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Re: Compiled Bug List

PostPosted: 13 Feb 2010, 01:15
by aww1979
I haven't confirmed this one 100% yet, but it seems if the AI has 2x Maze of Ith and I attacked with 2 creatures, and the AI has no blockers, it will only use one maze on one creature and not use the other maze at all. (this is from Land Ho in the mirror match)

edit: Figures, the turn after I post this, it mazed both my creatures :p Still, there's something screwy with the AI for it to take the hit 4 turns in a row and then finally realize 'hey i have two mazes not just one'.

Re: Compiled Bug List

PostPosted: 13 Feb 2010, 03:17
by EviL_CLonE
Vine Dryad shows casteable at any time, but can never be played, neither by removing a card nor paying its mana cost.

Re: Compiled Bug List

PostPosted: 13 Feb 2010, 06:04
by Stroggoii
I just won Onslaught and Tribal Trials for the first time with some of the new cards and I was given NOTTHING!
Mystic Enforcer and Quyrion Dryad are both locked and I'm pretty pissed :evil:

I know it's not your fault but I haven't recieved a thing but stress from the challenge mode.

Re: Compiled Bug List

PostPosted: 13 Feb 2010, 23:47
by aww1979
Used Gilder Bairn on Vein Drinker (while VD had 2 counters) He got 2 more counters, but it doesn't seem to have realized that they are +1/+1 counters, because VD didn't get any bigger. The turn after the included save game I used Bairn again and got VD up to 8 counters, but again he is still only 6/6, from the two counters he got from killing things before I got the Bairn out.

Re: Compiled Bug List

PostPosted: 14 Feb 2010, 00:17
by aww1979
Scalpelexis is only 'milling' rather than 'exiling' the cards when it damages the opponent. He does mill again if two matching cards are in the four like he should, though he still won't exile them.

Oracle of Mul Daya sometimes lets you play more than 2 lands per turn, if you have a bunch of land on top of your deck.

(might be a bunch more coming, I updated my favourite 499 card deck with a bunch of cards from the new update :p)

When Murderous Redcap persists, it does 2 damage instead of 1 (I think the -1/-1 counter hasn't taken effect yet when he does the damage)

AI used Tinker (saccing a mox) to put Somber Hoverguard into play.

Horizon Canopy works fine, but cards in hand do not show up as castable if Horizon Canopy needs to be tapped to cast them. edit: Artifacts will (i.e. i had 3 lands including the canopy and I could cast Staff of Domination) but when I had three white mana, Spectral Procession did not show up as castable until I tapped canopy for white.

With Wilt-Leaf Liege and a Vesuvan Doppelganger copying it both in play, the doppelganger is getting +2/+2 from the other liege even though he is blue.

AI played Fire Imp with no other creatures in play and didn't do 2 damage to itself.

Phyrexian Negator's text doesn't state that he has trample, though he does have the trample icon.

Re: Compiled Bug List

PostPosted: 14 Feb 2010, 16:07
by Gargaroz
For Horizon Canopy (and Grove of the Burnwillows too), the problem is the way it's coded. You've to just draw the mana you want before casting the spell. Probably this can be improved, but I doubt it.
For Murderous Redcap, I tried a LOT of workaoud to avoid that, but nothing worked. The hilarious thing is that it interacts perfectly with Bad Moon, just try. Sigh.

Re: Compiled Bug List

PostPosted: 15 Feb 2010, 00:18
by aww1979
This fix should be really easy, but Infernal Genesis states it makes 1/1 tokens, but the tokens it actually made are 0/1.

edit: Yosei, the Morning Star triggered his thing when the AI used Swords to Plowshares on it. It should only trigger if he goes to the graveyard from play, not when he is removed from the game.

edit: If you cancel a spell (not the interrupt spell, i mean click on 'cancel' before you tap all the mana) that tried to tap Gemstone Mine for mana, the mine still loses a counter.

