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DotP2013 OFFICIAL CARDS Bug Fixes (last update 13/8/2013)

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Re: DotP2013 Core Bug Fixes (last update 10/7/2012)

Postby elminster63500 » 10 Jul 2012, 18:05

Effectively, the simic deck has a problem. The unlocked cards when won don't be saved and when we "reboot" the game, there are always "0/10" of unlocked cards.
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Re: DotP2013 Core Bug Fixes (last update 10/7/2012)

Postby Zambooo » 10 Jul 2012, 18:33

thefiremind wrote:
Zambooo wrote:The game keeps crashing and your CoreFixes was the only modify today... may it be the problem? :s
Which decks are you and the AI using? If they don't contain any of the cards here, that can't be the reason. Stay away from my Simic deck with Mitotic Slime until I release the fix, that makes the game crash and it's confirmed.
Well I was playing with the Devour deck against a standard one: the curious thing is that Mitotic Slime worked this time... the game crashed everytime i finish a match, and once playing "Preyseizer Dragon" (that worked before) :S
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Re: DotP2013 Core Bug Fixes (last update 10/7/2012)

Postby thefiremind » 10 Jul 2012, 18:39

elminster63500 wrote:Effectively, the simic deck has a problem. The unlocked cards when won don't be saved and when we "reboot" the game, there are always "0/10" of unlocked cards.
I can't do anything about it. Unlock them all by clicking on the "Premium foil deck" inside the deck manager, then close and reopen the game: they should be all unlocked and saved this way.

Zambooo wrote:Well I was playing with the Devour deck against a standard one: the curious thing is that Mitotic Slime worked this time... the game crashed everytime i finish a match, and once playing "Preyseizer Dragon" (that worked before) :S
When I tested Mitotic Slime without fix, my Mitotic Slime battled with a Mitotic Slime controlled by the opponent, and only my copy spawned the tokens upon death, so I think it's quite random. And the game can crash because of a card even if you don't draw it, everything is possible.

Oh and if you talk about my mod in the topic about my mod, I would be very grateful. :lol:
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Re: DotP2013 Core Bug Fixes (last update 10/7/2012)

Postby elminster63500 » 11 Jul 2012, 05:30

Notice to the population, the great Firemind has created a topic called "the Firemind's Dotp2013 DLC 4 (10/07/2012)" whose content provides 8 new decks all brilliant and allows to have new cards and illustrations for the designers of decks.It fixes also some bugs. The link is as follows: - Magic The gathering - Duels of the Planewalkers - New Mtg Cards and Decks - And Finally "The Firemind's Dotp2013 DLC 4 (10/07/2012)." He will also create new campaigns and new encounters. It is under development.
For this excellent work, Firemind must be thanked (sorry for my poor english, i do my best)
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Re: DotP2013 Core Bug Fixes (last update 10/7/2012)

Postby thefiremind » 11 Jul 2012, 09:08

Thank you for the kind words, anyway the encounters are still a big question mark: I didn't even start to open one and see if there's something special I have to do.
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Re: DotP2013 Core Bug Fixes (last update 10/7/2012)

Postby vandal » 18 Jul 2012, 04:42

Hi thefiremind,

First of all, thank you very much for your hard work in fixing some of the bugs in this game and for your additional decks. They're really great.

Secondly I have a request: could you fix the Firewing Pheonix in Chandra's deck from 4/1 to 4/2 as it should be? It's not really a big deal but I would appreciate it.

Thanks again.
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Re: DotP2013 Core Bug Fixes (last update 18/7/2012)

Postby thefiremind » 18 Jul 2012, 08:32

vandal wrote:Secondly I have a request: could you fix the Firewing Pheonix in Chandra's deck from 4/1 to 4/2 as it should be? It's not really a big deal but I would appreciate it.
Sure I can! Thanks for letting me know.

