacts and enchantments.
Last edited by Aswan jaguar on 04 Mar 2012, 17:04, edited 1 time in total.
Reason: fixed bug
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Re: Devastating Summons produces no tokens

Postby Gargaroz » 04 Mar 2012, 14:21

Elemenatal token was not coded in ct_all. I added it.
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- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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[fixed by Gargaroz]Captivating vampire

Postby bgaut » 04 Mar 2012, 19:39

Describe the Bug:
Captivating vampire ability requires 6 vampires to be tapped

Which card did behave improperly ?
Captivating vampire

Which Version did you use ?(Constructed, Limited)and which update(date,name)
manalink 3.0 last version.

What exactly should be the correct behavior/interaction ? The number of vampire should be 5 and not 6
Are any other cards possibly affected by this bug ?
No

captivating vampire.zip
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Last edited by Aswan jaguar on 05 Mar 2012, 15:07, edited 2 times in total.
Reason: fixed bug
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Re: [confirmed]Snapcaster Mage-Gitaxian Probe

Postby Gargaroz » 05 Mar 2012, 03:25

Fixed, at least for the interaction with phyrexian mana.
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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: Captivating vampire

Postby stassy » 05 Mar 2012, 04:43

confirmed, also the trigger is available when you own 5 vampires in play, but it ask you for a 6th and the game is bugged because there is no cancel button
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Re: [confirmed]Captivating vampire

Postby Gargaroz » 05 Mar 2012, 14:30

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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