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Re: Compiled Bug List

Posted:
19 Dec 2009, 06:14
by aww1979
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.
Re: Compiled Bug List

Posted:
19 Dec 2009, 13:52
by aww1979
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.
Re: Compiled Bug List

Posted:
19 Dec 2009, 15:18
by meesterhans
ichorid doesn't come back to play
Re: Compiled Bug List

Posted:
21 Dec 2009, 05:02
by Bog Wraith
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.
Re: Compiled Bug List

Posted:
21 Dec 2009, 19:15
by grinnin
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
Re: Compiled Bug List

Posted:
21 Dec 2009, 23:04
by aww1979
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.
Re: Compiled Bug List

Posted:
21 Dec 2009, 23:23
by grinnin
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.
Re: Compiled Bug List

Posted:
22 Dec 2009, 21:32
by aww1979
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.
Re: Compiled Bug List

Posted:
23 Dec 2009, 22:31
by meesterhans
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...
Re: Compiled Bug List

Posted:
24 Dec 2009, 02:54
by aww1979
edit: oh, seems someone broke ichorid :p
Re: Compiled Bug List

Posted:
24 Dec 2009, 14:30
by Gargaroz
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.
Re: Compiled Bug List

Posted:
26 Dec 2009, 16:20
by Salbei
Emeria AngelThe 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).
Re: Compiled Bug List

Posted:
26 Dec 2009, 16:34
by EviL_CLonE
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.
Re: Compiled Bug List

Posted:
26 Dec 2009, 19:33
by mathusalem
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
Re: Compiled Bug List

Posted:
26 Dec 2009, 21:32
by aww1979
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)