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Re: Monop's Official Manalink Bug Compilation 4-5-09 11:01 pm

PostPosted: 08 Apr 2009, 06:45
by Wally
My experience is different running Vista. Overall I've found the various updates have resulted in a marked increase in the number of crashes, not so much to make the game unplayable but enough that I have learned to steer clear of certain new cards.

Notable problems for me have been:

a. Fetchlands & Terramorphic expanse. This is guaranteed to totally lock up the game for me every single time, it just hangs. Very irksome because the fetchlands are so good!

b. Pump knights, very high chance ( >60%) of the game crashing to desktop on casting. When a knight does successfully resolve however, the knight will function perfectly while in play and all further knights can also be cast successfully including in further games. If I shut down and restart the application though I then run through the routine of starting games, crash, crash, crash, until one sticks and they will then work for the rest of the session.

c. Akroma doesnt like to be hardcast. if I cheat her into play via zombify she is fine but double clicking her card name often results in crash to desktop.

d. The eternal Mishra activation problem.

Re: Monop's Official Manalink Bug Compilation 4-5-09 11:01 pm

PostPosted: 08 Apr 2009, 12:01
by Dominixux
Beside the other bugs that are discribed, I found that Skullclamp bug the game on Vista. Not every time, but it crashes the game. :)
Soul Warden sometimes crashes the game when it was played from hand. This does not happen when you are playing in debug mode.
And some old cards does not work as they do before. I'll make a list some time.

Does option Playing for an Ante have to be turned on or off?

Shandalar works fine. :)

Re: Monop's Official Manalink Bug Compilation 4-5-09 11:01 pm

PostPosted: 09 Apr 2009, 06:29
by aww1979
Computer thinks Skirk Prospector only can be activated when untapped and has no summoning sickness.

Re: Monop's Official Manalink Bug Compilation 4-5-09 11:01 pm

PostPosted: 09 Apr 2009, 12:06
by jatill
aww1979 wrote:Computer thinks Skirk Prospector only can be activated when untapped and has no summoning sickness.
Yeah, that's really strange. To be clear, the card works as printed, just the yellow highliting don't show up when it should. Looks like I forgot to set the activated ability flag in the exe.

Re: Monop's Official Manalink Bug Compilation 4-5-09 11:01 pm

PostPosted: 09 Apr 2009, 12:25
by jatill
Monopman-
Would you mind doing another sweep of this thread to make sure you've gotten everything? I know I've posted at least 2 bugs that haven't made the main page. Next week I'm thinking of whipping out my can of Raid and trying to eliminate as many as possible, but a complete and up to date list would be most helpful.
Hopefully once the bugs from my final batch are shaken out, this thread should settle down a little.
Thanks.

Re: Monop's Official Manalink Bug Compilation 4-5-09 11:01 pm

PostPosted: 09 Apr 2009, 12:46
by DrLambda
Another one:

Merfolk Assassin
[*] Unable to target Inkfathom Divers (at least when i got my Assassin by playing Bribery)

Re: Monop's Official Manalink Bug Compilation 4-5-09 11:01 pm

PostPosted: 09 Apr 2009, 13:22
by Dominixux
Hi,
Does anyone have bug with Rancor? It never returns to hand.

Re: Monop's Official Manalink Bug Compilation 4-5-09 11:01 pm

PostPosted: 09 Apr 2009, 13:48
by jatill
Dominixux wrote:Hi,
Does anyone have bug with Rancor? It never returns to hand.
It's listed. It sometimes returns, sometimes doesn't.

Re: Monop's Official Manalink Bug Compilation 4-5-09 11:01 pm

PostPosted: 09 Apr 2009, 15:28
by Wally
Goblin Lackey is very bugged. Its ability triggers on any damage, for instance:

a. opponent attacks me, lackey triggers
b. I sac a mogg fanatic, ability triggers

Aether Vial needs some sort of visual cue to the number of counters on it.

If Goblin Grenade is interrupted by a counterspell it asks to sacrifice a second goblin

Re: Monop's Official Manalink Bug Compilation 4-5-09 11:01 pm

PostPosted: 09 Apr 2009, 15:32
by jatill
Gaddock Teeg didn't stop my opponent from casting Damnation.

