[Old confirmed] Bug Archive
Moderators: BAgate, drool66, Aswan jaguar, gmzombie, stassy, CCGHQ Admins
Re: [only partly confirmed]Naya Charm
by Aswan jaguar » 13 Apr 2013, 08:55
Naya Charm seems to have a problem with a specific card to return from battlefield = Hellfire Mongrel the other cards in your savegame worked fine.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
-
Aswan jaguar - Super Tester Elite
- Posts: 8094
- Joined: 13 May 2010, 12:17
- Has thanked: 733 times
- Been thanked: 468 times
Re: [only partly confirmed]Naya Charm
by Aswan jaguar » 14 Apr 2013, 07:17
Although I don't know why you destroyed your own Jayemdae Tome (unless you did it for testing it) I can't confirm that either as Naya Charm brought it back to my hand as it should.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
-
Aswan jaguar - Super Tester Elite
- Posts: 8094
- Joined: 13 May 2010, 12:17
- Has thanked: 733 times
- Been thanked: 468 times
Re: [fixed-check new update]Dark Ritual+Manabarbs+Beacon of
by stassy » 15 Apr 2013, 07:12
Unfortunately at CLv2 the bug still occur
A weird behavior noticed now is the Casting Chain windows stay in the bf at sorcery phase and disappear at cleanup phase
A weird behavior noticed now is the Casting Chain windows stay in the bf at sorcery phase and disappear at cleanup phase
- Attachments
-
- 1.zip
- (2.22 KiB) Downloaded 294 times
- stassy
- Moderator
- Posts: 5274
- Joined: 25 Feb 2009, 07:06
- Has thanked: 471 times
- Been thanked: 337 times
Re: [confirmed]Zedruu the Greatherder
by 0rion79 » 15 Apr 2013, 08:55
Pals, is there any hope to fix this card? Or has to be an aproximation forever? with latest patch (april 2013) it is still not working!Gargaroz wrote:Orion, do you read my message just above yours ? I wrote the exact same thing
-
0rion79 - Posts: 1520
- Joined: 24 Feb 2009, 18:33
- Location: Italy
- Has thanked: 94 times
- Been thanked: 61 times
Re: [Old confirmed] Bug Archive
by stassy » 15 Apr 2013, 10:14
Well I guess you can suppose it's :
- Forever approximation until someone can break hardcoded stuff
- Not on priority list
- Forever approximation until someone can break hardcoded stuff
- Not on priority list
- stassy
- Moderator
- Posts: 5274
- Joined: 25 Feb 2009, 07:06
- Has thanked: 471 times
- Been thanked: 337 times
Re: [Old confirmed] Bug Archive
by stassy » 15 Apr 2013, 12:31
On the others side, you can debug add yourself life and cards according to the number of permanent Zedruu gave(easily countable since they have a legacy effect on them)
- stassy
- Moderator
- Posts: 5274
- Joined: 25 Feb 2009, 07:06
- Has thanked: 471 times
- Been thanked: 337 times
[confirmed-wait]Keyrunes
by stassy » 15 Apr 2013, 17:26
Describe the Bug:
Some Keyrunes will be buried after resolution of animation effect.
Which card did behave improperly ?
Dimir Keyrune
Golgari Keyrune
Orzhov Keyrune
Rakdos Keyrune
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
CLv2
What exactly should be the correct behavior/interaction ?
All Keyrunes will not be buried after resolution of animation effect.
Are any other cards possibly affected by this bug ?
-
The bug return in CLv2, except it's a bit different in the Keyrune list
Also if you animate a Keyrune using the mana of another Keyrune, the latter will randomly be animated when tapped
From the screenshoot above, I animated a Boros Keyrune and took mana from Izzet Keyrune and Selesnya Keyrune, one did get animated and not the other. Also when animating 2 Boros Keyrune the result will be different (I suspect it's due to the previous Keyrune being animated or not the turn before)
Some Keyrunes will be buried after resolution of animation effect.
Which card did behave improperly ?
Dimir Keyrune
Golgari Keyrune
Orzhov Keyrune
Rakdos Keyrune
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
CLv2
What exactly should be the correct behavior/interaction ?
All Keyrunes will not be buried after resolution of animation effect.
Are any other cards possibly affected by this bug ?
-
The bug return in CLv2, except it's a bit different in the Keyrune list
Also if you animate a Keyrune using the mana of another Keyrune, the latter will randomly be animated when tapped
From the screenshoot above, I animated a Boros Keyrune and took mana from Izzet Keyrune and Selesnya Keyrune, one did get animated and not the other. Also when animating 2 Boros Keyrune the result will be different (I suspect it's due to the previous Keyrune being animated or not the turn before)
- Attachments
-
- 1.zip
- (3.05 KiB) Downloaded 278 times
Last edited by stassy on 06 May 2013, 16:13, edited 2 times in total.
Reason: confirmed bug
Reason: confirmed bug
- stassy
- Moderator
- Posts: 5274
- Joined: 25 Feb 2009, 07:06
- Has thanked: 471 times
- Been thanked: 337 times
[confirmed partly]Deathrender
by stassy » 18 Apr 2013, 06:46
Describe the Bug:
- Deathrender does not activate when equipped creature die
- Deathrender randomly activate on opponent pre combat phase turn if owner equipped it again on another creature
Which card did behave improperly ?
Deathrender
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
CLv2
What exactly should be the correct behavior/interaction ?
- Deathrender does activate when equipped creature die
Are any other cards possibly affected by this bug ?
-
- Deathrender does not activate when equipped creature die
- Deathrender randomly activate on opponent pre combat phase turn if owner equipped it again on another creature
Which card did behave improperly ?
Deathrender
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
CLv2
What exactly should be the correct behavior/interaction ?
- Deathrender does activate when equipped creature die
Are any other cards possibly affected by this bug ?
-
- Attachments
-
- 1.zip
- (2.43 KiB) Downloaded 292 times
Last edited by Aswan jaguar on 19 Apr 2013, 14:02, edited 1 time in total.
Reason: confirmed partly bug
Reason: confirmed partly bug
- stassy
- Moderator
- Posts: 5274
- Joined: 25 Feb 2009, 07:06
- Has thanked: 471 times
- Been thanked: 337 times
[confirmed]Caterwauling Boggart
by stassy » 18 Apr 2013, 09:57
Describe the Bug:
Caterwauling Boggart does not give pseudo unblockable but 2 or more blocker to Goblin
Caterwauling Boggart does not give pseudo unblockable but 2 or more blocker to Elemental
Which card did behave improperly ?
Caterwauling Boggart
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
CLv2
What exactly should be the correct behavior/interaction ?
Caterwauling Boggart does give pseudo unblockable but 2 or more blocker to Goblin
Caterwauling Boggart does give pseudo unblockable but 2 or more blocker to Elemental
Are any other cards possibly affected by this bug ?
-
Yes I know this ability is not possible, just wanted confirmation that it's for now a vanilla
Caterwauling Boggart does not give pseudo unblockable but 2 or more blocker to Goblin
Caterwauling Boggart does not give pseudo unblockable but 2 or more blocker to Elemental
Which card did behave improperly ?
Caterwauling Boggart
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
CLv2
What exactly should be the correct behavior/interaction ?
Caterwauling Boggart does give pseudo unblockable but 2 or more blocker to Goblin
Caterwauling Boggart does give pseudo unblockable but 2 or more blocker to Elemental
Are any other cards possibly affected by this bug ?
-
Yes I know this ability is not possible, just wanted confirmation that it's for now a vanilla
Last edited by Aswan jaguar on 06 May 2013, 07:53, edited 1 time in total.
Reason: confirmed bug
Reason: confirmed bug
- stassy
- Moderator
- Posts: 5274
- Joined: 25 Feb 2009, 07:06
- Has thanked: 471 times
- Been thanked: 337 times
Re: Deathrender
by Gargaroz » 18 Apr 2013, 14:36
There's something strange hardcoded stuff going on : if you try to sac the equipped creature, Deathrender triggers correctly, but it won't trigger if the creature dies in combat...
----
- 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
- Gargaroz
- Programmer
- Posts: 7097
- Joined: 06 Nov 2009, 11:11
- Has thanked: 82 times
- Been thanked: 595 times
Re: Deathrender
by Aswan jaguar » 18 Apr 2013, 17:20
It won't trigger if it dies by non combat damage like burn spells or destroy effects either.
About the 2nd bug Stassy mentioned it works partly like that:
If your equipped creature dies and then (only then)you attach Deathrender to another creature then the next time ANY player cast the first spell after that then Deathrender triggers and from then the card works fine since you get the creature you select from your hand to the battlefield and Deathrender becomes attached to it.
About the 2nd bug Stassy mentioned it works partly like that:
If your equipped creature dies and then (only then)you attach Deathrender to another creature then the next time ANY player cast the first spell after that then Deathrender triggers and from then the card works fine since you get the creature you select from your hand to the battlefield and Deathrender becomes attached to it.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
-
Aswan jaguar - Super Tester Elite
- Posts: 8094
- Joined: 13 May 2010, 12:17
- Has thanked: 733 times
- Been thanked: 468 times
[confirmed]AI-Duress
by Aswan jaguar » 20 Apr 2013, 17:18
Describe the Bug:
AI played duress and I had 4 creatures and Artifact Ward but it wasn't discarded (bug) and nothing else,too(correctly)
Which card did behave improperly ?
can it be that AI code has a may because for player it is mandatory as it should.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML.3-GATECRASH+V2
What exactly should be the correct behavior/interaction ?
Are any other cards possibly affected by this bug ?
AI played duress and I had 4 creatures and Artifact Ward but it wasn't discarded (bug) and nothing else,too(correctly)
Which card did behave improperly ?
can it be that AI code has a may because for player it is mandatory as it should.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML.3-GATECRASH+V2
What exactly should be the correct behavior/interaction ?
Are any other cards possibly affected by this bug ?
- Attachments
-
- discard -artfact ward.rar
- one turn late but you can see duress on AI graveyard and no card in mine and Artifact Ward in my hand and 4 creatures
- (1.82 KiB) Downloaded 316 times
Last edited by stassy on 21 Apr 2013, 05:19, edited 1 time in total.
Reason: bug confirmed
Reason: bug confirmed
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
-
Aswan jaguar - Super Tester Elite
- Posts: 8094
- Joined: 13 May 2010, 12:17
- Has thanked: 733 times
- Been thanked: 468 times
Re: AI-Duress?
by stassy » 21 Apr 2013, 05:19
confirmed in your savegame, however I can have the AI play it in a clean game =/
- stassy
- Moderator
- Posts: 5274
- Joined: 25 Feb 2009, 07:06
- Has thanked: 471 times
- Been thanked: 337 times
Who is online
Users browsing this forum: No registered users and 49 guests