2.5.1 Bugs/Issues

Generic non-balance topics.
User avatar
Adeptus Noobus
Level 4
Posts: 991
Joined: Sat 15 Feb, 2014 12:47 pm
Contact:

Re: 2.5.1 Bugs/Issues

Postby Adeptus Noobus » Thu 11 Aug, 2016 1:29 pm

Soberson wrote:
Adeptus Noobus wrote:I am not sure wether this has already been mentioned or showcased by somebody else than BbBoS


viewtopic.php?f=3&t=2689#p56995


Thank you very much. I would kindly ask a moderator to maybe move/copy my post to that thread then.
User avatar
Wise Windu
Moderator
Posts: 1190
Joined: Sat 14 Sep, 2013 2:22 am

Re: 2.5.1 Bugs/Issues

Postby Wise Windu » Thu 11 Aug, 2016 6:46 pm

Yeah, it's been fixed
User avatar
Dark Riku
Level 5
Posts: 3083
Joined: Sun 03 Feb, 2013 10:48 pm
Location: Belgium

Re: 2.5.1 Bugs/Issues

Postby Dark Riku » Thu 11 Aug, 2016 7:43 pm

Wise Windu wrote:Yeah, it's been fixed

Release fix pls, QQ and mute Scouts too please! :)
User avatar
Cyris
Level 4
Posts: 649
Joined: Fri 22 Mar, 2013 10:22 pm

Re: 2.5.1 Bugs/Issues

Postby Cyris » Thu 11 Aug, 2016 7:46 pm

Touch of Nurgle deals 3x damage when on tics.

I remember a thread click including with this, but I don't see it in the list here. I'm on mobile or I'd do better research...

Edit: Found it...

Codex text:
Bestow the blessing of Nurgle on a unit for 25 seconds. Models will explode on death, dealing piercing damage (25 for Heretics, 75 for other models)

Thread:
viewtopic.php?f=3&t=2689

hakon:
Seems to be doing 75 piercing or 3x the intended amount. "Whooooops"
User avatar
Adeptus Noobus
Level 4
Posts: 991
Joined: Sat 15 Feb, 2014 12:47 pm
Contact:

Re: 2.5.1 Bugs/Issues

Postby Adeptus Noobus » Thu 11 Aug, 2016 9:04 pm

Wise Windu wrote:Yeah, it's been fixed


Wonderful. Praised be the Devs.

Hakon wrote:Seems to be doing 75 piercing or 3x the intended amount. "Whooooops"


That sounds about right. That is about the amount of dmg I roughly estimated my units recieved. Is the normal doomblast dmg added on top of the ToN explosion damage or is it replaced instead? I am guessing the latter but it seems to me like its dealing both.
User avatar
Cyris
Level 4
Posts: 649
Joined: Fri 22 Mar, 2013 10:22 pm

Re: 2.5.1 Bugs/Issues

Postby Cyris » Thu 11 Aug, 2016 11:11 pm

Zoanthrope Focused Warp Blast - Still leaves the snare FX on the target for a couple of seconds afterwards, though there is no longer a snare.
User avatar
Wise Windu
Moderator
Posts: 1190
Joined: Sat 14 Sep, 2013 2:22 am

Re: 2.5.1 Bugs/Issues

Postby Wise Windu » Thu 11 Aug, 2016 11:36 pm

Cyris wrote:Zoanthrope Focused Warp Blast - Still leaves the snare FX on the target for a couple of seconds afterwards, though there is no longer a snare.
Fixed

Adeptus Noobus wrote:That sounds about right. That is about the amount of dmg I roughly estimated my units recieved. Is the normal doomblast dmg added on top of the ToN explosion damage or is it replaced instead? I am guessing the latter but it seems to me like its dealing both.
It does both. There's the explosion damage initially, and then the ToN damage which is an on death effect.
Batman
Level 1
Posts: 12
Joined: Tue 02 Aug, 2016 10:33 am

Re: 2.5.1 Bugs/Issues

Postby Batman » Thu 18 Aug, 2016 12:50 am

tyrant guard either does not have melee resistance or it is not mentioned on dawnofwar.info website
User avatar
Black Relic
Level 4
Posts: 846
Joined: Mon 29 Jul, 2013 3:05 am
Location: United States
Contact:

Re: 2.5.1 Bugs/Issues

Postby Black Relic » Thu 18 Aug, 2016 12:52 am

It does not have melee resistance. That is not a bug.

