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[Old confirmed] Bug Archive

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Re: [confirmed]Haakon, Stromgald Scourge

Postby Gargaroz » 20 Sep 2012, 13:51

Haakon code needed an overhaul. It should work right now.
However, the interactions with "hybrid" spell is more complex to fix, you'll have to wait.
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[confirmed]Energy Chamber

Postby BAgate » 22 Sep 2012, 08:40

Describe the Bug:
Energy Chamber doesn't give charge counters to artifacts, just +1/+1 counters to artifact creatures.

Which card did behave improperly ?
Energy Chamber

Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
M13 or whatever the Sept, 16 update is called

What exactly should be the correct behavior/interaction ?
Charge counters should be given.

Are any other cards possibly affected by this bug ?
Unknown.

I posted this earlier and it was noted as fixed, but the problem remains.
Attachments
energy chamber.rar
(3.01 KiB) Downloaded 333 times
Last edited by Aswan jaguar on 22 Sep 2012, 09:27, edited 1 time in total.
Reason: confirmed bug
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Re: Energy Chamber

Postby Aswan jaguar » 22 Sep 2012, 09:27

Gargaroz said that it is fixed but posted that few minutes after he released the 16 September update and the bug is not listed in the list of fixed bugs he attached there, so probably will be on next update M13v2.
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Re: [confirmed]Energy Chamber

Postby BAgate » 22 Sep 2012, 12:31

My bad, I guess I don't pay close enough attention to the time stamps.
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[confirmed]Spirit Away

Postby Aswan jaguar » 22 Sep 2012, 16:10

Describe the Bug:
1- Spirit Away doesn't get attached to creature but stand as enchantment.
2- Spirit Away doesn't steal creature.

Which card did behave improperly ?
Spirit Away

Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Manalink3.0 M13 duel

What exactly should be the correct behavior/interaction ?
1- Spirit Away is an aura
2- Spirit Away steals the creature it pumps.

Are any other cards possibly affected by this bug ?
Attachments
spirit away.zip
(2.39 KiB) Downloaded 296 times
Last edited by stassy on 22 Sep 2012, 17:29, edited 1 time in total.
Reason: bug confirmed
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[confirmed]Odric, Master Tactician

Postby stassy » 24 Sep 2012, 17:15

Describe the Bug:
- When Odric, Master Tactician ability is triggered and player choose the option "Select who blocks who", game ask an infinite amount of time who block and who will be blocked, then if player choose cancel opponent targeted creatures choosen to block will not be forced to block
- Effect from Odric, Master Tactician attached to target creatures will stay indefinitely ingame

Which card did behave improperly ?
Odric, Master Tactician

Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
M13 V2

What exactly should be the correct behavior/interaction ?
When Odric, Master Tactician ability is triggered and player choose the option "Select who blocks who", player can choose which creature from AI block and which of his attacking creature will be blocked and AI creatures will be forced to block.

Are any other cards possibly affected by this bug ?
-

:oops:
Attachments
1.zip
(2.22 KiB) Downloaded 305 times
Last edited by Aswan jaguar on 24 Sep 2012, 19:20, edited 1 time in total.
Reason: confirmed bug
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Re: [confirmed]Energy Chamber

Postby stassy » 24 Sep 2012, 17:22

As of M13 V2, seems to be Energy Chamber only work on C coded cards because it work on Chalice of the Void but not on Blue Mana Battery...
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1.zip
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Re: [test with V2 1st-Wait for 2nd]Haakon, Stromgald Scourge

Postby stassy » 24 Sep 2012, 17:32

Couldn't find the appropriate ruling about him, but in M13 V2 once in the battlefield and if a knight is in the gy Haakon, Stromgald Scourge will be highlighted during any instant step but nothing will happen if you choose a knight without flash.
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Re: [confirmed]Odric, Master Tactician

Postby Aswan jaguar » 24 Sep 2012, 19:23

Either you should be asked if you want to continue to assign blockers after you select one or stop or that job should be done with cancel button like most cards we have.
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Re: [confirmed]Energy Chamber

Postby Gargaroz » 25 Sep 2012, 13:41

Yup, if you found other hardcoded cards like the Batteries, post them here and I'll made a new code for them.
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Re: [confirmed]Energy Chamber

Postby stassy » 26 Sep 2012, 06:48

Good luck with that, because I found potentially 108 artifacts cards managing charges AND some are toying with -1/-1 or specials charges.

Energy Chamber interaction is then a bit messy, for example with Shield Sphere it gives +1/+1 counter instead of -1/-1

Image

Currently checking the list, will post only those who doesn't interact at all and messy ones.

Baku Altar
Soldevi Simulacrum
Shrine of Piercing Vision
Quicksilver Fountain
Shrine of Boundless Growth
Shrine of Burning Rage
Shrine of Limitless Power
Shrine of Loyal Legions
Jar of Eyeballs
Clockwork Beast
Altar of Shadows
Voodoo Doll
Trigon of Corruption
Trigon of Infestation
Trigon of Mending
Trigon of Rage
Trigon of Thought
Grimoire of the Dead
Black Mana Battery
Blue Mana Battery
Green Mana Battery
Red Mana Battery
White Mana Battery
Clearwater Goblet
Clockwork Avian
Necrogen Censer
Time Bomb
Delif's Cube
Conversion Chamber
Triassic Egg
Aether Vial
Smokestack
Armageddon Clock
Serpent Generator
Barrin's Codex
Juju Bubble
Chimeric Mass
Darksteel Reactor
Eternity Vessel
Torture Chamber
Serrated Arrows
Tangle Wire
That Which Was Taken
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Re: [confirmed]Energy Chamber

Postby Gargaroz » 26 Sep 2012, 14:39

Stassy, be advised that in Manalink there are only few types of supported tokens per each card, basically the normal ones (the ones on the Planeswalker, for example) and the special ones, which are of diffrent form depending on which card they are (Spore counters, for example).
Through coding, I've managed to support +1/+1, -1/-1, Time and Doom counters, all the other types are simulated, so you won't never be able to put a Charge counter on an artifact which has already special counters for another use, like Time Bomb.
Besides this, Energy Chamber add ONLY charge counters and +1/+1 counters, so the interaction with Shield Sphere is perfect ;)
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Re: [confirmed]Energy Chamber

Postby stassy » 26 Sep 2012, 17:08

Ok, how do I recognize special counter from normal ones then? Anything with "X counter" rather than "charge counter" must be excluded?
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Re: [confirmed]Energy Chamber

Postby Gargaroz » 27 Sep 2012, 00:45

A normal counter is the one that alter P/T (+1/+1 counter and such) and the ones on Planeswalkers.
All the others are special counters.
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- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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[C coded card only]Arachnus Web

Postby TwisteD » 27 Sep 2012, 09:46

Describe the Bug:

Some activated abilities of creatures enchanted with Arachnus Web can be used.

Frozen Shade, Killer Bees, Dragon Engine were able to use pump ability with it, as well as Llanowar Elf, or Birds of Paradise were producing mana. On the other hand Silklash Spider with Arachnus Web on it cant use its ability to damage flying creatures.

Which card did behave improperly ?

Arachnus Web

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

M13v3

What exactly should be the correct behavior/interaction ?

Creatures enchanted with Arachnus Web cant use activated abilities.

Are any other cards possibly affected by this bug ?

-
Attachments
Aweb2.zip
(3.03 KiB) Downloaded 309 times
Last edited by stassy on 15 Oct 2012, 05:19, edited 1 time in total.
Reason: bug confirmed
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