[Not Solved] + [Unfixable] Bug Archive
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Re: Not really a bug
by stassy » 08 Jan 2012, 15:29
I though also it was an already reported bug but couldn't find it again in the archives so...reformatting the entry
Also this case seems to only appear on Vampire Nighthawk, Tidehollow Strix appear not affected, and if 2 Vampire Nighthawk block one Vampire Nighthawk if you redistribute the damage to both blocker everybody will die as planned.
Also this case seems to only appear on Vampire Nighthawk, Tidehollow Strix appear not affected, and if 2 Vampire Nighthawk block one Vampire Nighthawk if you redistribute the damage to both blocker everybody will die as planned.
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Re: Vampire Nighthawk
by bgaut » 08 Jan 2012, 17:39
Thanks for your answer, thanks also for rewrinting my message in a suitable form ...
Re: [confirmed]Vampire Nighthawk
by Gargaroz » 09 Jan 2012, 02:31
It was already reported, and I still couldn't understand how to fix it.
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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
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[unfixable]Cathodion
by Aswan jaguar » 11 Jan 2012, 17:01
Describe the Bug:
Cathodion doesn't give 3 mana when dying
Which card did behave improperly ?
Cathodion
Which Version did you use ?(Constructed, Limited)and which update(date,name)
ManalinkAll-beta
What exactly should be the correct behavior/interaction ?
Cathodion must give 3 mana when dying
Are any other cards possibly affected by this bug ?
Cathodion doesn't give 3 mana when dying
Which card did behave improperly ?
Cathodion
Which Version did you use ?(Constructed, Limited)and which update(date,name)
ManalinkAll-beta
What exactly should be the correct behavior/interaction ?
Cathodion must give 3 mana when dying
Are any other cards possibly affected by this bug ?
- Attachments
-
Cathodion.zip
- (2.09 KiB) Downloaded 313 times
Last edited by Aswan jaguar on 21 Apr 2012, 18:52, edited 3 times in total.
Reason: bug not fixable
Reason: bug not fixable
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Re: [confirmed]Necropotence
by Gargaroz » 18 Jan 2012, 15:07
Reverted to the previous code, but the interaction with Spellbook is preserved.
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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: [confirmed]Necropotence
by Aswan jaguar » 18 Jan 2012, 16:15
So it is partly fixed right?
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Re: [confirmed]Necropotence
by Gargaroz » 18 Jan 2012, 17:35
Yes, but it won't remove the discarded cards with Hymn to Tourach, for example.
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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: [confirmed]Necropotence
by 0rion79 » 18 Jan 2012, 19:16
I think it is better in this way, Gargaroz. It is a good approximation. In the other way, it was nearly impossible to use, like having a Tormod's Crypt active each turn on us.
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[unsolved]Coat of Arms
by Aswan jaguar » 19 Jan 2012, 09:32
Describe the Bug:
Adaptive Automaton doesn't get the creature type for itself so Coat of Arms doesn't boost it or count it to the total number of that type
Which card did behave improperly ?
Adaptive Automaton
Which Version did you use ?(Constructed, Limited)and which update(date,name)
ManalinkAll-beta-new csv files
What exactly should be the correct behavior/interaction ?
As the card clearly says Adaptive Automaton becomes also the creature type it selects.
Are any other cards possibly affected by this bug ?
EDIT * If a picture is needed can be provided.
EDIT 2* Unfortunately this seems to be in the category it works only with cards coded in C as with such cards seems to work fine.
Adaptive Automaton doesn't get the creature type for itself so Coat of Arms doesn't boost it or count it to the total number of that type
Which card did behave improperly ?
Adaptive Automaton
Which Version did you use ?(Constructed, Limited)and which update(date,name)
ManalinkAll-beta-new csv files
What exactly should be the correct behavior/interaction ?
As the card clearly says Adaptive Automaton becomes also the creature type it selects.
Are any other cards possibly affected by this bug ?
EDIT * If a picture is needed can be provided.
EDIT 2* Unfortunately this seems to be in the category it works only with cards coded in C as with such cards seems to work fine.
- Attachments
-
Adaptive Automaton.zip
- (2.75 KiB) Downloaded 274 times
Last edited by Aswan jaguar on 30 Jan 2012, 11:44, edited 2 times in total.
Reason: bug unsolved-renamed topic from Adaptive Automaton to correct Coat of Arms
Reason: bug unsolved-renamed topic from Adaptive Automaton to correct Coat of Arms
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[unsolved]Lands that produce 2 mana when tapped.
by Aswan jaguar » 19 Jan 2012, 13:51
Describe the Bug:
Izzet Boilerworks and all such lands are played by AI without bouncing a land and they get transformed to the equivalent of dual lands e.g.( Volcanic Island )for Izzet Boilworkers and so on.All work properly to human.
Which card did behave improperly ?
1726 Selesnya Sanctuary
1727 Golgari Rot Farm
1728 Dimir Aqueduct
1729 Gruul Turf
1730 Izzet Boilerworks
1731 Azorius Chancery
1732 Rakdos Carnarium
1733 Simic Growth Chamber
Boros Garrison
Which Version did you use ?(Constructed, Limited)and which update(date,name)
Manalinkall-beta,and dbv2
What exactly should be the correct behavior/interaction ?
AI has to bounce a land when it uses them and not get a dual land instead.
Are any other cards possibly affected by this bug ?
Edit if there are more please if anyone can post them,I don't know how to search for them.
Izzet Boilerworks and all such lands are played by AI without bouncing a land and they get transformed to the equivalent of dual lands e.g.( Volcanic Island )for Izzet Boilworkers and so on.All work properly to human.
Which card did behave improperly ?
1726 Selesnya Sanctuary
1727 Golgari Rot Farm
1728 Dimir Aqueduct
1729 Gruul Turf
1730 Izzet Boilerworks
1731 Azorius Chancery
1732 Rakdos Carnarium
1733 Simic Growth Chamber
Boros Garrison
Which Version did you use ?(Constructed, Limited)and which update(date,name)
Manalinkall-beta,and dbv2
What exactly should be the correct behavior/interaction ?
AI has to bounce a land when it uses them and not get a dual land instead.
Are any other cards possibly affected by this bug ?
Edit if there are more please if anyone can post them,I don't know how to search for them.
- Attachments
-
Izzet Boilworks-Volcanic island AI.zip
- (3.03 KiB) Downloaded 300 times
Last edited by Aswan jaguar on 04 Apr 2012, 14:01, edited 5 times in total.
Reason: unsolved bug
Reason: unsolved bug
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Re: Lands that produce 2 mana when tapped.
by Gargaroz » 19 Jan 2012, 16:09
This was an hack did by Jatill, probably because otherwise the AI refuse to play these lands. I'll check this, but I don't know it's solveable.
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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: Lands that produce 2 mana when tapped.
by Aswan jaguar » 19 Jan 2012, 17:05
I thought I had read something about them but couldn't remember what.The hack is totally accepted if otherwise AI gets stack with them and cause AI trouble.
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Re: Adaptive Automaton doesn't get creature type for itself
by stassy » 20 Jan 2012, 04:35
confirmed
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Re: [confirmed]Adaptive Automaton
by Gargaroz » 23 Jan 2012, 01:37
The problem is Coat of Arms : even if it was recoded, it's still limited in some aspect. I couldn't improve it as it will slow down the game too much, at least 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
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