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[Old confirmed] Bug Archive

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[wait for fix confirmation?]Chimeric Mass

Postby 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 =/
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1.zip
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Last edited by Aswan jaguar on 15 Nov 2011, 08:44, edited 1 time in total.
Reason: wait fix confirmation-or not
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Re: Chimeric Mass

Postby 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If I am not wrong and this is not outdated then all Equipment should become unattached(but they do stay on Chimeric Mass on Manalink) when it turns back to artifact,so that's the bug in this case.You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.
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Re: Chimeric Mass

Postby 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.
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[confirmed]Turn to Slag + Livewire Lash

Postby 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
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lash.rar
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Last edited by Aswan jaguar on 12 Nov 2011, 15:42, edited 1 time in total.
Reason: confirmed bug
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Re: Turn to Slag + Livewire Lash

Postby 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 ?
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Re: [confirmed]Turn to Slag + Livewire Lash

Postby Masaaki » 12 Nov 2011, 16:35

Yes, sir!
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Re: [confirmed]Turn to Slag + Livewire Lash

Postby 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

Postby 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.
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Re: [confirmed]Turn to Slag + Livewire Lash

Postby 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

Postby 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

Postby 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.
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Re: reconfirmed]Act of Treason,Mark of Mutiny+Mind Control,C

Postby 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....

Postby 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....

Postby 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
Last edited by Aswan jaguar on 23 Mar 2012, 15:02, edited 3 times in total.
Reason: add - cards AI never uses ability
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[confirmed]Arrest

Postby 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.
Attachments
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
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