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Monop's Officially Dead Manalink Bug Compilation

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Re: Monop's Official Manalink Bug Compilation 4-21-09 3:20 am

Postby mathusalem » 06 Jun 2009, 21:58

Dwedit wrote:Sanctum Gargoyle shows up as castable even when you don't have enough mana.
that's a common bug for all colored artifacts, due to their artifact nature, they appear as castable as soon as their colorless cost can be covered bu your mana.
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Re: Monop's Official Manalink Bug Compilation 4-21-09 3:20 am

Postby Neko » 07 Jun 2009, 15:34

When i cast Cryptic Command i gain 1 life point when i return a permanet to hand xD
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Re: Monop's Official Manalink Bug Compilation 4-21-09 3:20 am

Postby aww1979 » 07 Jun 2009, 20:59

Yawgmoth's will: while working far, far better than I had ever expected, a couple of quick things :

-Fireball in graveyard, and yawgmoth's will saw all the other cards, but not that one. My theory is because of the X mana cost

-timetwister: when i cast this from hand, it went to graveyard (yawgmoth's will already played previously) instead of being RFG. When I cast timetwister again from the grave, it was RFG as it should be.

I ran into another one (that may have been just me miscounting :p but if anyone else had it too, speak up) but when I had crucible of worlds, a couple explorations, and yawgmoth's will active, I couldn't play a land from my graveyard when I thought I was supposed to be able to. I think I played an exploration earlier that turn before trying to play the land, if that matters.
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Re: Monop's Official Manalink Bug Compilation 4-21-09 3:20 am

Postby Zeek » 07 Jun 2009, 22:39

One thing I've noticed about Yawgmoth's Will is that it doesn't modify spell costs. Heck, even alternate cost cards such as Force of Will or Gush won't have their costs reduced by something like Helm of Awakening, because if you confirm you wish to hardcast the spell, it asks for the full 5 mana.
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Re: Monop's Official Manalink Bug Compilation 4-21-09 3:20 am

Postby scythe000 » 08 Jun 2009, 08:01

whelp wrote:actually you dont have to debug, but click on the up/down arrow on opponents hand, anyway, the hand is then shown for the rest of the game

2 more:
AI still doesnt sacrifice pernicious deed when used for 0-2 mana
academy rector destroys one of the hondens when it comes into play (maybe its connected somehow with the legendary enchantments)
I'm getting the pernicious deed error as well.
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Re: Monop's Official Manalink Bug Compilation 4-21-09 3:20 am

Postby EviL_CLonE » 08 Jun 2009, 20:21

I can equip as an instant... It's just me or anyone else has the same bug?
Another bug for Sword of Fire and Ice: When attached to a creature that triggers an ability when deals combat damage (I.E: Hypnotic Specter) the SofI does not trigger at all... you can't draw the card and can't choose a target to damage.
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Re: Monop's Official Manalink Bug Compilation 4-21-09 3:20 am

Postby mathusalem » 08 Jun 2009, 21:09

When there are 2 Swords of fire and ice in play ( and two creatures are equipped) both swords resolve twice upon combat damage. sometimes the sword resolves when it shouldn't. the Ai cast a pycoclasm. i had a sword equipping one of my creatures. the sword had me draw a card and asked me for a target for the damage.

Kjeldoran outpost makes a creature when you use it for mana.
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Re: Monop's Official Manalink Bug Compilation 4-21-09 3:20 am

Postby aww1979 » 09 Jun 2009, 01:44

When my Kitchen Finks got countered with Power Sink, it returned to play via Persist, which should only trigger if it was put into a graveyard from play, I think.
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Re: Monop's Official Manalink Bug Compilation 4-21-09 3:20 am

Postby stassy » 09 Jun 2009, 04:44

mathusalem wrote:When there are 2 Swords of fire and ice in play ( and two creatures are equipped) both swords resolve twice upon combat damage. sometimes the sword resolves when it shouldn't. the Ai cast a pycoclasm. i had a sword equipping one of my creatures. the sword had me draw a card and asked me for a target for the damage.

