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Re: Current Known Bugs list

PostPosted: 21 Jun 2009, 05:20
by Mr.Chaos
GandoTheBard wrote:Correct me if I am wrong oh rules lawyers but doesn't protection reduce assigned damage to 0? Then how can lifelink successfully resolve for a nonzero number without trample?
The creature with protection takes no damage but you still asign lethal damage to it. (It just doesn't kill the creature due to the protection)Any remaining damage then tramples on to the player.
Whether or not MTGForge implements that correctly is a whole different matter... :roll:

Re: Current Known Bugs list

PostPosted: 21 Jun 2009, 05:29
by GandoTheBard
Double Block on a Creature with a Loxodon Warhammer equipped (gives Trample right?) leads to 2 damage to the creatures (1/1s) and 0??? to the player?

Re: Current Known Bugs list

PostPosted: 21 Jun 2009, 05:30
by GandoTheBard
Mr.Chaos wrote:
GandoTheBard wrote:Correct me if I am wrong oh rules lawyers but doesn't protection reduce assigned damage to 0? Then how can lifelink successfully resolve for a nonzero number without trample?
The creature with protection takes no damage but you still asign lethal damage to it. (It just doesn't kill the creature due to the protection)Any remaining damage then tramples on to the player.
Whether or not MTGForge implements that correctly is a whole different matter... :roll:
Assigning isn't sufficient to trigger Lifelink. You must deal the damage. The damage dealt is 0 so the life link gain is 0. So incorrectly implemented this is...surprise surprise.

Re: Current Known Bugs list

PostPosted: 21 Jun 2009, 05:44
by Mr.Chaos
Just noticed that Priest of Titania is only giving mana for elves you control, not for ALL elves in play, including opponent's elves!
And in an elf vs elf deck, that costs you a lot of mana! Mana intended for colossal use. :wink:
So the priest is running on just half trottle, please fix.
I want all the mana I am entitled to. Especially since manaburn is not an issue. (Never was an issue in MTGForge and now the official Magic rules finally catch up to us. We showed them the way! :lol: )

Re: Current Known Bugs list

PostPosted: 21 Jun 2009, 05:54
by Mr.Chaos
Compy cast Wildsize and it targeted null. Then it attacked with 2 elves. So it had legal targets, just chose to ignore them. :roll:
The "targeting null" bug still persists. And deserves a -1/-1 counter as far as I am concerned.

Just as I ignored the attackers and then rolled over compy with a 41/38 Fyndhorn Elves with a Loxodon Warhammer on it. He didn't even bother to block me.
If it's worth doing, it's worth overdoing! :mrgreen:

Re: Current Known Bugs list

PostPosted: 21 Jun 2009, 05:55
by GandoTheBard
1) the Aluren bugs still are very much in existance...and 2) the Aluren Rats deck cheats using these bugs. Please REMOVE this deck from the collection of quest decks until Aluren works correctly. Being attacked by a horde of hasted Relentless Rats that teleport into existance is ridiculous.

Re: Current Known Bugs list

PostPosted: 21 Jun 2009, 05:56
by GandoTheBard
Mr.Chaos wrote: Especially since manaburn is not an issue. (Never was an issue in MTGForge and now the official Magic rules finally catch up to us. We showed them the way! :lol: )
Technically this isn't true until July 17th.

Re: Current Known Bugs list

PostPosted: 21 Jun 2009, 06:16
by GandoTheBard
== Elephant Ambush puts itself into play on the land slot instead of doing what it is supposed to and create a 3/3 elephant token. This makes it double broken since it's flashback won't work from in play.

Re: Current Known Bugs list

PostPosted: 21 Jun 2009, 08:07
by zerker2000
Screenshot-15.png

Re: Current Known Bugs list

PostPosted: 21 Jun 2009, 11:41
by Mr.Chaos
zerker2000 wrote:
Screenshot-15.png
11 Skullclamp? Ok, the colossus is thick skulled but that is rediculous! :lol:
Now there is a play I would have never thought of!

Re: Current Known Bugs list

PostPosted: 21 Jun 2009, 12:06
by zerker2000
Erm ya having 2-3 Veldaken Arcmage -s in ur 90% artifact control deck isnt the only legal way to get 22 over max hand :P (And, yes, it is theoretically possible to clamp a colossus to death in paper magic: using deployment in multiplayer teams, opponents having other toughness reducers (e.g.Phyrexian Boon ) out, or 4x Skullclamp + 4x Sculpting Steel + 4x Copy Artifact :P)
Ultimate Anti-Colossus = Stuffy Doll + Wither.
I've been playing around with that a bunch for the past couple hours, getting interesting results, e.g.: I have out a 5/-2 Stuffy Doll with Wither (Clamps + Blight Sickles), Colossus "Tramples" me down 14 life (11 Power - -3 toughness = 14 trample damage :P), my wither gets colossus down to 6/6, then the doll's ability activates... :D (and I win...Compy's was at five life)

However, I have yet to kill a colossus :(.

EDIT: Well I got one withered all the way, but that didn't help... anyways, I need to use darksteel gargoyles (or something) instead of stuffy dolls, those kill the computer too fast.

Re: Current Known Bugs list

PostPosted: 21 Jun 2009, 13:15
by Hellfish
Am I really supposed to be able to pay for either of the abilities on my opponents White Shield Crusader?

Re: Current Known Bugs list

PostPosted: 21 Jun 2009, 19:27
by Pande
JamesT wrote:I finally figured out what was causing the so-called "all losses" issue. I (and probably Pande) thought that one game = one match, where it seems to be best out of 3 = one match. The main reason I got the wrong assumption was because I can't find the "best of 3" documented anywhere. If I missed it, please let me know, but otherwise I'd suggest putting that in the readme documentation to avoid future confusion.

Thanks for your help!

James
That was it for me too.. silly me. Thank you for the solution and all the support of this forum... /bow

Re: Current Known Bugs list

PostPosted: 21 Jun 2009, 19:58
by Chris H.
Pande wrote:That was it for me too.. silly me. Thank you for the solution and all the support of this forum... /bow
You are welcome, Pande. We are glad that we could help. Hope that you will enjoy the new quest mode. :)

Re: Current Known Bugs list

PostPosted: 21 Jun 2009, 23:53
by DennisBergkamp
EDIT: Oopsy, forgot to ask this: What is going on with the lands in the AI's land section?
I mean, shouldn't they be stacked in 2 sets of 4 instead of this strange configuration?
I'm not really sorting those lands (right now, only the basic ones and the Alpha dual lands - Savannah, Bayou, etc. and of course the Moxen, which aren't even lands).
Basically, this means that new stacks get created if those lands get played out of order. However, you could play 4 Darksteel Citadel in a row, and they should get stacked correctly. Or even if you play stackable lands in between, the stack should still work as it should.