[Old confirmed] Bug Archive
Moderators: BAgate, drool66, Aswan jaguar, gmzombie, stassy, CCGHQ Admins
Re: [confirmed-list complete]Grafdigger's Cage
by stassy » 08 Oct 2012, 07:32
Not disabled by Ground Seal:
Stitch Together
Gravepurge
Adun Oakenshield
Apprentice Necromancer
Body Snatcher
Bone Harvest
Raise Dead
Death Denied
Diabolic Servitude
Disemtomb
Disturbed Burial
Genesis
Gravedigger
Hua Tuo, Honored Physician
Miraculous Recovery
Postmortem Lunge
Raise Dead
Reinforcements
Resurrection
Reveillark
Soul Exchange
Soul Manipulation
Soul Stair Expedition
Tortured Existence
Triassic Egg
Zombify
Stitch Together
Gravepurge
Adun Oakenshield
Apprentice Necromancer
Body Snatcher
Bone Harvest
Raise Dead
Death Denied
Diabolic Servitude
Disemtomb
Disturbed Burial
Genesis
Gravedigger
Hua Tuo, Honored Physician
Miraculous Recovery
Postmortem Lunge
Raise Dead
Reinforcements
Resurrection
Reveillark
Soul Exchange
Soul Manipulation
Soul Stair Expedition
Tortured Existence
Triassic Egg
Zombify
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Re: [confirmed-list in progress]Grafdigger's Cage
by stassy » 08 Oct 2012, 11:42
List complete, some bugged cards are not listed because they will be reported separately.
There is to note that some cards react differently than others with Ground Seal, don't know if it's intended:
- Some cards will resolve with nothing happening
- Some cards will reject mana back to the mana pool and will stay in hand
Anyway they will work again if Ground Seal is removed from bf.
There is to note that some cards react differently than others with Ground Seal, don't know if it's intended:
- Some cards will resolve with nothing happening
- Some cards will reject mana back to the mana pool and will stay in hand
Anyway they will work again if Ground Seal is removed from bf.
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[confirmed]Suspend
by Althuna » 12 Oct 2012, 04:12
Usually it works great, but something made it unable to be clicked. I attached a save.
Edit by Stassy: When a Suspend save is cast, everything is disabled, player can't cast spell and abilities can't be activated until the end of the turn.
Edit by Stassy: When a Suspend save is cast, everything is disabled, player can't cast spell and abilities can't be activated until the end of the turn.
- Attachments
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- mtg.zip
- (3.1 KiB) Downloaded 203 times
Last edited by stassy on 13 Oct 2012, 03:55, edited 4 times in total.
Reason: bug confirmed
Reason: bug confirmed
Re: elixir of immortality
by stassy » 12 Oct 2012, 05:21
confirmed, it's the Suspend ability that disable Elixir of Immortality until the next turn.
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[confirmed]Wall of Tanglecord
by stassy » 12 Oct 2012, 06:25
Describe the Bug:
Wall of Tanglecord ability cannot be activated even if the required mana/sitation is met (G available and attacking creature with flying)
Which card did behave improperly ?
Wall of Tanglecord
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
M13 V3
What exactly should be the correct behavior/interaction ?
Wall of Tanglecord ability can be activated if the required mana/sitation is met (G available and attacking creature with flying)
Are any other cards possibly affected by this bug ?
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Wall of Tanglecord ability cannot be activated even if the required mana/sitation is met (G available and attacking creature with flying)
Which card did behave improperly ?
Wall of Tanglecord
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
M13 V3
What exactly should be the correct behavior/interaction ?
Wall of Tanglecord ability can be activated if the required mana/sitation is met (G available and attacking creature with flying)
Are any other cards possibly affected by this bug ?
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- Attachments
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- 1.zip
- (2.26 KiB) Downloaded 200 times
Last edited by Aswan jaguar on 12 Oct 2012, 13:22, edited 1 time in total.
Reason: confirmed bug
Reason: confirmed bug
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Re: [confirmed]Wall of Tanglecord
by Aswan jaguar » 12 Oct 2012, 13:25
I confirm that when is met it can't be activated.Missing Value.
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Re: [confirmed]Elixir of Immortality + Suspend
by Althuna » 13 Oct 2012, 00:40
I found that it also disabled Act of Treason. But then it worked on the next turn. Want me to make a new post or will this one be enough?
Re: [confirmed]Elixir of Immortality + Suspend
by stassy » 13 Oct 2012, 03:53
Just tested and in fact Suspend disable everything so no new post necessary
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Re: [confirmed]Suspend
by Gargaroz » 13 Oct 2012, 13:48
I could fix this once for all by reverting to the old code for Suspend, but I need to know if AI ever "suspend" anything.
