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Bug Reports 1.3.0 dev 2015-02-07

by BetaSteward

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Re: Bug Reports 1.3.0 dev 2015-02-07

Postby Morfi » 11 Feb 2015, 22:30

When I'm trying to add The Abyss, it appears as Recall in my deck, however on the list and on preview it looks OK.

Image ref: http://cap.ring0.cc/3c98db98cf70dac3748 ... d3361c.png
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Re: Bug Reports 1.3.0 dev 2015-02-07

Postby Morfi » 11 Feb 2015, 23:33

Another bug. Player casts Chain Lightning targeting my creature (doesn't matter which creature). I decide to pay RR to change the target. Chain lightning's copy goes on stack targeting the same creature the original spell did. Now it asks me if I want to change the target, I click yes and... as soon as I select (click) my opponent, both spells resolve *at once* (without giving priority to anyone), my creature dies and opponent does not receive any damage.
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Re: Bug Reports 1.3.0 dev 2015-02-07

Postby SpringsTea » 11 Feb 2015, 23:55

Opponent cast Honor of the Pure with colorless mana from Cavern of Souls.
I cast Spell Snare to counter it, but the spell snare was countered, definitely a cavern bug.
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Re: Bug Reports 1.3.0 dev 2015-02-07

Postby NoGue2k » 12 Feb 2015, 03:47

Cant choose my opponents lands when sacrificing Fulminator Mage ( Watery Grave and Hallowed Fountain ). ( it worked on my own lands )

When using Kiki-Jiki, Mirror Breaker on a transformed Huntmaster of the Fells the token came into play as the front of the card instead of the correct face.
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Re: Bug Reports 1.3.0 dev 2015-02-07

Postby LevelX » 12 Feb 2015, 15:10

homersos wrote:Return to the Ranks will not target some creatures.
For instance one game after a board wipe. I Return to the Ranks with X being 4.
I try to target 4 of the six creatures in my graveyard. Bloodsoaked Champion x 2, Mardu Woe-Reaper, and Battle Brawler.
It will not target any of them. I thought it was just a glitch in that match.

Today it happens again. I cast Return to the Ranks, this time with X being 2. I try to target a Chief of the Scale, and a Battle Brawler.
It allows me to target Chief of the Scale, but not Battle Brawler.

Update. 2-11-15

Still is happening this time it allowed me to target Battle Brawler but not Chief of the Edge. Those were the only 2 creatures in the graveyard if that matters.
Can't reproduce this.
Any other cards in play that might have influence on this?
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Re: Bug Reports 1.3.0 dev 2015-02-07

Postby mnapoleon » 12 Feb 2015, 15:27

First time using this program today. Installed via Launcher. Everything went fine, started a local server and started a game.
I stopped and closed everything and now when I start up again via either the Launcher or the .bat files (I'm on Windows 7) the local server refuses to start up again.

I have a stack trace from the server but this forum won't let me post it because it is too much like spammy urls.



A complete removal and reinstall of the xmage directory allowed me to start again but after the first shutdown it all happened again.
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Re: Bug Reports 1.3.0 dev 2015-02-07

Postby Axxle » 12 Feb 2015, 16:44

Minor text bug:

When needing to choose a creature to sacrifice due to Gatekeeper of Malakir being kicked, the text says "select a a creature", displaying 'a' twice.

LevelX: Fixed beyond v2
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Re: Bug Reports 1.3.0 dev 2015-02-07

Postby fireshoes » 13 Feb 2015, 02:32

In a standard match vs a human, I had a Llanowar Waste, Caves of Koilos, and Windswept Heath in play. My opponent had 2 Forests and a Nykthos, Shrine to Nyx. He attempted to cast Bow of Nylea. His screen said to pay 1GG, but he was unable to tap his lands for mana. He was using Windows 8 and killed xmage through the task manager, then restarted the client, but his lands still did not work. He tried restarting twice more without result and eventually a message that he had timed out appeared. However the match end window did not appear. I tried to concede match as well, but nothing happened. I restarted xmage and was taken to the main lobby, though the match still showed under active games. It wasn't under my windows tab though.

LevelX: Fixed with v6
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Re: Bug Reports 1.3.0 dev 2015-02-07

Postby NoGue2k » 13 Feb 2015, 03:02

When any creature enters the battlefield and there is a Torpor Orb on the field, the chat is spammed 10 to 15 times with

TIME: Creatures entering the battlefield don't cause abilities to trigger.

