[Old confirmed] Bug Archive
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[wait for fix confirmation?]Chimeric Mass
by stassy » 08 Nov 2011, 06:44
Describe the Bug:
Equipment on Chimeric Mass will not modify P/T though status effect will be active and stay on it whenever it's animated or not
Which card did behave improperly ?
Chimeric Mass
Which Version did you use ?(Constructed, Limited)and which update(date,name)
NLV2
What exactly should be the correct behavior/interaction ?
Equipment on Chimeric mass should be fully applied when equipped (P/T and status mod) and should be removed when animation end.
Are any other cards possibly affected by this bug ?
-
Really tough card to code I guess because of equipment effect vs animation ability, it's not like Jade Idol or Mishra's Factory where enchantment are gone when it revert back to original status =/
Equipment on Chimeric Mass will not modify P/T though status effect will be active and stay on it whenever it's animated or not
Which card did behave improperly ?
Chimeric Mass
Which Version did you use ?(Constructed, Limited)and which update(date,name)
NLV2
What exactly should be the correct behavior/interaction ?
Equipment on Chimeric mass should be fully applied when equipped (P/T and status mod) and should be removed when animation end.
Are any other cards possibly affected by this bug ?
-
Really tough card to code I guess because of equipment effect vs animation ability, it's not like Jade Idol or Mishra's Factory where enchantment are gone when it revert back to original status =/
- Attachments
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- 1.zip
- (2.97 KiB) Downloaded 261 times
Last edited by Aswan jaguar on 15 Nov 2011, 08:44, edited 1 time in total.
Reason: wait fix confirmation-or not
Reason: wait fix confirmation-or not
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Re: Chimeric Mass
by Aswan jaguar » 08 Nov 2011, 13:55
Feb 06, 2011 - 9:19PM
This is the current rule:
301.5c An Equipment that’s also a creature can’t equip a creature. An Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.
If I am not wrong and this is not outdated then all Equipment should become unattached(but they do stay on Chimeric Mass on Manalink) when it turns back to artifact,so that's the bug in this case.You will have to reattach them to Chimeric Mass when you activate it to become a creature.
Please if anyone has better understanding and can provide latest rules, report.
This is the current rule:
301.5c An Equipment that’s also a creature can’t equip a creature. An Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.
If I am not wrong and this is not outdated then all Equipment should become unattached(but they do stay on Chimeric Mass on Manalink) when it turns back to artifact,so that's the bug in this case.You will have to reattach them to Chimeric Mass when you activate it to become a creature.
Please if anyone has better understanding and can provide latest rules, report.
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Re: Chimeric Mass
by Gargaroz » 08 Nov 2011, 14:45
This thing it's a bit troublesome.
Previously, there was another bug : the Equipment saw the animated artifact as target, but once you try to equip it, it becomes an illegal target and nothing happened in resolution.
I fixed this, but obviously another bug popped out. I'll try to fix it.
Previously, there was another bug : the Equipment saw the animated artifact as target, but once you try to equip it, it becomes an illegal target and nothing happened in resolution.
I fixed this, but obviously another bug popped out. I'll try to fix it.
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- 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
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[confirmed]Turn to Slag + Livewire Lash
by Masaaki » 12 Nov 2011, 13:09
Describe the Bug:
Casting Turn to Slag on a creature equipped with Livewire Lash won't harm Livewire Lash.
Which card did behave improperly ?
Turn to Slag or Livewire Lash or both.
Which Version did you use ?(Constructed, Limited)and which update(date,name)
New Limited v2
What exactly should be the correct behavior/interaction ?
Turn to Slag should kill Livewire Lash
Are any other cards possibly affected by this bug ?
Maybe
Casting Turn to Slag on a creature equipped with Livewire Lash won't harm Livewire Lash.
Which card did behave improperly ?
Turn to Slag or Livewire Lash or both.
Which Version did you use ?(Constructed, Limited)and which update(date,name)
New Limited v2
What exactly should be the correct behavior/interaction ?
Turn to Slag should kill Livewire Lash
Are any other cards possibly affected by this bug ?
Maybe
- Attachments
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- lash.rar
- (2.46 KiB) Downloaded 304 times
Last edited by Aswan jaguar on 12 Nov 2011, 15:42, edited 1 time in total.
Reason: confirmed bug
Reason: confirmed bug
Re: Turn to Slag + Livewire Lash
by Gargaroz » 12 Nov 2011, 15:00
That's strange : I tried it myself and it works.
Since I cannot load your savegame, could you please post a screen-capture ?
Since I cannot load your savegame, could you please post a screen-capture ?
