[Fixed] Bug Archive
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Re: Melira, Sylvok Outcast
by Aswan jaguar » 29 Sep 2011, 19:48
Gargaroz, Krneki suggests that creatures opponent controls with infect should deal normal combat damage with Melira, Sylvok Outcast on the battlefield.But that is wrong right?(If there is more info would be valuable)that is why I unconfirmed this particular bug.
So,are you referring to another bug?or I don't get something please enlighten me?
So,are you referring to another bug?or I don't get something please enlighten me?
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Re: [fixed by Gargaroz]Melira, Sylvok Outcast
by Gargaroz » 29 Sep 2011, 21:18
I meant that the code was actually bugged, as it didn't remove Infect from opponent's creatues.
However, since the other two effects of Melira worked, the poison counters you should receive were instantly nullified so everything you see is a creature dealing no damage.
Rules-wise, if a creature loses Infect, it will deal normal damage as every other creature, as Infect acts as "replacement" for damage with counters (poison for you, -1/-1 for creatures).
However, since the other two effects of Melira worked, the poison counters you should receive were instantly nullified so everything you see is a creature dealing no damage.
Rules-wise, if a creature loses Infect, it will deal normal damage as every other creature, as Infect acts as "replacement" for damage with counters (poison for you, -1/-1 for creatures).
----
- 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 by Gargaroz]Melira, Sylvok Outcast
by stassy » 30 Sep 2011, 10:49
I am not sure, there seems to be no special rule for Melira that were added with her introduction and some people are saying that creatures that lose infect do damage equal to 0 unless a layer 7 static ability is applied after Melira is in playRules-wise, if a creature loses Infect, it will deal normal damage as every other creature, as Infect acts as "replacement" for damage with counters (poison for you, -1/-1 for creatures).
If Phyresis was already on a creature before Melira enters the battlefield, then that creature will also lose Infect.So basically Melira's third ability only removes infect from creatures that come into play (or are in play) that just states infect (i.e. Blightwidow ). It won't remove it from creatures like Vector Asp or cards that give it infect like Phyresis . Am I correct in my thinking?
Basically, Melira removes Infect from all creatures that just have infect (like Blightwidow ). If the infect was gained/given from an effect (like Vector Asp 's ability or Phyresis ), then the most recent one is applied - either Melira's "loses infect" and the Asp/Phyresis "gains/has Infect", wichever came up last.
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Re: [fixed by Gargaroz]Melira, Sylvok Outcast
by Gargaroz » 30 Sep 2011, 13:04
I don't think so. If a creature loses an ability, its "behaviour" will revert to the usual one of a creature without that ability. I checked both Scars of Mirrodin FAQ and New Phyrexia FAQ and there's no hint that a creature with Infect that lose Infect doesn't deal damage at all. And my original code was bugged anyway.stassy wrote:I am not sure, there seems to be no special rule for Melira that were added with her introduction and some people are saying that creatures that lose infect do damage equal to 0 unless a layer 7 static ability is applied after Melira is in playRules-wise, if a creature loses Infect, it will deal normal damage as every other creature, as Infect acts as "replacement" for damage with counters (poison for you, -1/-1 for creatures).
----
- 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]Captain Sisay
by 0rion79 » 30 Sep 2011, 13:53
After the latest patch, Captain Sisay makes my Custom version to crash when tapped to search for a legendary card. The the message error is in the attached image.
Last edited by Aswan jaguar on 01 Oct 2011, 12:55, edited 2 times in total.
Reason: fixed bug
Reason: fixed bug
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Re: Captain Sisay after Innistrad patch - Custom
by stassy » 01 Oct 2011, 06:13
I can confirm that Captain Sisay make the game crash if her ability is activated in Limited 26th september
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[fixed/improved allbut Everflowing by Gargaroz]miscellaneous
by 0rion79 » 01 Oct 2011, 09:10
I'm reporting here some stuff that I expected to be fixed in this version.
AI still doesn't Thawing Glaciers or Serrated Arrows
AI still plays Everflowing Chalice even if it has no mana to pay its kicker cost.
Now Serra's Sanctum works in a different way: the game doesn't "see" the mana produced from that land, which remains in the mana pool and must be manually selected by the player. It is similar to Cloudpost.
It is still not affected by cards as Mirari's Wake that increase the mana produced by lands.