Re: Monop's Official Manalink Bug Compilation 4-5-09 11:01 pm

PostPosted: 09 Apr 2009, 15:39
by Dominixux
DrLambda wrote:Another one:

Merfolk Assassin
[*] Unable to target Inkfathom Divers (at least when i got my Assassin by playing Bribery)
This bug exists since first new card is added to game. I remember this because I make a complaint on this. :)

Re: Monop's Official Manalink Bug Compilation 4-5-09 11:01 pm

PostPosted: 09 Apr 2009, 18:22
by EviL_CLonE
AI can't use Aether Vial. It cast it and puts counters on; but will never put a creature into play using it, and will always add counters if possible.

Also, Chrome Mox bug is annoying. I realized that if opponent draws a Mox while you have one in play, the Mox in play will change its imprinted color accordingly to the cards in opponent's hand. For example, if opponent draws a mox and has only red cards in its hand, mine changes its color to red. If it hand is empty when it draws it, mine isn't able to generate any mana at all.

Re: Monop's Official Manalink Bug Compilation 4-5-09 11:01 pm

PostPosted: 09 Apr 2009, 19:00
by jatill
EviL_CLonE wrote:AI can't use Aether Vial. It cast it and puts counters on; but will never put a creature into play using it, and will always add counters if possible.
I know you're half right, at most. The AI stops at 4 counters. If the AI in fact does never use Vial, there's nothing I can do to convince it otherwise. I wonder if the AI ever uses Elvish Piper?

Re: Monop's Official Manalink Bug Compilation 4-5-09 11:01 pm

PostPosted: 09 Apr 2009, 19:31
by aww1979
jatill wrote:
EviL_CLonE wrote:AI can't use Aether Vial. It cast it and puts counters on; but will never put a creature into play using it, and will always add counters if possible.
I know you're half right, at most. The AI stops at 4 counters. If the AI in fact does never use Vial, there's nothing I can do to convince it otherwise. I wonder if the AI ever uses Elvish Piper?
I've seen AI use elvish piper.

Re: Monop's Official Manalink Bug Compilation 4-5-09 11:01 pm

PostPosted: 09 Apr 2009, 21:08
by aww1979
Stuff that had bugs for me:

Casting Fire//Ice (Fire version) does nothing. It asked me if I wanted to play Fire or Ice, and I chose Fire, and it just went to the graveyard after I tapped 1R. I'll edit once I get it again and cast Ice. (edit, got this card again and it properly killed an Onulet with Fire version, so I dunno what's going on) (edit again) Ice version works, and it automatically chose Ice when no red mana was available, which is nice.

Bringer of the Blue Dawn asks to draw 2 cards when it does combat damage. Fortunately, I can select cancel, but the AI could abuse it. The upkeep draw works normally. (It was equipped with Loxodon Warhammer. The next turn, I unequipped it, attacked with Bringer, and killed opponent, and it didn't ask me to draw 2 cards on the kill)

When blocking with a creature with Loxodon Warhammer (different game) I took lethal damage from the unblocked attackers, and before the Lifelink processed to save me, the game was over, which is in keeping with modern rules but is a violation of the 4th edition days which this engine is based on.

Temple of the False God will give 2 mana even with less lands (in this case, 3 was enough)

(very minor) Bringer of the Green Dawn's beast tokens have the goblin token picture from Dragon Fodder. He seems to work properly otherwise, including dealing combat damage to the player.

After attacking with Maelstrom Archangel, I was attacked back by an Azure Drake on AI's turn, and was asked upon being damaged to play a card for free. Archangel worked correctly on my attack phase.

After dealing damage to opponent with Honden of Infinite, I was asked to use Sword of Fire and Ice, so that seems to be processing every time damage is dealt, regardless of the source or the target. I think the Honden is fine, though. The black, blue, and white ones work; I have not yet drawn the green one.

