Re: Current Known Bugs list
In back to back draft games my AI opponent cast a Deft Duelist with only Plains and Mountains in play, then cast a Qasali Pridemage with only Swamps and Forests in play.
High Quality Resources for Collectible Card Games and Home of the CCGHQ Team
https://www.slightlymagic.net/forum/
https://www.slightlymagic.net/forum/viewtopic.php?f=26&t=787
`s1886x wrote:a deck called 'turboland' i think couldn't load:
An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
mtgerror@yahoo.com
CardFactory : getCard() invalid card name - All is Dust
`Chris H. wrote:`s1886x wrote:a deck called 'turboland' i think couldn't load:
An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
mtgerror@yahoo.com
CardFactory : getCard() invalid card name - All is Dust
If the Turboland deck is a ".dck" file, then you should be able to load it into a text editor. Find "All is Dust" and replace it with "All Is Dust".(Edit by Rob - Notice the capital "I")
if((!isCombat && AllZoneUtil.isCardInPlay("Mark of Asylum", player)))return 0;if((!isCombat && AllZoneUtil.isCardInPlay("Mark of Asylum", this.controller)))return 0;if (AllZoneUtil.isCardInPlay("Purity", this)) return 0;Actually the variable player should have been this.getController from the start.asret wrote:When I have Mark of Asylum in play along with cards like Pestilence ALL creatures are protected, not just mine.
In staticDamagePrevention in Card.java this:Should probably be changed to:
- Code: Select all
if((!isCombat && AllZoneUtil.isCardInPlay("Mark of Asylum", player)))return 0;The card being damaged needs to check if its controller has Mark of Asylum in play, not whether the controller of the source of the damage has it.
- Code: Select all
if((!isCombat && AllZoneUtil.isCardInPlay("Mark of Asylum", this.controller)))return 0;
I moved it out of the isCombat bracket and checked !isCombat too (it's important that Purity is checked in staticDamagePrevention, so the AI will notice).asret wrote:Purity is only supposed to stop non-combat damage, but is currently stopping all damage.
In staticDamagePrevention in Player.java this line should probably be removed:
- Code: Select all
if (AllZoneUtil.isCardInPlay("Purity", this)) return 0;
These are both known problems and they are on our TODO list. Try to use targeted abilities one at a time (let the first one resolve before you put the second on the stack) anikitin.anikitin wrote:When copying my Plant Wall and Wolf Pet (purchased in Quest Mode) with Rhys the Redeemed, I found out that while originals had abilities, copies only retained power/toughness but had no abilities.
Also, abilities of Icatian Priest and Seedcradle Witch seem to work incorrectly when played more than once at a time. I play them once, everything is OK, I play them once again straight away and the first ability's target changes to the second one's target, meaning I have 2 abilities targeting the same creature. Moreover, the second ability doesn't have any effect at all!
it turns out that it was actually a deck called 'blackwhite'...sorry for the confusionfriarsol wrote:Actually Do Or Die is completely completely incorrect. The sacrificed cards are random instead of how the card actually works. It does say so on the card. I have no idea why it was coded up to work completely differently than how the card actually works.anikitin wrote:When AI played Do or Die on me, I wasn't given any choice. Apparently, piles are chosen by caster, whereas they should be chosen by "victim"I have no idea what deck this is (or where you found it) but if you can open it, the name should be "Scrubland" not "Scrublands". I searched locally and couldn't find one called that.s1886x wrote:the deck 'black and white' caused this error when i tried to play it
Many of the cards with static pumping like this were fixed for the last beta. Omnath, Locus of Mana was not one of them however. It's on the list. I just need to add counting of mana in the mana pool to the standard code.s1886x wrote:hello, i've mentioned problems that i was having with omnath, locus of mana before, and i received a reply that the problems have been addressed. however, i have downloaded the latest beta, 1211, and the same problems persist. namely, omnath sometimes dies instantly as if his toughness was zero, or sometimes he comes out normally, but he dies when i use up some (not necessarily all) of the green mana in my mana pool. and finally, if i finish the game after having played him, he enters the field in the following game with the stats that he had at last check in the previous game. if these problems truly have been addressed, then is it possible that the solutions were not included in the 1211 beta?