Bugs Thread
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10-06-2006, 12:48 AM
Post: #21
RE: Bugs Thread
Deregister: Targets only monsters (says "entity")

Dethstrik Salvager: Ability doesn’t work, period (all conditions met). It says attempting but never starts resolving.
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10-06-2006, 12:59 AM
Post: #22
RE: Bugs Thread
So, I'd intended to go to bed, but strayed back on because one card really appealed to me:

Dark Quadrant does not work. It does not do what it says it will.

I played a phantom galgarion while it was out, and efful bao had out a clockwork paladin. On efful's draw phase, nothing happened. This continued (I was playing a deck using high life suiciders to take advantage of DQ's ability) through the game.

Additionally, if there is only one creature in play or a tie...what happens with dark quadrant? Rather, what is INTENDED to happen.

As a further side note, I was using non mech cards...would that effect anything?

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10-06-2006, 02:14 AM (This post was last modified: 10-06-2006 02:21 AM by Kaktus021.)
Post: #23
RE: Bugs Thread
Solar Panel - (Typo) "if he location" should be "if the location"

Overload - When I cast it durring my turn on a year one cake my game crashed.

SP-39 Arachnid - I didn't meet the Allying condition and it didn't block dizzy when I attacked another SP-39 Arachnid, nor was mine block dizzied.

Zero-G Facility - I met the Allying condition and it didn't undizzy my creatures until the end of my opponents turns (before I hit resolve to start my turn) but they didn't undizzy at the end of my turn.

Whenever I start a match I get this message Wrote:* PROTOCOL MISMATCH * Chances are, this game will crashPlease clear your browser cache to ensure the newest Client version is downloaded

Edit: I did clear my browser cache, but it didn't do anything

One more thing. Whenever my opponent plays a face down card my client freezes or crashes.

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10-06-2006, 02:15 AM (This post was last modified: 10-06-2006 02:16 AM by Xagar.)
Post: #24
RE: Bugs Thread
Cosmic Dragon returns monsters it destroys to their owner's hand.
Dethstrik Talon works with EXACTLY 3 allies, but not more.
Overload will freeze the game when you attempt to cast it. You can refresh and the game will work fine, with Overload still in your hand, but your hand size will be -1. You can't try to recast Overload until the game checks your hand size again, which happens when combat damage occurs and when you must discard.
Symbiote's ability doesn't work at all. No green line appears around it.
High Energy Nebula doesn't work at all.
Radioactive Battery makes you lose [Image: dmana.gif] when used, but otherwise works correctly.
Secret Asteroid Base targets a creature, but otherwise works correctly. It doesn't matter which creature you use the ability on for the effect. It also sets the costs of ships you control currently to 0. (There's a counter on Secret Asteroid Base, which you might think is a bug, but it actually denotes whether the effect is "on" or not. 1 means it's "off," and 0 means it's "on.")
Minefield hasn't changed. It never flips on its own, and always deals 5 damage, no matter if it's flipped or not.

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10-06-2006, 05:24 AM
Post: #25
RE: Bugs Thread
Space Leech - Attaches fine, but deals no damage at either players draw phase

Scavenge - When attempting to cast the game freezes. This is fixed with a refresh, but it won't cast.

Data Hack - I had more than the required allying and had room in my hand, also my opponent had more than 2 cards, but I only stole one.

These came from Aldgar Omk, not first hand experience

Scrap Heap - Only gains his +10 while next to a creature with allying

Mechazor L - His ability to gain a counter/win freezes the game until rejoin, like scavenge.

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10-06-2006, 08:05 AM
Post: #26
RE: Bugs Thread
Kaktus021 Wrote:
Whenever I start a match I get this message Wrote:* PROTOCOL MISMATCH * Chances are, this game will crashPlease clear your browser cache to ensure the newest Client version is downloaded

Edit: I did clear my browser cache, but it didn't do anything

One more thing. Whenever my opponent plays a face down card my client freezes or crashes.

Yes, that's because you still have the old client cached. Restart your browser and clear your java class cache (from the java control panel)

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10-06-2006, 08:17 AM
Post: #27
RE: Bugs Thread
Can someone test these 'freeze until restart' things by checking their JAVA CONSOLES to determine if java is spitting out an exception? It might be server side but I doubt it if refreshing works.

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10-06-2006, 08:29 AM
Post: #28
RE: Bugs Thread
webrunner Wrote:Yes, that's because you still have the old client cached. Restart your browser and clear your java class cache (from the java control panel)
That cleared it up.

Now, on to the bugs. (Flips through some 3x5 cards)
Stasis Field - Attached, but didn't keep the already dizzy creature dizzy.

Sigularity Cannon - Attempts to use ability, but nothing happens, no resolve.

Graviton Sword - Ability only works on effects.

Dethstrik Salvager - Attempts to use ability on a valid target (damaged/unhealed) Did not oblitorate or destroy, or put a copy in my hand.

Switcheroo - Targets a creature or effect to cast instead of auto-casting. When your deck is smaller, it fails and you draw a card. (haven't tried when you have a larger or same size deck.)

CN-50 Asteroid Cannon - Has 120 attack on defence instead of 100 stated on the card.

Killbot - Kills robots that have a second type, such as slimeborg and SP-39 Arachnid (might also kill robots, it didn't come up)

Solar Flare - Only discards once with both matching allying and exceeding it.

Crossed Wires - Destorys the card in the same card slot as it in the opponents hand before the switch, then after the switch, Crossed Wires is in the opponents new hand it got from you. After the cards switch back all cards draw after Crossed Wires was played are also switched.