LevelX: Fixed beyond v6
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Re: Bug Reports 1.3.0 dev 2015-02-07

Postby Morfi » 13 Feb 2015, 13:17

I couldn't attack with Pirate Ship even though my opponent controlled an Island (LEB)

LevelX: Fixed beyond v6
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Re: Bug Reports 1.3.0 dev 2015-02-07

Postby Grahf » 13 Feb 2015, 13:21

Maybe a Contamination bug - it replace mana not only from tapping lands, but everything?
(player taps Noble Hierarch, but can produce only black mana)

LevelX: Fixed beyond v6
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Re: Bug Reports 1.3.0 dev 2015-02-07

Postby NoeTaco » 13 Feb 2015, 17:41

1 - I cast Soulflayer using Delve, exiling Chromanticore. My opponent bounced it to my hand. When I cast the same Soulflayer, this time without delve, it still had the previous abilities from when I exiled Chromanticore.

LevelX: Fixed beyond v6.

2 - I exiled a card from an opponent's hand using Brainmaggot, and when they removed Brainmaggot from the battlefield the card did not return to their hand.

LevelX: Fixed beyond v6.

3 - Doomwake Giant constellation trigger killed my opponent's Elspeth, Sun's Champion.

LevelX: can't reproduce yet
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Re: Bug Reports 1.3.0 dev 2015-02-07

Postby fireshoes » 13 Feb 2015, 18:45

You can incorrectly Delve more cards away than there are colorless mana costs in a spell. It is relevant for Soulflayer which gain abilities for each card exiled. Cost increases can still be paid for through Delve though.

9/20/2014 You can’t exile more cards than the generic mana requirement of a spell with delve. For example, you can’t exile more than nine cards from your graveyard to cast Dead Drop.

LevelX: Fixed beyond v6.
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Re: Bug Reports 1.3.0 dev 2015-02-07

Postby Laqutis » 14 Feb 2015, 03:38

Silvestri wrote:
Laqutis wrote:While playing the AI I had put out Opalescence and Parallax Wave. With proper ordering of the stack I should be able to permanently exile all my opponents creatures. This does not happen

The proper sequence should work as follows
-Activate wave to target exile of enemy creature(s),
-Respond and assign Parallax Wave to target its self.
-Resolve the stack, Parallax wave targets it's self for exile
-This triggers the return all exiled cards to the field effect, to the top of the stack
-Stack resolves, A "NEW unique id" parallax wave should enter the field. **this is not happening**
-The stack should finish resolution, the enemy creatures are exiled *however* the return to the battle field effect should be tied to the ORIGINAL id Parallax Wave and thus will never trigger as the original wave no longer exists) **this doesn't happen, as the "NEW" Parallax Wave leaves play the cards exiled with the "previous" wave are returned to the battlefield**

as always thanks for your hard work and time :D
this sounds like it's working fine, when you exile itself, everything exiled with it comes back, so as soon as you resolve the exile on itself, wave and everything else comes back into play, so you have a new wave with full counters on it, and everything else comes back too
Sorry my friend but you are just flat out wrong. :D

403.4. Whenever a permanent enters the battlefield, it becomes a new object and has no relationship to any previous permanent represented by the same card, except for the cases listed in rule 400.7. (This is also true for any objects entering any zone.)

400.7. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. There are seven exceptions to this rule: this is not one :)

You forget the stack resolves "last to first", so you order the enemy creatures to exile on the stack first and the last thing you order is for wave to exile itself. Wave is the first thing and only thing ever exiled by the "current" id Wave and thus is returned on the return trigger which again goes on the stack "last" so it happens first. Every trigger after is still on the stack and tied to the "old" wave which now no longer exists :) hope that helps

After further experimenting i have found that Opalescence also has some problems especially with the Theros god's. It flat out ignored Erebos, God of the Dead, Thassa, God of the Sea was made a 3/3 but then temporary effects that lowered power and toughness (Elesh Norn, Grand Cenobite coming into and out of play) remained permanent on her. Any other enchantments that did not become "manchanments" have been sent through the feedback option as they have been discovered.

Thx again everyone
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Re: Bug Reports 1.3.0 dev 2015-02-07

Postby emerald000 » 14 Feb 2015, 04:19

Laqutis wrote:After further experimenting i have found that Opalescence also has some problems especially with the Theros god's. It flat out ignored Erebos, God of the Dead, Thassa, God of the Sea was made a 3/3 but then temporary effects that lowered power and toughness (Elesh Norn, Grand Cenobite coming into and out of play) remained permanent on her. Any other enchantments that did not become "manchanments" have been sent through the feedback option as they have been discovered.
Just wanted to clarify how Opalescence and Theros gods should be working since this is kind of a tricky interaction.

If you have enough devotion, the Gods are creature with P/T equal to their CMC.

Otherwise, since both the God type-effect and Humility apply on layer 4, and there is no dependency, it is a matter of timestamps. If Humility entered the battlefield first, it will turn the god in a creature, then the God's ability will remove the creature type. So it will not be a creature. If the God entered first, Humility will applied last and the God will be a creature with P/T equal to its CMC.
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