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Steveaustin

Плюсатор TesthuGGer 43

40

Список багов(на английском)

General

* [Typhus Lion] Global Abilities are rendered unusable after target abilities are used. Example: Warspider casts Entangle - Eldritch Storm can be selected from the Global Ability bar but cannot be placed. Example: D Cannon is told to fire a Singularity - Conceal is selected from the Global Ability list but cannot be targeted onto a unit.

<Frequent, Severe>

* [Mr.Sinister] Units still leap after teleporting units - hopping over large distances. Was not fixed in patch.

<Consistent, Severe>

* Grenades now do full damage to retreating units. Impossible to retreat a Shuriken Platform vs Stikkbommaz.

<change is intentional>

* Clicking on a portrait on the right-side unit bar of a unit belonging to your current selection, then pressing retreat results in all selected units retreating, not just the selected unit.

<Rare, Severe>

* Adding a unit via shift to a current selection causes unexpected results when Advanced Subgroup Control is enabled. There is 'lag' before the portrait is highlighted, Tab order is unpredictably modified. This results in the just-added unit ignoring orders for the first couple seconds of being added.

<Consistent, Error>

* Using an ability which requires a unit target while a hero or unit is knocked down prevents that hero or unit from listening to orders until it dies (will chase current target until it dies or target is killed, or will continue capping a node until it is capped).

<Consistent, Severe>

* [bambilambi] Walker vs Walker sync kills do not give Zeal/Psychic Might/Waaagh/Biomass to either party

<Consistent, Severe>

* When a unit in a building is told to fire on a unit out of range OR when a unit in a building receives a leader upgrade, the squad will not listen to orders or will bug out and be stuck in the building when exiting.

<Frequent, Severe>

* Throwing a grenade at the exit point of a building deals damage to units inside the building and units exiting the building. This is inconstant, as throwing the grenade at the building will not hit units exiting the building, even though they are still 'inside' it while moving out. Either the entrance nade shouldn't deal damage or units should receive damage while walking out of the building.

<Consistent, Error>

* Vehicles and walkers rotate platforms and deployed units when getting near them (before they ever touch them)

<Consistent, Severe>

* When a unit is selected, an ability is used which starts cooldown, upon reselection of the unit the cooldown is displayed as complete. The ability is selectable however not usable. This leads to confusion. This problems happens VERY frequently, 10+ times per game. A good example would be guardian grenades.

<Frequent, Style/Review>

* Units fail to retreat when in a blob of 4 or more squads - they run in completely random directions until they are dead. Pathing seems to bug out when around a large number of units.

<Common, Severe>

* Any orders queued while a unit is retreating are lost when retreat ends.

<Consistent, Style/Review>

* Clicking re-enforce while a unit is retreating cancels the re-enforce request ~1-2 seconds later instead of adding it to the queue for when the unit reaches the base. Either the queue should stay or the re-enforce button shouldn't highlight when a unit starts retreating.

<Consistent, Style/Review>

* Units entering and exiting transport vehicles can take up to a minute to enter/exit. The vehicle always tries to turn to the 7 o'clock position before unloading. Sometimes it'll just spin and twitch.

<Common, Error>

* Units in the open told to attack another unit will ignore order, run in the complete opposite direction to find cover. This is reproducible with warpspider exarch very easily. Tell him to jump to a field and click attack on a unit - he will instead run in the opposite direction to cover, sometimes out of range of the unit told to attack.

<Frequent, Severe>

* Units are stuck retreating even though they've already reached the base/headquarters/relay. This commonly happens with nid units.

<Rare, Severe>

* Commander kills are reported as suicide. Eg A kills B but messages is "B killed B". A does not get commander kill score.

<Common, Style/Review>

* AI spams ping on the minimap multiple times for a single action.

<Consistent, Style/Review>

* Main Menu buttons which require GFWL server communication (find game, campaign) are unresponsive and sometimes take ~15+ seconds to 'reply'. For example, you can click find game. It won't do anything. You can go to the options screen, then randomly the find game dialogue would spring up 15 seconds later. This started in patch 1.2.1.

<Frequent, Style/Review>

* [Vorell] Matchmaking system seems to be consistently pair up mismatches. Example, player A B C are on team 1. They click find game. Player A and B will find a game and get countdown - start game. Player C will sit in lobby with A and B still in his lobby searching, oblivious to the fact that A and B are already in a game.

