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Re: Current Known Bugs list

PostPosted: 17 Jan 2011, 21:36
by Chris H.
friarsol wrote:Fixed.
`
Thank you.

Re: Current Known Bugs list

PostPosted: 18 Jan 2011, 00:12
by anikitin
Hellfish wrote:
anikitin wrote:Mana cost for Wizard Replica should be 3 not 1UU
Fixed.
anikitin wrote:Also, multiple problems with Disrupt. AI had Nettle Sentinel and I had Disrupt. When he played a green spell, and I countered it with Disrupt, I only drew a card. When, in the same situation, I waited for Nettle Sentinel's triggered ability to leave the stack (leaving only the spell I wanted to counter), I couldn't play Disrupt at all. Normally, Disrupt works, so I guess the source of the problem is triggered abilities.
Are you sure the AI didn't just pay the cost? I tried here and Disrupt seems to work fine, both before and after Nettle Sentinel's triggered ability resolves.
No, he played a spell for GG, and the only lands he tapped were 2 forests, meaning he he had no mana to pay extra 1.

Re: Current Known Bugs list

PostPosted: 18 Jan 2011, 13:42
by eidolon
Exploit: infinite mana with Vivid lands
The Vivid lands (Vivid Marsh) can be used to generate infinite mana by choosing to cast a spell that costs >1 mana, use the remove a counter option multiple times and canceling the spell afterwards. Now you get the chance to select 1 mana of any color to your mana pool for every time you have clicked on the card before.

AI weakness: onboard pump spells
Is there a chance that you can tell the AI, that blocking a Twinblade Slasher with a 2/2 is a pretty bad play most of the time - not to mention cards like Timberwatch Elf, who basically destroys 1 attacker/ blocker each turn.

Re: Current Known Bugs list

PostPosted: 18 Jan 2011, 14:21
by cc-drake
Exploit: infinite mana with Vivid lands
The Vivid lands (Vivid Marsh) can be used to generate infinite mana by choosing to cast a spell that costs >1 mana, use the remove a counter option multiple times and canceling the spell afterwards. Now you get the chance to select 1 mana of any color to your mana pool for every time you have clicked on the card before.
Same trick works with cards like Dimir Signet, Darkwater Catacombs, Cascade Bluffs (if you have no need for colorless mana), and Red Mana Battery (not sure).

Re: Current Known Bugs list

PostPosted: 18 Jan 2011, 15:07
by friarsol
eidolon wrote:Exploit: infinite mana with Vivid lands
The Vivid lands (Vivid Marsh) can be used to generate infinite mana by choosing to cast a spell that costs >1 mana, use the remove a counter option multiple times and canceling the spell afterwards. Now you get the chance to select 1 mana of any color to your mana pool for every time you have clicked on the card before.
There is a big overhaul of how Mana abilities work in the current SVN which should prevent this from happening since activating mana abilities will now appear during casting of spells (instead of showing up at the end). Also, when activating them their costs are paid during activation and not during resolution.

Re: Current Known Bugs list

PostPosted: 18 Jan 2011, 16:18
by craygz
in the latest beta release the multi-kicker ability of Joraga Warcaller is broken.
i kicked it with 12 mana but neither my other elves nor the Warcaller itself got any +1/+1 counter.

Re: Current Known Bugs list

PostPosted: 18 Jan 2011, 20:54
by DeadSpeak
Everflowing Chalice doesn't seem to accept the mana you use when you cast it...

Might be the same problem as with Joraga Warcaller...?

Re: Current Known Bugs list

PostPosted: 18 Jan 2011, 23:35
by anikitin
Something wrong with Brain Freeze in the latest beta - played Accorder's Shield and Ruined Servitor, then Brain Freeze. Only two milling effects appeared on the stack and AI only milled 6 cards.
Also, a cost-related problem - I play Power Artifact on Grim Monolith and its untap cost was 2 in first attempt but 1 after that (while it should have remained 2).
By the way, Grim Monolith gives you a choice when untapped - untap or tap. I believe this is redundant since there is no point in untapping an untapped permanent. I think that you should only be allowed to untap when tapped and tap when untapped. This way, some time and effort will be saved when using an infinite mana combo 8)

Re: Current Known Bugs list

PostPosted: 19 Jan 2011, 00:38
by friarsol
anikitin wrote:By the way, Grim Monolith gives you a choice when untapped - untap or tap. I believe this is redundant since there is no point in untapping an untapped permanent. I think that you should only be allowed to untap when tapped and tap when untapped. This way, some time and effort will be saved when using an infinite mana combo 8)
While it may be redundant sometimes, it isn't always redundant. There could be a situation where you need to untap the Monolith before it's actually tapped, and then tap it while the untap ability is on the stack. Since the ability doesn't say "Only activate this ability if it's tapped." I don't believe this should be changed.

Re: Current Known Bugs list

PostPosted: 19 Jan 2011, 02:25
by Zirbert
.
Psychotrope Thallid doesn't charge any mana for its sac-to-draw ability. I'm guessing this happened when it got implemented in text (yay!)("Yay" for the text implementation part, I mean - I like being able to read the card code, in hopes of being able to contribute some cards someday).

Adding a 1 in the Cost$ clause in the line starting with A:AB$Draw fixes it, so that line looks like this:

Code: Select all
A:AB$Draw | Cost$ 1 Sac<1/Saproling> | NumCards$1 | SpellDescription$Draw a card.
-Zirbert
http://zirbert.blogspot.com

Re: Current Known Bugs list

PostPosted: 19 Jan 2011, 02:39
by Chris H.
Zirbert wrote:.
Psychotrope Thallid doesn't charge any mana for its sac-to-draw ability.
Your fix is now merged into the SVN. Thank you. :D

Re: Current Known Bugs list

PostPosted: 19 Jan 2011, 04:53
by timmermac
:!: Auntie's Hovel is incorrect. As currently implemented, it's giving a choice between {B} and {W} instead of {B} and {R} .

Re: Current Known Bugs list

PostPosted: 19 Jan 2011, 05:07
by slapshot5
timmermac wrote::!: Auntie's Hovel is incorrect. As currently implemented, it's giving a choice between {B} and {W} instead of {B} and {R} .
Fixed in SVN. Just change W to R in the text file.

-slapshot5

Re: Current Known Bugs list

PostPosted: 19 Jan 2011, 05:08
by timmermac
slapshot5 wrote:
timmermac wrote::!: Auntie's Hovel is incorrect. As currently implemented, it's giving a choice between {B} and {W} instead of {B} and {R} .
Fixed in SVN. Just change W to R in the text file.

-slapshot5
I did in my copy

Re: Current Known Bugs list

PostPosted: 19 Jan 2011, 05:26
by timmermac
Cascading into an Oblivion Ring caused an NPE. The game seems to be able to continue at this point.