Nor should they since they do have over 2000 hp and if they had melee resistance there would be no reason to get a fex out imo.
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
User avatar
Dark Riku
Level 5
Posts: 3083
Joined: Sun 03 Feb, 2013 10:48 pm
Location: Belgium

Re: 2.5.1 Bugs/Issues

Postby Dark Riku » Thu 18 Aug, 2016 1:17 am

Take this to another thread. This is for posting bugs only.
User avatar
Adeptus Noobus
Level 4
Posts: 991
Joined: Sat 15 Feb, 2014 12:47 pm
Contact:

Re: 2.5.1 Bugs/Issues

Postby Adeptus Noobus » Sun 21 Aug, 2016 5:02 pm

If the Dire Avenger Exarch dies, the detector icon does not disappear. I don't know if that is intended or not (surely it isn't).
User avatar
Wise Windu
Moderator
Posts: 1190
Joined: Sat 14 Sep, 2013 2:22 am

Re: 2.5.1 Bugs/Issues

Postby Wise Windu » Sun 21 Aug, 2016 9:32 pm

Adeptus Noobus wrote:If the Dire Avenger Exarch dies, the detector icon does not disappear. I don't know if that is intended or not (surely it isn't).
Working on it
User avatar
Psycho
Level 3
Posts: 367
Joined: Thu 24 Dec, 2015 3:08 am

Re: 2.5.1 Bugs/Issues

Postby Psycho » Sun 21 Aug, 2016 11:54 pm

Sometimes targeted abilities (IE Apo's heal/Librarian's Veil of Time) can't be casted when attempting to click on the targeted unit's portrait on the top right corner of the screen. When hovering the mouse over the portrait, it shows as an invalid target. Works just fine when casting on the squad itself, though.
User avatar
boss
Level 3
Posts: 497
Joined: Mon 22 Aug, 2016 11:48 pm

Re: 2.5.1 Bugs/Issues

Postby boss » Tue 23 Aug, 2016 12:10 am

I don't no if you this know this but when the da exarch gets t2 it Defense Aura stacks with Retreat 100% from range fire and nades to so long he lives it wold be nice if you can fix this bug
Forums great more stuff to talk about.
User avatar
Adeptus Noobus
Level 4
Posts: 991
Joined: Sat 15 Feb, 2014 12:47 pm
Contact:

Re: 2.5.1 Bugs/Issues

Postby Adeptus Noobus » Tue 23 Aug, 2016 12:44 am

boss wrote:I don't no if you this know this but when the da exarch gets t2 it Defense Aura stacks with Retreat 100% from range fire and nades to so long he lives it wold be nice if you can fix this bug

wut?
User avatar
boss
Level 3
Posts: 497
Joined: Mon 22 Aug, 2016 11:48 pm

Re: 2.5.1 Bugs/Issues

Postby boss » Tue 23 Aug, 2016 12:56 am

https://youtu.be/qoS7Vk1-jo4?t=863 da should die 1 hp but bug saves them
Forums great more stuff to talk about.
User avatar
Psycho
Level 3
Posts: 367
Joined: Thu 24 Dec, 2015 3:08 am

Re: 2.5.1 Bugs/Issues

Postby Psycho » Wed 07 Sep, 2016 4:54 pm

Apothecary loses regen aura upon using an ally's webway gate
User avatar
_4ut_
Level 2
Posts: 107
Joined: Tue 22 Mar, 2016 11:45 pm

Re: 2.5.1 Bugs/Issues

Postby _4ut_ » Fri 09 Sep, 2016 8:23 am

Psycho wrote:Apothecary loses regen aura upon using an ally's webway gate

It's not a bug. Don't use wgate it's heresy!
User avatar
_4ut_
Level 2
Posts: 107
Joined: Tue 22 Mar, 2016 11:45 pm

Re: 2.5.1 Bugs/Issues

Postby _4ut_ » Fri 09 Sep, 2016 8:26 am

boss wrote:I don't no if you this know this but when the da exarch gets t2 it Defense Aura stacks with Retreat 100% from range fire and nades to so long he lives it wold be nice if you can fix this bug

Hm. It's explain many shity da retreat what I see. Fkn exarh simple unbreakable from range fire.
User avatar
Dark Riku
Level 5
Posts: 3083
Joined: Sun 03 Feb, 2013 10:48 pm
Location: Belgium

Re: 2.5.1 Bugs/Issues

Postby Dark Riku » Fri 09 Sep, 2016 2:20 pm

Psycho wrote:Apothecary loses regen aura upon using an ally's webway gate
From what I understood he only loses the graphical green hexagons but still has the actual aura.
Need some confirmation from Windu :)
Still would be a nice little fix ^^
User avatar
Wise Windu
Moderator
Posts: 1190
Joined: Sat 14 Sep, 2013 2:22 am