Lovisa Coldeyes (great general for EDH!) now has a more stable ability but still looks corrupted. I've played in sequence her, then Ruinous Minotaur which got the +2/+2 as it should. Then, Balduvian Barbarians and only the barbarians got the +2/+2 while the minotaur didn't. Then I've played Goblin Baloon Brigade and all of my warrior/barbarian/berserk creatures got +2/+2 but also opponent's commander (Sharuum the Hegemon). Then I declared an attak with Ruinous Minotaur and again only Balduvian Barbarians mantained the +2/+2 bonus. A madness!
AI still doesn't Thawing Glaciers or Serrated Arrows
AI still plays Everflowing Chalice even if it has no mana to pay its kicker cost.
Now Serra's Sanctum works in a different way: the game doesn't "see" the mana produced from that land, which remains in the mana pool and must be manually selected by the player. It is similar to Cloudpost.
It is still not affected by cards as Mirari's Wake that increase the mana produced by lands.
Lovisa Coldeyes (great general for EDH!) now has a more stable ability but still looks corrupted. I've played in sequence her, then Ruinous Minotaur which got the +2/+2 as it should. Then, Balduvian Barbarians and only the barbarians got the +2/+2 while the minotaur didn't. Then I've played Goblin Baloon Brigade and all of my warrior/barbarian/berserk creatures got +2/+2 but also opponent's commander (Sharuum the Hegemon). Then I declared an attak with Ruinous Minotaur and again only Balduvian Barbarians mantained the +2/+2 bonus. A madness!
Last edited by Aswan jaguar on 01 Oct 2011, 16:02, edited 1 time in total.
Reason: fixed bug
Reason: fixed bug
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Re: [fixed by Gargaroz]Academy Ruins corrupted
by 0rion79 » 01 Oct 2011, 09:19
Gargaroz, also Volrath's Stronghold has the same bug now.
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Re: [confirmed]Captain Sisay
by Gargaroz » 01 Oct 2011, 12:17
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
- 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]Academy Ruins corrupted
by Gargaroz » 01 Oct 2011, 12:20
Yup, both cards share a common base-code, so the Stronghold is fixed too.
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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: miscellaneous
by Gargaroz » 01 Oct 2011, 13:02
- Fixed / Improved Thawing Glaciers, Serrated Arrows, Lovisa Coldeyes.
- The Everflowing Chalice bug is a sneaky one, the code seems fine, and the vaules in Magic.exe are correct, so there's something else going on.
- Finally it seems I've found out a way to make Serra's Sanctum, Cloudpost and similar stuff to make mana correcly for the AI and interact nicely with Mana Flare and Mirari's Wake !
- The Everflowing Chalice bug is a sneaky one, the code seems fine, and the vaules in Magic.exe are correct, so there's something else going on.
- Finally it seems I've found out a way to make Serra's Sanctum, Cloudpost and similar stuff to make mana correcly for the AI and interact nicely with Mana Flare and Mirari's Wake !
----
- 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: [confirmed]Urborg
by Aswan jaguar » 01 Oct 2011, 16:28
I was trying to find out what makes Urborg behave improperly, played around with csv values at a point after completing a test-game I thought I fixed it but when I tested again same bad behavior if it faces a first strike with protection from black Urborg in AI hands goes nuts at times and makes creature lose all abilities so then it can hit it with Black removal spells then if it gets your first creature proceeds to kill the following turns the rest protected from black creatures.I believe the mechanism for Urborg works as following when activated it removes all abilities from target creature,then it places back the abilities but the ones chosen (first strike or Swampwalk) but sometimes AI somehow finds the time gap between the 2 actions and finds the creatures unprotected from their ability.
If you test it I believe you will see what I mean or better more so you can fix it.
If you test it I believe you will see what I mean or better more so you can fix it.
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[fixed]Karrthus, Tyrant of Jund in EDH
by 0rion79 » 01 Oct 2011, 18:24
The game still claims that I can't use Karrthus, Tyrant of Jund as general.
Last edited by Aswan jaguar on 02 Oct 2011, 09:28, edited 1 time in total.
Reason: fixed
Reason: fixed
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Re: Karrthus, Tyrant of Jund in EDH
by Gargaroz » 02 Oct 2011, 00:24
I really don't know : the colors were fixed, the "legend code" is there...
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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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