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[fixed by GargarozDeepwood Drummer inactive

Postby 0rion79 » 29 Apr 2012, 06:48

: Deepwood Drummer 's ability can't be activated. Doesn't look as a mana matter.
Last edited by Aswan jaguar on 29 Apr 2012, 12:53, edited 1 time in total.
Reason: fixed bug
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[fixed both]Dust to Dust-Elder Cathar on AI

Postby 0rion79 » 29 Apr 2012, 07:42

When it dies, Elder Cathar had forced me to put its +1/+1 counter on AI's creatures, since there were none on my side.
The AI, instead, is generally ignoring this rule when it should apply (eg, for cards as Hunting Moa or even Dust to Dust, which may be used to target a single artifact).
Last edited by stassy on 30 Apr 2012, 16:12, edited 3 times in total.
Reason: fixed all bugs
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[fixed by Gargaroz]Platinum Angel - approximation?

Postby 0rion79 » 29 Apr 2012, 08:02

When Platinum Angel is on the battlefield, it gets a counter for each damage I get and my life points never drops. Instead, I'm supposed to not loose the game even if I'm at 0 or less life points, if I end my deck or if I get 10 or more poison counters.
Removing the angel with cheats has made my life points to drop to the level that I should have had without the angel. I was at 27, got 22 damages and so I have got 5 life points left.
Last edited by Aswan jaguar on 01 May 2012, 13:46, edited 1 time in total.
Reason: fixed bug
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[fixed by Gargaroz]Headless Skaab

Postby Arkatreides » 29 Apr 2012, 12:48

Describe the Bug:
Headless Skaab can be cast without exiling a creature from the graveyard.

Which card did behave improperly ?
Headless Skaab

Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
April 2012 - Duel

What exactly should be the correct behavior/interaction ?
Casting cost for Headless Skaab is to exile creature card from graveyard.

Are any other cards possibly affected by this bug ?
Maybe other blue Innistrad Zombies with exile from graveyard mechanics?
Last edited by Aswan jaguar on 29 Apr 2012, 13:46, edited 1 time in total.
Reason: fixed bug
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Re: Notorious Assassin as Terror

Postby Gargaroz » 29 Apr 2012, 12:49

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: Deepwood Drummer inactive

Postby Gargaroz » 29 Apr 2012, 12:52

Bad data in ct_all.
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: Elder Cathar on AI

Postby Gargaroz » 29 Apr 2012, 13:05

Fixed both the Cathar and the Moa. Dust to Dust was recoded and shouldn't have that bug anymore : have you experienced the bug recently ?
----
- 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: Platinum Angel - approximation?

Postby Gargaroz » 29 Apr 2012, 13:08

Yup, it's an approximation : currently, there's no way to force the game to not "make you lose" if you goes below 1 life point, so it's using the Worship effect.
----
- 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: Headless Skaab

Postby Gargaroz » 29 Apr 2012, 13:16

Wrong values in "ct_all". 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: [confirmed]Sorin, Lord of Innistrad

Postby Gargaroz » 29 Apr 2012, 13:18

It's the same bug of Terastodon : for some strange reasons, the killed cards are not destrayed immediately, so as Sorin is checking the graveyards to see if someting is going in there, it's "returning" ability won't work. It's fixed now.
----
- 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]Whipcorder

Postby 0rion79 » 29 Apr 2012, 13:21

: Whipcorder can't be selected as Rebel card from cards that tutor for rebels and its ability to tap other creatures can't be activated.
Last edited by Aswan jaguar on 29 Apr 2012, 15:12, edited 1 time in total.
Reason: fixed bug
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Re: Whipcorder

Postby Gargaroz » 29 Apr 2012, 14:38

All 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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[fixed-wait]Predator Ooze/Leyline of the Void/Wrath of God

Postby Psychodabble » 29 Apr 2012, 21:52

Describe the Bug:
Predator Ooze's indestructibility seems to have a hole in it. When Leyline of the Void is in play, it can be destroyed with cards like Wrath of God.

Which card did behave improperly ?
Hard to tell, it seems to be a complex interaction. Predator Ooze's indestructible ability seems to work in all other circumstances, but something about the presence of Leyline of the Void makes it vulnerable to destruction. Other indestructible cards don't seem to have this problem (tested with Timber Protector).

Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Sensei of Vanilla Masques v2, Gauntlet Challenge Mode, Group 4, Challenge 7: Enchanted

What exactly should be the correct behavior/interaction ?
Predator Ooze should not die to a Wrath of God or any other destruction effect, regardless of the Leyline of the Void as it was never bound for the graveyard.

Are any other cards possibly affected by this bug ?

Not sure. Will continue testing with other indestructibles.
Attachments
Ooze Fail.zip
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Last edited by stassy on 30 Apr 2012, 06:03, edited 1 time in total.
Reason: bug fixed
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Re: Predator Ooze/Leyline of the Void/Wrath of God

Postby Psychodabble » 29 Apr 2012, 22:08

Checked. Knight Exemplar is fine with it too. Is there something different about Predator Ooze's indestructibility?
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Re: Predator Ooze/Leyline of the Void/Wrath of God

Postby Gargaroz » 29 Apr 2012, 23:50

Yup, the code was a bit different, but it's more similar now. We'll see the next patch if this is 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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