Kjeldoran outpost makes a creature when you use it for mana.
Known bug, once Swords of fire and ice is equipped on a creature and that creature was able to combat damage a player, any damage done to both players will trigger it everytime in favor of the creature owner. This bug effect end when said equipped creature is buried.
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Re: Monop's Official Manalink Bug Compilation 4-21-09 3:20 am

Postby mathusalem » 09 Jun 2009, 10:57

yeah, I thought I had heard about it but I wasn't sure (that''s why I repported it)
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Re: Monop's Official Manalink Bug Compilation 4-21-09 3:20 am

Postby aww1979 » 09 Jun 2009, 17:28

Either Kitchen Finks can only be cast with green (not white) or I can't figure out how to do it.

edit: AI cast animate dead on my sundering titan, and decided to only destroy my savannah, and not his swamp and island. No mountains were in play, or any other land with basic land subtypes, except for another forest on AI side.

edit: AI cast animate dead on my Iridescent Angel, and animate dead remained in play instead of being buried. That's probably the fault of Microprose, though.
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Re: Monop's Official Manalink Bug Compilation 4-21-09 3:20 am

Postby Salbei » 09 Jun 2009, 17:52

General Card Bugs:
- Duress crashes the game if the opponent got no cards in his hand (to get spellcount for tendrills)
- Ohran Viper is unblockable.
- Ohran Viper giving "Stoning Effect" without even dealing damage to a creature.
- Juggernaut doesn´t seem to be recognized as a blocker by the AI the turn it comes into play under your control.

A.I. related bugs:
- wild leaf liege giving the Gold Myr +2/+2 (discovered on sealed deck)
- the AI can use crop rotation to get mana myrs/ Leaf Gilder into play directly (discovered on sealed deck)
- the AI sometimes uses dark rituals and does nothing with the mana . may have something to do with hybrid cards.
- if the AI uses pernicious deed the card don´t get sacced and can (will^^) be used multiple times.

sealed deck issues:
- if you just pick 5th edition boosters/starters almost all AI decks look identical. lots and lots of mana fixers in a mono green shell. really boring. guess the AI card value fix for drafting has something to do with this.

- currently some "new" cards are marked all over the different sets . could it be possible to place em into a single set (5th or 8th - whatever you feel like).

- legends is currently a really really really annoying set to draft/do sealed deck with . the card design enforces very boring stall situations. i did like 5 sealed deck tourneys with the set and every single game was literally boring camping behind a sizeable creature until i drew into a finisher with evasion.no way to fix this i guess unless the AI gets reviewed.

AI flaws :
- the just seems to watch your highest creatures power and decides at each attack step NOT to attack if it will loose any creatures with the attack. that is fine as long as both players just got 1 creature. but i had a lot of situations like this:

AI life 18 ,
board :5 lands
1/1 creature(llanowar elves)
6/1 creature(deadly insect)
6/1 creature(deadly insect)
3/1 creature(pincher beatle)

player life 11
board : 4 lands
3/3 creature (cinderwall)

and the AI didn´t attack for several turns !

mana creatures (llanowar elves etc) are just getting used as lands , as attacker if the attack would be lethal with them or to chump block to prevent their own death .
could you add a line that would make em use low priority creatures (1/1 tokens , mana fix creatures while you got 5 lands+) as chump blocker when the incoming damage would be 1/3+ of the AIs current TOTAL life (unless the AI could kill with that creature the next turn)

Exalted is another issue. the AI doesn´t use the ability at all. AI won´t even attack with 5 exalted creatures on his side of the board while there is only a wall of swords on the players side.

cards like heavy ballista are getting ignored and the AI does some really retarded blocks (3 creatures vs 1 fatty - while ballista taking out one -> resulting in massive card advantage over and over again).cards that sac themselve after blocking getting handled as normal blockers aswell.

creatures with lifelink / cards that grant lifelink should get a higher priority to get rid of - currently it´s just absurd how the AI behaves vs creatures with lifelink .

