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Current Known Bugs list

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Re: Current Known Bugs list

Postby DennisBergkamp » 14 Apr 2010, 02:43

Yeah, it took me like 2 minutes to open either the deck editor or the card shop using your questdata file.
However, this wouldn't be a problem if a bunch of cards (a couple of thousand, probably) would get sold.
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Re: Current Known Bugs list

Postby freestorageaccount » 14 Apr 2010, 03:10

Haha, that's true. But selling those cards would probably take a while as it stands... (I wonder whether doing so would flood the market and put the card shop out of business. Poor shop. :( )

It seems Windrider Eel lacks an entry in card-pictures.txt.
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Re: Current Known Bugs list

Postby Vecc » 15 Apr 2010, 11:32

Just a small bug I thought I'd mention before I forget it:

It is possible to have a negative number of +1/+1 counters on a permanent by "removing" +1/+1 counters from that permanent when in fact it has none. Example: I equip my Phantom Centaur with a Behemoth Sledge. After all of it's +1/+1 counters have been removed, if it gets damaged again, it will become a 3/1 with -1 +1/+1 counters on it, which shouldn't happen.

Just when I was getting happy about my invulnerable Phantom Centaur... :lol: I suppose this happens to Phantom Nishoba and other similar creatures, too.
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Re: Current Known Bugs list

Postby Mr.Chaos » 15 Apr 2010, 17:59

I just played an elf deck vs an ally deck and noticed something that needs fixing.
If there is an Essence Warden in play and any ally with an ability that triggers when another ally enters play and you make Mutavault an ally creature until end of turn, the Essence Warden triggers but the ally does not.

Actually, the triggering of the Essence Warden is wrong and the ally is correct.

So, please,could you fix Essence Warden? (and probably Soul Warden too)
It is an old bug that has been around since these 2 cards entered Forge. But seeing as the ally cards do not trigger on a land becomming an ally, I figure you coderguys found a way to solve that problem. Please apply that to the wardens as well.
Thank you.
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby slapshot5 » 15 Apr 2010, 21:43

A couple things I've noticed:

1) Computer plays Festival of Trokin with no creatures in play
2) Riding the Dilu Horse only lasts until end of turn (it should be until End Of Game or other...)
3) playing Empty the Warrens didn't give me two goblins. It's like it did nothing. It was the only spell I played that turn.

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Re: Current Known Bugs list

Postby DennisBergkamp » 15 Apr 2010, 23:14

Mr.Chaos wrote:I just played an elf deck vs an ally deck and noticed something that needs fixing.
If there is an Essence Warden in play and any ally with an ability that triggers when another ally enters play and you make Mutavault an ally creature until end of turn, the Essence Warden triggers but the ally does not.

Actually, the triggering of the Essence Warden is wrong and the ally is correct.

So, please,could you fix Essence Warden? (and probably Soul Warden too)
It is an old bug that has been around since these 2 cards entered Forge. But seeing as the ally cards do not trigger on a land becomming an ally, I figure you coderguys found a way to solve that problem. Please apply that to the wardens as well.
Thank you.
Currently the way allies and the wardens work is completely different... anyway, I made a hack for the wardens a long while ago which just says to ignore the man lands (try it with a Forbidding Watchtower or Treetop Village, it shouldn't trigger). So I'll add Mutavault to that list :mrgreen:
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Re: Current Known Bugs list

Postby freestorageaccount » 16 Apr 2010, 00:07

Coloured mana from snow permanents {S} is used first to reduce or pay generic mana costs {1} rather than matching coloured costs {U}, but will work for the latter once the former have been exhausted. This may be relevant to the bug with those hybrid cards such as Spectral Procession in which six snow mana are always required to cast the spell regardless of colour.

I also used snow mana from the mana pool somehow to get seven mana for the price of six. Strange.
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Re: Current Known Bugs list

Postby Mr.Chaos » 16 Apr 2010, 14:08

Another Mutavault bug: In my ally deck (ally ascention), I tend to make Mutavault an ally if I have Undu Cleric in play to grab an extra life. (this works as intended)
But if I also have a Kazuul Warlord in play, the Mutavault ally also gets a +1/+1 counter. (this is also as intended)
The bug? The +1/+1 counter(s) stay on once the Mutavault stops being an ally. At end of turn, these counters should be removed.
As it is, each time I activate Mutavault, it still has the old counters on it and it becomes really powerfull in just a few turns.

Mmm... another one of those "Should I even report it? Because I actually like abusing it" bugs.
Well, only as long as compy is not (ab)using it, of course.
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Re: Current Known Bugs list

Postby Niv-Mizzet » 16 Apr 2010, 14:37

Mr.Chaos wrote:The bug? The +1/+1 counter(s) stay on once the Mutavault stops being an ally. At end of turn, these counters should be removed.
As it is, each time I activate Mutavault, it still has the old counters on it and it becomes really powerfull in just a few turns.
Actually that's also not a bug. When a permanent ceases to be a creature (like at the end of the turn) you have to unattach all auras that become illegal, and equipment and such, but there's no rule that removes counters. In fact, some lands have counter acquisition built in, such as Llanowar Reborn, which comes out with its own +1/+1 counter, and the new Raging Ravine which gets to build them up every time it attacks.
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Re: Current Known Bugs list

Postby DennisBergkamp » 16 Apr 2010, 18:06

Pfew, that's good to know it's not a bug, it would be really hard to fix :mrgreen:
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Re: Current Known Bugs list

Postby Mr.Chaos » 16 Apr 2010, 18:47

So the counters actually stay on eventhough the land is no loger a creature? COOL!
I did not know that. Thanks Niv-Mizzet. :D
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Re: Current Known Bugs list

Postby Caranthol » 16 Apr 2010, 23:55

Landbind Ritual only give 1 life, instead the 2 that says the card text.
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Re: Current Known Bugs list

Postby Mr.Chaos » 17 Apr 2010, 15:22

Compy used Lignify on my Figure of Destiny and I had Disenchant in hand and 2 lands free so I thought:"No broblem, bring it on." Then the card did not show up under the Figure so I put the cursor over it... It had been altered by Lignify allright! Dug into compy's graveyard and saw... that Lignify is a sorcery instead of the enchantment it should be!
NOT FAIR! :evil: This makes Lignify far too powerfull! :x

So, now I have a 0/4 Figure of Destiny that cannot fullfill it's destiny. Go figure. :x
Oh, well. At least I still have a Disenchant in hand.
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Re: Current Known Bugs list

Postby ajcgr » 17 Apr 2010, 17:00

Hi, a bug with Drowned Catacomb:

when it enters the battlefield (i controlling and island or swamp), enters untapped.

Thanks. :wink:
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Re: Current Known Bugs list

Postby DennisBergkamp » 17 Apr 2010, 17:52

ajcgr wrote:Hi, a bug with Drowned Catacomb:

when it enters the battlefield (i controlling and island or swamp), enters untapped.

Thanks. :wink:
Hmm, so what's the bug :) ?
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