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    1. 04-04-2014, 07:27 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by hammer View Post
      The 4/7 has crush and deals double damage in the following way - It deals double damage to each troop (so 8 damage to each of the 2/3 blockers) ie 16 damage in total, 6 is absorbed by the 2 blockers, meaning 10 damage carries over due to crush, but wait it has double damage so you take 10x2 - yes you take 20 damage
      Good, glad I have you warmed up. Now figure out how somebody came up with you take 20 when they are 2/2s Don't you just love surprise twists...

    2. 04-04-2014, 06:28 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Gwaer View Post
      This thread is coming to an end very soon. It will be greatly missed. Thank you so much for your time Alan, I appreciated the engineering insight. You're awesome, you likely deserve a raise, I love you. Hopefully we'll see more threads like this in the future, it really was the best read on the forum. You've set a very high bar for how to interact with an overzealous(ravenous?) community.
      Thanks Gwaer. I am glad you guys got a lot out of it. It was definitely very helpful to me. I still have some bugs on my list, with Chimes of the Zodiac really driving me batty right now.

    3. 04-04-2014, 06:15 PM

      Alan's Crazy Card Bug Thread!

      "This troop deals double damage: is a CE that gives it a replacement effect. Every single one of x2, x0.5, +1, -1 is a replacement effect. So is crush. The question boils down to how do we want them to run. What we don't want to do is prompt the user for an order, as this is just annoying. We will basically need to just code an order. The one thing we believe we know is that crush must come last, as it replaces *excess?* damage.

      As an interesting exercise, you have a 4/7 troop that deals double damage. I block with 2 troops that are 2/3. Once answer that came back is I take 20! Can you figure out that person's logic?

      Also note that we don't have people assigning damage...

    4. 04-04-2014, 01:18 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Yoss View Post
      I am still hoping to get a ruling on the damage doubling vs damage assignment "bug".
      We am not ignoring this. We are trying to figure out exactly what should happen. What we have determined is if you ask X people who *think* they know the rules to card games, you tend to get X different answers. Between no 2 card games doing this the same way, and just how deep it is in the rules, it gets brutal. Remember, there is Damage Prevention, Doubling, Halving, Increasing and then Crush to worry about, all of which needs to work right with multiple troops on each side of the little combat. (Some troops might be able to block or multiples, or potentially, attack together in the future.) It seems to be a problem where there is no intuitive answer.

    5. 04-01-2014, 05:36 PM

      Alan's Crazy Card Bug Thread!

      No, there is this concept of "Duplicate Data" in engineering. You only ever want to store something once if you can. For some archaic reason that is no longer valid, we were storing the active gem in 2 different places. On reversion, the old piece of data was being copied over the current gems. Since I had socketed by gems before some date, it worked for me. Since QA had done it recently, it would fail for them. The old way of storing this data is now gone totally, and it should behave better.

    6. 04-01-2014, 04:45 PM

      Alan's Crazy Card Bug Thread!

      I had been looking for a way to reproduce that for about a month. Never really found the repro case, but stumbled across the cause today. (I think, without a repro case, I can't know for sure).

    7. 04-01-2014, 04:01 PM

      Alan's Crazy Card Bug Thread!

      I am concerned that this one is an April Fools Joke. That was before I even tried to reproduce it, which failed... Whilst I have a pretty good sense of humor, but this would be a poor place to put one.

    8. 04-01-2014, 12:03 PM

      Alan's Crazy Card Bug Thread!

      On all the resurrection/Urunaaz/midnight shepard issues. This one has been brutal to track down. I have cleared bugs with this multiple times, yet more keep coming up. Here is the latest thing I am tracking down:

      It appears that any triggered effect that causes an action that cause another triggered effect may have the second trigger fail. I still don't know all the details

      See also, Replicator's Gambit and The Kraken

    9. 04-01-2014, 12:00 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by ossuary View Post
      Logistical question for you, Alan. Shouldn't Vampire King's ability say "revert and transform" instead of just transform?

      Scenario: I had a Zombie Plague in play, which reduced the opponent's Claw of the Mountain God to a 4/3 one turn. He later drew that troop but didn't cast it, and I used my Vampire King to attack him at turn it into a Vampire. It came to my side of the board as a 1/1 instead of a 2/2.

      I'm aware that that's what the card says it does, but really, shouldn't it be reverting them first? It could be a little crazy if you (for example) Time Rippled a really hugely buffed inspired troop back to your opponent's hand and then used the VK to take it for yourself. Isn't the intent to always give you just a 2/2?
      That is a question for the actual card designers. They probably wanted you to get all the juicy improvements your opponent had added to the card. Here is a subtle thing about eTCGs: Paper TCGs, when they go to the printer, they are done. It *seems* like this isn't true for eTCGs, but... at some point, they need to go to the translators to get translated into multiple languages. Once that happens, since it is out of house, our hands get tied in much the same way. The good news and the bad news here is that we are close. The file is at the translators...

    10. 04-01-2014, 11:55 AM

      Alan's Crazy Card Bug Thread!

      Chimes is tricky. I haven't looked at it in weeks. Last I looked, it was not displaying what it was actually doing, which amplifies things. What it should do is make a copy, then give people a chance to counter the copy or the original. It seemed like that was what it WAS doing. What it LOOKED like it was doing was giving you a chance to respond to the copying instead, which was a display glitch.

      Clearly there is some work to be done here.

    11. 03-31-2014, 07:39 PM

      Alan's Crazy Card Bug Thread!

      I was so happy with this. I look, saw it was missing that stupid flag. Added the flag, retested, and it failed again. Well, at least it saved me 1 issue. Finally found the second problem. One day, after we launch, I should have time to go through and clean up some things. How Blessing the Fallen works is one of them.

    12. 03-31-2014, 05:58 PM

      Alan's Crazy Card Bug Thread!

      Stoneskin can no longer be used to interrupt Countermagic

    13. 03-31-2014, 02:00 PM

      Alan's Crazy Card Bug Thread!

      Abilities added by CEs should now check zones before they trigger (Doppelgadget fix)

    14. 03-31-2014, 01:12 PM

      Alan's Crazy Card Bug Thread!

      Boltpaw solved. Gems should not be removed by reversion, still need to be able to repro that on my machine. QA can do it every time. Very frustrating.

    15. 03-31-2014, 12:42 PM

      Alan's Crazy Card Bug Thread!

