[Not Solved] + [Unfixable] Bug Archive
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[unfixable]Juggernaut: kamikaze effect on AI's creatures
by 0rion79 » 22 Feb 2012, 08:29
Let's see if it can be fixed!
Whenever the human player plays the Juggernaut the AI attacks with all of its creatures, despite of the fact they are stronger or weaker than the Juggernaut itself.
Maybe there is a mistake about flags, since the AI belives that all of its creatures must attack too!
Whenever the human player plays the Juggernaut the AI attacks with all of its creatures, despite of the fact they are stronger or weaker than the Juggernaut itself.
Maybe there is a mistake about flags, since the AI belives that all of its creatures must attack too!
Last edited by Aswan jaguar on 24 Feb 2012, 14:51, edited 2 times in total.
Reason: unfixable bug
Reason: unfixable bug
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Re: Juggernaut: kamikaze effect on AI's creatures
by stassy » 22 Feb 2012, 10:07
confirmed, unless it's a mana generating creature, if in the rounds before AI already started to attack the player it will consider either Juggernaut to be no creature or all his creatures are affected by Juggernaut ability and attack if able.
There is to note that if you cast another creature with block potential other than Juggernaut the brainless AI mode will stop and he won't attack anymore.
There is to note that if you cast another creature with block potential other than Juggernaut the brainless AI mode will stop and he won't attack anymore.
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Re: bouncing evoke stuff
by Gargaroz » 22 Feb 2012, 16:20
The problem with this bug is that the stack of Manalink is not the same of the actual magic, so the managing of triggered abilities is quite buggish and usually you cannot respond to CIP triggers. This is not fixable right now.
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- 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
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[unsolved]Ajani 's pridemate
by bgaut » 22 Feb 2012, 18:00
Describe the Bug:
whenever you gain life you may put a counter on ajani's pridemate ability doesn't work at leat for healing save and foutain of youth
Which card did behave improperly ?
Ajani 's pridemate
Which Version did you use ?(Constructed, Limited)and which update(date,name)
manalink 3.0 last version.
What exactly should be the correct behavior/interaction ?
you should out a Are any other cards possibly affected by this bug +1/1 counter on Ajani 's pridemate
whenever you gain life you may put a counter on ajani's pridemate ability doesn't work at leat for healing save and foutain of youth
Which card did behave improperly ?
Ajani 's pridemate
Which Version did you use ?(Constructed, Limited)and which update(date,name)
manalink 3.0 last version.
What exactly should be the correct behavior/interaction ?
you should out a Are any other cards possibly affected by this bug +1/1 counter on Ajani 's pridemate
ajanis pridemate.zip
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Last edited by Aswan jaguar on 23 Feb 2012, 14:15, edited 2 times in total.
Reason: unsolved
Reason: unsolved
Re: Ajani 's pridemate bug
by stassy » 22 Feb 2012, 18:31
confirmed, though I tested with many others spells and couldn't reproduce it.
I will update this post when I find more bugged card interaction.
List of cards not triggering Ajani's Pridemate found so far:
Angel's Feather
Corrupt
Crystal Rod
Death Grasp
Demon's Horn
Dragon's Claw
Drain Life
Iron Star
Ivory Cup
Kalastria Highborn
Bleak Coven Vampires
Kraken's Eye
Kor Firewalker
Obelisk of Alara
Relic Bind
Alabaster Potion
Absorb
Sol'Kanar the Swamp King
Soul Feast
Syphon Soul
Sorin's Thirst
Stream of Life
Urza's Chalice
Vicious Anger
Crumble
Wooden Sphere
I will update this post when I find more bugged card interaction.
List of cards not triggering Ajani's Pridemate found so far:
Angel's Feather
Corrupt
Crystal Rod
Death Grasp
Demon's Horn
Dragon's Claw
Drain Life
Iron Star
Ivory Cup
Kalastria Highborn
Bleak Coven Vampires
Kraken's Eye
Kor Firewalker
Obelisk of Alara
Relic Bind
Alabaster Potion
Absorb
Sol'Kanar the Swamp King
Soul Feast
Syphon Soul
Sorin's Thirst
Stream of Life
Urza's Chalice
Vicious Anger
Crumble
Wooden Sphere
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Re: [confirmed]Ajani 's pridemate
by Gargaroz » 23 Feb 2012, 14:07
I recently introduced a C hack that will solve this bug and others linked to life gain. However, thiw will work only with cards coded in C.
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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: [unsolved]Ajani 's pridemate
by Aswan jaguar » 23 Feb 2012, 14:28
I am just wondering weren't those cards working when it was first coded by Jatill?or fixed by Jatill in Octomber 2010?It seems very unlikely that nobody reported this bug.Or did we introduce an action to make lifegain more stable that messed up the card with no C coded cards?
It seems we are always going to have these bugs if all cards don't get coded in C unfortunately.
Thanks so much Gargaroz for your endurance and patience and resourcefulness to deal with these bugs over and over again.
It seems we are always going to have these bugs if all cards don't get coded in C unfortunately.
Thanks so much Gargaroz for your endurance and patience and resourcefulness to deal with these bugs over and over again.
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Re: [confirmed]Juggernaut: kamikaze effect on AI's creatures
by Gargaroz » 24 Feb 2012, 14:49
I fear this is not fixable, as there's something hardcoded generating the bug : I tried recoding Juggernaut, but the bug is still happening.
Plus, it doesn't happens with creatures that use the same attack_if_able function, like Galvanic Juggernaut.
Plus, it doesn't happens with creatures that use the same attack_if_able function, like Galvanic Juggernaut.
----
- 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: [wait-response]Lands that produce 2 mana when tapped.
by Aswan jaguar » 25 Feb 2012, 11:43
Gargaroz maybe then we should make this hack to Orzhov Basilica = probably it was forgotten because AI tries to put it in play and does nothing.
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Re: [wait-response]Lands that produce 2 mana when tapped.
by Gargaroz » 26 Feb 2012, 14:35
The hack is on even on Orzhov Basilica, AJ.
I tried to remove it and implement a way to "convince" the AI to play this lands only when there's another land in play, but it was effortless.
So, the hack will remain, at least for now.
I tried to remove it and implement a way to "convince" the AI to play this lands only when there's another land in play, but it was effortless.
So, the hack will remain, 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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Re: [wait-response]Lands that produce 2 mana when tapped.
by Aswan jaguar » 26 Feb 2012, 15:40
Maybe the hack is on Orzhov Basilica, but it is not effective I played 6,7 games and never AI got a Scrubland instead.AI selected Orzhov Basilica to put in play several times but the card remained every time in AI's hand instead of getting replaced in battlefield by Scrubland.
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[Unfixable]Karmic Guide
by jwallstone » 02 Mar 2012, 06:25
On the upkeep after Karmic Guide enters the battlefield, when you have to pay the echo costs, if you blink it with Momentary Blink, it still requires the echo cost to be paid. This should not happen. It should come in as a new copy of the card, with a new echo trigger for the next turn. The previous echo trigger should not affect the blinked Karmic Guide.
Last edited by stassy on 02 Mar 2012, 14:15, edited 3 times in total.
Reason: unfixable bug
Reason: unfixable bug
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Re: Karmic Guide
by stassy » 02 Mar 2012, 06:55
confirmed, this happen on all echo creatures, the combo echo + blink should reset the echo memory for next turn and not current.
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Re: [confirmed]Karmic Guide
by Aswan jaguar » 02 Mar 2012, 12:53
jwallstone please read this on how to report bugs and remember to attach savegames,thanks.
viewtopic.php?f=86&t=4012
viewtopic.php?f=86&t=4012
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