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Current Known Bugs list

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Re: Current Known Bugs list

Postby Mr.Chaos » 21 Mar 2009, 12:49

Well, I played a game of total saproling token madness and the whole thing went at a snailspace in just a few turns once the tokens showed up.
As a matter of fact, compy has been trying to put a simple Crookshank Kobolds into play for the last 5 minutes. Hold on! He made it! The game goes on! (I honestly thought I managed to permanently freeze it. LOL!
There also is a long pause between the end of compy's turn and the beginning of mine now.
And it takes forever for all the tokens to be put into play.
2 Mycoloth, one with 320 counters and one with 352 counters on it.
Then each turn I use Rhys the Redeemed and... slow doesn't even BEGIN to describe the speed here.
It is totally possible to be bored to death this way. :lol:

On a side note: I have 3 moxes in play. They are placed at the end of the row of creatures.
Well... the row of creatures first doubled and then became so long that my moxes are... I have no idea really. They are no longer visible on the game area so I cannot click them to make mana.
Not sure if this can or even should be fixed. I mean, I deliberately made more tokens than you would normally ever need.
Still, having your non-land manasources at the far right, usually out of sight, is not optimal.

The game never displays more than 2 rows of creatures beneat eachother, so anything more than that disappears in limbo.
Meanwhile, another turn, another huge pile of tokens is added, more time is added to the "getting things done" routine.

Flip a Thelonite Hermit, use Rhys de Redeemed 3 turns, drop a Mycoloth that devours all tokens in play and the slowdown is noticeble. 2 more Rhys turns and snails start overtaking you.
My current game has several 1000 tokens in play and using Rhys to double them takes more than 10 minutes!!! (the game still goes on as I type this, I could write a novel before my next turn :wink: )
No screeny, I have used up my quota of attachments.

EDIT: Just noticed something really annoying. The token that just entered play are displayed at the top of the line. This means that if you want to attack with tokens and you have a double line of them as I had, you need a way to get rid of the new tokens to be able to select the old ones, without summoning sickness, as attackers.
Of course, to speed things up a bit, I had removed Nemata, Grove Guardian from the deck so I had no way to reach my older tokens and had to concide the game. Several 1000 tokens in play and no way to reach your attackers. I am sure there is some sort of irony in there somewhere, I just can't reach it right now. :evil:

But seriously, is it possible for new tokens to be placed at the very end of the line, not at the beginning?
The beginnig being right after the last card played from your hand, or "real" card.
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby DennisBergkamp » 21 Mar 2009, 16:30

Wow, that is a lot of tokens :shock:

But seriously, is it possible for new tokens to be placed at the very end of the line, not at the beginning?
The beginnig being right after the last card played from your hand, or "real" card.
Hmm, currently it works like this:
Creatures (planeswalkers) | artifacts | enchantments

Maybe I could change it to this?

Creatures (planeswalkers) | artifacts | creature tokens | enchantments

By the way, I'm sure when there's over a thousand tokens in play, certain cards might be invisible, since they just won't fit... maybe try the same thing but then with card size set to "Tiny" (quit the game first, then on the main GUI menu select Menu -> specify card size -> tiny).
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Re: Current Known Bugs list

Postby Mr.Chaos » 21 Mar 2009, 16:41

That would be nice Dennis. And also is it possible to put new tokens at the end of the line?
To make sure those that can attack are closest to the left of the field.

In other news, we are betrayed!
Situation: Night of Souls' Betrayal hits the table while I play with elves, most of which are just 1/1 at the time.
So I look on in horror, expecting to see my beloved elves die horribly.
Instead... nothing happens. Compy has a Skeletal Crocodile in play, it stays in play. My elves survive as well.
It seems that Night of Souls' Betrayal is currently not doing anything at all. Weird.

I mean, I know that some other cards that give negative power/thoughness just do damage. But even then, the croc and elves should still be dead.
But nothing happens, no -1/-1 counters, no damage, nothing. :?
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby DennisBergkamp » 21 Mar 2009, 16:48

Strange, I'm just testing this, and it seems to definitely work for me...
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Re: Current Known Bugs list

Postby DennisBergkamp » 21 Mar 2009, 17:22

Exalted isn't working like it should be. I attacked with 2 Transluminant, with Rhox Bodyguard in play. Compy decides to block one of them, so I sac it. The other Transluminant now gets +1/+1 from Rhox Bodyguard, but this shouldn't happen. Exalted should work only when you initially attack with 1 creature.
Nicely spotted :) I just fixed this.
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Re: Current Known Bugs list

Postby Huggybaby » 21 Mar 2009, 17:31

This isn't a bug per se', however...

