In realizing the code was faulty I went back to fix it and saw I had forgotten the s in swordsman on square 48
When I corrected it, copied the code and exited the replay in LAB this happened:
When I went back into with the correct code LAB it did not disappear
Effects:
It made waiting for a game take way longer than normal (I did not take a picture of this but in ranked it went all the way to 1900-3600 whereas usually even if players are offline it never reaches past 2000-3500 unless I turn on player only.
The reset button would always take me back to this screen:
Victories and prizes would still happen as normal:
Even if in the middle of a game if I pressed exit it would bring me to the home screen:
I would only get matched with bots.
If I typed in the chat it would count it as though I surrendered and show a weird screen:
54,whitename,blackname,2500,2500,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,Valkyrie,Princess2,,,,,Princess3,Fencer3,Berserker3,Sylph,,,,,Archer4,Greed2,Medusa,Axeman,,,,,SoulFlare3,Legionary3,SoulKeeper3,Axeman,,,,,Sylph2,Envy3,Queen3,Axeman,,,,,Basilisk4,King,King,Salamander2,,,,,Snake2,Crusader3,Legionary2,Axeman,,,,,Duelist2,HauntedArmor3,Lilith2,Axeman,,,,,Dove2,Dragon3,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,54,36,11,19,62,46,2,29,36,27,29,27,46,38,3,20,63,46,20,27,61,47,7,21,38,22,15,22,22,14,6,14,47,15,14,15,15,14,4,14,52,30
On move 13 axeman breaks HA and it says axeman cheats and move 17 when legion breaks crusader armor it just legion moves moves
There is a bug where if you have 10,000 coins you cannot purchase a new army slot until you have 12,500 coins, despite the fact that armies are labeled at 10,000. The "BUY" button remains grayed out and un-clickable despite me having 11,000 coins but once I reach 12,500 it becomes gold.
you can make multiple moves before the ai moves in the army test mode. it can lead to something like this. also, i think the ai also can take multiple moves but its rare.
looks like a side-effect of the fix for allowing black vs white in test area, which was done in a crude way in the middle of fixing more serious problems caused by lab, but the ability to move twice or move the AI units seemed relatively benign until now, I didn't notice it could force a reset of the game.
This problem is now fixed for the next upload.
Lab only: -similar glitches to slime staying on screen
1: If a toad is forced to jump a unit and its landing spot is off-screen (by telling the game thats what move it did) it will die, not kill the target and stay on screen even when out of a match (until reload).
2: if a toad is similarly forced to jump over a unit and land on another unit (only possible in lab, just force the frog to do the move) the unit it ends on will also die, and become stuck on screen until reload.
a demonstration of #2 is here: 54,whitename,blackname,2500,2500,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,100,33,false,Toad,Toad,Toad,StonePillar,StonePillar,Toad,Toad,Toad,Toad,Toad,Toad,StonePillar,StonePillar,Toad,Toad,Toad,Toad,Toad,Toad,StonePillar,StonePillar,Toad3,Toad3,Toad3,Toad,Toad,Toad,StonePillar,StonePillar,Toad,Toad,Toad,Toad,Toad,Toad,StonePillar,StonePillar,Toad4,Toad,Toad4,Toad,Toad,Toad,StonePillar,StonePillar,Toad,Toad,Toad,,Toad2,Toad2,StonePillar,StonePillar,Toad4,Toad,Toad4,Toad,Toad,Toad,StonePillar,StonePillar,Toad,Toad,Toad,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,2,1,10,9,18,17,7,2,2,3,4,5,15,10,10,11,12,13,23,18,18,19,20,21,6,0,14,8,22,16,44,43,42,41,52,51,50,49,60,59,58,57,63,60,55,52,47,44,62,61,54,53,46,45,40,46,48,54,56,62,60,63,52,55,44,47,46,54,47,55,32,3,33,11,34,19,36,43,37,51,38,59,39,27
One of your game tips says something like: "you can use poison to stop growing enemy phoenix egg". I just used my Alchemyst to poison a phoenix egg and I expected the timer to stop immediately. However, the egg kept growing and in the same turn it should die due to poison it turned into Phoenix. I think this should be solved.
I dont know if it is a bug or a feature, but behemoth can be teleported away by an enemy nexus if it is on the ability target square, even if behemoths passive makes it so it cant be targeted by enemy minions
If ability target is targeting the square and not the unit it makes sense, it is not like antimage in that matter (antimage is magic immune, so even if lighting was casted before he was there he is immune to that). Also, I have "discovered" something interesting, nexus "teleport ability target to this empty location" is not magic because if it was it would not be able to target antimage.