      Yep, happens with boltpaw, but not reversion

    16. 03-31-2014, 12:13 PM


      Quote Originally Posted by mach View Post
      That's not true. You can log everything generated by the TRNG and then feed that data back in to recreate what happened.
      Mach is right here. The fact is, a TRNG is so far beyond overkill that I never actually think that deep about it. Logging every random number is doable, and not even that big of a deal. Everything I need is on the server

    17. 03-30-2014, 01:43 PM


      TRNGs are interesting. Once upon a time, they would have been prohibitive from both a cost, and a throughput perspective. (They didn't generate them fast enough.) Modern TRNGs do not have this problem. They do still have a different ugly side effect: When they fail, how do you know?

      The reality though, is it boils down to 2 needs. The 1st: How many times do you riffle shuffle your deck. There is research out there for 52 card decks that most people take to say 7 times is correct. (I doesn't actually report that, it say that total variation distance is 0.334, I leave it up to the reader to do further research if that interests them). As a human, you can keep shuffling more times, and that variance will go down. It never really goes to 0. Do you worry about this, or do you just call it good enough at some point? The same is true for us. At some point, we need to say something is good enough, because you can never really get perfect. We are significantly better than humans doing 7 riffle shuffle.

      The 2nd need, is that I can never recreate what happened with a TRNG. With a PRNG, I can keep the seed and the input stream, and run the game through the stored inputs. This will create an exact recreation server side of what the rules engine did. (Yes, our code is 100% deterministic). This means, when the game crashes, I can see it happen, which makes debugging WAY easier.

    18. 03-30-2014, 12:41 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by ossuary View Post
      We're still seeing troops with 0 native defense dying immediately when they come into play with Eye of Creation. Confirmed on Briar Legion and Ozawa so far. Looks like the fix that went in this patch for them didn't work.
      Sorry, this wasn't fixed until Friday, after the patch.

    19. 03-30-2014, 11:51 AM

      Alan's Crazy Card Bug Thread!

      Hey, look at that, somebody accidentally marked Bird of Plenty as "Once per Game". Gotta get all this stuff automated so that no longer happens. Anyway, fixed now.

    20. 03-30-2014, 11:35 AM

      Alan's Crazy Card Bug Thread!

      Gone for a day, look at all these juicy bugs to squash...

    21. 03-28-2014, 08:57 PM

      Alan's Crazy Card Bug Thread!

      Sigh, I figured out why Briar Legion, Ozawa, The Kraken and High Tomb Lord die when they come into play from Eye of Creation. The bad news is each of these was done wrong. It is a very easy thing to fix them, just check a particular box in card editor, but that means that any other cards that are having this problem will need me to hand fix.

      So, what other cards are failing this way with Eye of Creation?

    22. 03-28-2014, 08:47 PM

      Alan's Crazy Card Bug Thread!

      I *know* that the display updating to use the artifact frame did not get in. I know some bugs made it in. Rechecking anything is always appreciated!

    23. 03-28-2014, 07:28 PM

      Alan's Crazy Card Bug Thread!

      So, posting any non rules bug here will slow down the right people learning about them. Nevertheless, we are aware of some pack opening / purchasing problems, and I can hear progress being made from my where I sit.

    24. 03-28-2014, 05:26 PM

      Alan's Crazy Card Bug Thread!

      Thanks, passed it along. Not exactly a card interaction bug, however.

    25. 03-28-2014, 05:04 PM

      Alan's Crazy Card Bug Thread!

      Ok, I know I said don't bump bugs to prevent them from getting lost, but now that we have a new version out, if you encounter or reproduce a bug that has been mentioned here, feel free to get it back on my radar.

    26. 03-28-2014, 03:11 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Oroniss View Post
      So it's probably not going to come up all that often, but somewhere between about 350 million and 2 billion (can't test exactly) a creature's attack value wraps back around and goes negative. My tarasque was about -1.3 billion in the end. If I can do it again I'll try attacking with it to see what happens, but sadly the game timer was out.

      On this note, if a sword trainer's attack value is negative, it isn't getting added to troops it inspires. By the card wording this isn't how it should work. If it should be impossible for a troops attack to go negative this part is not relevant.
      So, computers have limits. I cases like this, we say "Good job, you have successfully designed a deck that can exceed the design specs of the game". Instead of fixing things like this, we like to do things like give you an achievement for it, and call it a feature!

    27. 03-27-2014, 11:30 PM

      Alan's Crazy Card Bug Thread!

      Yep, clearly I did not read the card when I did him.

    28. 03-27-2014, 08:48 PM

      Alan's Crazy Card Bug Thread!

      Intentional. It would have entered YOUR hand.

    29. 03-27-2014, 03:42 PM

      Alan's Crazy Card Bug Thread!

      We are very close to the set being completely locked. Any change now has a nasty ripple effect. More stuff to QA and Localize in addition to actually doing the change. The focus is on actually crossing the finish line! (Alan, the engineer) Besides, leaving a way that Sabogated players might be able to defend themselves seems good too. (Alan, the card player)

    30. 03-27-2014, 03:21 PM

      Alan's Crazy Card Bug Thread!

      I found a 2 card combo one day. Add 4 booby traps to your opponent's deck, then remove them with Omen of Oblivion. Boom, dead player. The change to the wording eliminated this as a combo. Since then, both of these cards have undergone dramatic changes.

    31. 03-27-2014, 02:41 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by BossHoss View Post
      Sorry for the brevity of this post but I am at work on my phone and a recent bug popped into my mind. Not sure if it has been posted also... But here goes anyway:

      Booby Trap not activating a counter on Incantation of Ascendance.

      The Booby Trap reads when this card enters your hand, GY etc.
      Booby Trap was resolving directly to the Void and not counting as a card drawn for the turn.

      Greedy Void Society taking my draw counters...
      Actually, Booby Trap reads:
      If this artifact would enter your hand or graveyard, void it, and it deals 4 damage to you instead.

      My first impulse was your never actually draw the card, that action has been replaced.

      However, it doesn't say replace the "draw", it actually replaces what happens *during* the draw, so this could be a bug after all...

    32. 03-27-2014, 02:05 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by f5shooter View Post
      Maddening Nightmares don't seem to be milling any cards. At the start of my turn it gives me crosshairs and says "Choose ANY number of cards" but nothing highlights allowing me to click. There is a button and when I hit it, it SHOWS me what I assume to be the top card of their deck, but it doesn't send it to the graveyard.
      Fixed, thanks

    33. 03-26-2014, 01:50 PM

      Alan's Crazy Card Bug Thread!

