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Re: Approximation: Aluren

PostPosted: 18 May 2011, 09:21
by stassy
Do you have a savegame for GY v3 limited? Because our bug doesn't fit since I get the cast requirement and you don't.

Re: Approximation: Aluren

PostPosted: 18 May 2011, 10:02
by 0rion79
stassy wrote:Do you have a savegame for GY v3 limited? Because our bug doesn't fit since I get the cast requirement and you don't.
I also do, but the cast requirement only comes if you have free mana to spend, for all of the 3 spells mentioned before. If you don't have any extra mana to spend, the game won't ask for extras. Anyway, if you want, I can create one.

Re: Approximation: Aluren

PostPosted: 18 May 2011, 10:38
by stassy
Just tried it and as you said, the issue could be only the mana requirement, if put to 0 it could work as intended.

Attached is a savegame with the bug mentionned in Limited GY v3

Re: Approximation: Aluren

PostPosted: 18 May 2011, 11:10
by Aswan jaguar
Like other bugs lately I think again it is a new Rules engine bug.

1)I confirm that it asks for extra mana and like other bugs we had if you don't pay the cost the card still gets cast.

2)I confirm that it reduces your hand size not to 1 but according to how many creatures you play with Alluren so if the same turn you play 2 creatures it gets reduced by 2 so in the savegame you have a 0 hand size.

3)I also confirm that you get only 1 card when you play Aluren + Recycle + WoB and you don't pay the extra mana if you pay the mana you get 2.

4)I also confirm Aluren + Recycle +any 3mana creature if you dont pay extra mana you don't get a card.

The flash ability works fine.


PS Orion please use this form to understand better whats going on:

Describe the Bug:
###answer####

Which card did behave improperly ?
###answer###

Which Version did you use ?(Constructed, Limited)and which update(date,name)
###answer###

What exactly should be the correct behavior/interaction ?
###answer###

Are any other cards possibly affected by this bug ?
###answer###

link:
viewtopic.php?f=86&t=4012#p53849

Re: [mostly confirmed*see my post]Approximation: Aluren

PostPosted: 18 May 2011, 14:22
by Gargaroz
Fixed that damned Rules Engine bug. I tested the combo with Aluren, Recycle and Wall of Blossoms and now everything works fine.
Also thanks to Orion for reporting the Isochron Scepter bug, I forgotten to fix it.

Re: Bull Elephant,Woolly Mammoths

PostPosted: 18 May 2011, 14:25
by Gargaroz
Ah, OK, I'll fix Trained Armodon too.

Re: [mostly confirmed*see my post]Approximation: Aluren

PostPosted: 18 May 2011, 14:30
by 0rion79
Gargaroz, take a look to Future Sight too: most likely, it has the same "double cost" bug. :) I'm stubborn, but often it is worthy of! :)

[fixed by Gargaroz]Righteous War

PostPosted: 19 May 2011, 08:04
by 0rion79
Describe the Bug:
Righteous War gives protection from Black and/or from White to ALL creatures, inclding AI ones, while it should boost only owner's creatures.

Which card did behave improperly ?
Righteous War

Which Version did you use ?(Constructed, Limited)and which update(date,name)
Golden Year v3

What exactly should be the correct behavior/interaction ?
Righteous War should boost only owner's creatures

Are any other cards possibly affected by this bug ?
-

Re: [confirmed]Righteous War

PostPosted: 19 May 2011, 13:24
by Gargaroz
Fixed.

[fixed by Gargaroz]Orim's Prayer impossible to play

PostPosted: 19 May 2011, 15:57
by 0rion79
In Custom and Golden Years Orim's Prayer works fine (player gains life when attacked by creatures) but it is impossibile to play: the card will never turn yellow.

[fixed by Gargaroz]Sphinx of the Steel Wind has "wither"

PostPosted: 20 May 2011, 09:29
by 0rion79
Sphinx of the Steel Wind has "wither" :)
I've casually discovered it in a sealed deck, having it blocked by Avatar of Hope: it deals damage to creatures as it had "wither" ability. I've checked in Constructed version: same bug. LOL! :))

Re: Sphinx of the Steel Wind has "wither"

PostPosted: 20 May 2011, 11:43
by Aswan jaguar
Yes,It happened to me few days ago but forgot to post it. :oops:

[fixed] Stromgald Crusader CSV error + CSV hint

PostPosted: 20 May 2011, 17:19
by 0rion79
Stromgald Crusader is marked as ID for Human + Knight and not as a Zombie + Knight: this interferes with "lords" which pump zombies.

Also, precious hint: I've seen that the game reacts quite well in using creatures type for enchantments IF the second column (Subtype 2) is used. In this way, I have been able to mark Planeswalkers and they appear both as standard enchantments or as "unique creatures" if Creature type filters are activated in the old deck editor.
Instead, if column 1 (Subtype 1) is used, they won't appear among enchantments. I find this very useful for the decbkbuilder.
The same must be for non-creature artifacts: to be active, they ALWAYS need ID 44 in column 1 (Subtype 1) and not in column 2, or it won't work with deck editor filters.

Even more, it is possible to modify the menu.txt file and remove the "ZZ - " from the new creature types that are now used and were not before, as Ninja or Mutant or Archon. Please, keep it instead for tokens or unused creature types, so they will always appear at the end of the queue and not in the middle.

Re: Stromgald Crusader CSV error + CSV hint

PostPosted: 20 May 2011, 18:53
by Aswan jaguar
The bug is already fixed available next update.

About the other suggestion-recommendation maybe it is better to pm Jatill,Gargaroz to take that into consideration.Besides csv hint rather belongs to development right?

[already fixed]Anger (It still doesn't work)

PostPosted: 20 May 2011, 22:52
by thedrigo
Hey, I searched for this bug in the forum and it said it was fixed but it still doesn't work for me.
Here's a savegame, just check the graveyard.