Re: Compiled Bug List

PostPosted: 15 Feb 2010, 14:22
by jatill
aww1979 wrote:Oracle of Mul Daya sometimes lets you play more than 2 lands per turn, if you have a bunch of land on top of your deck.

AI used Tinker (saccing a mox) to put Somber Hoverguard into play.
Can you get me save games of these 2?

Re: Compiled Bug List

PostPosted: 15 Feb 2010, 19:26
by aww1979
This game has the tinker/hoverguard bug. I tried once to duplicate the Oracle bug but I haven't been able to yet. I think it might be an interaction with some other card. Anyway, if you run the savegame and pass the turn, the AI will play tinker for hoverguard on the next turn.

edit: Was playing around with some other new cards to see how they interact, and I used Staff of Domination to tap a Vein Drinker that I had played with Illusionary Mask, and it was not revealed. Save game for this one is test2.zip Also, during this same game (not included) I used the Mask on a Spiritmonger, and when I attacked with the face down spiritmonger, it turned faceup as usual but it also got a +1/+1 counter.

edit: test3.zip has an oracle bug. It took a long time to get a situation where it happened; usually it works properly. Anyway, in the savegame, play horizon canopy, play stomping ground off oracle, sac canopy to draw a card, then you can use oracle to play exotic orchard and taiga off your deck for a total of 4 land. More might be playable, but oracle hit a spell after that.

Re: Compiled Bug List

PostPosted: 15 Feb 2010, 20:09
by jatill
We're working on different versions now, so I can't load the saves unfortunately. Try again with the Tinker bug after my next update please. I can reproduce the Mask bug on my own.

Re: Compiled Bug List

PostPosted: 15 Feb 2010, 20:52
by aww1979
Oh, crap and I just reproduced the oracle bug :p Ok, I'll give it a shot. Anyway, at least in my version, all I needed to do to reproduce the tinker bug was make a deck for the AI with 20 tinker 20 seat of the synod 20 somber hoverguard.

Re: Compiled Bug List

PostPosted: 15 Feb 2010, 23:48
by EviL_CLonE
Three big bugs:

Narcomoeba: It doesn't come to play when milled. In the Savegame, when your turn begins and you are asked to Dredge, do it and then check your grve, you'll see a milled Narcomoeba. I tested it twice, and my four copies went to the grave.

Morph: Creatures with Morph create weird situations when they leave play. In the savegame -a turn after AI exiled my Whipcorder with a StP- I attack with another Corder, it dies due to a Chumpblocker Meddling Mage and immediatly, my Ramosian Sergeant turns into a 2/2 Morph creature! I reproduced only one of this situations. Sometimes another permanent turns into a Morphed creature, sometimes the morphed creature just appears from the limbo (Even with other colors, like Green or Red) and sometimes multiple permanents are turned into.

Vine Dryad: This one is less chaotic, it just can't be played in either way.


Narcomoeaba.rar
Narcomoeba
(1.87 KiB) Downloaded 80 times


Morph.rar
Morph
(1.88 KiB) Downloaded 98 times


Vine Dryad.rar
Vine Dryad
(1.82 KiB) Downloaded 76 times

Re: Compiled Bug List

PostPosted: 16 Feb 2010, 20:29
by sopcich04
not sure if this is a flaw. but why do i die when i have a platinum angel, ali from cario, and worship in play and i necropotence down to 0

Re: Compiled Bug List

PostPosted: 16 Feb 2010, 20:39
by aww1979
In the case of Ali and Worship, this is exactly how it should work, because Necropotence gives you loss of life, not damage. In the case of Platinum Angel, it is a known approximation; in real life, you would survive by necroing to zero with the angel in play, but in manalink, the angel acts like ali from cairo, and doesn't protect you from losses due to nondamage sources.

Re: Compiled Bug List

PostPosted: 16 Feb 2010, 20:42
by sopcich04
ok that makes sense, thanks!