      Ossuary: What you describe on SoP and CM is actually correct. It is an artifact of triggers not going on the stack that you don't get to choose. Sometimes, you no longer have the right to do things you could the other way. This is one of them. You are hard locked into the predefined order. In my mind, getting rid of the annoyance of choosing the order when you have 4 CMs out is worth nothing having to figure out which of my random draws from the deck each gets how many of the -1 costs. Yes, if I also got a peek at top of deck in there somehow, it would be stronger for the deck. The big question here is how many clicks is it per I care event? Seems quite high.

      The draw step(?) is the time when you get your free draw. There will always be card drawing at other times. Card games are programmed in 2 basic parts here:
      1) What to do something Dictated mostly by the card
      2) When to do something Specified by the card loosely, controlled by the rules

    34. 03-26-2014, 01:39 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by ossuary View Post
      Sorry for bringing up possible confusion. I only said it no longer counts as a troop because that's how Shaq explained it to me / us back when we were reporting that Spellshield was working even before the troop was in play, and valid targets for Stoneskin. He said Spellshield was not supposed to be working before a troop was in the warzone, because it wasn't really a troop until it was in play. I've thought of them as "troop cards" ever since, just like Magic called them Summon Creature spells until they actually resolve, at which point they're just a creature.
      No problem, it is extremely difficult to get TCG rules properly done. My usual stance it let someone else do it, this case, Matt Dunn, and then poke holes in it... Ain't I helpful?

    35. 03-25-2014, 09:31 PM

      Alan's Crazy Card Bug Thread!

      Neither things that get to the hand will die

    36. 03-25-2014, 08:59 PM

      Alan's Crazy Card Bug Thread!

      The verb Battle requires both things to be in the warzone, so that is a special case. Something changing to a zone that the target can not access between playing and resolving will cause the effect to fail. Targets default to only hitting the warzone, unless it counters or interrupts. (Not sure which is the correct verb in our game)

    37. 03-25-2014, 06:55 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by ossuary View Post
      What if it goes back to your hand? Then it's not a troop at all anymore! (he says, desperately trying to find a loophole)
      Actually, it is still a troop. However, there are implicit rules about targets being in the expected zone when an ability starts. In this, the ability is a delayed trigger that finally went off.

      Rules are tough some times. We want people who come from other games to naturally understand our rules, no matter what TCG they came from. Meanwhile, the rules are different, sometimes in very big ways. Is this thing a troop is a good example. The zone it is in does not affect that. Targeting rules expect something to be in the warzone unless otherwise said. Makes things like countermagic tricky, but there is a special exemption there. Matt Dunn can explain it better than me.

    38. 03-25-2014, 06:48 PM

      Alan's Crazy Card Bug Thread!

      Hmm, my guess is that Tetzot was not supposed to reveal 10 cards, make an elemental, then shuffle all 11 into the deck... Here we have a case of the client doing a better job than the server.

    39. 03-25-2014, 05:49 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by ossuary View Post
      Cool news, thanks for the update.

      Here's another logistical question for you. Master Theorycrafter says, "Create a War Bot," and then later, "At end of turn, void that War Bot." But what if the War Bot isn't a War Bot anymore? Logically, if you transform that troop into something else, shouldn't the void portion of Master Theorycrafter fail to trigger, since there is no longer a War Bot to target?

      For example: Summon a War Bot with your Master Theorycrafter, then use Slaughtergear to transform it into a War Hulk. It will still get voided at end of turn. Shouldn't it stay in play as a War Hulk?
      No, it is tracked by "that object", not by that "War bot". It can run, it can hide, it can transform, but at the end of the day, it's got to pay the piper

    40. 03-25-2014, 03:31 PM

      Alan's Crazy Card Bug Thread!

      Manti Elder Druid is fixed. First off, it was trying to revert the card as a CE, which means it was constantly doing it every time anything happened. Once I got that going, the game no longer gated. However, there was a general problem that the client was updating the text on the card with obsolete data sometimes. Not sure how wide spread this problem was, but it is fixed.

    41. 03-25-2014, 12:10 PM

      Alan's Crazy Card Bug Thread!

      Manti Elder Druid is an interesting case. The server totally manages changing of zones. This means either the server failed to notify the client that it is now in the graveyard, or that the server thinks it is still alive.

    42. 03-25-2014, 12:08 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Kroan View Post
      Can I get a confirmation whether this is intended or not:

      I have a level 3 hip'horo in play. My opponent plays Battle Squirrel and targets my hop'hiro. I use hop'hiro's ability to kill the squirrel, but my hop'hiro still dies b/c the Battle Squirrel apparently can battle with my hop'hiro from the grave.
      No, that is not intended, thanks

    43. 03-24-2014, 08:55 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by ossuary View Post
      Does that mean if you have a Technical Genius in play, a normally 5 cost artifact won't work with Puck? That seems counter-intuitive. The artifact still costs 5, you're just paying one less.
      This will not be the case once the new wording is on the card.

    44. 03-24-2014, 07:35 PM

      Alan's Crazy Card Bug Thread!

      Replicas needed to be pushed to the front of the queue for CEs resolving. It is done, but not by me. Good to be part of a team.

    45. 03-24-2014, 05:36 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Xenavire View Post
      So in other words, all 'Pay less' effects, current and future, will just be flat reductions? Is there a plan to change that if a workaround is found to the display issue in the hand?
      That wording seems very likely. It isn't a display issue. With the old way, it technically is the larger number, so if we displayed the amount you would have to pay, it would confuse people when the cost got used for something else.

    46. 03-24-2014, 04:57 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by ossuary View Post
      Bug: Puck uses Pterobot's self-modified "pay less" cost rather than its actual cost to determine whether or not you get resources for Pterobot when it's in your hand.

      Note that the wording on Pterobot specifically says you pay less, not reduce cost by X. Puck should be counting Pterobot as a 7 for the purposes of getting resources, regardless of how many robots / dwarves you have in play.

      Hey, look! It's a bug. Just not the bug you expected. You are seeing the original wording. However, it was realized that this would cause the client to always show the full cost, and be confusing to people, so the wording was changed to make it do what it is currently doing. Somehow, that change only made it to the script, not to the text box.

