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Game
Page history last edited by Anonymous 2 yrs ago
Game Issues:
BUGS
Issue Details:
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Submitted By:
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Verified By:
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Date Added:
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Title: Locations Don't Interrupt Passing In Succession
Bug Description: VS Comprehensive Rule 5.10.4 states that even if flipping a location doesn't use the chain, it does interrupt passing in succession, giving the opponent another chance to respond.
Repro Steps:
- Play with a Hellfire One-Character-Visible deck.
- Have your opponent attack your one visible character with exactly enough ATK to meet your visible character's DEF.
- In the middle of the attack, after your opponent has passed, flip Shaw Industries to raise your DEF, then pass.
- Observe game progressing to attack conclusion, without giving your opponent a chance to play any more effects.
Expected Outcome: Passes occuring before a location is flipped should not count towards passing in succession.
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Athrex |
Dawnyoshi |
2007-03-25 |
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Title: Changing Zones Does Not Make Objects New
Bug Description: Vs Comprehensive Rule 213.1c states that an object that changes Zones is no longer the same object. This means that if an object is pre-determined to be affected by an effect on the chain, and the object changes zones before the effect resolves, it is no longer the pre-determined choice to be affected when it comes time to resolve it off the chain.
Repro Steps:
- Build an Avengers team-attack deck with Carol Danvers <> Warbird (Galactic Adventurer ). Have your opponent play Empath (Hellion).
- Team attack with Carol Danvers and someone else into Empath.
- When Empath's trigger resolves, have your opponent choose to KO Empath.
- Resolve Carol Danvers' triggered effect.
- Observe Empath moving from the KO'd pile to Opponent's Hand zone.
Expected Outcome: When Empath changed zones (to the KO'd pile), it was no longer the same object, thus Carol Danvers' triggered effect should resolve with no effect.
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Athrex |
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2007-03-25 |
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Title: Non-Printed Mutant Traits Not Recognized
Bug Description: Several powers grant or change Mutant Traits, but effects that key off of Mutant Traits do not appear to recognize these non-printed Traits.
Repro Steps:
(1) - Build a deck with Psylocke (Armored Empath) and Psychic Armor.
- Attempt to discard Psychic Armor to Psylocke's power.
- Observe Psychic Armor is not a valid discard to Psylocke's power.
(2) - Build a deck with Brave New World, Mob Mentality, some Physical Mutants, and some non-Mutant 1 cost characters. Have opponent build a deck with Hawkeye (Clinton Barton).
- Team up your with Brave New World, choosing Physical, and the affiliation of your 1 cost characters.
- Flip up Mob Mentality in your resource row.
- While not in combat, have your opponent use Hawkeye targeting your 1 cost characters that are now Physical Mutants.
- Observe 1 cost characters stunning.
Expected Outcome:
(1) Psychic Armor has a continuous power stating it is a Mental card, thus it should be available to discard to Psylocke's ability.
(2) Brave New World grants the 1 cost character the Physical Mutant trait, and Mob Mentality says it cannot be stunned. Hawkeye's effect should resolve with the target not stunned.
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Atredes |
Wildburn |
2007-03-25 |
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Title: Priority in Resource Step Missing *SINGLE PLAYER GAME ONLY*
Bug Description: Setting Passing to Manual still skips the point of priority in the Resource Step that should occur after laying a resource and before the Recruit Step starts.
Repro Steps:
- Set options to Manual passing.
- Start up a single player game.
- In the Resource Step, lay your resource for the turn.
- Observe game is now at Recruit Step.
Expected Outcome: There should be a point of priority after the resource is laid but before the start of the Recruit step.
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rjw499 |
JinxM |
2007-03-25 |
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Title: Quality Modifiers Should Flag Objects
Bug Description: Continuous modifiers that affect qualities are not properly flagging affected objects on resolution, as per Comprehensive Rules 513.2c. (note, as per 513.2c, this only applies to continuous modifiers from effects, not to all continuous modifiers.)
Repro Steps:
- Player 1 has Dracula (Vlad Dracula) in play in the visible area (due to a previous effect).
- Player 2 has Mr. Hyde (Calvin Zebo) and Bullseye (Master of Mrder) in play.
- Player 1 plays The Family MMK-113.
- Player 2 attacks Mr. Hyde into Dracula.
- Dracula's triggered effect resolves, and Player 2 chooses not to play the endurance. Player 1 moves Mr. Hyde to his front row and recovers him.
- Player 2 attacks Bullseye into Mr. Hyde.
- Observe Mr. Hyde is reinforced.
Expected Outcome: Mr. Hyde should not have been reinforced, as he was not a "Crime Lord character you control" on resolution of The Family, and The Family's effect modifies a quality (reinforcement).
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JinxM |
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2007-03-25 |
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Title: Hotkeys Are Not Disabled During Chat *PC VERSION*
Bug Description: While typing a chat message, you can often hear beeping and see display elements changing (such as the card view), as if you were hitting hotkeys.
