[Fixed] Bug Archive
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Re: Scrying Sheets
by Gargaroz » 19 Aug 2011, 13:05
The first is not a bug : if you've a Coldsteel Heart, you could tap that too to pay for Scrying Sheets.
The second is not due to the Sheets code, but to the "alphabetizing" thing. Simple disable it.
The second is not due to the Sheets code, but to the "alphabetizing" thing. Simple disable it.
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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
- 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]Gossamer Chains
by Gargaroz » 19 Aug 2011, 19:13
I second that. I'd have missed that too, if I haven't asked about it Sonic some times ago.
----
- 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
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[Fixed by Gargaroz]Coat of Arms-Bitterblossom-Living Lands
by Sonic » 20 Aug 2011, 17:53
Constructed 17 July V2
Tested in both Constructed and Limited.
In Constructed, Coat of Arms will give Faerie Rogue tokens produced by Bitterblossom a +2/+2 power up for each of them on the battlefield – rather than the +1/+1 as stated in Coat of Arms rules text.
The combination plays fine in Limited, however.
Coat of Arms
Artifact
Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if there are three Goblins in play, each gets +2/+2.)
Bitterblossom
Tribal Enchantment - Faerie
At the beginning of your upkeep, you lose 1 life and put a 1/1 black Faerie Rogue creature token into play.
Edit - Also, in Limited, when Living Lands is in play, Coat of Arms does not recognize the animated Forests as creatures and the power up is not given.
Living Lands
Enchantment
All Forests are 1/1 creatures that are still lands.
Tested in both Constructed and Limited.
In Constructed, Coat of Arms will give Faerie Rogue tokens produced by Bitterblossom a +2/+2 power up for each of them on the battlefield – rather than the +1/+1 as stated in Coat of Arms rules text.
The combination plays fine in Limited, however.
Coat of Arms
Artifact
Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if there are three Goblins in play, each gets +2/+2.)
Bitterblossom
Tribal Enchantment - Faerie
At the beginning of your upkeep, you lose 1 life and put a 1/1 black Faerie Rogue creature token into play.
Edit - Also, in Limited, when Living Lands is in play, Coat of Arms does not recognize the animated Forests as creatures and the power up is not given.
Living Lands
Enchantment
All Forests are 1/1 creatures that are still lands.
Last edited by Aswan jaguar on 21 Aug 2011, 15:58, edited 3 times in total.
Reason: fixed bug
Reason: fixed bug
Working On: Life, the Universe, and Everything.
[fixed by Gargaroz]Squirrel Nest
by Sonic » 20 Aug 2011, 17:58
Constructed 17 July V2
Squirrel Nest will only attach to Green mana producing lands – although the rules give no restrictions as to the type or color of the land that the enchantment can be attached too.
Squirrel Nest
Enchantment - Aura
Enchant land
enchanted land: Put a 1/1 green Squirrel creature token onto the battlefield. Use this ability only if enchanted land is untapped.
Also the ‘AI Flying’ parameter in the Constructed manalink.csv is set to ‘1’ – should be ‘0’.
Squirrel Nest will only attach to Green mana producing lands – although the rules give no restrictions as to the type or color of the land that the enchantment can be attached too.
Squirrel Nest
Enchantment - Aura
Enchant land
enchanted land: Put a 1/1 green Squirrel creature token onto the battlefield. Use this ability only if enchanted land is untapped.Also the ‘AI Flying’ parameter in the Constructed manalink.csv is set to ‘1’ – should be ‘0’.
Last edited by Aswan jaguar on 21 Aug 2011, 15:54, edited 2 times in total.
Reason: fixed bug
Reason: fixed bug
Working On: Life, the Universe, and Everything.
Re: Coat of Arms – Bitterblossom - Living Lands
by Aswan jaguar » 20 Aug 2011, 20:06
I confirm that Coat of Arms will give the Bitterblossom tokens 2-2 instead of 1-1 in constructed.
I confirm that Coat of Arms works fine in Limited gives 1-1 for each token.
I confirm that Living Lands - Coat of Arms doesn't work in Limited.
But I don't confirm the Living Lands - Coat of Arms bug in constructed it works perfectly apart from Murmoring Bosk which is not recognised as a forest by Living Lands nor Coat of Arms.
Gargaroz recoded Coat of Arms in Constructed but I guess he didn't touch Limited that's why it works differently to each version.
I confirm that Coat of Arms works fine in Limited gives 1-1 for each token.
I confirm that Living Lands - Coat of Arms doesn't work in Limited.
But I don't confirm the Living Lands - Coat of Arms bug in constructed it works perfectly apart from Murmoring Bosk which is not recognised as a forest by Living Lands nor Coat of Arms.
Gargaroz recoded Coat of Arms in Constructed but I guess he didn't touch Limited that's why it works differently to each version.
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Trying to squash some bugs and playtesting.