EDIT: Done! New WAD ready to be downloaded on first post. I also fixed a couple of minor bugs I discovered yesterday, probably not very relevant but better fixed than unfixed. :D
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Re: DotP2013 Core Bug Fixes (last update 10/7/2012)

Postby vandal » 18 Jul 2012, 11:06

Hey thanks a lot man! That was quick.
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Re: DotP2013 Core Bug Fixes (last update 10/7/2012)

Postby GamerXYZ0 » 18 Jul 2012, 22:19

There appears to be something on with Verdeloth the Ancient (Selesnya deck). The AI summoned it without kicking it (so, with 6 mana. Nothing on the field to lower the mana cost), yet when brought to the field it had the "kick lightning"-effect and it had a 2 on it as if 2 mana was paid for X, with an additional timer afterward as if some effect was taking place. Nothing happened though, so at least in the end it worked properly. This happened both times I saw the card being played (both times for its regular cost).
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Re: DotP2013 Core Bug Fixes (last update 18/7/2012)

Postby thefiremind » 18 Jul 2012, 22:34

GamerXYZ0 wrote:There appears to be something on with Verdeloth the Ancient (Selesnya deck). The AI summoned it without kicking it (so, with 6 mana. Nothing on the field to lower the mana cost), yet when brought to the field it had the "kick lightning"-effect and it had a 2 on it as if 2 mana was paid for X, with an additional timer afterward as if some effect was taking place. Nothing happened though, so at least in the end it worked properly. This happened both times I saw the card being played (both times for its regular cost).
The code seems OK to me, but using Kicker {X} has always seemed strange to me (even if it worked perfectly in DotP2012). The only idea I have is to try coding it as if it had Multikicker {1}, which is exactly the same if you think about it. This would require to write a new TEXT_PERMANENT entry because Multikicker uses a different string convention, but it wouldn't be so hard.

EDIT: Fix implemented. Download the WAD and tell me how it goes (I tested it and it seems OK).
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Re: DotP2013 Core Bug Fixes (last update 18/7/2012)

Postby GamerXYZ0 » 18 Jul 2012, 23:34

When I use it, no more kicker effect when not using the kicker. No idea how it will be when the AI plays it though, haven't been able to lure it out (and I haven't tested if it still spawns tokens properly, but I assume it does).
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Re: DotP2013 Core Bug Fixes (last update 19/7/2012)

Postby thefiremind » 19 Jul 2012, 09:40

Those who downloaded the latest WAD with the fix for Verdeloth, please redownload it now: there were 2 additional ")" in the filter that shouldn't have been there. Tip for the next time: never make a fix at late night. :lol:
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Re: DotP2013 Core Bug Fixes (last update 19/7/2012)

Postby GamerXYZ0 » 21 Jul 2012, 15:26

I found a topic that lists many bugs, including card-specific bugs. Could be useful for your bug fixes wad: http://community.wizards.com/go/thread/ ... _bugs_here!
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Re: DotP2013 Core Bug Fixes (last update 19/7/2012)

Postby thefiremind » 21 Jul 2012, 15:48

GamerXYZ0 wrote:I found a topic that lists many bugs, including card-specific bugs. Could be useful for your bug fixes wad: http://community.wizards.com/go/thread/ ... _bugs_here!
Ouch... they are... A LOT!!! :shock:

EDIT: I started to fix some of them.

EDIT 2: I had a good idea for Kharasha Foothills and I implemented it. Go check the last fixed bug. :wink:
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Re: DotP2013 Core Bug Fixes (last update 01/8/2012)

Postby GamerXYZ0 » 02 Aug 2012, 17:16

It appears that recently there has been an official DotP patch ( O_O Stainless surprises me there, since when do they patch other than releasing DLC?). Apparantly, it contains lots of improvements to the game itself (AI, graphics and such. Apparantly. Just going by what I read on the Wizards forum). Besides that, some bug fixes (some you did, some new ones. Very few, though, it's mainly about the AI improvements and such).

I was wondering if it was possible for you to release this patch as either a stand-alone WAD or within this WAD. It's already the question whether this patch will be able to be found for unofficial download, but besides that, people who make changes to the main WAD have everything reset when using the patch (and likely, once the DLC is released the main WAD will get some changes again).
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