[Not Solved] + [Unfixable] Bug Archive
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[Not Solved] + [Unfixable] Bug Archive
by Salbei » 19 Feb 2011, 09:59
This Topic Contains Unsolved / Unfixed Reports.
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Describe the Bug:
The AI does not see infect (creatures with it) as "poisonous".
In this case a 11/9 Phyrexian Hydra can just attack without getting blocked.Needless to say what 11 poison counters do.
Which card did behave improperly ?
none, the AI itself did not react properly.
Which Version did you use ? (Constructed, Limited)
Constructed, Solo Duel
What exactly should be the correct behavior/interaction ?
The Card itself is working fine, but the AI does not realize that 10 poison counters would kill the AI.
Are any other cards possibly affected by this bug ?
Every other Creature with Infect.
Possible Reason:
Theoretically there should already be a way to tell the AI what poison does since this mechanic already came with the basic game. Most likely this is caused by a missing data entry.
---
Describe the Bug:
The AI does not see infect (creatures with it) as "poisonous".
In this case a 11/9 Phyrexian Hydra can just attack without getting blocked.Needless to say what 11 poison counters do.
Which card did behave improperly ?
none, the AI itself did not react properly.
Which Version did you use ? (Constructed, Limited)
Constructed, Solo Duel
What exactly should be the correct behavior/interaction ?
The Card itself is working fine, but the AI does not realize that 10 poison counters would kill the AI.
Are any other cards possibly affected by this bug ?
Every other Creature with Infect.
Possible Reason:
Theoretically there should already be a way to tell the AI what poison does since this mechanic already came with the basic game. Most likely this is caused by a missing data entry.
- Attachments
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- Phyrexian Hydra.rar
- play 2 rancor and attack with hydra.AI will not block.
- (1.92 KiB) Downloaded 707 times
Last edited by Salbei on 01 Mar 2011, 07:12, edited 6 times in total.
Retired a long time ago. I will not reply.
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Re: Phyrexian Hydra
by aww1979 » 19 Feb 2011, 10:24
This was a problem in the original microprose game as well; it wouldn't see that it would die to poison counters. I've also seen this happen with Blightsteel Colossus; it just takes the hit even if it has a chump blocker. It won't block unless it thinks that the regular damage is a threat.
Technically this is more of an AI issue than a bug, though.
Technically this is more of an AI issue than a bug, though.
Re: Confirmed: Phyrexian Hydra
by Salbei » 19 Feb 2011, 10:28
Oh i did not know that. Been quite some time since i played the unmodified original.
Maybe there is a "workaround". In the Manalink.csv it is possible to determine the power/toughness as the AI should see it (if i remember correct).Would it help to increase this value by "a lot" to enforce the AI to block infect creatures earlier ?
Guess that would only work when the AI is below 10 life.Just an idea.
Offtopic:
So your permission to edit topic works, good.
Did you have the option to "sticky" it ? Maybe the permission is missing or you just forgot it
Please use the brackets [ ] , kinda looks weird when the other topics got it and one does not.
>>edit
Alright, the permissions seem to be ok.
Maybe there is a "workaround". In the Manalink.csv it is possible to determine the power/toughness as the AI should see it (if i remember correct).Would it help to increase this value by "a lot" to enforce the AI to block infect creatures earlier ?
Guess that would only work when the AI is below 10 life.Just an idea.
Offtopic:
So your permission to edit topic works, good.
Did you have the option to "sticky" it ? Maybe the permission is missing or you just forgot it
Please use the brackets [ ] , kinda looks weird when the other topics got it and one does not.
>>edit
Alright, the permissions seem to be ok.
Retired a long time ago. I will not reply.
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Salbei - DEVELOPER
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Re: Confirmed: Phyrexian Hydra
by Gargaroz » 19 Feb 2011, 14:07
Adjusted the data entry, but I'm not sure this will completely fix the bug. Remember that all the creatures that were originally coded in Manalink gives at maximum 2 poison counters.
Edit : I tried and as I suspected, this bug is more sneaky to fix than it seemed. After correcting the data entry, I putted into play a Phyrexian Hydra and the AI still doesn't block it.