I think if the "Teleport Ability Target to this empty location" was Magic, Antimage would still be teleportable. You're targeting the EMPTY location, not the ability target at all. That is consistent to me.
(but there was a past update where that ability was Magic, and it was changed to typeless - can't test that now unfortunately)
When I test my army, if I select a different one for the AI or the other player, it makes me use that same army (Example: I want to use slot 5 and I want the AI to use slot 8, when I start the game both of us are using slot 8), I just tried the same random army mode on CEO Lab, not sure if it is correlated or something
Lifestones are always enchanted in lab. no way to turn that off.
This 2nd bug only occurs right after a reload, playing any game seems to prevent it:
If you input an invalid unit into the editor, and then click "Exit" quickly the lab menu will not disappear when you go to the title screen, allowing you to press exit or reset anywhere.
Exit button Error:
How it triggered:
Using this code I went into LAB:
In realizing the code was faulty I went back to fix it and saw I had forgotten the s in swordsman on square 48
When I corrected it, copied the code and exited the replay in LAB this happened:
When I went back into with the correct code LAB it did not disappear
Effects:
54,whitename,blackname,2500,2500,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,Valkyrie,Princess2,,,,,Princess3,Fencer3,Berserker3,Sylph,,,,,Archer4,Greed2,Medusa,Axeman,,,,,SoulFlare3,Legionary3,SoulKeeper3,Axeman,,,,,Sylph2,Envy3,Queen3,Axeman,,,,,Basilisk4,King,King,Salamander2,,,,,Snake2,Crusader3,Legionary2,Axeman,,,,,Duelist2,HauntedArmor3,Lilith2,Axeman,,,,,Dove2,Dragon3,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,54,36,11,19,62,46,2,29,36,27,29,27,46,38,3,20,63,46,20,27,61,47,7,21,38,22,15,22,22,14,6,14,47,15,14,15,15,14,4,14,52,30
On move 13 axeman breaks HA and it says axeman cheats and move 17 when legion breaks crusader armor it just legion moves moves
There is a bug where if you have 10,000 coins you cannot purchase a new army slot until you have 12,500 coins, despite the fact that armies are labeled at 10,000. The "BUY" button remains grayed out and un-clickable despite me having 11,000 coins but once I reach 12,500 it becomes gold.
I can confirm that it only costs 10,000 coins as I just purchased an army slot but the UI will not allow this purchase with anything under 12,500.
good find, this will be fixed soon
you can make multiple moves before the ai moves in the army test mode. it can lead to something like this. also, i think the ai also can take multiple moves but its rare.
looks like a side-effect of the fix for allowing black vs white in test area, which was done in a crude way in the middle of fixing more serious problems caused by lab, but the ability to move twice or move the AI units seemed relatively benign until now, I didn't notice it could force a reset of the game.
This problem is now fixed for the next upload.
Lab only: -similar glitches to slime staying on screen
1: If a toad is forced to jump a unit and its landing spot is off-screen (by telling the game thats what move it did) it will die, not kill the target and stay on screen even when out of a match (until reload).
2: if a toad is similarly forced to jump over a unit and land on another unit (only possible in lab, just force the frog to do the move) the unit it ends on will also die, and become stuck on screen until reload.