When I'm building a deck, and I add a card to my deck, and the highlight is now on a different card because the old card is no longer there, the card picture doesn't automatically update.
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Re: Current Known Bugs list

Postby GandoTheBard » 21 Mar 2009, 20:18

-- Soulwarden gives you life for it being played...this is incorrect.
==edit== now that Ive had a chance to examine it what actually happened is the Soulwarden counted the creatures already in play (a flying men in enemy territory) as a life gain opportunity. I expect this has to do with the statebased effects changes.
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Re: Current Known Bugs list

Postby DennisBergkamp » 21 Mar 2009, 20:41

Strange, it seems the new statebased stuff is still pretty buggy... (Night of Souls' Betrayal apparently has some trouble too).
I can't reproduce these bugs though.
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Re: Current Known Bugs list

Postby GandoTheBard » 22 Mar 2009, 05:02

Apparently Sakura-Tribe Elders dont let you sac them for land anymore? I had one in play and blocked a 1/1 attacker waited till combat damage was "on the stack" (it isnt really but meh) and then tried to sac the critter...no go...would not click.
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Re: Current Known Bugs list

Postby GandoTheBard » 22 Mar 2009, 05:28

in the 3-20 version the "elf singleton" deck seems to give itself powers beyond the cards imprinted abilities. See the attachment for details but in this instance I lose 2 life and it gains 2 life from a llanowar elf attacking by itself on the 2nd turn of the game. (Note: that is the typical land draw I get no matter how many lands are in the deck btw. Totally separate issue I know. :)) Anyway superelf is so cheating I don't even know if this is in the same catagory as most bugs. Its like an uber bug of nastiness. lol. Somekind of weird vestige of statebasedness?

=== note: also this bug also crashed the game. :/
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Re: Current Known Bugs list

Postby Mr.Chaos » 22 Mar 2009, 13:16

In the 20/03 version Llanowar Elves have been put on steroids!
They now come with first strike, double strike and lifelink! :shock:
The elf player in me says: COOL!
The Magic player in me says: this is sooo wrong! Fun, yes. But soo wrong.
However, this is one "error" I will gladly abuse as long as it is here. :lol:
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby Chris H. » 22 Mar 2009, 16:45

Mr.Chaos wrote:In the 20/03 version Llanowar Elves have been put on steroids!
They now come with first strike, double strike and lifelink! :shock:
I just took a peek at the cards.txt file and I find:

Llanowar Elves
G
Creature Elf Druid
no text
1/1
tap: add G
First Strike
Double Strike
Lifelink

Hehe. :lol: 8)

Anyone can delete the last three keywords from their cards.txt file and re-save the file. That should take care of the Elf on Steroids.

Dennis might have an interesting story. I had hopped to find this in the last version, a Friday the 13th practical joke.

Dennis likely made a mod as part of his play testing and forgot to delete this mod due to it being late at night when he posted this update.
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Re: Current Known Bugs list

Postby DennisBergkamp » 22 Mar 2009, 16:56

Hahaha!!! Oops!! Yes, I think I "souped" up the Llanowar Elves to see if they get double strike (even though they have first strike), and gained life during normal combat damage. I must've forgotten to restore them to their original status :roll:
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Re: Current Known Bugs list

Postby Mr.Chaos » 22 Mar 2009, 18:40

Ah! So the "elves on steroids" is not a bug but a "deliberate feature".
Not sure if I should correct it then. I actually kind of like them this way. :wink:
Although, the famous "power 9" cards would be expanded to "power 10" if Dennis's version of Llanowar Elves became the norm! :lol:
Only to see it banned in all tournament formats, most likely. :lol:
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Re: Current Known Bugs list

Postby DennisBergkamp » 22 Mar 2009, 18:45

Especially the fact that it has BOTH first strike AND double trike makes it so damn powerful :lol:
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