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Re: Not really a bug

PostPosted: 08 Jan 2012, 15:29
by stassy
I though also it was an already reported bug but couldn't find it again in the archives so...reformatting the entry

Also this case seems to only appear on Vampire Nighthawk, Tidehollow Strix appear not affected, and if 2 Vampire Nighthawk block one Vampire Nighthawk if you redistribute the damage to both blocker everybody will die as planned.

Re: Vampire Nighthawk

PostPosted: 08 Jan 2012, 17:39
by bgaut
Thanks for your answer, thanks also for rewrinting my message in a suitable form ...

Re: [confirmed]Vampire Nighthawk

PostPosted: 09 Jan 2012, 02:31
by Gargaroz
It was already reported, and I still couldn't understand how to fix it.

[unfixable]Cathodion

PostPosted: 11 Jan 2012, 17:01
by Aswan jaguar
Describe the Bug:
Cathodion doesn't give 3 mana when dying

Which card did behave improperly ?
Cathodion

Which Version did you use ?(Constructed, Limited)and which update(date,name)
ManalinkAll-beta

What exactly should be the correct behavior/interaction ?
Cathodion must give 3 mana when dying

Are any other cards possibly affected by this bug ?

Re: Cathodion doesn't give 3 mana when dying

PostPosted: 11 Jan 2012, 17:25
by stassy
confirmed

Re: [confirmed]Necropotence

PostPosted: 18 Jan 2012, 15:07
by Gargaroz
Reverted to the previous code, but the interaction with Spellbook is preserved.

Re: [confirmed]Necropotence

PostPosted: 18 Jan 2012, 16:15
by Aswan jaguar
So it is partly fixed right?

Re: [confirmed]Necropotence

PostPosted: 18 Jan 2012, 17:35
by Gargaroz
Yes, but it won't remove the discarded cards with Hymn to Tourach, for example.

Re: [confirmed]Necropotence

PostPosted: 18 Jan 2012, 19:16
by 0rion79
I think it is better in this way, Gargaroz. It is a good approximation. In the other way, it was nearly impossible to use, like having a Tormod's Crypt active each turn on us.

[unsolved]Coat of Arms

PostPosted: 19 Jan 2012, 09:32
by Aswan jaguar
Describe the Bug:
Adaptive Automaton doesn't get the creature type for itself so Coat of Arms doesn't boost it or count it to the total number of that type

Which card did behave improperly ?
Adaptive Automaton

Which Version did you use ?(Constructed, Limited)and which update(date,name)
ManalinkAll-beta-new csv files

What exactly should be the correct behavior/interaction ?
As the card clearly says Adaptive Automaton becomes also the creature type it selects.

Are any other cards possibly affected by this bug ?


EDIT * If a picture is needed can be provided.

EDIT 2* Unfortunately this seems to be in the category it works only with cards coded in C as with such cards seems to work fine.

[unsolved]Lands that produce 2 mana when tapped.

PostPosted: 19 Jan 2012, 13:51
by Aswan jaguar
Describe the Bug:
Izzet Boilerworks and all such lands are played by AI without bouncing a land and they get transformed to the equivalent of dual lands e.g.( Volcanic Island )for Izzet Boilworkers and so on.All work properly to human.

Which card did behave improperly ?

1726 Selesnya Sanctuary
1727 Golgari Rot Farm
1728 Dimir Aqueduct
1729 Gruul Turf
1730 Izzet Boilerworks
1731 Azorius Chancery
1732 Rakdos Carnarium
1733 Simic Growth Chamber
Boros Garrison

Which Version did you use ?(Constructed, Limited)and which update(date,name)
Manalinkall-beta,and dbv2

What exactly should be the correct behavior/interaction ?
AI has to bounce a land when it uses them and not get a dual land instead.

Are any other cards possibly affected by this bug ?


Edit if there are more please if anyone can post them,I don't know how to search for them.

Re: Lands that produce 2 mana when tapped.

PostPosted: 19 Jan 2012, 16:09
by Gargaroz
This was an hack did by Jatill, probably because otherwise the AI refuse to play these lands. I'll check this, but I don't know it's solveable.

Re: Lands that produce 2 mana when tapped.

PostPosted: 19 Jan 2012, 17:05
by Aswan jaguar
I thought I had read something about them but couldn't remember what.The hack is totally accepted if otherwise AI gets stack with them and cause AI trouble.

Re: Adaptive Automaton doesn't get creature type for itself

PostPosted: 20 Jan 2012, 04:35
by stassy
confirmed

Re: [confirmed]Adaptive Automaton

PostPosted: 23 Jan 2012, 01:37
by Gargaroz
The problem is Coat of Arms : even if it was recoded, it's still limited in some aspect. I couldn't improve it as it will slow down the game too much, at least for now.