Page 6 of 7
Re: 2.5.1 Bugs/Issues
Posted: Thu 11 Aug, 2016 1:29 pm
by Adeptus Noobus
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.
Re: 2.5.1 Bugs/Issues
Posted: Thu 11 Aug, 2016 6:46 pm
by Wise Windu
Yeah, it's been fixed
Re: 2.5.1 Bugs/Issues
Posted: Thu 11 Aug, 2016 7:43 pm
by Dark Riku
Wise Windu wrote:Yeah, it's been fixed
Release fix pls, QQ and mute Scouts too please!

Re: 2.5.1 Bugs/Issues
Posted: Thu 11 Aug, 2016 7:46 pm
by Cyris
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=2689hakon:
Seems to be doing 75 piercing or 3x the intended amount. "Whooooops"
Re: 2.5.1 Bugs/Issues
Posted: Thu 11 Aug, 2016 9:04 pm
by Adeptus Noobus
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.
Re: 2.5.1 Bugs/Issues
Posted: Thu 11 Aug, 2016 11:11 pm
by Cyris
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.
Re: 2.5.1 Bugs/Issues
Posted: Thu 11 Aug, 2016 11:36 pm
by Wise Windu
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.
Re: 2.5.1 Bugs/Issues
Posted: Thu 18 Aug, 2016 12:50 am
by Batman
tyrant guard either does not have melee resistance or it is not mentioned on dawnofwar.info website
Re: 2.5.1 Bugs/Issues
Posted: Thu 18 Aug, 2016 12:52 am
by Black Relic
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.
Re: 2.5.1 Bugs/Issues
Posted: Thu 18 Aug, 2016 1:17 am
by Dark Riku
Take this to another thread. This is for posting bugs only.
Re: 2.5.1 Bugs/Issues
Posted: Sun 21 Aug, 2016 5:02 pm
by Adeptus Noobus
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).
Re: 2.5.1 Bugs/Issues
Posted: Sun 21 Aug, 2016 9:32 pm
by Wise Windu
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
Re: 2.5.1 Bugs/Issues
Posted: Sun 21 Aug, 2016 11:54 pm
by Psycho
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.
Re: 2.5.1 Bugs/Issues
Posted: Tue 23 Aug, 2016 12:10 am
by boss
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
Re: 2.5.1 Bugs/Issues
Posted: Tue 23 Aug, 2016 12:44 am
by Adeptus Noobus
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?
Re: 2.5.1 Bugs/Issues
Posted: Tue 23 Aug, 2016 12:56 am
by boss
https://youtu.be/qoS7Vk1-jo4?t=863 da should die 1 hp but bug saves them
Re: 2.5.1 Bugs/Issues
Posted: Wed 07 Sep, 2016 4:54 pm
by Psycho
Apothecary loses regen aura upon using an ally's webway gate
Re: 2.5.1 Bugs/Issues
Posted: Fri 09 Sep, 2016 8:23 am
by _4ut_
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!
Re: 2.5.1 Bugs/Issues
Posted: Fri 09 Sep, 2016 8:26 am
by _4ut_
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.
Re: 2.5.1 Bugs/Issues
Posted: Fri 09 Sep, 2016 2:20 pm
by Dark Riku
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 ^^
Re: 2.5.1 Bugs/Issues
Posted: Sat 10 Sep, 2016 12:36 am
by Wise Windu
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.
Re: 2.5.1 Bugs/Issues
Posted: Sun 18 Sep, 2016 10:46 pm
by boss
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?
Re: 2.5.1 Bugs/Issues
Posted: Sun 18 Sep, 2016 11:09 pm
by egewithin
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?
Re: 2.5.1 Bugs/Issues
Posted: Sun 18 Sep, 2016 11:28 pm
by Dark Riku
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...
Re: 2.5.1 Bugs/Issues
Posted: Mon 19 Sep, 2016 7:30 am
by egewithin
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?
Re: 2.5.1 Bugs/Issues
Posted: Mon 19 Sep, 2016 10:42 pm
by Dark Riku
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.
Re: 2.5.1 Bugs/Issues
Posted: Sun 23 Oct, 2016 4:58 am
by Black Relic
Mycetic Spore global does not reinforce tyranids reliably.
Edit: Or at all
Re: 2.5.1 Bugs/Issues
Posted: Sun 23 Oct, 2016 9:01 am
by The Dragon Reborn
Is the Teleport ability for the WSE and Mekboy supposed to be on cool down at the start of the game?
Re: 2.5.1 Bugs/Issues
Posted: Sun 23 Oct, 2016 10:28 am
by Dark Riku
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.
Re: 2.5.0 Bugs/Issues
Posted: Thu 27 Oct, 2016 5:57 am
by Rostam
one option is u build blast master and start destroying base . then calling terminators afterwards . those pipes are painfull