a demonstration of #2 is here: 54,whitename,blackname,2500,2500,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,100,33,false,Toad,Toad,Toad,StonePillar,StonePillar,Toad,Toad,Toad,Toad,Toad,Toad,StonePillar,StonePillar,Toad,Toad,Toad,Toad,Toad,Toad,StonePillar,StonePillar,Toad3,Toad3,Toad3,Toad,Toad,Toad,StonePillar,StonePillar,Toad,Toad,Toad,Toad,Toad,Toad,StonePillar,StonePillar,Toad4,Toad,Toad4,Toad,Toad,Toad,StonePillar,StonePillar,Toad,Toad,Toad,,Toad2,Toad2,StonePillar,StonePillar,Toad4,Toad,Toad4,Toad,Toad,Toad,StonePillar,StonePillar,Toad,Toad,Toad,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,2,1,10,9,18,17,7,2,2,3,4,5,15,10,10,11,12,13,23,18,18,19,20,21,6,0,14,8,22,16,44,43,42,41,52,51,50,49,60,59,58,57,63,60,55,52,47,44,62,61,54,53,46,45,40,46,48,54,56,62,60,63,52,55,44,47,46,54,47,55,32,3,33,11,34,19,36,43,37,51,38,59,39,27
Another: If a tombstone revives something on its own square it becomes stuck. (lab only)
54,whitename,blackname,2500,2500,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,999,1,1,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,Tombstone,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,0,0,0,0,1,2,1,1,1,1,2,3,2,2,2,2,3,4,3,3,3,3,4,5,4,4,4,4,5,6,5,5,5,5,6,7,6,6,6,6,7,8,7,7,7,7,8,9,8,8,8,8,9,10,9,9,9,9,10,11,10,10,10,10,11,12,11,11,11,11,12,13,12,12,12,12,13,14,13,13,13,13,14,15,14,14,14,14,15,16,15,15,15,15,16,17,16,16,16,16,17,18,17,17,17,17,18,19,18,18,18,18,19,20,19,19,19,19,20,21,20,20,20,20,21,22,21,21,21,21,22,23,22,22,22,22,23,24,23,23,23,23,24,25,24,24,24,24,25,26,25,25,25,25,26,27,26,26,26,26,27,28,27,27,27,27,28,29,28,28,28,28,29,30,29,29,29,29,30,31,30,30,30,30,31,32,31,31,31,31,32,33,32,32,32,32,33,34,33,33,33,33,34,35,34,34,34,34,35,36,35,35,35,35,36,37,36,36,36,36,37,38,37,37,37,37,38,39,38,38,38,38,39,40,39,39,39,39,40,41,40,40,40,40,41,42,41,41,41,41,42,43,42,42,42,42,43,44,43,43,43,43,44,45,44,44,44,44,45,46,45,45,45,45,46,47,46,46,46,46,47,48,47,47,47,47,48,49,48,48,48,48,49,50,49,49,49,49,50,51,50,50,50,50,51,52,51,51,51,51,52,53,52,52,52,52,53,54,53,53,53,53,54,55,54,54,54,54,55,56,55,55,55,55,56,57,56,56,56,56,57,58,57,57,57,57,58,59,58,58,58,58,59,60,59,59,59,59,60,61,60,60,60,60,61,62,61,61,61,61,62,63,62,62,62,62,63,64,63,63,63,63,64
One of your game tips says something like: "you can use poison to stop growing enemy phoenix egg". I just used my Alchemyst to poison a phoenix egg and I expected the timer to stop immediately. However, the egg kept growing and in the same turn it should die due to poison it turned into Phoenix. I think this should be solved.
I mean, I expected the growth to stop immediately. Either make it so that the egg stops growing or make it die on timer please.
this should be resolved now
(unless there is some unknown error causing it to happen again)
I posted a report on this bug earlier , with screenshots. Look please :
http://www.kongregate.com/forums/32630-chess-evolved-online/topics/721873-official-bug-report-thread?page=21#posts-13276153
I dont know if it is a bug or a feature, but behemoth can be teleported away by an enemy nexus if it is on the ability target square, even if behemoths passive makes it so it cant be targeted by enemy minions
IMO this makes total sense. That ability is not targeting Behemoth, it's targeting an empty square. Enemy portals can do that too probably.
-main_gi
If ability target is targeting the square and not the unit it makes sense, it is not like antimage in that matter (antimage is magic immune, so even if lighting was casted before he was there he is immune to that). Also, I have "discovered" something interesting, nexus "teleport ability target to this empty location" is not magic because if it was it would not be able to target antimage.
I think if the "Teleport Ability Target to this empty location" was Magic, Antimage would still be teleportable. You're targeting the EMPTY location, not the ability target at all. That is consistent to me.
(but there was a past update where that ability was Magic, and it was changed to typeless - can't test that now unfortunately)
-main_gi
When I test my army, if I select a different one for the AI or the other player, it makes me use that same army (Example: I want to use slot 5 and I want the AI to use slot 8, when I start the game both of us are using slot 8), I just tried the same random army mode on CEO Lab, not sure if it is correlated or something
Should be fixed now, it was the random mirror match mode from lab causing it, as you suspected.
Lifestones are always enchanted in lab. no way to turn that off.
This 2nd bug only occurs right after a reload, playing any game seems to prevent it:
If you input an invalid unit into the editor, and then click "Exit" quickly the lab menu will not disappear when you go to the title screen, allowing you to press exit or reset anywhere.
lifestone enchanting problem should be resolved now,
the other one I'm still not sure, but thanks for reporting it.