[still bugged]Chronozoa - Paradox Haze issue
Report wrong Card behavior to get it fixed.
PLEASE ADD SAVEGAMES TO YOUR TOPIC !
PLEASE ADD SAVEGAMES TO YOUR TOPIC !
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[still bugged]Chronozoa - Paradox Haze issue
by joo » 05 Sep 2013, 08:45
Describe the Bug:
If Chronozoa 's last time counter is removed by some other method other than the "natural" one (i.e. getting a counter removed during upkeep due to "Vanishing" ability), such as with Jhoira's Timebug , Clockspinning , Rift Elemental or Fury Charm , the creature will simply die and does not get "cloned".
Which card did behave improperly ?
Chronozoa
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
July 2013 v2
What exactly should be the correct behavior/interaction ?
Whenever Chronozoa dies, if it has zero time counters on it (regardless of how the last counter got removed), it should make 2 copies of itself.
Are any other cards possibly affected by this bug ?
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(savegames enclosed)
If Chronozoa 's last time counter is removed by some other method other than the "natural" one (i.e. getting a counter removed during upkeep due to "Vanishing" ability), such as with Jhoira's Timebug , Clockspinning , Rift Elemental or Fury Charm , the creature will simply die and does not get "cloned".
Which card did behave improperly ?
Chronozoa
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
July 2013 v2
What exactly should be the correct behavior/interaction ?
Whenever Chronozoa dies, if it has zero time counters on it (regardless of how the last counter got removed), it should make 2 copies of itself.
Are any other cards possibly affected by this bug ?
---
(savegames enclosed)
chronozoa.rar- savegame
- (2.06 KiB) Downloaded 240 times
clockspinning.rar- another savegame
- (2.5 KiB) Downloaded 249 times
Last edited by Aswan jaguar on 17 Feb 2017, 14:15, edited 6 times in total.
Reason: still bugged by BAgate-reconfirmed and retitled by me
Reason: still bugged by BAgate-reconfirmed and retitled by me
Re: Chronozoa
by joo » 05 Sep 2013, 09:04
Also, strangely, you sometimes seem to get free Air Elementals when Chronozoa does "clone itself".
(savegame enclosed)
(savegame enclosed)
chronozoa2.rar- savegame
- (2.65 KiB) Downloaded 256 times
Re: Chronozoa
by Aswan jaguar » 10 Sep 2013, 14:24
I confirm these bugs.
About the Air Elemental's that come for free when Chronozoa dies to counters has to do with bad interaction with Paradox Haze which Korath already fixed maybe this has been fixed,too.
Maybe Korath fixed another bug I found that if Chronozoa had 1 time counter with Paradox Haze in play targetting you and then in your upkeep triggered after the first upkeep you will have 2 Chronozoa (original died/copied)correctly but after that comes the 2nd upkeep and the 2 chronozoa have to loose a counter but this doesn't happen and they keep having 2 counters on them.
About the Air Elemental's that come for free when Chronozoa dies to counters has to do with bad interaction with Paradox Haze which Korath already fixed maybe this has been fixed,too.
Maybe Korath fixed another bug I found that if Chronozoa had 1 time counter with Paradox Haze in play targetting you and then in your upkeep triggered after the first upkeep you will have 2 Chronozoa (original died/copied)correctly but after that comes the 2nd upkeep and the 2 chronozoa have to loose a counter but this doesn't happen and they keep having 2 counters on them.
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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Re: [confirmed]Chronozoa
by Korath » 10 Sep 2013, 20:21
Nothing I've done will affect this. Paradox Haze fixes are always specific to the card they're interacting with (or at most to a handful of similar cards that share part of their code), and the fix for Rune-Tail, Kitsune Ascendant sometimes being an Air Elemental is specific to flipping/transforming/animating cards.
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Re: [confirmed]Chronozoa
by Korath » 14 Jan 2014, 22:59
This is currently working correctly in dev. Most of it seems to have already been fixed in time for the current patch. Rift Elemental and AEther Snap were still broken, and Fury Charm always removed all counters (as did many other things; the Thallid mechanic is prominent among them); fixed those in e475574, ece4d53, and 87ef52d respectively.
Paradox Haze interaction will have to wait until there's actually extra upkeeps, instead of each card's upkeep trigger being run repeatedly. This wouldn't actually be difficult, but Gargaroz recently went to a great deal of trouble to be sure everything's triggers the right number of times, and I'd feel bad about taking that out.
Paradox Haze interaction will have to wait until there's actually extra upkeeps, instead of each card's upkeep trigger being run repeatedly. This wouldn't actually be difficult, but Gargaroz recently went to a great deal of trouble to be sure everything's triggers the right number of times, and I'd feel bad about taking that out.
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Re: [confirmed]Chronozoa
by BAgate » 15 Jan 2014, 00:35
It's working in release too.
Working on: housekeeping and archived reports
Re: [part fixed, part waitlisted]Chronozoa
by Gargaroz » 03 Jun 2014, 14:06
Current status - it works almost perfectly apart from the following scenario :
Chronozoa with 1 counter + 1 Paradox Haze attached to yourself at upkeep phase -->
2 Chronozoa with 3 counters. It should be 2 Chronozoa with 2 counters, as on the first upkeep phase the counter is removed and Chronozoa duplicates, and on the second a Time counter should be removed from both Chronozoa.
And, of course, is tricky as hell to fix this.
Chronozoa with 1 counter + 1 Paradox Haze attached to yourself at upkeep phase -->
2 Chronozoa with 3 counters. It should be 2 Chronozoa with 2 counters, as on the first upkeep phase the counter is removed and Chronozoa duplicates, and on the second a Time counter should be removed from both Chronozoa.
And, of course, is tricky as hell to fix this.
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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: [part fixed, part waitlisted]Chronozoa
by Aswan jaguar » 04 Jan 2016, 15:32
A step back on this as now creates only 1 token when dying with no counters on it.
- Attachments
-
chronozoa only 1 token.rar- (2.37 KiB) Downloaded 224 times
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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Re: [part fixed, part waitlisted]Chronozoa
by Korath » 04 Jan 2016, 15:50
I'm getting the proper number of counters in dev, both with that save and in general. Number of tokens was broken while making all token generation honor Sleight of Mind; fixed in ce9b8b3.
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Re: [still bugged]Chronozoa
by BAgate » 26 Jan 2016, 03:35
Most of it works correctly, but still doesn't play nice with Paradox Haze. Chronozoa in play with 1 counter and a Paradox Haze affecting controller and after upkeep you are left with 2 Chronozoa with 3 counters each.
Working on: housekeeping and archived reports
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