It is currently 08 Jul 2021, 04:23
   
Text Size

Compiled Bug List

Continuing Development of MicroProse's Magic: The Gathering!

Moderators: BAgate, drool66, stassy, Aswan jaguar, gmzombie, CCGHQ Admins

Re: Compiled Bug List

Postby aww1979 » 19 Dec 2009, 06:14

Not technically a bug, but an AI issue.

AI played persecute against my monoblue fish deck. I don't know what colour he picked, but it wasn't blue, despite having nothing in play but islands and blue cards. AI should probably be looking at how many of a card you have in play to decide what to pick in this case. (i.e. if 80% of your plays are red and 20% are white, persecute for red is probably picking your main colour) That, or have it select randomly from colours in your deck.
aww1979
Tester
 
Posts: 1717
Joined: 03 Mar 2009, 19:36
Has thanked: 0 time
Been thanked: 2 times

Re: Compiled Bug List

Postby aww1979 » 19 Dec 2009, 13:52

Used Magical Hack on my Lord of Atlantis, changing islandwalk to plainswalk, but all my merfolk still have islandwalk instead. Savegame included.

edit: ditto, except this time savegame has Lord of Atlantis hacked to forestwalk. The merfolk still have islandwalk.
Attachments
hax2.zip
(3.49 KiB) Downloaded 136 times
hax.zip
(3.49 KiB) Downloaded 129 times
aww1979
Tester
 
Posts: 1717
Joined: 03 Mar 2009, 19:36
Has thanked: 0 time
Been thanked: 2 times

Re: Compiled Bug List

Postby meesterhans » 19 Dec 2009, 15:18

ichorid doesn't come back to play
meesterhans
 
Posts: 50
Joined: 05 Jun 2009, 09:07
Has thanked: 0 time
Been thanked: 0 time

Re: Compiled Bug List

Postby Bog Wraith » 21 Dec 2009, 05:02

aww1979 wrote:Used Magical Hack on my Lord of Atlantis, changing islandwalk to plainswalk, but all my merfolk still have islandwalk instead. Savegame included.

edit: ditto, except this time savegame has Lord of Atlantis hacked to forestwalk. The merfolk still have islandwalk.
I can confirm this as I tested it in the debug mode. This needs to be corrected asap as I am working on a minimal test run of a Tribal Draft Pool to be used with the Draft module and Hacks, Sleights and other variations of these will be some of the key spells that compliment many of these creature types!

-------------------------------------------
(EDIT)

Rancor still does not return to your hand after it leaves play and goes to the graveyard.
I'm pretty sure I saw this bug reported a while ago, so forgive me if I repeat it here.
'Twas in the bogs of Cannelbrae
My mate did meet an early grave
'Twas nothing left for us to save
In the peat-filled bogs of Cannelbrae.
User avatar
Bog Wraith
Global Mod 1 (Ret)
 
Posts: 1101
Joined: 28 May 2008, 22:40
Location: Shandalar
Has thanked: 425 times
Been thanked: 152 times

Re: Compiled Bug List

Postby grinnin » 21 Dec 2009, 19:15

While playing dredge I was unmasking and this happened. Then I played another game Narcoing with a Bridge in the graveyard, an identical flood of zombies happened.

PS.
I can't say I fully understand dredge yet so this could very well be whats supposed to happen- if so i'll delete this reply
Attachments
unmask.jpg
grinnin
 
Posts: 95
Joined: 30 Oct 2009, 16:36
Has thanked: 0 time
Been thanked: 1 time

Re: Compiled Bug List

Postby aww1979 » 21 Dec 2009, 23:04

Well, you are supposed to get a zombie every time a creature is put into your graveyard if Bridge from Below is there (I forget if it is all or just nontoken ones) so it is possible that is legit, but the number of zombies you have looks too many to be legit unless it was a perfect game. Also, it should not happen in response to something like unmask or playing narcomoeba for free.
aww1979
Tester
 
Posts: 1717
Joined: 03 Mar 2009, 19:36
Has thanked: 0 time
Been thanked: 2 times

Re: Compiled Bug List

Postby grinnin » 21 Dec 2009, 23:23

Yeah I figured one outcome might be a crap-ton of zombies but this was bug-quality zombies (well over 100) from just one thing going into the graveyard.

And in one of the instances i'm not even sure I had Bridge in the graveyard, it might have been Exiled or still in my Hand

Oh, on two other times it happened and immediately after the computer attacked me with two plains.

