[Old confirmed] Bug Archive
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Re: Weird interaction with blue artifact creatures and CCost
by stassy » 21 Jun 2012, 12:58
confirmed, though not all cards are affected :
not working with Etherium Sculptor
Master Transmuter
Etherium Sculptor
Sphinx of the Steel Wind
Spined Thopter
Magister Sphinx
Sharuum the Hegemon
Esper Cormorants
Tower Gargoyle
Inkwell Leviathan
Aeon Chronicler
Phyrexian Metamorph
working with Etherium Sculptors
Architects of Will
Phyrexian Juggernaut
Phyrexian Ironfoot
Ethersworn Canonist
not working with Etherium Sculptor
Master Transmuter
Etherium Sculptor
Sphinx of the Steel Wind
Spined Thopter
Magister Sphinx
Sharuum the Hegemon
Esper Cormorants
Tower Gargoyle
Inkwell Leviathan
Aeon Chronicler
Phyrexian Metamorph
working with Etherium Sculptors
Architects of Will
Phyrexian Juggernaut
Phyrexian Ironfoot
Ethersworn Canonist
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[partially fixed]Oblivion Ring fixed, Faith's fetter not
by 0rion79 » 23 Jun 2012, 06:36
It is a generic bug that has been faced several times but maybe never totally fixed.
Dust to Dust : if one of the 2 target artifacts is somehow removed from the battlefield, the spell doesn't fizzle (even if it should) due to the lack of valid targets and still exiles the remaining artifact.
Oblivion Ring & co : if there are no legal permanents on my side to be affected by those enchantments (maybe because I have sacrified or bounced all of my permanents), the AI should be forced to target its own permanents including Oblivion Ring, but it never does.
EG: IN my game I have bolted my own kird ape, my only permanent except lands, so that the AI would have been forced to exile its own jayemdae tome, but it didn't: it just didn't choose any target for its spell.
Faith's Fetters: the AI keeps playing that card on my lands, to gain 4 life points!
Dust to Dust : if one of the 2 target artifacts is somehow removed from the battlefield, the spell doesn't fizzle (even if it should) due to the lack of valid targets and still exiles the remaining artifact.
Oblivion Ring & co : if there are no legal permanents on my side to be affected by those enchantments (maybe because I have sacrified or bounced all of my permanents), the AI should be forced to target its own permanents including Oblivion Ring, but it never does.
EG: IN my game I have bolted my own kird ape, my only permanent except lands, so that the AI would have been forced to exile its own jayemdae tome, but it didn't: it just didn't choose any target for its spell.
Faith's Fetters: the AI keeps playing that card on my lands, to gain 4 life points!
Last edited by stassy on 09 Jul 2012, 13:13, edited 3 times in total.
Reason: bug confirmed
Reason: bug confirmed
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Re: When AI targets a permanents with spells that exile...
by stassy » 23 Jun 2012, 09:14
confirmed for all
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Re: [confirmed]AI casting spells that exile...
by Gargaroz » 23 Jun 2012, 15:06
The first isn't a bug at all, as a spell "fizzles" only if ALL its targets become invalid.
The Oblivion Ring bug is fixed. Please give me a list of similar cards so I could fix them all.
For Faith's Fetters bug you'll need to wait, as coding "enchant permanent" is a real pain in C.
The Oblivion Ring bug is fixed. Please give me a list of similar cards so I could fix them all.
For Faith's Fetters bug you'll need to wait, as coding "enchant permanent" is a real pain 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: [confirmed]AI casting spells that exile...
by 0rion79 » 23 Jun 2012, 15:39
Now I may ony think to Journey to Nowhere and Oubliette but nothing else.
About the first one, imho it is a bug but maybe I'm thinking with the old rules that I used when I was still playing the original pen & paper game.
About the first one, imho it is a bug but maybe I'm thinking with the old rules that I used when I was still playing the original pen & paper game.
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Re: [confirmed]AI casting spells that exile...
by RanDomino » 24 Jun 2012, 01:39
Nope. A spell only fizzles in this way if all of its targets become invalid.0rion79 wrote:About the first one, imho it is a bug but maybe I'm thinking with the old rules
erm... what?that I used when I was still playing the original pen & paper game.
Re: [confirmed]AI casting spells that exile...
by 0rion79 » 24 Jun 2012, 08:02
1 - Accordingly to official rule, yes: it is not a bug. Still, imho, that should be, since D2D is different than spells as Relic Crush, since it MUST have 2 valid targets.
2 - rules within Magic have changed a lot during time: I have quit the game in occasion of the rules revolution that removed interrupts and so on. We all used D2D as I have told you, in those times.
2 - rules within Magic have changed a lot during time: I have quit the game in occasion of the rules revolution that removed interrupts and so on. We all used D2D as I have told you, in those times.
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[confirmed]Beacon of Immortality + Dark Ritual + Manabarbs
by Althuna » 26 Jun 2012, 21:59
I think it was the Dark Ritual? But something made the Beacon of Immortality not work and it ended up staying on the board.
Pretty strange.