    47. 03-24-2014, 04:29 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Mahes View Post
      Thinking like this is why in five years from now, when IBM's Watson becomes self aware, Skynet will be created and the human race will be eliminated.
      The client needs to do what the SERVER tells it to do, so in 5 years, when 2 skynets get created, they will destroy each other, accidentally taking us with them.

    48. 03-24-2014, 04:27 PM

      Alan's Crazy Card Bug Thread!

      Sorry I have been a bit quiet recently, trying to get internal bugs fixed too. Maybe even a couple missing gems...

    49. 03-24-2014, 04:25 PM

      Alan's Crazy Card Bug Thread!

      Jadiim gets bigger, yes. The card was played, it then got countered

    50. 03-24-2014, 01:22 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by eimerian View Post
      Or rather your client saying "Ok server, kill that creature, it has toughness zero" and the server is like "No?!? What are you talking about?" and they go back and forth forever.

      Recently, most bugs seem to boil down to these server-client disagreements.
      One day, the client will just do what it is told.

    51. 03-23-2014, 02:31 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by rockchops View Post
      Trial of faith + shadowgrove witch:

      My opponent casts Shadowgrove Witch. Reveals a Diamond in my hand. Not a troop so doesn't get -2 / -2.

      Later I case Trial of Faith.
      When Turn of Faith fires three turns later, I get an angel with -2 / -2 applied
      It seems that the diamond which was later transformed into this angel had the shadowgrove witch debuff applied anyway.
      Nice catch. Was a little annoying to solve, but done now.

    52. 03-23-2014, 01:05 PM

      Alan's Crazy Card Bug Thread!

      Blood Gem of Brutality now locks in the value

    53. 03-23-2014, 01:17 AM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by swigmonkey View Post
      OK here it goes:

      I have Tetzot, Son of Omoc as my avatar.

      My board state is 1 Shrine of Prosperity and it triggers revealing another Shrine of Prosperity reducing its cost to 1 (2 normally). I activate Tetzot revealing the top ten cards, 4 which are resources. The 4/4 comes into play. When I end turn my whole board just disappears.
      Heh, you really made it mad... I have no idea what that is. I will take a look at reproing. Anybody else see anything along these lines?

    54. 03-23-2014, 01:14 AM

      Alan's Crazy Card Bug Thread!

      Not in the right order. I thought I had that fixed, but we might not have grabbed the last piece of that with the confusion at the end of Thursday

    55. 03-21-2014, 10:57 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by syphonhail View Post
      Hmm, the current bugs with the Blood Gem of Brutality seems related.

      If a troop, say Xentoth Inquisitor, has the Blood Gem and gives another troop (say Angel of Dawn) -3 attack (thus, it is a 1/4), this is generally fine. However, if you give that Xentoth -3 attack, then a bunch of wonky stuff starts to happen as the game remembers the Angel was affect by that Xentoth and it is schizophrenic about whether or not the post-gem debuff should be modified in tandem with the changes to the original XI's attack. Sometimes, The original target will revert back to a 4/4. Sometimes, this reversion is visual, other times, it is real and the Angel does that damage. Usually, this gets reverted to the proper amount at the end of turn. However, if that original XI gets bounced back, you can then play it again (of course) and when you target something, it should give -0 attack. Sometimes, it still gives -3 and that may or may not be visual dependent upon synching issues.

      Given that this gem is massively popular, this is a frustrating set of circumstances.

      Reproduction: Play two decks that both have xentoth inquisitor with the Blood Gem of Brutality. The game gets confused quickly.
      Seems like the value to modify attack by is not being locked properly. Should be easy

    56. 03-21-2014, 10:32 PM

      Alan's Crazy Card Bug Thread!

      Ok, story time...

      You may have noticed, Thursday patch took a little longer than expected. While I don't like to point fingers, I don't mind admitting when I did something bad.

      So here's what happened: While we were down, QA was doing a final pass and noticed that some things weren't behaving well. Rules related things. At first, it was mostly Shrine of Prosperity & Falconer. I found something wrong with Falconer pretty quickly, and I wasn't sure about the Shrine. I know it has been suspect for a while. Thing was, it was really annoying, so we spent time trying to chase it down while QA tested the Falconer. During the next pass, we got another report from QA, the witch(?) was misbehaving too. 2 annoying, popular cards. We could just say they were know issues, but we usually try to quickly fix such things quickly. Then another card got reported as broken. Buccaneer. As time went on, more cards came in. Should we revert to last week? We couldn't ship this, but losing a week of testing would be very bad... We kept at it and I eventually found it.

      Ok, think back on this weeks bugs. Remember the Aura vs Time Ripple/Murder bug? The fix wasn't quite right. When the game got into a resync state, 1 bit of data was not sent from the server to the client. (A bit is a simple yes/no answer to a question). In this case, it controlled whether the targets were totally finalized. After a resync, the client thought no for any Continuous Effect (CE). If the targets of that CE had changed zone, that caused the fix to punt it out of the valid targets, thus causing CEs to look like they had stopped working. But, remember, this was only after a resync. That is why it took so long for it to show up. I should also note that the original bug was fixed after the cut off date. We pushed it forward because it was affecting a lot of games, and thus deemed important.

      Another interesting point here, is that the client has been recalculating when it should forever. It just didn't matter before.

      Or did it? Maybe there were bugs out there that will mysteriously go away, now that the client is better in sync with the server...

    57. 03-21-2014, 10:14 PM

      Alan's Crazy Card Bug Thread!

      Nah, just a general review and audit of them to make sure they are all doing it right.

    58. 03-21-2014, 09:14 PM

      Alan's Crazy Card Bug Thread!

      I expect us to let you choose which unique troop lives eventually. It would take UI and rules support that right now could be used on bugs and other improvements. Then think about Eye of Creation putting in multiple sets of uniques. What about a spell that put multiple sets of uniques into play for both players. It get complicated fast, and you need to do that right.

    59. 03-21-2014, 09:06 PM

      Alan's Crazy Card Bug Thread!

      There does seem to be a general problem with CIP triggers and coming into play another way.

    60. 03-21-2014, 09:04 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Xenavire View Post
      Ownership works differently in Hex. Once you 'control a card' you own it. The only exception I might be able to imagine would be things that return to the original player after a set amount of time.