Edit : I tried and as I suspected, this bug is more sneaky to fix than it seemed. After correcting the data entry, I putted into play a Phyrexian Hydra and the AI still doesn't block 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
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[checked] AVATAR - Chaos Orb [not solved]
by aww1979 » 20 Feb 2011, 13:52
Describe the Bug:
In Vanguard Vengeance challenge mode, AI cast Chalice of the Void, which is quite remarkable, given that it is uncoded :p
Which card did behave improperly ?
AVATAR - Chaos Orb
Which Version did you use ? (Constructed, Limited)
Constructed - Vanguard Vengeance Challenge
What exactly should be the correct behavior/interaction ?
Chaos orb avatar should not be able to pick cards that haven't been coded yet.
Are any other cards possibly affected by this bug ?
the other chaos orb avatar maybe?
In Vanguard Vengeance challenge mode, AI cast Chalice of the Void, which is quite remarkable, given that it is uncoded :p
Which card did behave improperly ?
AVATAR - Chaos Orb
Which Version did you use ? (Constructed, Limited)
Constructed - Vanguard Vengeance Challenge
What exactly should be the correct behavior/interaction ?
Chaos orb avatar should not be able to pick cards that haven't been coded yet.
Are any other cards possibly affected by this bug ?
the other chaos orb avatar maybe?
- Attachments
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- chalice.zip
- (4.88 KiB) Downloaded 633 times
Last edited by Salbei on 09 Mar 2011, 00:26, edited 6 times in total.
Reason: changed name
Reason: changed name
Re: AVATAR - Chaos Orb
by Cognis » 20 Feb 2011, 14:43
Can't confirm, save is corrupted or from a different version, at least that's what it says.
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Re: AVATAR - Chaos Orb
by Salbei » 20 Feb 2011, 23:32
So what is the bug ? Can´t follow you.Describe the Bug:
In Vanguard Vengeance challenge mode, AI cast Chalice of the Void, which is quite remarkable, given that it is uncoded :p
Retired a long time ago. I will not reply.
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Re: AVATAR - Chaos Orb [unconfirmed, sg corrupt + misleading
by aww1979 » 21 Feb 2011, 03:43
Chalice of the Void isn't in the deckbuilder yet. The chaos orb must be finding information from the csv file that is either incomplete or untested or not yet ready for the general public in some other way. I don't know if the card was actually working; the AI played it with X=0 and I didn't have any 0cc cards to test with.
Re: AVATAR - Chaos Orb [unconfirmed, sg corrupt]
by Salbei » 22 Feb 2011, 06:12
Took a look at this again. Can´t provide a working savegame but can confirm the bug.
The AI clearly got access to cards from the CUSTOM VERSION that should not be available at the Constructed version.
Since this only happens at Challenge mode Jatill would have to tell us if this is a bug or a feature.
-> [confirm]
The AI clearly got access to cards from the CUSTOM VERSION that should not be available at the Constructed version.
Since this only happens at Challenge mode Jatill would have to tell us if this is a bug or a feature.
-> [confirm]
Retired a long time ago. I will not reply.
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Salbei - DEVELOPER
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[checked] Lorescale Coatl [not solved]
by Aswan jaguar » 25 Feb 2011, 19:25
Describe the Bug:
An old bug with Lorescale Coatl doesn't get 2 (1-1) when I draw 2 cards with Mulldrifter but only 1(1-1) the same goes with Standstill I only get 1 (1-1)counter instead of three.But it works fine with Ancestral Recall.
Which card did behave improperly ?
Lorescale Coatl
Which Version did you use ? (Constructed, Limited)
Constructed
What exactly should be the correct behavior/interaction ?
Get as many counters as many cards you draw.
Are any other cards possibly affected by this bug ?
I don't know.
An old bug with Lorescale Coatl doesn't get 2 (1-1) when I draw 2 cards with Mulldrifter but only 1(1-1) the same goes with Standstill I only get 1 (1-1)counter instead of three.But it works fine with Ancestral Recall.
Which card did behave improperly ?
Lorescale Coatl
Which Version did you use ? (Constructed, Limited)
Constructed
What exactly should be the correct behavior/interaction ?
Get as many counters as many cards you draw.
Are any other cards possibly affected by this bug ?
I don't know.
Last edited by Salbei on 01 Mar 2011, 07:17, edited 3 times in total.
Reason: renamed topic
Reason: renamed topic
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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Re: Lorescale Coatl
by stassy » 26 Feb 2011, 04:14
Effect confirmed for Standstill from your save, though it work for some others cards like Balance of Power or Braingeyser.
I also happened to find a bug with your save with Bone Shredder and Bribery (though must be Bribery bug)
I also happened to find a bug with your save with Bone Shredder and Bribery (though must be Bribery bug)
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[checked] Phyrexian Crusader [not solved]
by aww1979 » 26 Feb 2011, 23:28
Describe the Bug:
Infect does not put counters on the target creature until the end of the combat phase, rather than as the damage is dealt. In this savegame, Phyrexian Crusader blocked a 2/3 Llanowar Elves. The crusader has first strike, and should have made the elves into a 0/1 creature BEFORE the elves had the opportunity to deal damage, not after. (as the elves do not have first strike)
Which card did behave improperly ?
Phyrexian Crusader
Which Version did you use ? (Constructed, Limited)
Constructed (using the most recent update: feb 8 daughter's slaughter)
What exactly should be the correct behavior/interaction ?
Phyrexian Crusader should deal 2 first strike infect damage. The 2/3 creature it blocked should become a 0/1, and then the 0/1 creature will deal its damage. (in this case, 0)
Are any other cards possibly affected by this bug ?
Everything with infect, most especially those that also have first strike, but even the ones that don't, since you can give creatures first strike or double strike with various other cards.
Infect does not put counters on the target creature until the end of the combat phase, rather than as the damage is dealt. In this savegame, Phyrexian Crusader blocked a 2/3 Llanowar Elves. The crusader has first strike, and should have made the elves into a 0/1 creature BEFORE the elves had the opportunity to deal damage, not after. (as the elves do not have first strike)
Which card did behave improperly ?
Phyrexian Crusader
Which Version did you use ? (Constructed, Limited)
Constructed (using the most recent update: feb 8 daughter's slaughter)
What exactly should be the correct behavior/interaction ?
Phyrexian Crusader should deal 2 first strike infect damage. The 2/3 creature it blocked should become a 0/1, and then the 0/1 creature will deal its damage. (in this case, 0)
Are any other cards possibly affected by this bug ?
Everything with infect, most especially those that also have first strike, but even the ones that don't, since you can give creatures first strike or double strike with various other cards.
- Attachments
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- infect.zip
- (4.76 KiB) Downloaded 614 times
Last edited by Salbei on 01 Mar 2011, 07:14, edited 4 times in total.
Reason: renamed topic , sticky
Reason: renamed topic , sticky
Re: Phyrexian Crusader
by aww1979 » 26 Feb 2011, 23:29
Just noticed another bug with the same card. With Noble Purpose in play, I didn't gain life when the Phyrexian Crusader dealt infect damage.
Re: Phyrexian Crusader
by Gargaroz » 27 Feb 2011, 02:19
I looked at the code and probably those two bugs cannot be fixed.
As for the first strike bug, there's literally no way it should work in the way you described, judging by the code. But it actually works in that way, so I really don't know how to fix that.
The Noble Purpose bug can be fixed, but it would slow down the game, so I'll probably leave things as they are.
As for the first strike bug, there's literally no way it should work in the way you described, judging by the code. But it actually works in that way, so I really don't know how to fix that.
The Noble Purpose bug can be fixed, but it would slow down the game, so I'll probably leave things as they are.
----
- 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: [confirmed] Lorescale Coatl
by Gargaroz » 27 Feb 2011, 02:35
Another mysterious bug : no reason for that in the code. Probably need some strange workaround to fix it, I'll let you know.
----
- 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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- Been thanked: 595 times
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