would it be possible to make a check before the attack step that would count all creatures power(-walls) together and if that number exceeds the defenders total toughness by 5 or more (while the "player" has got less than 10 life)the AI will declare a FULL attack ?

the AI attacks if there are no available blockers(cause they are tapped). even if that means they die next turn cause they don´t have any blockers available.

general advice would be a counter of how much damage the AI will deal and how much the player will deal on his turn from creatures .and if that number exceeds the total lifepoints of their own / the enemy they should leave some defenders if they can´t go for the direct kill (chump block / use walls etc)
Retired a long time ago. I will not reply.
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Re: Monop's Official Manalink Bug Compilation 4-21-09 3:20 am

Postby EviL_CLonE » 09 Jun 2009, 18:59

That's because AI is an assh**e playing Magic. :lol:
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Re: Monop's Official Manalink Bug Compilation 4-21-09 3:20 am

Postby CirothUngol » 09 Jun 2009, 23:31

Salbei wrote:General Card Bugs:
- Juggernaut doesn´t seem to be recognized as a blocker by the AI the turn it comes into play under your control.

A.I. related bugs:
- the AI sometimes uses dark rituals and does nothing with the mana . may have something to do with hybrid cards.

AI flaws :
- the just seems to watch your highest creatures power and decides at each attack step NOT to attack if it will loose any creatures with the attack. that is fine as long as both players just got 1 creature. but i had a lot of situations like this:

AI life 18 ,
board :5 lands
1/1 creature(llanowar elves)
6/1 creature(deadly insect)
6/1 creature(deadly insect)
3/1 creature(pincher beatle)

player life 11
board : 4 lands
3/3 creature (cinderwall)

and the AI didn´t attack for several turns !

mana creatures (llanowar elves etc) are just getting used as lands , as attacker if the attack would be lethal with them or to chump block to prevent their own death .
I can personally attest to the fact that all of these bugs were, and still are, ever-present in Microprose's MtG. I've played the game extensively over the years before recently finding this forum, and have seen all of these time and time again. For example, the AI will not attack you with a creature that you could block and kill, unless it can win the game or is forced to by spells/effects. Also, the AI will never block with a Juggernaut, and will always attack if an untapped Juggernaut is your only creature (almost as if it doesn't even see the Juggernaut). Too numerous to mention are the times I've seen the AI pile enchantments on a Mana Bird (Unholy/Holy/Giant Strength, Spirit Link, Regeneration, etc.) only to continue using it as a meager mana producer. Dark Rituals will fly out for no reason right in the middle of combat (usually in response to the Player casting a spell or activating an effect), almost as if the AI dosen't even know what the spell is going to do. My personal favorite is the AI's tendency to take aim with a Giant Growth during combat... AND MISS! This used to happen all the time, and now only happens occationally. So, agreeably the AI is in desperate need of a major re-vamp... but I think the current emphasis is on card-interaction/rules-interaction bugs. Once all 2000 cards are coded and the majority of bugs are squashed, I'm sure the talented coders involved with this project (Hi jatill!) will turn their attention toward perfecting our computer opponent... unless the 2000 card limit is busted, of course (ihopeihopeihope).

I'm not sure if any work has been done on the AI at all in this current post-Mok phase of Manalink's development, but I'm almost positive that Mok (or somebody) has tweaked the AI at least a little. As previously stated, I have an extensive history with Microprose's little masterpiece, and have been using the Manalink 1.32 patch for years and years. After installing the Manalink 2.0 release, I noticed a suttle difference in the AI's understanding of combat and combat-damage (it's use of Giant Growth during combat, for instance)... making it a better player. Wasn't sure if anyone else has noticed, but I feel it shows that the AI can indeed be modified and improved.
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Re: Monop's Official Manalink Bug Compilation 4-21-09 3:20 am

Postby aww1979 » 10 Jun 2009, 00:24

Got damaged by Hypnotic Specter, and got really excited when Wilt-Leaf Liege was discarded at random, but it just stayed in my graveyard :( This might already be a known issue, and if so I apologize. (It has a * in the name, indicating it doesn't behave exactly as printed, so that might be it)
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