<Frequent, Critical>

* [Vorell] The voice notification icon in the match setup screen is incorrectly lit up once the random spots have been decided.

<Consistent, Style/Review>

* Player 1's position is never randomized when start position is randomized at game start.

<Consistent, Error>

* Players have troubles joining Lan games. The host sees the player as joined with random hero. The connecting player has the connection box open, which then times out saying that the player cannot connect. The host will still see the player as joined even though he isn't there - the game has to be recreated. Usually takes 2-3 attempts to get two players to join the same game... its hell with 3v3.

<Frequent, Style/Review>

* [svN] Single-clicking the hero on the right-side unit bar centers the view on the hero. Previously, it required a double-click.

<Consistent, Style/Review>

* [Experiment13] Abilities which have a windup time are interrupted and locked out for the remainder of the game when a wargear upgrade completes. For example, a Warpspider throwing his Anti Grav nade: As soon as the throw action is given, the ability is made grey and unavailable, and if a wargear upgrade completes before the throw action is complete, the ability is locked out permanently. Example: Hive Tyrant using Bio Plasma, and while winding up to shoot the Plasma, Venom Cannon completes. In the worst case scenario, ALL abilities are locked out, not just the last-used. (they appear as usable, but clicking them or pressing the hotkey does not give a target reticule or active the ability)

<Common, Severe>

* [IAoVI] Skills that charge on damage taken charge while not all requirements for using them are met. Example: Tactical Squad's ATSKNF charges without Sarge. Example: [DaMayan] Warboss's Big Stomp without Cyborg Implants

<Consistent, Severe>

* Zeal/Biomass/Waaaagh/Psychic Might display bars are still not shown in Replays

<Consistent, Style/Review>

* 2v2 mode still displays a party screen for 3 players. Searching with 3 players causes 3v1 games (A workaround is to alt+f4 if you don't see your ally during countdown - searching with 2 people doesn't avoid the problem, sometimes one player will be orphaned.)

<Common, Critical>

* [lediath] Squad leaders do not belong to a control group binding. For example, if you make a Guardian squad with a Warlock leader CTRL+1, then kill all guardian squad members except for the Warlock, pressing 1 will no longer select that squad.

<Consistent, Style/Review>

* [Vorell] Tiber Outpost has increased in brightness to an unreasonable level.

<Consistent, Style/Review>

* [Dcrysis02] Squad levelups in singleplayer now only offer 1 skillpoint per level (down from 2)

<Consistent, Critical>

* [lediath] At the score screen, if a player requests to link up with a player that is in the process of quitting, the requesting player will be stuck at the score screen and has to alt+f4.

<Rare, Style/Review>

* [Dilopho] Selection hotkeys (eg: CTRL+1) are lost at the beginning of the game.

<Consistent, Style/Review>

* Enemy heroes and buildings are visible during the first few seconds of the match.

<Consistent, Severe>

* [Chip] Icons that are overlayed onto the minimap are positioned to the right of where they're meant to be.

<Consistent, Style/Review>

* [MrLuff] Rankpoints earned are sometimes incorrectly displayed

[MrLuff] screenshot1

<Consistent, Critical>

Eldar

* Targeting icon for Plasma Grenade and Beam Scorch always show red untargetable x.

<Rare, Style/Review>

* Warp Spider grenade isn't thrown and energy is used if a vehicle is moving away from the spiders

<Frequent, Severe>

* TONS of incorrect tooltips including: conceal (does not make invisible, reduces all damage not just ranged), guide (increases all damage, not just ranged), embolden (does not give defense bonus, only suppression resist bonus), warlock shield (regarding knockdown prevention).

<Consistent, Style/Review>

* Wraith Bone is inconsistent and damage prevention is buggy. D-Cannon can fire through it, Brightlance can fire through it at certain distances / angles, grenades or Plasma Dev fire does knockback but no damage (looks funny). Shuriplats can only fire through it if they're melee with it.

<Consistent, Severe>

* Wraithbone cannot be placed in locations that require rotation. Example: If the highlight is green, you can click, hold, and rotate the Wraithbone. If the highlight is red, you cannot click and rotate the bone, even though there is potential for it to fit if it was rotated.

