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[Old confirmed] Bug Archive

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Re: Challenge, That's Not my Deck

Postby Gargaroz » 04 Jun 2012, 14:18

This challenge was modified, but I forgot to update the wiki, sorry.
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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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Re: Challenge, That's Not my Deck

Postby gabeiq » 04 Jun 2012, 19:56

In that case I ask you gently to reconsider or ask Jatill for any idea (maybe handcap, maybe restric these random generator for a specific pool of cards) cause a total random deck, against decks like slivers and vampires witch computer can handle very well will make this challenge 100% lucky not counting the crashs!!!!! lOl
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Re: Challenge, That's Not my Deck

Postby Gargaroz » 05 Jun 2012, 01:31

I could do that, but isn't this Challenge supposed to be "random" ? And consider that the new incarnation is a lot less random that the previous one (decks are designed to contain at least 20 creatures).
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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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[confirmed]Sower of Temptation

Postby RanDomino » 05 Jun 2012, 03:20

Not sure if this is solvable and sorry if I'm bringing up an old bug, but I didn't find it in a search.

Describe the Bug:
A Sower of Temptation that leaves play immediately due to two Heartless Summonings results in the creature being stolen permanently.

Which card did behave improperly ?
Sower of Temptation

Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Avacyn's Machinery

What exactly should be the correct behavior/interaction ?
Sower's stealing effect should not happen at all if it enters play as a 0/0 due to the condition of its continuous effect. It would probably be fine if the creature switched sides but immediately returned.

Are any other cards possibly affected by this bug ?
Possibly other cards that create continuous effects templated like Sower.
Attachments
Sower of Temptation.zip
(5.69 KiB) Downloaded 259 times
Last edited by stassy on 05 Jun 2012, 04:21, edited 1 time in total.
Reason: bug confirmed
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Re: Challenge, That's Not my Deck

Postby stassy » 05 Jun 2012, 04:15

If I remember, the old Challenge had "fixed" random so that swapped card was limited to a few randomized cards, giving a chance to "choose" the best cards among the few swapped ones.
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Re: Sower of Temptation

Postby stassy » 05 Jun 2012, 04:21

confirmed
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Re: Challenge, That's Not my Deck

Postby gabeiq » 05 Jun 2012, 11:06

In that case sorry, looks like this topic dont belong to this BUG section anymore.

Like stassy said, in Jatill challenge it keeps your lands and costs, just trading the card for ones with same cost(for example if you have a brainstorm in your deck, it could turn into a unsumon, ancestral recall, force spike, manta riders or whatever have U as CC) and decks are built around cards that have none (like lighting helix) or good replacements(like pernicious deed - maelstorm pulse - putrefy). This process is repeted every round of this challenge.

Of course the RANDOM feature is stronger in your version .... I just reported it as a bug cause it was different from the first time Ive played it, and since we have a a lot of troubles with randon decks/cards effects lately I though it was related.

After your answer I asked you to reconsider cause a random different deck(even fixing creature number in 20), every round of this challenge will really make it a lot more lucky dependent.

Of course we have different complainings and povs around the challenges and every one have a lucky factor, some more than others. I just ask for some of you guys to try, at least 2 or 3 times to beat this challenge in this new format, just to give your opinion about what we can do. Just for gamemode improvements, since everyone unhappy could of course download manalink 2.0 version and beat the old challenge the way it was b4!
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Re: Challenge, That's Not my Deck

Postby Gargaroz » 05 Jun 2012, 13:04

There was no pre-fixed card pool in the previous version, the fact is that we had less cards (we had the 2000 limit) and the power level was very high, as we chosen to keep only the best cards. Now it's much more random. This is tweakable, I'll see what I can do.
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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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[confirmed]Cryptic Command

Postby Althuna » 06 Jun 2012, 23:33

The "Draw a card" part does not work. And I *think* it sometimes fails to counter a spell too. But I'm not sure about that.
Last edited by stassy on 07 Jun 2012, 05:50, edited 1 time in total.
Reason: bug confirmed
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Re: Cryptic Command

Postby stassy » 07 Jun 2012, 05:50

It's the opposite for me, if I choose to draw first then counter, the draw effect occur but not the counter. Choosing counter first and another choice too affect counter, the others effect seems to work fine for me.
Attachments
1.zip
(2.08 KiB) Downloaded 248 times
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Re: [V2 bugged]Seraph Sanctuary & Cavern of Souls

Postby stassy » 09 Jun 2012, 15:07

Weird effect happening :
- 1st duel, have Accorder Paladin in hand, I put Cavern of Souls in play and I choose him then Human in window choice, I can cast it only by tapping one Cavern of Souls while Accorder Paladin cost 1W
- Unfortunately, I can no longer reproduce this bug and after exiting and restarting a duel Cavern of Souls only generate 1 whatever type I choose (Human or Knight)
- AI seems to randomly choose between Horror and Berserker type instead of his own creature in hand

Image

Image
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[confirmed-renamed]Gatstaf Shepherd

Postby 0rion79 » 10 Jun 2012, 17:44

A weird situation: I was playing a random EDH game, my artifacts deck vs. wolves & werewolves deck and I've seen that I couldn't kill opponent's creatures.
I have tried to kill Mayor of Avabruck with spells that "destroy" but didn't work. Also tried with -1/-1 counters with contagion clasp, but it became 0/* .
Also, I couldn't block some attacking werewolves, as if they had fear or intimidate.
Don't know what has happened: just adding the savegame.
Attachments
bug.rar
(3.07 KiB) Downloaded 265 times
Last edited by Aswan jaguar on 16 Jun 2012, 14:13, edited 1 time in total.
Reason: confirmed-renamed bug
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Re: Immortal werewolves?

Postby stassy » 10 Jun 2012, 18:32

Savegame corrupted, please provide a screenshot or the decks as I couldn't reproduce the bug in another game.
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Re: [checked-wait]Liquimetal Coating

Postby Althuna » 11 Jun 2012, 06:06

All the "turn to artifact" stuff seems to work great now! :D Memnarch and this card are perfect. The only slight exception is that turning lands in to artifacts does not work. With Liquid Metal coating it says invalid target, and with Memnarch it puts 255 counters on the land but doesn't make it an artifact.

I am so happy that both cards work for everything else though at least.
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Re: Immortal werewolves?

Postby 0rion79 » 11 Jun 2012, 07:23

Damn... ok, it looks like a casual bug: if I'll encounter it again, I 'll post a screenshot of it and a new savegame.
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