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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: [confirmed]Suspend
by stassy » 13 Oct 2012, 14:30
Well, after some testing the AI doesn't use any non creature suspend cards and hardcast suspendable creatures (unless it's forced suspend like Epochrasite)...
Edit: wtf, AI just played Lotus Bloom and Riftwing Cloudskate in suspend, but it took him a lot of thinking time to do it and in a neard death situation.
Edit: wtf, AI just played Lotus Bloom and Riftwing Cloudskate in suspend, but it took him a lot of thinking time to do it and in a neard death situation.
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[confirmed]Ice Cage
by Aswan jaguar » 14 Oct 2012, 15:21
Describe the Bug:
Ice Cage enchanted on an Emerald Dragonfly(I know it is an ASM coded card and it can't prevent it's abilities) but the problem was that AI used Emerald Dragonfly 's ability to disenchant it something that shouldn't happen only an ability from other source could do that right?
Which card did behave improperly ?
Ice Cage
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML3.0 M13V3 SEALED
What exactly should be the correct behavior/interaction ?
Are any other cards possibly affected by this bug ?
Savegame same as Eradicate play couple turns and cast Ice Cage on Emerald Dragonfly.
Ice Cage enchanted on an Emerald Dragonfly(I know it is an ASM coded card and it can't prevent it's abilities) but the problem was that AI used Emerald Dragonfly 's ability to disenchant it something that shouldn't happen only an ability from other source could do that right?
Which card did behave improperly ?
Ice Cage
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML3.0 M13V3 SEALED
What exactly should be the correct behavior/interaction ?
Are any other cards possibly affected by this bug ?
Savegame same as Eradicate play couple turns and cast Ice Cage on Emerald Dragonfly.
Last edited by stassy on 15 Oct 2012, 05:10, edited 1 time in total.
Reason: bug confirmed
Reason: bug confirmed
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Trying to squash some bugs and playtesting.
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Re: Ice Cage
by stassy » 15 Oct 2012, 04:33
Probably as the silence ability was not able to be active on Emerald Dragonfly, the game only check for "any spell/ability that target enchanted creature" instead of "other that enchanted creature spell/ability that target enchanted creature", since if it disable C coded creature the enchanted creature can't cast so the 1st check was omitted...
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Re: [confirmed]Suspend
by Althuna » 24 Oct 2012, 23:24
Hahah that's because the AI is Skynetstassy wrote:Edit: wtf, AI just played Lotus Bloom and Riftwing Cloudskate in suspend, but it took him a lot of thinking time to do it and in a neard death situation.
[fixed by Gargaroz]Saproling Burst + [wait]Pandemonium
by mbodrov » 25 Oct 2012, 08:57
Describe the Bug:
When a Saproling token is made off a fresh Saproling Burst, Pandemonium triggers but only deals 1 damage.
Which card did behave improperly ?
Saproling Burst. There must be a problem in the game's internal timing, where it changes the token's P/T from 1/1 to whatever it should be given the number of fading counters on the Saproling Burst.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
m13v3
What exactly should be the correct behavior/interaction ?
The first Saproling to enter the game is 6/6, so Pandemonium should deal 6 damage, and so on.
Are any other cards possibly affected by this bug ?
When a Saproling token is made off a fresh Saproling Burst, Pandemonium triggers but only deals 1 damage.
Which card did behave improperly ?
Saproling Burst. There must be a problem in the game's internal timing, where it changes the token's P/T from 1/1 to whatever it should be given the number of fading counters on the Saproling Burst.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
m13v3
What exactly should be the correct behavior/interaction ?
The first Saproling to enter the game is 6/6, so Pandemonium should deal 6 damage, and so on.
Are any other cards possibly affected by this bug ?
- Attachments
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- pande-burst.zip
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Re: Saproling Burst + Pandemonium
by stassy » 25 Oct 2012, 10:18
savegame corrupted for me.
Also Saproling Burst doesn't work at all for me, I don't see any counter when casting it, I can't activate it and fade counters are in fact invisibles because Saproling Burst will be automatically buried at the 7th turn upon casting it.
Seems to be all Fading cards are affected because it's the same thing for Parallax Wave.
Pandemonium is working fine for me.
Also Saproling Burst doesn't work at all for me, I don't see any counter when casting it, I can't activate it and fade counters are in fact invisibles because Saproling Burst will be automatically buried at the 7th turn upon casting it.
Seems to be all Fading cards are affected because it's the same thing for Parallax Wave.
Pandemonium is working fine for me.
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