<Consistent, Error>

* Friendly vehicles and walkers destroy Wraith Bones when coming near them (not even touching them)

<Consistent, Severe>

* Warlock unit size is incorrect as per game files (he is considered medium, all other heroes, including Warboss and Hive Tyrant are small). This causes him to take extra damage from arms fire.

<Consistent, Severe>

* Fire Prism will often not fire its cannon after charging up and trigger a long cooldown instead of retargetting. Easily reproducible when the target unit enters fog or the Fire Prism starts rotating it's body.

<Consistent, Severe>

* [IAoVI] Cancelling Immolate during the casting motion makes the flames appear, the mana being consumed but the cooldown is reset.

<Consistent, Error>

* [IAoVI] Canceling Destructor during the casting motion causes no Destructor but costs energy still (cooldown is reset aswell; probably related to the former).

<Consistent, Error>

* [IAoVI] Providence only shortens the cooldown of skills that were not on cooldown upon activation. Incorrect tooltip on Providence or incorrect skill implementation.

<Consistent, Error>

* [IAoVI] Shimmer Orb damage prevention properties are inconsistent. Certain projectiles and direct fire effects can pass, some cannot. Some that do pass Knockdown but deal no damage, some deal damage but don't knock down. Feels very random.

<Consistent, Severe>

* - Guardians with Warlock upgrade attack with melee by default. Since there is no button to force ranged attack, this completely breaks the squad. Only way to get them to shoot is to run them behind cover and hope auto-attack targets the right unit.

<Frequent, Severe>

* The Eldar platforms are not invincible as intended. Damage to the platform is automatically transferred to squad members. This presents large implications when a grenade (for example, Stikkbommaz) is thrown onto the platform. The Platform squad members (For example, Shuriken Platform) receive double the damage: once from the blast on the squad members, and again from the blast on the actual platform which is re-distributed to the squad members. This essentially gives Platforms 50% less hitpoints compared to Looter, Heavy Bolters, etc and presents huge implications with the 1.3.1 grenade damage on retreating units buff.

<Consistent, Severe>

Tyranid

* Rippers can manually re-enforce from 1 to 12 in 1 second. Should be automatic only.

<Consistent, Severe>

* Lictor Alpha becomes frozen when using leap

<Frequent, Severe>

* Lictor Alpha becomes 'perma underground' when leaving burrow

<Common, Severe>

* Lictor Alpha freezes for a long time before Hook fires

<Frequent, Severe>

* Firing a hook at a retreating squad will often cause the squad to stop in place and cancel retreat.

<Common, Severe>

* [lediath] Lictor Alpha's Menacing Visage no longer causes squads to retreat as intended.

<Frequent, Severe>

Space Marines

* Melta Bomb is not fired and energy is used if a vehicle is moving away from the ASM

<Frequent, Severe>

* Power Fist anti-tank ability is not activated and energy is used if a vehicle is moving away from the Force Commander

<Frequent, Severe>

* Target for scout repair always shows red untargetable x

<Rare, Style/Review>

* Canceling a Tech Marine mine will cause it to explode and deal damage.

<Consistent, Severe>

* Orbital Bombardment weapon type (melee_heavy) has been modified (outer radius properties have changed). Damage greatly reduced. The 3 dmg tick every 0.1 seconds for 6.5 seconds might have been modified too.

<Consistent, Severe>

* [Kendosha] Force Commander's Battle Cry tooltip is incorrect (regarding preventing knockdown)

<Consistent, Style/Review>

Orks

* Mekboy mines instantly explode (instead of having 10 second setup time as per game files)

<Consistent, Severe>

* Kommando's melee Knife ability uses cooldown and energy but does not activate when target unit is moving away.

<Frequent, Severe>

* [Jaibriol] Lootas with Beemy Def Guns don't undeploy like all other deployed units when changing direction

<Consistent, Severe>

* Shootas Nob leader runs into melee range when squad is told to fire at range (Nob leader range uses the same weapon but weapon range is lower, for some reason)

<Frequent, Severe>

* Warboss is listed as a Platform in gamefiles and can be nudged around by vehicles (complete loss of control from player).

<Consistent, Severe>

40
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