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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]Turn to Slag + Livewire Lash
by Aswan jaguar » 15 Nov 2011, 08:27
For this bug I have the strange belief that somehow AI before you kill his artifact manages to unattach it so it doesn't get destroyed.If you see the savegame when you target the creature with Turn to Slag AI seems to use Livewire Lash somehow and then only creature gets destroyed.
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Re: [confirmed]Turn to Slag + Livewire Lash
by Masaaki » 15 Nov 2011, 08:33
I think what you see is rather the triggered ability of Livewire Lash. As you can see it fails to deal damage to the player. It seems the "destroy equipment" effect and the triggered ability of the Lash somehow mix up and cancel each other.
Re: [confirmed]Turn to Slag + Livewire Lash
by Aswan jaguar » 15 Nov 2011, 08:37
Maybe but if AI unattaches the equipment it doesn't get destroyed so it doesn't correctly deal 2 damage to player.Anyway I hope our comments can help Gargaroz find the solution.
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reconfirmed]Act of Treason,Mark of Mutiny+Mind Control,Confi
by Aswan jaguar » 02 Dec 2011, 16:17
I checked this and bug concerns also Confiscate-Act of Treason and Mark of Mutiny(I don't know if we have more such cards to test) but NOT Control Magic if that helps.
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Re: reconfirmed]Act of Treason,Mark of Mutiny+Mind Control,C
by Gargaroz » 02 Dec 2011, 21:24
These "control" effects are still a bit messy. I hope we could fix them with the help of Mok.
----
- 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: reconfirmed]Act of Treason,Mark of Mutiny+Mind Control,C
by Aswan jaguar » 03 Dec 2011, 06:58
The strange is that Control Magic works fine with - Act of Treason,Mark of Mutiny and the creature stolen by Control Magic always comes back after Act of Treason,Mark of Mutiny effect,doesn't Mind Control,Confiscate have the same code?or the slot that Control Magic is in (probably the original slot) makes it behave correctly in this case?
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Re: AI never plays....
by Aswan jaguar » 05 Dec 2011, 15:17
Great work Gargaroz,you fixed most of the cards AI refused to use and play,thanks.It was a nice surprise to see AI use most of these cards.
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Re: AI never plays....
by Aswan jaguar » 09 Dec 2011, 18:57
AI never uses the Haste ability for some cards.Almost certainly the problem is that AI casts them only post-combat which is crazy for creatures with haste most times.
This test was in NL but after all the work with csv more likely happens to all versions.
1)Crypt Ripper.AI never uses the Haste ability
2)Blackcleave Goblin.AI never uses the Haste ability
3) Manor Skeleton.AI never uses the Haste ability
4)Oxidda Daredevil.(I guess this is more difficult)AI never uses the Haste ability
5)Hellkite Igniter.AI never uses the Haste ability
6)Goblin Ruinblaster. AI never uses the Haste ability
edit* 7 January
7)Flowstone Hellion.AI never uses the Haste ability
This test was in NL but after all the work with csv more likely happens to all versions.
2)Blackcleave Goblin.AI never uses the Haste ability
3) Manor Skeleton.AI never uses the Haste ability
4)Oxidda Daredevil.(I guess this is more difficult)AI never uses the Haste ability
6)Goblin Ruinblaster. AI never uses the Haste ability
edit* 7 January
Last edited by Aswan jaguar on 23 Mar 2012, 15:02, edited 3 times in total.
Reason: add - cards AI never uses ability
Reason: add - cards AI never uses ability
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[confirmed]Arrest
by stassy » 16 Dec 2011, 10:01
Describe the Bug:
Arrest doesn't prevent a creature to activate his ability
Which card did behave improperly ?
Arrest
Which Version did you use ?(Constructed, Limited)and which update(date,name)
NLdecV2
What exactly should be the correct behavior/interaction ?
Arrest must prevent a creature to activate his ability.
Are any other cards possibly affected by this bug ?
-
In the savegame provided, Arrest doesn't prevent Royal Assassin to destroy tapped attacking creature.
Arrest doesn't prevent a creature to activate his ability
Which card did behave improperly ?
Arrest
Which Version did you use ?(Constructed, Limited)and which update(date,name)
NLdecV2
What exactly should be the correct behavior/interaction ?
Arrest must prevent a creature to activate his ability.
Are any other cards possibly affected by this bug ?
-
In the savegame provided, Arrest doesn't prevent Royal Assassin to destroy tapped attacking creature.
- Attachments
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- 1.zip
- (3.16 KiB) Downloaded 268 times
Last edited by Aswan jaguar on 16 Dec 2011, 12:44, edited 1 time in total.
Reason: confirmed bug
Reason: confirmed bug
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