- Attachments
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mtg.zip
- (3.59 KiB) Downloaded 340 times
Last edited by Aswan jaguar on 03 Jul 2012, 14:20, edited 2 times in total.
Reason: bug confirmed
Reason: bug confirmed
Re: Strange interaction with Beacon of Immortality
by stassy » 27 Jun 2012, 04:38
confirmed, when you cast Beacon of Immortality on yourself and if AI has a Dark Ritual in hand, he respond by casting Dark Ritual, get 1 damage from Manabarbs and then the Beacon of Immortality stay as a permanent in the bf and the spell chain window stay open in game until the end of the turn, quite weird.
Also your savegame is just after the turn it happened, next time if you encounter a similar bug please save in the same turn and not the turn after because until we debug it it's not reproducible.

Also your savegame is just after the turn it happened, next time if you encounter a similar bug please save in the same turn and not the turn after because until we debug it it's not reproducible.

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[confirmed] Chandra,the Firebrand vs Necrotic Ooze
by stassy » 27 Jun 2012, 06:55
Describe the Bug:
When using Chandra, the Firebrand ultimate against Necrotic Ooze, the nontarget status will stay on the Necrotic Ooze for the rest of the game.
Which card did behave improperly ?
Chandra, the Firebrand ultimate or Necrotic Ooze
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Avacyn V2
What exactly should be the correct behavior/interaction ?
When using Chandra, the Firebrand ultimate against Necrotic Ooze, the nontarget status will not stay on the Necrotic Ooze for the rest of the game and Necrotic Ooze is buried.
Are any other cards possibly affected by this bug ?
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Savegame with Necrotic Ooze is not possible with Deadbox

When using Chandra, the Firebrand ultimate against Necrotic Ooze, the nontarget status will stay on the Necrotic Ooze for the rest of the game.
Which card did behave improperly ?
Chandra, the Firebrand ultimate or Necrotic Ooze
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Avacyn V2
What exactly should be the correct behavior/interaction ?
When using Chandra, the Firebrand ultimate against Necrotic Ooze, the nontarget status will not stay on the Necrotic Ooze for the rest of the game and Necrotic Ooze is buried.
Are any other cards possibly affected by this bug ?
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Savegame with Necrotic Ooze is not possible with Deadbox

Last edited by stassy on 15 Jul 2012, 17:41, edited 3 times in total.
Reason: bug confirmed
Reason: bug confirmed
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[confirmed]Obelisk of Alara
by 0rion79 » 27 Jun 2012, 09:59
Now Obelisk of Alara allows to gian 5 lifes using green mana and pumps creatures with white mana
Last edited by Aswan jaguar on 03 Jul 2012, 14:19, edited 2 times in total.
Reason: bug confirmed
Reason: bug confirmed
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Re: Obelisk of Alara messed up
by stassy » 27 Jun 2012, 10:26
This was supposed to be fixed in V2, but seems to be not
In order of effect/mana requirement:
Gain life ask for 1B
Draw discard ask for 1U
Weaken creature ask for 1G
Damage player ask for 1R
Pump creature ask for 1W
Cancel crash the game
In order of effect/mana requirement:
Gain life ask for 1B
Draw discard ask for 1U
Weaken creature ask for 1G
Damage player ask for 1R
Pump creature ask for 1W
Cancel crash the game
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[confirmed]Ball Lightning / Woodfall Primus
by Althuna » 28 Jun 2012, 01:29
Since the previous patch, I find the game gets stuck thinking sometimes, and I managed to pin point one of the causes. If the AI attacks with a Ball Lightning and you block with a Woodfall Primus, it gets stuck thinking. This seems to happen every time without fail, so there must be a bug with one (or both?) of those cards.
Hope this helps.
Hope this helps.
Last edited by Aswan jaguar on 03 Jul 2012, 14:18, edited 2 times in total.
Reason: bug confirmed
Reason: bug confirmed
Re: Ball Lightning / Woodfall Primus bug
by stassy » 28 Jun 2012, 07:03
confirmed, also it's not because of the Persist ability as other Persist creature such as Murederous Redcap are not affected.
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[confirmed]Fetih Heath and all Eventide lands
by Aswan jaguar » 28 Jun 2012, 10:44
Describe the Bug:
Fetih Heath doesn't produce 2 mana when Mana Flare is on play.
Which card did behave improperly ?
Fetih Heath
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML.3.0 AvakynV2
What exactly should be the correct behavior/interaction ?
Fetih Heath produces 2 mana when tapped with Mana Flare is on play.
Are any other cards possibly affected by this bug ?
Fetih Heath doesn't produce 2 mana when Mana Flare is on play.
Which card did behave improperly ?
Fetih Heath
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
ML.3.0 AvakynV2
What exactly should be the correct behavior/interaction ?
Fetih Heath produces 2 mana when tapped with Mana Flare is on play.
Are any other cards possibly affected by this bug ?
- Attachments
-
fetih heath.zip
- (2.58 KiB) Downloaded 311 times
Last edited by Aswan jaguar on 03 Jul 2012, 14:18, edited 3 times in total.
Reason: bug confirmed
Reason: bug confirmed
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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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