Yeah that was weird.
grinnin
 
Posts: 95
Joined: 30 Oct 2009, 16:36
Has thanked: 0 time
Been thanked: 1 time

Re: Compiled Bug List

Postby aww1979 » 22 Dec 2009, 21:32

AI has Lifetap in play and is gaining life when I play lands like Stomping Ground, but isn't gaining life when I tap Dryad Arbor.
aww1979
Tester
 
Posts: 1717
Joined: 03 Mar 2009, 19:36
Has thanked: 0 time
Been thanked: 2 times

Re: Compiled Bug List

Postby meesterhans » 23 Dec 2009, 22:31

Solar Ice wrote:Some bugs that I noticed:

* Nether Spirit Dredged from the library does not get the Legacy to return it. Discarding the Nether Spirit does trigger the Legacy. Haven't tried Bloodghast. Similarly, Ichorid does not return to play but this has been mentioned I think.
Same problem, like anyone else i guess... the bloodghast ALWAYS returns when a land enters battlefield...
meesterhans
 
Posts: 50
Joined: 05 Jun 2009, 09:07
Has thanked: 0 time
Been thanked: 0 time

Re: Compiled Bug List

Postby aww1979 » 24 Dec 2009, 02:54

edit: oh, seems someone broke ichorid :p
Attachments
ichorid.JPG
aww1979
Tester
 
Posts: 1717
Joined: 03 Mar 2009, 19:36
Has thanked: 0 time
Been thanked: 2 times

Re: Compiled Bug List

Postby Gargaroz » 24 Dec 2009, 14:30

A recent engine quirk I discovered : if you put in play a creature with CIP ability that bounces another creature (like Man-o'-War, or my recent coded Gating cards like Shivan Wurm) via the menu , the game will crash (endless loop, I presume). This don't happen if you "reanimate" that cards, so perhaps is linked with the "play spell for free" function.
----
- 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
Gargaroz
Programmer
 
Posts: 7095
Joined: 06 Nov 2009, 11:11
Has thanked: 82 times
Been thanked: 593 times

Re: Compiled Bug List

Postby Salbei » 26 Dec 2009, 16:20

Emeria Angel

The landfall ability only triggers once if you got multiple Emeria Angel´s out ( currently only creating 1 token total instead of 1 for each Angel).
ImageImage
User avatar
Salbei
DEVELOPER
 
Posts: 1053
Joined: 04 Jun 2009, 10:58
Location: Germany
Has thanked: 3 times
Been thanked: 2 times

Re: Compiled Bug List

Postby EviL_CLonE » 26 Dec 2009, 16:34

The Emeria Angel bug happens with other cards with triggered abilities that resolves at the same time, too. For example, if you have 2 Swords of Fire and ice equipped, only one triggers.
EviL_CLonE
 
Posts: 143
Joined: 24 Feb 2009, 16:54
Location: Buenos Aires, Argentina
Has thanked: 1 time
Been thanked: 0 time

Re: Compiled Bug List

Postby mathusalem » 26 Dec 2009, 19:33

mesa enchantress is not just a White Verduran enchantress, it has flight and the card drawing is mandatory.

also once Serra's sanctum is in play all white card appear as castable. but this bug may have been already pointed out
User avatar
mathusalem
 
Posts: 459
Joined: 24 Feb 2009, 21:00
Has thanked: 6 times
Been thanked: 4 times

Re: Compiled Bug List

Postby aww1979 » 26 Dec 2009, 21:32

Regarding Serra Sanctum, it is because that card (and I think Gaea's Cradle too) sometimes tricks the engine into thinking a *lot* more mana is available than really is. For instance, if you doubleclick a Fireball while Serra Sanctum is out, it 'thinks' you can do an 80 damage fireball or so, but really you cannot. (80 is arbitrary, but it is a typical number)
aww1979
Tester
 
Posts: 1717
Joined: 03 Mar 2009, 19:36
Has thanked: 0 time
Been thanked: 2 times

PreviousNext

Return to ManaLink 3.0

Who is online

Users browsing this forum: No registered users and 2 guests


Who is online

In total there are 2 users online :: 0 registered, 0 hidden and 2 guests (based on users active over the past 10 minutes)
Most users ever online was 1922 on 07 Jun 2021, 06:01

Users browsing this forum: No registered users and 2 guests

Login Form