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10-06-2006, 09:45 AM (This post was last modified: 10-06-2006 09:49 AM by masamunemaniac.)
Post: #29
RE: Bugs Thread
Symbiote appears to have no monster type (just an exclamation mark). Not sure if that's intentional or just a stray delimiter.

Singularity Cannon's ability text refers to a Graviton Cannon.

Asteroid Cannon should probably say '+100 attack' or 'gains 100 attack'.

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10-06-2006, 09:51 AM
Post: #30
RE: Bugs Thread
Speaking of Symbiote, although there is an ability on the card text, it has no speed to denote said ability.

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10-06-2006, 11:09 AM
Post: #31
RE: Bugs Thread
Okay, I set up a page on the wiki:
http://cmc.mrx.ca:8000/wiki/index.php/Be..._Card_Bugs
To keep track of which cards work/don't work. Please edit as nessisary.

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10-06-2006, 11:09 AM (This post was last modified: 10-06-2006 11:10 AM by Xagar.)
Post: #32
RE: Bugs Thread
Instability plays properly, but doesn't work at all.
Secret Asteroid Base doesn't let you play monsters for free that you can't pay for already, i.e., if you try to play a 9[Image: dmana.gif]9[Image: lmana.gif] ship, and you have 3[Image: gmana.gif]3[Image: dmana.gif], you can't play it for free, but you can play a 2[Image: gmana.gif]2[Image: dmana.gif] ship for free.

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10-07-2006, 02:40 AM (This post was last modified: 10-07-2006 02:36 PM by alphamai1300.)
Post: #33
RE: Bugs Thread
Bouquet-in the log, it said "Anthony Mai plays DUMMY" ...Nothing unusual on the field that would affect the Bouquet.

Interference Generator-There may be some issue with this triggering on a player with zero cards. On the first occurance of this, the card drawn does not highlight red for a while, and would require multiple clicks before it shows up (rather random). Subsequent activation works normally.

Second issue is with the player drawing a spell that can be cast. It highlights green, but could not target. It should be highlighted red, or not, depending on the order of the coding.

More scenarios to come.

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10-07-2006, 02:21 PM (This post was last modified: 10-07-2006 03:33 PM by Frater Alban.)
Post: #34
RE: Bugs Thread
Mechazor 1 still lets you draw a card at CiP.(not necessarily a bad thing...)

Mechazor 4's ability triggers only at your draw phase, NOT at EoT, where it should trigger aswell.

Mechazor 5 does not grant spellimmune or quick hit.

Mechazor 2 gives all other zors only +20 attack, not +35 as the ability should.

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10-07-2006, 04:12 PM
Post: #35
RE: Bugs Thread
Minefield is still bugged
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10-08-2006, 10:16 AM (This post was last modified: 10-08-2006 05:49 PM by Frater Alban.)
Post: #36
RE: Bugs Thread
Hull plating is fixed.

Dethstrike salvager still doesnt work, and gives a couple DEBUG messages when attempting to use the ability.

EDIT:

DETHSTRIKE SALVAGER gives me following message when I try to use its ability.

DEBUG: none-weapon
DEBUG: none-(type of targeted creature)
DEBUG: none-weapon
DEBUG: none-robot
DEBUG: none-pirate space ship
DEBUG: none-(type of targeted creature)
Attempting to use ability...

[20:39] sXeAndriex: Soloing as a priest is so much easier in real life
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10-08-2006, 11:00 AM
Post: #37
RE: Bugs Thread
Dethstrik Salvager's ability wouldn't add to the resolve.

I didn't get any debug errors, so it might not be using the right client version? Although it's the first game played on Internet Explorer since the Dev Site reopened.

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10-08-2006, 05:06 PM (This post was last modified: 10-08-2006 05:07 PM by Ezekel.)
Post: #38
RE: Bugs Thread
bug or not?

[Image: bug.jpg]

smeg had used the missilepod, all my guys took the damage an gained a thermometer.
(he also cast shackles on the slime traveller earlier on his turn).
thing is, even though they were thermometer'd i couldn't heal them with slime totem. also microslime swarm gained a status icon that i don't recognise, and apparently got it from the missilepod's ability. (not sure what it did either. there was nothing in it's mod slot).

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10-08-2006, 05:52 PM
Post: #39
RE: Bugs Thread
First, the reason why you couldnt heal your slimes was no bug, it was the decoying ability of your opponents MX-12 protector.

Microslime swarm's icon points out that it is spellimmune, and it should have had that icon since you played it. Perhaps you didnt look close enough at first.

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10-08-2006, 05:58 PM (This post was last modified: 10-08-2006 06:11 PM by alphamai1300.)
Post: #40
RE: Bugs Thread
Slot movment
Entities like Cardboard Cutout and Gatemaster destroy their attached mod when they use their ability to move to another slot.

Gatemaster retains some status changes, such as with Exo-suit it kept the life and robot type, but not attack. The Exo-suit was sent to the graveyard after using the ability. It suggests that Gatemaster can gains stats like spells.

Cardboard Cutout just destroys the attached mod when switching. It also destroys mods attached to targeted effects. Gargoyle/Stone Gargoyle also destroy their attached mods.

I'm guessing Cardboard Cutout/Gargoyle and mods are working as they should, but I'm not so sure about Gatemaster.

Mods without Hosts
Lucky Save and I think Gildward can leave their slots without triggering the destruction of the mod, unlike those above.

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