Similar to Archangel, I attacked with Tarmogyf which had a Sword of Fire and Ice on it. It worked normally on my turn, but when I got hit by unblocked creatures the next turn, it processed again. The next turn, when I had a wall, I blocked an attacker, and Sword processed again. (tarmogyf with sword was tapped from attacking again, Wall of Reverence blocked Kird Ape, nothing died; dunno why it even attacked :p)

When Maelstrom Angel put Bringer of the Black Dawn into play, I was asked to pay BUWGR, but I could cancel it with no ill effect. (ditto with Eureka putting Bringers into play

AI is not attacking with Goblins of the Flarg when I have Blood Crypt (part mountain) in play. This might not be a bug, but given the board situation, it is extremely unusual, since AI does not hesitate to attack with unblockable creatures, even when doing so allows you to kill it next turn with your attackers. edit: confirmed that Blood Crypt doesn't work with mountainwalk. Next turn I played Volcanic Island. AI immediately attacked, then strip mined my volcanic Island during the attacker fast effect phase, and I am now allowed to block.

A Fetchland no longer produced mana for no reason when tapped while Mana Flare was in play. edit: oops, looks like I spoke too soon. It just did this time. But, it is counterbalanced by the fact that when sacrificing Sulfur Vent for RU, I did not get one more mana from Mana Flare, hehe. I've no idea why it should give mana to the land that shouldn't get it, and deny mana to the land that should.

Stuff that works for me:

Aether Vial (though it only lasted 3 turns before it got Disenchanted). It tells you how many counters it has during upkeep and asks for a choice, and correctly let me play a cost 2 creature when it had 2 counters.

Electrolyze now has a dialogue box :)

Eureka seems to be fine, I played 5 cards with it. AI didn't play any cards, though, but he had only 2 in hand and one turned out to be Disenchant he used on one I played with Eureka after it finished resolving, so I'm not sure yet if AI will play things.

Bringer of the _ Dawn (black blue and green) all seem to work fine.

Hondens (white one and black one) worked, both individually and together. Red one and blue ones work, haven't had them interact with other hondens yet. Haven't drawn the green one yet.

Wall of Reverence works fine. (and is probably one of the best walls I've ever seen, aside from Wall of Blossoms or a few like that)

Overgrown Tomb played correctly when Living Lands was in play.

Twice now, when using Academy Rector's dying ability, when I refused to cheat and search for a 2nd enchantment, a card (seemingly at random) in play was buried. Once it was Survival of the Fittest, the other time it was Ravenous Rats.

Stuff that is somewhat annoying, but still works:
Wasteland and the Tinder Farm lands (the ones I've had in play so far anyway from those saclands) ask me every time whether I want mana or to sac them when I doubleclick a card to play it, having computer tap my lands. There is also no cancel, like strip mine or library of Alexandria, if I don't want to tap that land. The saclands don't consider their sacrificial mana when it comes to what you can cast in hand, but that's a good thing in my opinion, the same way it won't consider a dark ritual or other cards like that until you actually use it for mana.

Academy Rector seems to lag the game badly every time it is in combat, but other than the already known issues, I haven't seen anything.

Browbeat works fine, but I guess I'm retarded because I couldn't figure out what the first menu was for, and didn't realize that browbeat lets the caster take 5 damage, so I smoked myself in the head for 5 damage and did nothing to my opponent :p The second time around, I said 'no thanks' on beaning myself for 5, and AI chose to take 5 damage. So I guess the menu's wording might need better wording, or I need to stop being retarded :) edit: apparently the AI is just as retarded as I am, at least that last time. I just did this again, and the AI ended up getting the cards. The way the menus work and the extremely odd wording of this card make it not obvious at all. I think the real life card simply gave opponent a choice between taking 5 or allowing you to draw 3 cards, and did not require all this, which is why I'm messing up in play with it here.

AI errors:

AI does not want to attack with Platinum Angel (life totals 17 to 16, no other creatures in play, I have nothing but land) After waiting several turns, he then dropped me to 7 with fireball/lightning bolt on one turn and then attacked, with no change in my board.

AI played Coat of Arms after attackers phase (while sitting on seven bitterblossom faeries!) and I had only two fliers in defense. Next turn, of course, I died... painfully. Probably there is one bit you can change somewhere, since AI knows to play Goblin King, Lord of Atlantis, and newer cards that give bonuses to other creatures first. (though it doesn't know to play all creatures first when it has creatures like Keldon Warlord in play)

Stuff that is REALLY cool:

Yawgmoth's Bargain and Eureka :twisted: :twisted: :twisted: