[fixed/closed]Spirit en-Kor can't be activated & others
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[fixed/closed]Spirit en-Kor can't be activated & others
by Nexhro » 22 Nov 2014, 17:18
Describe the Bug:
Spirit en-Kor's activated ability can't be activated.
Which card did behave improperly ?
Spirit en-Kor
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
KOT, duel
What exactly should be the correct behavior/interaction ?
Spirit en-Kor's activated ability can be activated.
Are any other cards possibly affected by this bug ?
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Spirit en-Kor's activated ability can't be activated.
Which card did behave improperly ?
Spirit en-Kor
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
KOT, duel
What exactly should be the correct behavior/interaction ?
Spirit en-Kor's activated ability can be activated.
Are any other cards possibly affected by this bug ?
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- Attachments
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SpiEnKor1.zip- (5.09 KiB) Downloaded 315 times
Last edited by BAgate on 23 Aug 2016, 06:00, edited 8 times in total.
Reason: closed
Reason: closed
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Nexhro - Posts: 1613
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Re: Spirit en-Kor can't be activated
by Nexhro » 22 Nov 2014, 17:36
This also affects Lancers en-Kor.
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Nexhro - Posts: 1613
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Re: [confirmed]Spirit en-Kor can't be activated
by Gargaroz » 29 Nov 2014, 18:04
Fixed in 07b2185
This also fixes spirit En-kor, Warrior En-Kor, Lancer En-Kor, which shares the same code.
This also fixes spirit En-kor, Warrior En-Kor, Lancer En-Kor, which shares the same code.
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- 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: [???]Spirit en-Kor can't be activated & others
by BAgate » 03 Jan 2015, 03:59
Works, but a question. Why doesn't this trigger during damage prevention like similar cards? You have to use this in advance which is somewhat confusing.
Working on: housekeeping and archived reports
Re: [???]Spirit en-Kor can't be activated & others
by Nexhro » 03 Jan 2015, 04:22
It's only confusing once you're used to the old school ruleset Manalink uses. if all cards with similiar wording worked the way teh Kor cycle does, I'd rejoice. Not being able to cast those instants when being targeted by a giant Mind Twist or having to gain life instead of potentially saving one of your creatures with that Atalya, Samite Master makes for less tactical play and renders those cards less useful than they should be.
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Nexhro - Posts: 1613
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Re: [???]Spirit en-Kor can't be activated & others
by BAgate » 03 Jan 2015, 08:29
I'd have no problem with the shield concept either (for regeneration as well). But since that isn't how other cards work, having this one work that way is disconcerting (and easy to mess up).
Working on: housekeeping and archived reports
Re: [???]Spirit en-Kor can't be activated & others
by Gargaroz » 07 Feb 2015, 14:10
It's all linked to the way Manalink handles damage cards, and it will be really complicate to implement these abilities the way the other damage-prevention effects works.
Waitlisted, for now.
Waitlisted, for now.
----
- 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
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Re: [???]Spirit en-Kor can't be activated & others
by Aswan jaguar » 07 Feb 2015, 14:37
I don't see the point in this.The cards work as they should -rules wise- and we want to spend time for nothing.It is a bit confusing but these are not prevention damage cards they are redirection damage cards and we could make a hint to players in the notes from developers forum and in my using Manalink 3.0 cards post how they work and that's it in my opinion.
For me this is fixed.
For me this is fixed.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Aswan jaguar - Super Tester Elite
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Re: [???]Spirit en-Kor can't be activated & others
by BAgate » 07 Feb 2015, 15:33
I guess I just don't like having multiple pages of errata players have to remember. When 99% of effects that involve preventing/redirecting damage work one way and this works another that can really screw up the game if you don't remember it is different. I agree it should be low priority, and ideally if it is a major project I'd prefer changing other cards to work the way this does as opposed to making this one work like the others, but I think it should be left open. Just my two cents.
Working on: housekeeping and archived reports
Re: [waitlisted]Spirit en-Kor can't be activated & others
by Korath » 03 Dec 2015, 00:20
...did this work at all for the AI in the KOT release? What I'm seeing now is that, as soon as it has a valid target, it activates repeatedly until it hits the AddCard limit.
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Re: [fixed]Spirit en-Kor can't be activated & others
by BAgate » 25 Dec 2015, 23:38
The AI will currently use it to prevent death, but (especially on its own turn) it will activate it way way to often. Should this be left as a bug or just noted in the AI improvements thread?
Working on: housekeeping and archived reports
Re: [fixed]Spirit en-Kor can't be activated & others
by Korath » 26 Dec 2015, 00:25
Leave as a bug. "The AI plays like a dumb computer game AI and not like a professional MTG player"-style bugs belong in AI improvements; "the AI does something useless so often it CRASHES THE GAME" doesn't.
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Korath - DEVELOPER
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Re: [still bugged]Spirit en-Kor can't be activated & others
by Korath » 27 Dec 2015, 14:47
As an aside, and going back to something mentioned earlier - one of the reasons that the damage prevention shields (and to a lesser extent, regeneration shields) mandated by the current rules work at all is that the controller of an object (i.e., you, or your creature or planeswalker) always gets to choose the order damage gets applied (rule 615.7).
If, say, you're being attacked by a Drudge Skeletons, a Nicol Bolas, and a Ravenous Rats, and you can't block but can cast a handy Hold at Bay, you can prevent all 7 damage from Nicol Bolas - and so keep from discarding - both in modern rules and in the original Manalink system. If it just makes a naive shield, like is done here, you're probably going to be forced to waste at least one point of prevention on one of the weenies, take at least 1 damage from Nicol Bolas, and discard your hand.
(Mind, Nicol Bolas's trigger is hosed so that you discard your hand even if you do prevent all the damage. But that's an entirely different problem.)
If, say, you're being attacked by a Drudge Skeletons, a Nicol Bolas, and a Ravenous Rats, and you can't block but can cast a handy Hold at Bay, you can prevent all 7 damage from Nicol Bolas - and so keep from discarding - both in modern rules and in the original Manalink system. If it just makes a naive shield, like is done here, you're probably going to be forced to waste at least one point of prevention on one of the weenies, take at least 1 damage from Nicol Bolas, and discard your hand.
(Mind, Nicol Bolas's trigger is hosed so that you discard your hand even if you do prevent all the damage. But that's an entirely different problem.)
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Re: [still bugged]Spirit en-Kor can't be activated & others
by Gargaroz » 13 Apr 2016, 15:49
Ok, damege prevention ability for the en-Kors redone in a more Manalink-esque way.
I've tested it and be advised that it has a peculiar timing so be sure to use each single activation carefully or you'll screw things up. I don't know if the AI will be able to use it...
I've tested it and be advised that it has a peculiar timing so be sure to use each single activation carefully or you'll screw things up. I don't know if the AI will be able to use it...
----
- 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
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