      The same logic applies with bounce cards like buccaneer - the controller is the owner in almost all cases, and it is returned to the controllers hand, not the original owners hand. But it also says 'owner'. So the RC interaction makes perfect sense in this context.
      A tricky thing, rules. You want everybody to understand exactly what is going on naturally. You want their first instinct to be right. Then you try to teach a computer that... Pigs sing easier... At this time, I don't think the rules engine even has the concept of "owner"

    61. 03-21-2014, 08:55 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by eimerian View Post
      I have a general about gems, reversion and transformations.

      Are gem-based abilities (like getting Flight from the sapphire gem) considered to be buffs? Or are they considered to change the text of a card on a base level?
      And I'm not asking how it is coded at the moment, I'm interested in how it should be conceptually.

      For example, look at these 3 cases:
      1) Polymorph: Dingler is played on a troop with Flight (eg: Bird o' Plenty)
      Dingler reverts the card, it doesn't lose Flight.
      Then the troop is transformed into a dingler and loses Flight (or rather no longer is a troop with Flight).
      2) A non-flying troop is buffed to get the Flight keyword (eg: with Sapphire Aura) and then Polymorph: Dingler is played on that troop.
      Dingler reverts the card, it loses Flight.
      Then the troop is transformed into a dingler.
      3) Gwaer's case: Polymorph: Dingler is played on a socketed troop with the Flight-gem.

      What happens in case 3? What should happen? Is it like case 1 or 2?
      A little complicated. Gems are CEs that give the ability. However, they are an inherent part of the card, so reverting it should keep the gem active. Dingler takes away flight because of the transform, not because of the revert

    62. 03-20-2014, 01:52 PM

      Alan's Crazy Card Bug Thread!

      Ok, the escalation cards are fixed. I doubt Loregoyle has the same issue, it is a shuffle on resolution, not a shuffle replacement effect of going to the graveyard after resolution. All of the escalation cards were wrong.

      This fix should show up next week.

    63. 03-20-2014, 01:24 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Armies View Post
      Relentless Corruption Is putting itself on the bottom of deck instead of shuffling into deck, not sure if its happening with other escalation cards(have not tested). Tested with transcended and searching deck for relentless corruption and against mil last cards in deck were relentless corruption
      So, once upon a time, a bug like this came in, and we were certain that the client was just telling people it was on the bottom, even though it didn't know... When we tested it, we were surprised to find out it was true. We fixed it. The reports kept coming, and we could no longer reproduce them. I was expecting to tell you this elaborate story about how it wasn't true...

      However, I just tested it, and that #%$^ bug is back!

    64. 03-20-2014, 01:09 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Tinfoil View Post
      Royal Falconeer (again)

      When Falconeer is buffed by Lionel Flynn and is used with his falcons to get your opponents life to zero, your opponent does not die, but can keep playing with 0 life. Further damage is sometimes sufficient to kill opponent.

      I believe the problem is that, although falconeer+falcons show the right numbers and opponent life also show 0, it still only counts the attack value of the falconeer as it entered play. So you actually only attack for 2+2+2 instead of 5+5+5 (or 3+3+3 if Pyromancer is out). Atm I have no time for more thourough testing.
      Falconer/falcon is a strange CE. The order of CEs can matter here. I have forced this to come last. There were other strange things going on, so watch the card this patch. I can't remember the outcome, and R&D has authority here, so even if I did, it could change out from underneath me...

    65. 03-20-2014, 12:58 PM

      Alan's Crazy Card Bug Thread!

      Resurrection was causing a problem with no troops in the graveyard. I fixed that. I may have stopped it being optional at the same time since it doesn't say optional, but I don't remember. No rules changed on Tuesday. I still don't get a problem.

      Speaking of something I can't reproduce, when I put a flight gem in an effigy of Nulzann, put it into play, then revert it, it keeps flying. This is correct. When QA does it, it losses flying. We are both 100%, and this has been driving me nuts for over a month! What happens for you guys?

    66. 03-20-2014, 12:50 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by AlanComer View Post
      An interesting and astute observation. While I could take the easy way out, and say yes: "When" vs "As", the reality is, before I got here, the intricacies of "As" were not well understood. This lead them to being scripted differently. It wasn't until I got to fixing on of those corner cases, that I rewrote this part of the trigger system, and they *could* be done right. We then went through and tried to move over a bunch of the old stuff, but clearly some didn't make it.

      As I think about it now, this is probably what introduced the error with triggers that broke Solitary Exile
      Doh, just tested Uruunaz and The Kraken. That is definitely still broken, so I still don't have them perfect

    67. 03-20-2014, 12:48 PM

      Alan's Crazy Card Bug Thread!

      Well, things that give "When" triggers to other things need "As" triggers so the "When" trigger is there in time to see the event it cares about. This is the fine line that R&D must walk.

      edit: Hey, you said that at the beginning. I feel stupid now

    68. 03-20-2014, 12:16 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Eierdotter View Post
      Seems like there are two different "Comes into play" abilities, one only counts when played and one counts when entering play.
      An interesting and astute observation. While I could take the easy way out, and say yes: "When" vs "As", the reality is, before I got here, the intricacies of "As" were not well understood. This lead them to being scripted differently. It wasn't until I got to fixing on of those corner cases, that I rewrote this part of the trigger system, and they *could* be done right. We then went through and tried to move over a bunch of the old stuff, but clearly some didn't make it.

      As I think about it now, this is probably what introduced the error with triggers that broke Solitary Exile

    69. 03-19-2014, 07:38 PM

      Alan's Crazy Card Bug Thread!

      BOTH spies in the server that were telling the clients the order of their decks have been assassinated.

    70. 03-19-2014, 05:46 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by BlackRoger View Post
      Problems with reverting Rocket Ranger (there is a month old thread on this but since you prefer we summ it all up here...)

      First of all, reverting Rocket Ranger after he got the +2/+2 and flying buff (from having multiple artifacts) causes him to lose those buffs (which as I understand should not happen).
      Not only that but doing so makes the game stuck.
      It happened today.
      Interesting. Thanks for including that you repro'd this today. I just tried it an I can not repro it. As the versions we are using gets further and further away, this will happen more. I know I did fix something today where turning something into a dingler reverted everything in the game. However, I don't even know if that bug ever got out to live...

    71. 03-19-2014, 05:42 PM

      Alan's Crazy Card Bug Thread!

      I believe that the no targets bug for Resurrection was fixed late last week, so I wouldn't be seeing that, and you would still have it.

    72. 03-19-2014, 03:14 PM

      Alan's Crazy Card Bug Thread!

