[Fixed] Bug Archive
Moderators: BAgate, drool66, stassy, Aswan jaguar, gmzombie, CCGHQ Admins
Re: Reveillark
by stassy » 24 May 2012, 07:34
Unfortunately your savegame is corrupted, meaning there are cards that interact with the graveyard and are probably the cause of the bug, can you post a screenshot just before the trigger with AI hand revealed?
- stassy
- Moderator
- Posts: 5274
- Joined: 25 Feb 2009, 07:06
- Has thanked: 471 times
- Been thanked: 337 times
[fixed by Gargaroz]Arcbound Worker - Modular and AI
by stassy » 24 May 2012, 11:24
Describe the Bug:
AI can use the modular effect to give a counter to non creature artifact
Which card did behave improperly ?
Arcbound Worker
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML3 10.4 V2
What exactly should be the correct behavior/interaction ?
AI can't use the modular effect to give a counter to non creature artifact
Are any other cards possibly affected by this bug ?
Arcbound Ravager
In the screenshot above, I just casted Damnation on Arcbound Worker and Arcbound Ravager, counters were given to Darksteel Citadel and Sword of Light and Shadow

AI can use the modular effect to give a counter to non creature artifact
Which card did behave improperly ?
Arcbound Worker
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML3 10.4 V2
What exactly should be the correct behavior/interaction ?
AI can't use the modular effect to give a counter to non creature artifact
Are any other cards possibly affected by this bug ?
Arcbound Ravager
In the screenshot above, I just casted Damnation on Arcbound Worker and Arcbound Ravager, counters were given to Darksteel Citadel and Sword of Light and Shadow

- Attachments
-
1.zip- (3.22 KiB) Downloaded 112 times
Last edited by stassy on 24 May 2012, 12:43, edited 1 time in total.
Reason: bug fixed
Reason: bug fixed
- stassy
- Moderator
- Posts: 5274
- Joined: 25 Feb 2009, 07:06
- Has thanked: 471 times
- Been thanked: 337 times
Re: Arcbound Worker - Modular and AI
by Gargaroz » 24 May 2012, 12:35
Modular was completely reworked for the upcoming patch. Consider it 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
- 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
- Gargaroz
- Programmer
- Posts: 7095
- Joined: 06 Nov 2009, 11:11
- Has thanked: 82 times
- Been thanked: 593 times
Re: Reveillark
by Althuna » 24 May 2012, 15:05
http://s13.postimage.org/ot9f2bzpz/image.jpg
with AI graveyard visible ^
http://s13.postimage.org/j19t23jbr/image.jpg
with my graveyard visible ^
with AI graveyard visible ^
http://s13.postimage.org/j19t23jbr/image.jpg
with my graveyard visible ^
Re: Reveillark
by stassy » 24 May 2012, 16:01
Does the bug also appear if you debug remove Karn or Luminarch Ascension from the game before it trigger?
- stassy
- Moderator
- Posts: 5274
- Joined: 25 Feb 2009, 07:06
- Has thanked: 471 times
- Been thanked: 337 times
Re: Reveillark
by Althuna » 24 May 2012, 17:45
Hmm this is strange. I just tested several games using that "bury" command. The bug seemed to stop when I buried karn and the luminarch but then it happened again without either in play... So I also tested the Emeria land and the Elixir of Immortality.
Eventually, I buried everything! All I had in play was Plains and the Hawks and then after I killed all 4, I played the Reveillark and it brought all 4 back. Very strange.
Eventually, I buried everything! All I had in play was Plains and the Hawks and then after I killed all 4, I played the Reveillark and it brought all 4 back. Very strange.
- Attachments
-
mtg.zip- (3.23 KiB) Downloaded 100 times
Re: Reveillark
by stassy » 25 May 2012, 04:08
Ok confirmed the bug, though Reveillark only Evoke effect can get 4 creatures max in play.
- stassy
- Moderator
- Posts: 5274
- Joined: 25 Feb 2009, 07:06
- Has thanked: 471 times
- Been thanked: 337 times
[fixed by Gargaroz]Forced Worship
by stassy » 25 May 2012, 13:15
Describe the Bug:
Forced Worship activation is 1W instead of 2W
Which card did behave improperly ?
Forced Worship
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML3 10.4 V2
What exactly should be the correct behavior/interaction ?
Forced Worship activation is 2W
Are any other cards possibly affected by this bug ?
-

Forced Worship activation is 1W instead of 2W
Which card did behave improperly ?
Forced Worship
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML3 10.4 V2
What exactly should be the correct behavior/interaction ?
Forced Worship activation is 2W
Are any other cards possibly affected by this bug ?
-

Last edited by Aswan jaguar on 26 May 2012, 13:51, edited 1 time in total.
Reason: fixed bug
Reason: fixed bug
- stassy
- Moderator
- Posts: 5274
- Joined: 25 Feb 2009, 07:06
- Has thanked: 471 times
- Been thanked: 337 times
Re: Art Missing manlink 3.0
by Sonic » 26 May 2012, 02:12
The card was only activated in the V2 10th April update. But there was little point in releasing a single pic - it would only have caused confusion with the artwork updates.
It's included in this months forthcoming release, and will be shown in the CardArt update notes as being 'missing'.
It's included in this months forthcoming release, and will be shown in the CardArt update notes as being 'missing'.
Working On: Life, the Universe, and Everything.
[confirmed]Nezumi Shortfang, Gravedigger fixed
by 0rion79 » 26 May 2012, 08:44
: Nezumi Shortfang does not transform anymore once that the opponent discards his last card from his hand.
: Nezumi Graverobber does, instead, but Nighteyes the Desecrator 's ability does nothing: no creature comes back from own or opponent's graveyard.
Another generic bug: when this kind of stealing happens with other cards as Birbery and that creature dies, it usually goes in its stealer's graveyard instead than coming back in its owner graveyard.
: Nezumi Graverobber does, instead, but Nighteyes the Desecrator 's ability does nothing: no creature comes back from own or opponent's graveyard.
Another generic bug: when this kind of stealing happens with other cards as Birbery and that creature dies, it usually goes in its stealer's graveyard instead than coming back in its owner graveyard.
Last edited by stassy on 30 May 2012, 06:31, edited 2 times in total.
Reason: bug confirmed
Reason: bug confirmed
-

0rion79 - Posts: 1519
- Joined: 24 Feb 2009, 18:33
- Location: Italy
- Has thanked: 94 times
- Been thanked: 59 times
Re: Forced Worship
by Gargaroz » 26 May 2012, 12:15
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
- 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
- Gargaroz
- Programmer
- Posts: 7095
- Joined: 06 Nov 2009, 11:11
- Has thanked: 82 times
- Been thanked: 593 times
Re: Nezumis...
by Gargaroz » 26 May 2012, 12:22
I fixed Nighteyes the Desecrator, but I couldn't confirm the first bug and the Bribery bug.
----
- 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
- Gargaroz
- Programmer
- Posts: 7095
- Joined: 06 Nov 2009, 11:11
- Has thanked: 82 times
- Been thanked: 593 times
Who is online
Users browsing this forum: Bing [Bot] and 4 guests
