[Not Solved] + [Unfixable] Bug Archive
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Re: Crypt Ghast & Extort in General
by porphyre » 24 Mar 2013, 19:04
Extort appears to not be asking for
on anything.
See attached w/ Crypt Ghast, Kingpin's Pet, and Blind Obedience.

See attached w/ Crypt Ghast, Kingpin's Pet, and Blind Obedience.
- Attachments
-
Extort.zip
- (3.36 KiB) Downloaded 395 times
[partially fixed]Domri Rade
by RanDomino » 24 Mar 2013, 20:21
Describe the Bug:
1) Domri Rade appears to shuffle the deck if you don't put the revealed card in your hand. The first picture shows the top card of the library.
After revealing a card, the shuffle animation plays.
The second picture shows me using the debug menu to draw a card immediately after.
(I drew a Wurmcoil Engine, not an Underground Sea)
2) minor- If you have at least two creatures and the AI has none, you should be able to have your creatures fight (assuming neither has shroud). Currently that option is disabled. However, if the AI has at least one creature, you can still have two of your creatures fight each other.
Which card did behave improperly ?
Domri Rade
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Lorwyn/Gatecrash 1.0 gauntlet
What exactly should be the correct behavior/interaction ?
Domri Rade should leave the revealed card on top if you don't put it in your hand.
You should be able to make your creatures fight each other.
Are any other cards possibly affected by this bug ?
Probably not.
1) Domri Rade appears to shuffle the deck if you don't put the revealed card in your hand. The first picture shows the top card of the library.
After revealing a card, the shuffle animation plays.
The second picture shows me using the debug menu to draw a card immediately after.
(I drew a Wurmcoil Engine, not an Underground Sea)
2) minor- If you have at least two creatures and the AI has none, you should be able to have your creatures fight (assuming neither has shroud). Currently that option is disabled. However, if the AI has at least one creature, you can still have two of your creatures fight each other.
Which card did behave improperly ?
Domri Rade
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Lorwyn/Gatecrash 1.0 gauntlet
What exactly should be the correct behavior/interaction ?
Domri Rade should leave the revealed card on top if you don't put it in your hand.
You should be able to make your creatures fight each other.
Are any other cards possibly affected by this bug ?
Probably not.
Last edited by stassy on 25 Mar 2013, 11:52, edited 1 time in total.
[fixed all but steal]Cipher, Voidwalk
by porphyre » 24 Mar 2013, 22:18
This is a weird, multi-card interaction with multiple parts. The attached save shows them all.
1) Multiple Ciphers do not all fire off. I have one creature with Voidwalk (encoded first) and Mental Vapors encoded. Only Voidwalk is firing off.
2) Voidwalk isn't returning stolen AI creatures correctly.
a) AI used Animate Dead to steal one of my creatures. I Voidwalked it and it returned to my (ie OWNER) side at EOT. Per card text, this is correct.
b) I used Simic Manipulator to steal opponent's creature. I then Voidwalked the creature. At EOT, the creature never came back at all. I can see it (Zombie Master) in the AI's r-click "View out-of-play cards" though, so it's not simply gone. It should have come back into play under AI's control.
3) Ciphered Voidwalk is creating a dummy card that stays on the battlefield every time it fires off. I assume other Cipher cards do the same.
1) Multiple Ciphers do not all fire off. I have one creature with Voidwalk (encoded first) and Mental Vapors encoded. Only Voidwalk is firing off.
2) Voidwalk isn't returning stolen AI creatures correctly.
a) AI used Animate Dead to steal one of my creatures. I Voidwalked it and it returned to my (ie OWNER) side at EOT. Per card text, this is correct.
b) I used Simic Manipulator to steal opponent's creature. I then Voidwalked the creature. At EOT, the creature never came back at all. I can see it (Zombie Master) in the AI's r-click "View out-of-play cards" though, so it's not simply gone. It should have come back into play under AI's control.
3) Ciphered Voidwalk is creating a dummy card that stays on the battlefield every time it fires off. I assume other Cipher cards do the same.
- Attachments
-
VoidwalkAndOthers.zip
- (3.98 KiB) Downloaded 384 times
Last edited by stassy on 25 Mar 2013, 13:19, edited 1 time in total.
Re: [confirmed]Cipher, Voidwalk, steal creatures interaction
by stassy » 25 Mar 2013, 13:20
confirmed, though I suspect as usual anything that interact with steal might break during the process.
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Re: [confirmed for all]Crypt Ghast & Extort in General
by Gargaroz » 25 Mar 2013, 14:34
About the mana enhancing abilities : it's the same for all similar cards, there's no specific event for that and could only be approximated.
Fixed the "extort" ability.
Fixed the "extort" ability.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: [confirmed]Domri Rade
by Gargaroz » 25 Mar 2013, 15:01
Fixed the first bug, I'll leave alone the second otherwise it will probably mess the AI.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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[unsolved]Guile-1st can't be coded,2nd approximation
by Althuna » 26 Mar 2013, 02:55
He doesn't seem to have the counter ability to play their card that you counter. Also, he gets blocked by single creatures when it should really be 3 or more.
Last edited by Aswan jaguar on 26 Mar 2013, 14:33, edited 2 times in total.
Reason: unsolved bugs
Reason: unsolved bugs
Re: Guile
by stassy » 26 Mar 2013, 07:15
confirmed for the counter ability, however the unblockable but for 3 blocker ability is a workaround :
- If you have at least 3 blocker the damage is correctly assigned to any blocker
- If you don't have 3 blocker you can still assign 1 or 2 blocker but the damage will get through as a trample ability