      Hmm, didn't repro for me. Either it is accidentally fixed, or there is more to it. (Relentless Corruption & Resurrection)

    73. 03-19-2014, 02:33 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Norious View Post
      easy one - im not sure if has been reported or not - I could put a major gem (the one that does damage to champion) in Hell Hound. Found this out in draft yesterday
      Ok, probably next week, but this is solved too.

    74. 03-19-2014, 12:22 PM

      Alan's Crazy Card Bug Thread!

      I want to say how cool this thread has been. There have been some really strange things come up that I would never have thought of. I am sorry that I have not yet gotten them all, or even responded to them all. QA is also watching this thread, and my list of bugs to handle is closing in on 20, so plenty of work for a while.

      Oh yeah, I think a fix for Countermagic vs Countermagic will make the next patch. It will be tight, if we just keep adding things up to the last minute, we risk something really bad shipping, like triggers in the current version. In addition, there is a little UI glitch still with Countermagic vs Countermagic. It prompts you an extra time. Not the end of the world, and there are now bigger bugs to fry...

    75. 03-18-2014, 11:38 AM

      Alan's Crazy Card Bug Thread!

      Please do not bump things just because they are a long way back. This will just cause something else to now be a long way back...

    76. 03-18-2014, 11:37 AM

      Alan's Crazy Card Bug Thread!

      Ok guys, I think I got the removal vs aura issue. When we were locking the targets on those, we were locking the original targets, not filtered by what was currently valid.

    77. 03-18-2014, 11:09 AM

      Alan's Crazy Card Bug Thread!

      Yes, I reproduced the countermagic vs countermagic bug yesterday. It is on my list.

      The stoneskin thing sounds like 2 bugs, but 1 at least sounds old. I will also add it to the list

    78. 03-17-2014, 08:16 PM

      Alan's Crazy Card Bug Thread!

      I have pass the pet / master thing along to the UI guy. Whilst not a rules engine issue, I definitely see it as important

    79. 03-17-2014, 06:44 PM

      Alan's Crazy Card Bug Thread!

      Ok, the Falconer / Falcon question is a really interesting one. How it is worded, the falcon doesn't care where the falconer is, so it should continue to gain attack even if the falconer is in the graveyard. This is neither how it was coded, nor how it was intended. As such, I am going to give the card designers some time to think about this before changing anything.

      On the subject of really tricky card interactions, the more I think about Slaughter Gear and Doppelgadget, the trickier that interaction seems. Once I feel that I truly understand the interaction, I will let you know.

    80. 03-17-2014, 05:58 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by ossuary View Post
      Rules question on this: if you turn a Wizard of the Silver Talon into a Dingler, should it continue to get buffed by the Silver Talon Senator's ability? It's not a wizard anymore, so shouldn't the master / pet link be broken in this instance? Same question re: the Falconer - if you Dingler-ify the Falconer, then buff the Dingler, the pets get the Dingler's new attack value. Is that the intended effect?
      Transform/revert does not affect master, so yes, this is the intended affect

    81. 03-17-2014, 03:35 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Xenavire View Post
      Rules question, might be a bug - but pets and masters - is the connection meant to last after a master leaves play and returns?

      For example, Royal Falconer. Created two pets, bounced back to hand with time ripple. Then replayed the next turn - the original falcons and the new falcons all got the buff from Royal falconer.

      While this makes sense (because one card created others, it is connected to them,) a lot of effects fizzle when a card transitions through zones. So is it a bug that the pets retain the connection to the master, or is it intended?
      Cards have memory. The falcon should remember it's master. I am a little afraid that there might be places where we fail this...

    82. 03-17-2014, 03:32 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Xenavire View Post

      So I was correct the first time? Sorry I wasn't as clear as I could have been (if I had realised that slaughtergear would have made a better example, I would have started there.)
      NP, describing exactly what is wrong with only text is a very hard thing to do.

    83. 03-17-2014, 03:17 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by ossuary View Post
      To my knowledge and in my experience, all effects that permanently edit a troop will successfully resolve even if the troop leaves play by any means after the permanent edit effect goes on the chain but before it actually resolves.

      Examples: use any aura on a troop in play (or evolve, or gigantify, or any other card/effect that grants a permanent mod), then time ripple (or murder, or burn, or sacrifice by any means) the troop out of play while the aura is still on the chain. The troop will go to wherever it's supposed to go from the removing effect, then the aura will resolve on the out of play troop as though it were still in play. This includes troops that are back in your deck (Protectorate Defender), troops in your hand, troops in the graveyard, and troops in the void. I have yet to see a permanent mod effect NOT complete successfully in the testing I have done.

      My guess is that the game engine is either still treating troop cards as actual troops somewhere in the logic (like Spellshield used to do), or there is a missing "is that target still valid?" check somewhere in the permanent modification effect script.
      Thank you, this is a great description of the problem as should be very helpful in pinpointing the problem

    84. 03-17-2014, 03:16 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Xenavire View Post
      So Dopplegadget would still retain its ability if transformed by other sources (Slaughtergear for example?) Interesting.
      Err, no. But I now understand what you were saying, sorry!

    85. 03-17-2014, 02:22 PM

      Alan's Crazy Card Bug Thread!

      Yes. Time Ripple should break up targeting unless they can get it back into play in time.

    86. 03-17-2014, 01:54 PM

      Alan's Crazy Card Bug Thread!

      Doppelgadget is supposed to retain the ability to transform into new things every turn.

    87. 03-17-2014, 01:27 PM

      Alan's Crazy Card Bug Thread!

      [QUOTE=Xenavire;345913]Heres a fun one - a shard of fate affected by shrine of prosperity will give no charges (despite it saying gain a charge) if there are no targets left in the deck. Either that, or the limit on charges is 18.

      Nice, Solved

    88. 03-17-2014, 01:25 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Eierdotter View Post
      some updates on
      Countermagic vs Countermagic
      Countermagic vs Stoneskin
      What is the issue here?

    89. 03-17-2014, 12:10 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Xenavire View Post
      Gotcha, making sense now. Then it changing from a surge mechanism into a lord alexander is a bug. And dopplegadget should ignore the original cost, correct? I think that one is working. However it shouldn't retain the ability haha.
      Which ability is it retaining that it shouldn't?