Re: 2.5.1 Bugs/Issues

Postby Wise Windu » Sat 10 Sep, 2016 12:36 am

Dark Riku wrote:
Psycho wrote:Apothecary loses regen aura upon using an ally's webway gate
From what I understood he only loses the graphical green hexagons but still has the actual aura.
Need some confirmation from Windu :)
Still would be a nice little fix ^^
Yeah, I fixed it. It was a bug identical to when the Farseer would lose her Wraithsight after exiting a Webway. Works fine now as far as I can tell.
User avatar
boss
Level 3
Posts: 497
Joined: Mon 22 Aug, 2016 11:48 pm

Re: 2.5.1 Bugs/Issues

Postby boss » Sun 18 Sep, 2016 10:46 pm

I don't know if this is a bug or not but the lord commissar flare and the spotter smoke shell does not decreased weapon range or sight on pdevs, blastmater or dcannon now I rember they used to in the past so this must be a bug right?
Forums great more stuff to talk about.
User avatar
egewithin
Level 5
Posts: 1144
Joined: Mon 26 Jan, 2015 7:08 pm

Re: 2.5.1 Bugs/Issues

Postby egewithin » Sun 18 Sep, 2016 11:09 pm

I think I saw a multi melta dread used a flamer on his left arm. I know it is removed when he gets it, but someones multimelta dread came too close to my turret, I saw some flames there, I don't think I had a flamer Tac there to stop it but I might be. Can someone check it out?
User avatar
Dark Riku
Level 5
Posts: 3083
Joined: Sun 03 Feb, 2013 10:48 pm
Location: Belgium

Re: 2.5.1 Bugs/Issues

Postby Dark Riku » Sun 18 Sep, 2016 11:28 pm

egewithin wrote:I think I saw a multi melta dread used a flamer on his left arm. I know it is removed when he gets it, but someones multimelta dread came too close to my turret, I saw some flames there, I don't think I had a flamer Tac there to stop it but I might be. Can someone check it out?
Watch the replay...
User avatar
egewithin
Level 5
Posts: 1144
Joined: Mon 26 Jan, 2015 7:08 pm

Re: 2.5.1 Bugs/Issues

Postby egewithin » Mon 19 Sep, 2016 7:30 am

Dark Riku wrote:Watch the replay...


If I had the replay of it, why would I ever ask this place in the first place Riku? Why would I do that?
User avatar
Dark Riku
Level 5
Posts: 3083
Joined: Sun 03 Feb, 2013 10:48 pm
Location: Belgium

Re: 2.5.1 Bugs/Issues

Postby Dark Riku » Mon 19 Sep, 2016 10:42 pm

egewithin wrote:If I had the replay of it, why would I ever ask this place in the first place Riku? Why would I do that?
Lab it yourself then? Don't be lazy?
This is a place to report bugs, not to spread rumours.
What you probably saw was some flame visual effect from the melta shooting at a structure, in this case the turret.
User avatar
Black Relic
Level 4
Posts: 846
Joined: Mon 29 Jul, 2013 3:05 am
Location: United States
Contact:

Re: 2.5.1 Bugs/Issues

Postby Black Relic » Sun 23 Oct, 2016 4:58 am

Mycetic Spore global does not reinforce tyranids reliably.

Edit: Or at all
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
User avatar
The Dragon Reborn
Level 1
Posts: 17
Joined: Mon 21 Mar, 2016 3:03 am

Re: 2.5.1 Bugs/Issues

Postby The Dragon Reborn » Sun 23 Oct, 2016 9:01 am

Is the Teleport ability for the WSE and Mekboy supposed to be on cool down at the start of the game?
User avatar
Dark Riku
Level 5
Posts: 3083
Joined: Sun 03 Feb, 2013 10:48 pm
Location: Belgium

Re: 2.5.1 Bugs/Issues

Postby Dark Riku » Sun 23 Oct, 2016 10:28 am

The Dragon Reborn wrote:Is the Teleport ability for the WSE and Mekboy supposed to be on cool down at the start of the game?
Yes.
User avatar
Rostam
Level 4
Posts: 545
Joined: Wed 12 Oct, 2016 8:32 pm

Re: 2.5.0 Bugs/Issues

Postby Rostam » Thu 27 Oct, 2016 5:57 am

one option is u build blast master and start destroying base . then calling terminators afterwards . those pipes are painfull
“Everyone thinks of changing the world, but no one thinks of changing himself.” Leon Tolstoy

Return to “Community General Discussion”



Who is online

Users browsing this forum: No registered users and 0 guests