Compiled Bug List
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Re: Compiled Bug List
by scherbchen1 » 31 May 2010, 15:19
Ohran Viper has "stoning" instead of "deathtouch" and does not kill walls.
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Re: Compiled Bug List
by aww1979 » 31 May 2010, 23:40
Activating the Isochron Scepter in this game (imprinted with Fork) is putting a Swamp into play on my side instead of forking, and I can activate the Scepter/Fork even if no appropriate spell is on the stack. Either way, it makes a Swamp :p
It's not an issue with interrupts, because in the past I have successfully put Mana Drain on Isochron Scepter and it works just like it should.
It's not an issue with interrupts, because in the past I have successfully put Mana Drain on Isochron Scepter and it works just like it should.
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Re: Compiled Bug List
by aww1979 » 01 Jun 2010, 21:27
AI played the second Bloodbraid Elf in this savegame. It cascaded into Maelstrom Pulse (destroying my Umezawa's Jitte) and then Maelstrom Pulse cascaded (!?!) into Terminate, destroying my Tidehollow Sculler. (yes :p it didn't pick the 7/8 Tarmogoyf, lol) In addition, I was not able to respond by using the jitte counters.
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Re: Compiled Bug List
by discoransom » 02 Jun 2010, 05:37
When I activate Genesis to return a creature other than Genesis, Genesis gets exiledaww1979 wrote:When AI activates Genesis, the game crashes.
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Re: Compiled Bug List
by Tyranix95 » 02 Jun 2010, 06:00
I got the latest update from the 20100528.rar.
Ran a quick white deck.
Saw the computer play a 7/7 Gold Firebreathing for 1 Red mana on the first turn.
Crusade and Jihad made it even stronger.
And, before it attacked me for massive damage each round, it removed my white creature from play (exiled [?]).
Please Correct If Possible.
If Not, Then Disregard.
Thanks.
---
WinXP, Sp3
Ran a quick white deck.
Saw the computer play a 7/7 Gold Firebreathing for 1 Red mana on the first turn.
Crusade and Jihad made it even stronger.
And, before it attacked me for massive damage each round, it removed my white creature from play (exiled [?]).
Please Correct If Possible.
If Not, Then Disregard.
Thanks.
---
WinXP, Sp3
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Re: Compiled Bug List
by aww1979 » 03 Jun 2010, 04:46
Pyromancer Ascension sometimes doesn't process the second one or more if multiple copies are in play. If you pick the ones to add counters *before* you pick the ones to copy, you can add all the counters and then copy one spell, but it doesn't seem to want to copy more than one spell if you have two with 2 counters each on them.
I'm having great fun with a (slightly modded) deck based around this card that I took from the 2009 Standard Championships by Naoki Sakaguchi. I was looking at the decks to get ideas for the tournament, and I heartily commend him for building a *unique* deck in a list where everybody else is netdecking each other; there are actually only about 10 unique decks in there, and about 7 of them were done by a dozen people or more each. (here's looking at you, Jund)
I'm having great fun with a (slightly modded) deck based around this card that I took from the 2009 Standard Championships by Naoki Sakaguchi. I was looking at the decks to get ideas for the tournament, and I heartily commend him for building a *unique* deck in a list where everybody else is netdecking each other; there are actually only about 10 unique decks in there, and about 7 of them were done by a dozen people or more each. (here's looking at you, Jund)
Re: Compiled Bug List
by Tyranix95 » 04 Jun 2010, 21:28
Hi team,
I'm new at this so please correct me if I'm wrong.
I opened SkyMagic Editor today and saw two different magic cards registered to one game ID number.
I believe this may explain some of the card errors (bugs) that I've been seeing lately.
For an example of cards with problems:
#28 Castle in the Manalink.CSV File; and,
#28 Celestial Colonnad in the Magic.exe File.
#82 Feedback in the Manalink.CSV File; and,
#82 Loam Lion in the Magic.exe File.
#85 Firebreathing in the Manalink.CSV File; and,
#85 Novablast Wurm in the Magic.exe File.
#1741 Mindstab Thrull in the Manalink.CSV File; and,
#1741 Gaddock Teeg in the Magic.exe File.
And, for example of cards without problems:
#9 Badlands in the Manalink.CSV File; and,
#9 Badlands Teeg in the Magic.exe File.
#221 Serra Angel in the Manalink.CSV File; and,
#221 Serra Angel in the Magic.exe File.
#249 Time Walk in the Manalink.CSV File; and,
#249 Time Walk in the Magic.exe File.
So, I think that some cards may have mismatched game code.
Hope This Helps.
If not, Then disregard.
I'm new at this so please correct me if I'm wrong.
I opened SkyMagic Editor today and saw two different magic cards registered to one game ID number.
I believe this may explain some of the card errors (bugs) that I've been seeing lately.
For an example of cards with problems:
#28 Castle in the Manalink.CSV File; and,
#28 Celestial Colonnad in the Magic.exe File.
#82 Feedback in the Manalink.CSV File; and,
#82 Loam Lion in the Magic.exe File.
#85 Firebreathing in the Manalink.CSV File; and,
#85 Novablast Wurm in the Magic.exe File.
#1741 Mindstab Thrull in the Manalink.CSV File; and,
#1741 Gaddock Teeg in the Magic.exe File.
And, for example of cards without problems:
#9 Badlands in the Manalink.CSV File; and,
#9 Badlands Teeg in the Magic.exe File.
#221 Serra Angel in the Manalink.CSV File; and,
#221 Serra Angel in the Magic.exe File.
#249 Time Walk in the Manalink.CSV File; and,
#249 Time Walk in the Magic.exe File.
So, I think that some cards may have mismatched game code.
Hope This Helps.
If not, Then disregard.