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Re: [confirm partly]Coat of Arms – Bitterblossom - Living La
by Sonic » 20 Aug 2011, 23:02
Sorry, my bad. I forgot to add 'In Limited' to the Living Lands - Coat of Arms bug - corrected now.
Now discovered Kormus Bell is affected in the same way.
Kormus Bell
Artifact
All Swamps are 1/1 creatures that are still lands.
Also, Murmuring Bosk has the wrong 'Mana Source Colors' values in the Constructed Manalink.csv file.
The current value is '48' = Red/White
It should be '42' = Black/Green/White
This doesn't solve Living Lands not recognizing it as a forest though. As does setting the correct 'Count as (color) Land' values.
Now discovered Kormus Bell is affected in the same way.
Kormus Bell
Artifact
All Swamps are 1/1 creatures that are still lands.
Also, Murmuring Bosk has the wrong 'Mana Source Colors' values in the Constructed Manalink.csv file.
The current value is '48' = Red/White
It should be '42' = Black/Green/White
This doesn't solve Living Lands not recognizing it as a forest though. As does setting the correct 'Count as (color) Land' values.
Working On: Life, the Universe, and Everything.
Re: [confirm partly]Coat of Arms – Bitterblossom - Living La
by Gargaroz » 21 Aug 2011, 01:03
Oh, I see, I misread the rules text when I recoded Coat of Arms. I'll fix that.
And yes, the new code for Coat of Arms is only in Costructed, but this is not a big deal, I'll update that in Limited too.
And yes, the new code for Coat of Arms is only in Costructed, but this is not a big deal, I'll update that in Limited too.
----
- 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
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Re: [confirm partly]Coat of Arms – Bitterblossom - Living La
by Aswan jaguar » 21 Aug 2011, 08:27
So you don't make a mistake Gargaroz if you didn't notice I don't know how this is possible but Coat of Arms works fine giving 1-1 for each land and to Elves. problem is with Bitterblossom tokens.See picture bellow.
Edit* Question is it correct when you have Cormus Bell and Living Lands in play
for lands like Bayou to be only 1-1 shouldn't be getting 1-1 for forest and 1-1 for Swamp?So Bayou a 2-2 creature?
Edit* Question is it correct when you have Cormus Bell and Living Lands in play
for lands like Bayou to be only 1-1 shouldn't be getting 1-1 for forest and 1-1 for Swamp?So Bayou a 2-2 creature?
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Aswan jaguar - Super Tester Elite
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[fixed by Gargaroz]Wren's Packmaster corrupted
by 0rion79 » 21 Aug 2011, 09:14
: Wren's Run Packmaster is corrupted: acts as a vanilla 5/5 creature that does not champion an elf nor produces wolf token. Maybe we should open a specific thread for corrupted cards.
Last edited by Aswan jaguar on 21 Aug 2011, 15:59, edited 2 times in total.
Reason: fixed bug
Reason: fixed bug
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[fixed by Gargaroz]Adarkar Valkyrie has not flying
by Aswan jaguar » 21 Aug 2011, 10:27
Describe the Bug:
Adarkar Valkyrie has not flying
Which card did behave improperly ?
Adarkar Valkyrie
Which Version did you use ?(Constructed, Limited)and which update(date,name)
GY mod July v2
What exactly should be the correct behavior/interaction ?
Adarkar Valkyrie has flying
Are any other cards possibly affected by this bug ?
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Adarkar Valkyrie has not flying
Which card did behave improperly ?
Adarkar Valkyrie
Which Version did you use ?(Constructed, Limited)and which update(date,name)
GY mod July v2
What exactly should be the correct behavior/interaction ?
Adarkar Valkyrie has flying
Are any other cards possibly affected by this bug ?
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Last edited by Aswan jaguar on 23 Aug 2011, 12:31, edited 2 times in total.
Reason: fixed bug
Reason: fixed bug
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Aswan jaguar - Super Tester Elite
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Re: [confirmed]Wren's Packmaster corrupted
by Gargaroz » 21 Aug 2011, 12:58
Nah, there's no need to open a general thread for "corrupted" cards, as they aren't really corrupted.
This thing is : I'm constantly working on improving code \ ease slowdowns, even in cards you don't mention and sometimes I forgot to remove my "work in progress" wastes.
This is one of the cases, and is fixed now
This thing is : I'm constantly working on improving code \ ease slowdowns, even in cards you don't mention and sometimes I forgot to remove my "work in progress" wastes.
This is one of the cases, and is 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
- 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
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Re: [confirm partly]Coat of Arms – Bitterblossom - Living La
by Gargaroz » 21 Aug 2011, 13:21
The thing is : Coat of Arms is working fine when a creature have only 1 subtype. If the creature has 2 subtypes, it goes ape 
Edit : It's fixed now, and this time the strange misbehaviours that happens if the AI owns the card seems gone.
Edit : It's fixed now, and this time the strange misbehaviours that happens if the AI owns the card seems gone.
----
- 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
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