Repro Steps:
- In a game, while an opponent is dealing with their resource step, press "T" to enable chat, then type out the alphabet.
- Observe card view changing, and beeping occuring.
Expected Outcome: All hotkeys should be disabled while in chat text entry mode.
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JinxM |
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2007-03-25 |
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Title: Can't Move Inside Edge of Hidden/Visible Area
Bug Description: The rules state that the Hidden and Visible areas both extend for infinity in either direction. In the game, however, if you have a Visible character against the Hidden/Visible border, and you are forced to move a Hidden character to the Visible area, there is no way to put them on the left side of that Visible character.
Repro Steps:
- Play a Hellfire Club deck with many Concealed - Optional characters. Have your opponent play a deck with many effects that pull characters out of the Hidden Area, like Mr. Code, Out of the Darkness, or Psychoville.
- Set up the field so you have two visible characters adjacent to each other in the support row (and right next to the Hidden area border) and then one hidden character.
- Opponent attacks into your right-most character and stuns it. (the one not next to the border.)
- Opponent plays Out of the Darkness on your hidden character.
- Observe you cannot place your hidden character into the Visible Area where it could reinforce your other remaining character. One side is blocked by the stunned character, and the other by the immobile Hidden Area border.
Expected Outcome: Clicking on the Visible Area left arrow should slide your visible characters to the right, opening up a new column on the left.
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JinxM |
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2007-03-26 |
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Title: Improper Terminology - "Payment Effect" *NEEDS INVESTIGATION.. IS THIS SYSTEM WIDE OR A SINGLE CARD?*
Bug Description: Certain cards use the phrase "Payment Effect" when resolving, even though the Comprehensive rules are very explicit about what a Payment Effect is, and those cards do not qualify.
Repro Steps: *NEEDS INVESTIGATION FOR EXACT TEXT*
- Play Wild Ride, choosing a character.
- Observe in the log that it mentions twice "Wild Ride payment effect resolves from the chain".
Expected Outcome: A payment effect is an effect containing an arrow. The log text for this card should say something more accurate like "JinxM finishes resolving Wild Ride from the chain."
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JinxM |
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2007-03-26 |
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Title: Continuous Power Calculation
Bug Description: There may be a system-wide error in how continuous powers are calculated. In the specific card page, Albert Gaines (MAV-042) is an example. A new example has been found in Hammer Bay with a Team-Up.
More testing should be done, as this seems a particularily hard type of power to program.
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2007-04-15 |
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Title: Occassional failure to allow Team Attacking
Bug Description: An occassional failure to offer the option for team attacking has been noticed - although no pattern has yet been noticed. In the last example, Quicksilver in the front row attacked, but Natasha Romanoff behind him was not offered the opportunity to Team Attack (i.e. no green highlight was displayed around her and right click did nothing), despite her having range and also having Avengers affiliation. This has been noted in the single player, but in this case occured during a LAN game.
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infamouspip |
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2007-07-12 |
USABILITY ISSUES
Issue Details:
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Submitted by:
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Date Submitted:
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Title: No Warning of Two Dangerous Actions
Issue Description: There are two extremely risky options available to players that are seldom done, and if they are done accidentally, can completely throw off the flow of the game. These actions are (1) choosing not to play a resource, and (2) choosing not to recover a character in recovery phase wrap up.
In the video game, it is incredibly easy to perform these actions accidentally, often throwing away an otherwise unlosable game.
Repro Steps:
- Set options of Autopass Level to Manual, and Phase End Alert to Off. (likely used by advanced players)
- Start a game.
- Pass through all the phases.
- Observe no notification of not setting a resource, nor of not recovering a character.
Suggested Resolution: Two confirmation message boxes should be added, that pop up regardless of the options settings. These message boxes should pop up when a player is about to pass the resource step without having set a resource, and when passing the choice of recovering a character in the wrap up step, without having recovered a character.
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JinxM |
2007-03-25 |
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Title: Chat Log Mixed With Game Log
Issue Description: Chatting during a game is difficult, as all outputted messages are mixed with the log messages from the game.
Repro Steps:
- Start a game.
- Have your opponent proceed through their Build Phase while you type lines of text.
- Observe text scrolling off screen quickly beneath game messages like "Resource Step started".
Suggested Resolution: Have a seperate window for Game messages and Chat messages.
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JinxM |
2007-03-25 |
FEATURE REQUESTS
Issue Details:
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Submitted by:
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Date Submitted:
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Title: Game/Chat Log Scrollback
Request Description: The Game/Chat Log area is only a few short lines long, and the text can come quite quickly at times. Adding a scrollback feature would help users considerably.
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JinxM
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2007-03-26 |
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Title: Ability to Save Log
Request Description: The ability to save the game log would be helpful both to testing efforts, and to general play. Often people will want to remember what happened in a particularily eventful game. If it could be outputted to a simple text file or xml, perhaps enabled by an options setting or a checkbox on the "You Win/Lose" popup at the end of each game.
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JinxM |
2007-04-04 |
Game
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