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Re: Compiled Bug List
by aww1979 » 05 Jun 2010, 01:10
If a creature attacks equipped with Umezawa's Jitte, and Maze of Ith untaps it, the creature still gets counters. Also, if a planeswalker is attacked, and Maze of Ith is used on the attacker, the planeswalker still takes damage.
Re: Compiled Bug List
by aww1979 » 05 Jun 2010, 01:27
Cosi's Trickster doesn't get a counter if its controller casts Timetwister.
Re: Compiled Bug List
by scherbchen1 » 05 Jun 2010, 01:31
if you remove from the game Progenitus in order to pay the alternate cost of Force of Will Progenitus will get shuffled back into your library. this is a hint for the June tournament
Natural Order in hand but also got all of your Progenitus in hand as well as a Force of Will? pitch the 10/10 to FoW any time you feel it is right to do so and safely cast Natural Order for the "removed" Progenitus next turn.
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Re: Compiled Bug List
by Jonix » 07 Jun 2010, 13:40
Found this bug today:
I had a Zephyr Falcon in play and 2 Tawnos's Weaponry along with other cards. Weaponries are tapped and target Falcon. Opponent uses Hurkyl's Recall to return all my artifacts to my hand, including Weaponries. However, after Weaponries come out of play, the effects of them are still on the Falcon.
I played Weaponries again and boosted Zephyr Falcon up to 5/5.
I had a Zephyr Falcon in play and 2 Tawnos's Weaponry along with other cards. Weaponries are tapped and target Falcon. Opponent uses Hurkyl's Recall to return all my artifacts to my hand, including Weaponries. However, after Weaponries come out of play, the effects of them are still on the Falcon.
I played Weaponries again and boosted Zephyr Falcon up to 5/5.
Re: Compiled Bug List
by antti » 07 Jun 2010, 21:49
found some bugs today:
Pernicious Deed destroys planeswalkers (and so does demystify
).
Sphinx of Lost Truths draws cards weirdly, allowing you to use dredge only on first draw.
Elspeth, Knight-Errant 's ultimate ability makes damage cards and effect cards (time legacy for example) indestructible so they don't get cleaned when turns end, so your small guys can kill opponent's big ones over time.
Life loss doesn't cause counters to be put on Bloodchief Ascension, only damage does.
Raging Ravine attack effect triggers whenever it becomes tapped, so you can take mana from it, activate it, untap it with Garruk Wildspeaker and then attack with it to give it two counters instead of one.
Computer played Gatekeeper of Malakir 's kicker cost when it was revealed from Oath of Druids. Same thing happened when gatekeeper was put into play with Eureka.
Cascade seems to be implemented as part of spell effect, not as casting trigger, so countering cascade spell also stops it's cascade from happening and also you get to cascade whenever Eureka puts cascade creature into play.
Bringer of the Black Dawn allows you to tutor on same turn when it is put into play from Oath of Druids.
Lodestone Golem does not seem to increase cost of flashbacking Dread Return.
Nothing too serious, just wanted to share these
Pernicious Deed destroys planeswalkers (and so does demystify
Sphinx of Lost Truths draws cards weirdly, allowing you to use dredge only on first draw.
Elspeth, Knight-Errant 's ultimate ability makes damage cards and effect cards (time legacy for example) indestructible so they don't get cleaned when turns end, so your small guys can kill opponent's big ones over time.
Life loss doesn't cause counters to be put on Bloodchief Ascension, only damage does.
Raging Ravine attack effect triggers whenever it becomes tapped, so you can take mana from it, activate it, untap it with Garruk Wildspeaker and then attack with it to give it two counters instead of one.
Computer played Gatekeeper of Malakir 's kicker cost when it was revealed from Oath of Druids. Same thing happened when gatekeeper was put into play with Eureka.
Cascade seems to be implemented as part of spell effect, not as casting trigger, so countering cascade spell also stops it's cascade from happening and also you get to cascade whenever Eureka puts cascade creature into play.
Bringer of the Black Dawn allows you to tutor on same turn when it is put into play from Oath of Druids.
Lodestone Golem does not seem to increase cost of flashbacking Dread Return.
Nothing too serious, just wanted to share these
Last edited by antti on 10 Jun 2010, 05:33, edited 6 times in total.
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Re: Compiled Bug List
by devintownsend » 08 Jun 2010, 02:17
Eureka: Entering play effects occur immediately upon playing the cards (example, I play Eureka and immediately choose to play Staunch Defenders, I immediately gain 4 life before my opponent has played a permanent). Entering play effects are supposed to enter the stack and occur all at once (in an order of your choosing) when the Eureka finishes resolving (i.e. everyone is done playing all of their permanents).
Fecundity: Card draw occurs when creatures are milled into the graveyard from the deck.
Fecundity: Card draw occurs when creatures are milled into the graveyard from the deck.
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Re: Compiled Bug List
by aww1979 » 08 Jun 2010, 04:43
@devintownsend: I never thought about that with Eureka; the new stack rules would do it the way you say, (at least I'm pretty sure it would) but I don't think it's possible, since the engine uses the old stack rules. It's correct under the old rules, since comes into play things didn't go on the stack.
This also means that my squirrel manalink deck is totally useless in real life, since it relied on playing Eureka, Deranged Hermit, Regal Force (drawing lots) and then playing all the rest of that with Eureka, hopefully chaining Regal Forces, Clones, and getting Coat of Arms and Akroma's Memorial, lol.
This also means that my squirrel manalink deck is totally useless in real life, since it relied on playing Eureka, Deranged Hermit, Regal Force (drawing lots) and then playing all the rest of that with Eureka, hopefully chaining Regal Forces, Clones, and getting Coat of Arms and Akroma's Memorial, lol.
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