- If you have at least 3 blocker the damage is correctly assigned to any blocker
- If you don't have 3 blocker you can still assign 1 or 2 blocker but the damage will get through as a trample ability


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Re: [confirmed]Guile
by Gargaroz » 26 Mar 2013, 13:49
The first ability cannot be coded right now, so it only has the second, which is an approximation too 

----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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[partially fixed]Devouring Light
by 0rion79 » 26 Mar 2013, 15:16
: Devouring Light can target non-attacking and non-blocking creatures. Bug present even in the last expansion (March)
Last edited by stassy on 26 Mar 2013, 17:15, edited 1 time in total.
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Re: [confirmed]Guile
by Althuna » 27 Mar 2013, 00:34
Ahh well, nevermind. Maybe some day! Thanks for all this anyway.Gargaroz wrote:The first ability cannot be coded right now, so it only has the second, which is an approximation too
[unfixable]Desecration Demon
by stassy » 28 Mar 2013, 13:44
Describe the Bug:
Desecration Demon doesn't allow player to sac a creature at combat phase to trigger its ability
Which card did behave improperly ?
Desecration Demon
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
CLv1
What exactly should be the correct behavior/interaction ?
Desecration Demon doesn't allow player to sac a creature at combat phase to trigger its ability
Are any other cards possibly affected by this bug ?
-
Tried to put a stop at every combat phase but the trigger would still not happen.
Desecration Demon doesn't allow player to sac a creature at combat phase to trigger its ability
Which card did behave improperly ?
Desecration Demon
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
CLv1
What exactly should be the correct behavior/interaction ?
Desecration Demon doesn't allow player to sac a creature at combat phase to trigger its ability
Are any other cards possibly affected by this bug ?
-
Tried to put a stop at every combat phase but the trigger would still not happen.
Last edited by stassy on 28 Mar 2013, 15:23, edited 1 time in total.
Reason: bug not fixable
Reason: bug not fixable
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Re: Desecration Demon
by Gargaroz » 28 Mar 2013, 15:18
I tried different solutions, but this ability could not be approximated right now.
I'll remove the card for the next update.
I'll remove the card for the next update.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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[partially fixed]Worth, the Raidmother
by 0rion79 » 29 Mar 2013, 06:50
: Worth, the Raidmother may be activated even with other spells, as creatures, which are doubled as well. Also, if it clones a spell with X in its casting cost, the second spell which is cloned results having X = 0.
Last edited by stassy on 29 Mar 2013, 06:59, edited 1 time in total.
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