    90. 03-17-2014, 12:05 PM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Eierdotter View Post
      Te'Talca transforms even if she got bounced to the hand in response to teh battel ability.
      I am afraid I can not reproduce this.

    91. 03-17-2014, 11:52 AM

      Alan's Crazy Card Bug Thread!

      Ok 0 Damage being considered damage is solved.

      A note on the definition of solved: that means "*I* think it is solved". QA might still disagree with me... So might you.

    92. 03-17-2014, 11:17 AM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by Xenavire View Post
      I dunno, this might be intended under the current damage rules. We can't choose how much damage to assign, so it assigns lethal damage. But lethal damage is 2, not 1, and it doesn't take into account the effect (because it doubles the damage as it is dealt.)

      So I would expect it to assign 2, then assign the remainder to the player, then double.

      Matt, Help!!!

      This is part of the double damage discussion back a couple pages back
      Can program [ check ]
      Can properly use Quote: [ empty ]

    93. 03-17-2014, 11:16 AM

      Alan's Crazy Card Bug Thread!

      Quote Originally Posted by hammer View Post
      Shards of Fate - Shows the order of resources in your deck and doesn't shuffle afterwards, you can select a resource near the top if you are flooding and nearer the bottom if you are light, you can also determine which colour is coming up and influence which you need to pick with the SoFate.
      So, I was going to chalk this up to the client being delusional. See, once upon a time, the client did know about the order of cards in the deck, but we removed that information. It still acts like it knows at many times, like when it shows you the order of the deck, it just doesn't (Or, so I thought). However, I did test it just to be sure, and either the client is psychic, or the server is being bad and still telling the client the order. (I expect the later).

      So, good job, I will hunt that down.

    94. 03-17-2014, 10:59 AM

      Alan's Crazy Card Bug Thread!

      Ok, here is the deal with Ozawa: Not a bug unless I am missing something:

      Ozawa does 5 damage to Storm Colossus, Storm Colossus does 6 damage to Ozawa, and you gain life.
      Now we check to see if anything dies: Ozawa is now a 13/13 with 6 damage on it, Storm Colossus only has 5, so neither die

    95. 03-16-2014, 02:17 PM

      Alan's Crazy Card Bug Thread!

      Chimes has a weird display bug right now that is really confusing the issue. It displays the chimes instead of the copy. I believe that it is actually the copy you are seeing and responding to. This is different than before, where it was accidentally allowing you to respond to the trigger and the copy.

    96. 03-16-2014, 09:53 AM

      Alan's Crazy Card Bug Thread!

      Bun'Jitsu ability couldn't be activated because it hadn't been done by the last patch. That sneaky rabbit escaped into the wild without notice. I think Thursday of last week, I finally conquered it, so expect it to be good for the next patch

    97. 03-16-2014, 09:50 AM

      Alan's Crazy Card Bug Thread!

      A battle should not resolve unless both troops are still in the warzone. I will need to read Te'Talca to figure out if it is a bug, but if it isn't a bug, I bet R&D will want to reword because they won't like it...

    98. 03-15-2014, 01:30 AM

      Alan's Crazy Card Bug Thread!

      Ah, misread that. It should become a 0 cost card, not a 3 cost card.

    99. 03-15-2014, 01:00 AM

      Alan's Crazy Card Bug Thread!

      Looked up Transmogrifier. The original cost is irrelevant. The current cost is Zero, so it will grab a random card with a cost of 0. Seems correct to me on that one.

    100. 03-15-2014, 12:57 AM

      Alan's Crazy Card Bug Thread!

      Shard of Fate with Shrine of Prosperity,... I can imagine why that is failing. nice catch

    101. 03-15-2014, 12:46 AM

      Alan's Crazy Card Bug Thread!

      On the Transmogrifier and doppelgadget, I will have to look up the exact text Monday morning. I can tell you this: Reducing the cost of an inspire guys is just plain good for you. See Princess Victoria. Having an Inspire guy on the board, and reducing the cost of the creature you are going to play beneath the inspire guys cost sorta sucks...

    102. 03-15-2014, 12:42 AM

      Alan's Crazy Card Bug Thread!

      Xenavire, BenRGamer: Sounds crazy, but seems lacking on a repro case...

    103. 03-15-2014, 12:40 AM

      Alan's Crazy Card Bug Thread!

      Ossuary, BlindMan:
      Good to know about card tracking over zone changes. That should only happen on a complete round trip. Sounds like targeting code will be getting a good look at next week.

    104. 03-15-2014, 12:38 AM

      Alan's Crazy Card Bug Thread!

      So, another thing I did last week was rewrite damage assignment stuff. I know this is what is responsible for life drain gaining extra life on addition blockers. However, it was done to deal with the turtle problem, so that is one where I would like to know if it is current. I won't be able to respond as much over the weekend, but I will try to hop on occasionally, and share my thoughts on the bugs

    105. 03-14-2014, 09:06 PM

      Alan's Crazy Card Bug Thread!

      Ok, I reproduced the Falconer/Falcon issue. I then tried a fix and could no longer reproduce it. Because I didn't have exact repro steps, I don't know it is gone for good, but seems likely.

    106. 03-14-2014, 09:05 PM

      Alan's Crazy Card Bug Thread!

      EoC and troops IT puts into play with inspire *will not* inspire other troops from EoC. Rules won't allow it. This is the case whenever multiple troops come into play at the exact same time. If we wanted to change this, it would require changing the text on EoC to the point of TL;DR. (Too Long; Didn't Read). Even then, there would be other negatives. Multiple troops CiP at the same time will never see each other for As effects.

    107. 03-14-2014, 08:22 PM

      Alan's Crazy Card Bug Thread!

      Welcome to the fun, Matt. For those of you that don't know, Matt is our Rules Manager

    108. 03-14-2014, 08:21 PM

      Alan's Crazy Card Bug Thread!

      Sorry, just saw the Eye, Hero and Resources interaction. I gotta say, that one took me back at first, and I was pretty worried. However, it seems like it should all work out: Here is what *should* happen: The hero comes out, then reveals the top 10, including those resources. The deck then Shuffles. Once the creatures are done, it will go through the deck, and find those exact resources, wherever they are, and play them for you.

      However, this wonderful question has brought up something else: You cast Eye for 2, and get 2 Heroes. Now, when the first one reveals, the second should not be on the top of the deck, nor should it be in play... This is scary to me, and to our rules manager. This is probably buggy, and definitely very interesting

    109. 03-14-2014, 07:36 PM

      Alan's Crazy Card Bug Thread!

      Ossuary: It is correct they will not. As is unfortunately the case, at a very low level, you have to split the timing somewhere. With Inspires, they need to be As CIP so that if they are granting a When CIP, they will have the triggered ability as it hits the warzone. This forces them before the event you care about.

    110. 03-14-2014, 07:27 PM

      Alan's Crazy Card Bug Thread!

      Grinning Budda: Uhg, the infamous "What order do these Continuous Effects (CEs) want to resolve to have it work the way a human thinks it does." I should be able to force that one through so we get what we want. There aren't a lot of CEs that care. The other ones I know about are: Air Superiority & Wall of Corpses. Air Superiority was having problems with the Flight Gem (Yes, that is a CE). Wall of Corpses was having problems with any permanent modification. Those I solved, but looking for these sorts of things is an area that could yield more bugs

    111. 03-14-2014, 05:53 PM

      Alan's Crazy Card Bug Thread!

      I have double checked Briar Legion, and it is failing even with all the fixes I have. Now to figure out why...

    112. 03-14-2014, 05:51 PM

      Alan's Crazy Card Bug Thread!

      I was correct on my interpretation. The As CIP inspire guys are only active if they are in the warzone. They aren't quite there yet. The When CIP guys arrive, and are actually in the warzone, then the event goes out saying who did what, and they notice and trigger. It is a hairline, tricky distinction.

    113. 03-14-2014, 04:40 PM

      Alan's Crazy Card Bug Thread!

      The full Eye of Creation will not be fast!

    114. 03-14-2014, 04:40 PM

      Alan's Crazy Card Bug Thread!

      I have also read enough of the eye of creation thread now to see some very thorny rules questions. My gut says: They are all supposed to enter at the same time. AsCIPs will not be active yet since the card is not on the table in time, yet When CIPs should all trigger. My first job here is to make sure the rules manager and I agree. Then, I need to see what the actual rules engine does...

    115. 03-14-2014, 04:33 PM

      Alan's Crazy Card Bug Thread!

      Ok, second fix got it. Eye of Creation vs Resources should be good after next weeks patch

    116. 03-14-2014, 04:23 PM

      Alan's Crazy Card Bug Thread!

      The Eye of Creation has been reproduced, and I see the problem. The first fix failed, now trying a second fix. It would happen any time you got to play a resource for free. While in the code, I noticed that if any replacement effect would prevent a normally played resource from going to the Played Resource Zone, (That is where they go...) then you could play another one. I don't know that you can do that with the current card set, but fixing it just the same.

    117. 03-14-2014, 04:05 PM

      Alan's Crazy Card Bug Thread!

      It is all here so that I don't have to go searching, and I don't risk missing anything. If you guys want to have a thread open while you figure out exactly what is happening, and then link to it from here once you have it nailed down, that is fine too. Accurately describing bugs is HARD.

      The life gain gem could easily have been the As CIP vs When triggers being wrong. I am trying to figure out exactly which version of the triggers code got shipped.

      The Eye of Creation and Playing a resource sounds like a good bug. Let me go research that.

    118. 03-14-2014, 03:42 PM

      Alan's Crazy Card Bug Thread!

      Ok, Good(???) to know shrine of prosperity still happens. Checked out the other thread a little. Trying to figure out if that is the triggers failing code, or something else.

    119. 03-14-2014, 03:18 PM

      Alan's Crazy Card Bug Thread!

      Ossuary: I rewrote the As CIP code for this last patch. It was in need of it for quite a few reasons. The right thing here is to play a game, do as little as possible other than what is required to cause the bug, then let me know the minimum steps required. I always need to know that it is still happening. Over 40 different bug fixes are in that patch from the last week, just from me. I don't remember the week before, too long ago!

    120. 03-14-2014, 03:15 PM

      Alan's Crazy Card Bug Thread!

      Ossuary: Once upon a time, the client could get confused about what cards were where in the decks. It doesn't actually know, it just pretended it did, and when you got a new card, sometimes it just showed you one at random. The known cases where this was happening have been squashed, and the client is now told the right card by the server.

      Either, we missed one (or more), or this won't happen any more. How long ago was the last time you saw this?

    121. 03-14-2014, 03:09 PM

      Alan's Crazy Card Bug Thread!

      Hello all.
      When I came up with the idea for this, I knew it would have the ability to make me look really stupid. We try to ready the patch Monday, and let QA beat on it until Thursday. As they find bugs, we fix those deemed big enough immediately, and let some smaller ones pass. We do this so that we don't risk anything slipping in at the last minute. Guess what... There was a bug that I needed to fix, and the fix was to change how often we checked specific things happening. Unfortunately, in fixing that, I also changed how often we check triggers, which caused some triggers to look at stale data. One of these is the return to play trigger on Solitary Exile, so nothing ever comes back. It *was* working, honest...
      I should be pretty active in here for the next week. I am low on bugs, but not without any. My specific area of expertise is card interactions and the rules. Where possible, I will even let you know somewhat why the bug was occurring. Of course, I expect you to find many more bugs than I can solve over the week, so don't get your hopes up on any specific bug. Also, the clearer those repro steps can be, the better.
      I look forward to chatting with everybody. Lets make Hex great!

    122. 01-31-2014, 07:37 PM

      HEX Update - Sealed and Prep Phase

      Uhg, bugs that only show up under load are the worst! This is certainly a hot topic for us, very high priority. We have fixed multiple bugs since it shipped. The good news is some sealed tournaments are finishing. We just need to get to where they all finish

    123. 01-17-2014, 06:52 PM

      HEX Update - Sealed and Prep Phase

      No, Rage is still stuck on the stack. I did take a quick look at it, but didn't see anything obvious. Things that are stopping games are just more pressing, and this push had a bunch of them, which prevented us from patching in the end

    124. 01-17-2014, 06:49 PM

      HEX Update - Sealed and Prep Phase

      If all the things that have lined up for this patch make it in it will be quite cool. It is a shame that so many of them were just a little off and we couldn't do it this week. We were originally going to try to surprise you with sealed the patch directly after Christmas... Ah those best laid plans.

      Thanks for the welcome. Sorry I haven't posted before, but things can get crazy as a Software Engineer.

    125. 01-17-2014, 06:34 PM

      HEX Update - Sealed and Prep Phase

      Yes, you get a chance to draw one of your nice, newly minted specters