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Re: Bugs/Issues Thread

Posted: Wed 05 Feb, 2014 12:07 pm
by Orkfaeller
Also, the latest version of ELITE is 2.2 ß 10 + 11, ;)

viewtopic.php?f=6&t=166

Re: Bugs/Issues Thread

Posted: Sat 08 Feb, 2014 8:12 pm
by Torpid
Burn 'Dat House affects nodes which means the sluggas can easily gen bash an entire farm in about 10 seconds, while taking reduced damage.

Re: Bugs/Issues Thread

Posted: Sat 08 Feb, 2014 8:36 pm
by Orkfaeller
Not sure if it really is a bug, but I did a bit of testing and -

the Dire Avengers Exarch grants Wraith Guard units Wraithsight. ( since he used to be Warlock ) -

but Seer Council wont.

Just wondering if it wouldnt make more sense to shift the Wraith Sight aura from Avengers to the Council.

Mostly for fluff reasons, but still.

Re: Bugs/Issues Thread

Posted: Mon 10 Feb, 2014 6:12 am
by DracMage
idk if anyone knows about this but it seems that full upgrade kommandos have higher hp at lvl 3 than lvl 4. Found this out while playing Warboss. Not sure what is causing or why. maybe investigate? thx.

Re: Bugs/Issues Thread

Posted: Mon 10 Feb, 2014 9:32 am
by Orkfaeller
Just tested it with both call-in and base-built Kommandoz

With their Nob they get

lvl 1 - 1600 hp

lvl 2 - 1840 hp ( +240 )

lvl 3 - 2363 hp (+523 ! )

lvl 4 - 2243 hp ( - 120 )

I guess their bonus for level 3 and level 4 got mixed up or something?

Re: Bugs/Issues Thread

Posted: Thu 13 Feb, 2014 5:18 pm
by Vapor
Has anybody noticed the Knob's Trippa Shot not working properly? This has happened multiple times vs FC/WL, they might have had their bubble shields up... not sure though. While I don't expect the knockback to go through if they are immune to knockback, there should be a short stun period, no?

Also it seems to knock back Chaos Lord and Brother Captains which makes no sense given the above. :|

Re: Bugs/Issues Thread

Posted: Thu 13 Feb, 2014 6:59 pm
by Nuclear Arbitor
well, the FC could have been under battle cry. as for the warlock... was he leaping or preforming a special?

Re: Bugs/Issues Thread

Posted: Fri 14 Feb, 2014 7:47 pm
by Frost Symphony
While playing I got this strange black command screen.

I couldn't do any command while the screen was there. I think I actually misclicked a button, but still: Is it a bug or not? How to get rid if it's not a bug?

Re: Bugs/Issues Thread

Posted: Fri 14 Feb, 2014 7:53 pm
by Wise Windu
Frost: The ~ key, I think.

Re: Bugs/Issues Thread

Posted: Fri 14 Feb, 2014 7:57 pm
by Torpid
Yeah, I call that the 'console'. It opens/closes when you hit certain keys. The key that opens it will depend on your keyboard type. Generic english keyboards usually use the ' key, I've heard for others it's the # key, the ; key or the ` key.

Re: Bugs/Issues Thread

Posted: Fri 14 Feb, 2014 8:58 pm
by Asmon
On French keyboards it's the ù :>

Re: Bugs/Issues Thread

Posted: Fri 14 Feb, 2014 9:04 pm
by Orkfaeller
I think its -ö- on qwertz keyboards.

Re: Bugs/Issues Thread

Posted: Sat 15 Feb, 2014 11:19 pm
by Frost Symphony
Oh well I feel dumb, thank you guys! It was indeed the ~ key that created such a mess.

Re: Bugs/Issues Thread

Posted: Mon 24 Feb, 2014 3:49 pm
by Kvek
burn dat house works on node, can be used to burn the whole gen farm.

Re: Bugs/Issues Thread

Posted: Mon 24 Feb, 2014 9:56 pm
by Batpimp
Purchased the Lictor for tyranids. Flesh hook did not work kommando knob on argus gate 3 times.

I am trying to think if there is an ability that would prevent the kommando from being flesh hooked from the Lictor t3 unit. I remember he had a rocket launcher and stikk nades but not sure of his armor wargear (2nd column)

I read this but didnt see this issue

urrent Issues - 2.2 Beta 11 specific - 24/02/2014

Kommando Grapplin' Hook acts strangely when you target units with it
Sternguard Veteran's bolters deal no damage while they switch ammo type (intended?)
Kasrkin Krak grenades are now also sticking to targets like Interceptor ones (intended?)
The Purgation Squad ability could do with a visual effect (on the terrain) for clarity
Infestation Towers' sight radius is not affected by Malignant Blindness.
Squad portrait tabs no longer auto-sort based on # assigned
Vindicare Assassin stealth upgrade still seems a bit wonky
Vindicare Assassin stealth upgrade needs an updated tooltip
Multi-laser turret deals 0 damage to power nodes

Re: Bugs/Issues Thread

Posted: Wed 26 Feb, 2014 4:31 pm
by Arbit
WAAAAAGH banners give the weirdboy 30 energy when activated as indicated by the tooltip but does not give the mekboy any energy. Is this intended?

Re: Bugs/Issues Thread

Posted: Wed 26 Feb, 2014 6:15 pm
by Wise Windu
Yeah, it's only meant to affect the Weirdboy. Just like regular Waaagh! is only meant to affect the energy of the Weirdboy.

Re: Bugs/Issues Thread

Posted: Wed 26 Feb, 2014 6:23 pm
by Torpid
I wondered what arbit was on about initially, but the tooltip of the waaagh banner does say that the buff grants +30 energy to any nearby units, something that waaaagh normally doesn't do.

Re: Bugs/Issues Thread

Posted: Wed 26 Feb, 2014 6:50 pm
by Arbit
Yeah, sorry, my post was poorly worded. As Torpid indicates the tooltip just says "units" so I thought my mek might be eligible. Kommandos and an allied chaos lord did not receive energy either, so the tooltip should be changed so it specifically mentions the weirdboy assuming that is its intended function. I'd be inclined to build them if they actually restored energy to all units. Charge up the electric armor at the WAAAGH banner! That might be OP though, I dunno.

Also, sluggas can complete a mek turret. Right clicking on an uncompleted turret makes them finish the building. They gather around it and little wrenches appear over their heads, much like heretics when they build a shrine. With a slugga squad and the mek each erecting a turret in tandem you can have two of the worst turrets in the game up in no time.

Re: Bugs/Issues Thread

Posted: Wed 26 Feb, 2014 8:16 pm
by fankater
Commanders cant retreat under IST plasma gun ability.

Re: Bugs/Issues Thread

Posted: Thu 27 Feb, 2014 4:01 am
by Forestradio
The Apothecary's Sanguine Chainsword doesn't appear to always heal him when attacking units that are in retreat.

Re: Bugs/Issues Thread

Posted: Thu 27 Feb, 2014 9:45 am
by Lulgrim
I think it involves an action with 0 radius so maybe it doesn't work when the target moves away from melee range.

Re: Bugs/Issues Thread

Posted: Thu 27 Feb, 2014 2:17 pm
by Forestradio
Lulgrim wrote:I think it involves an action with 0 radius so maybe it doesn't work when the target moves away from melee range.


Hmmmm.

The bolt pistol healing still works in retreat though.

Re: Bugs/Issues Thread

Posted: Thu 27 Feb, 2014 3:25 pm
by Lulgrim
Good for him but what does that have to do with anything? It's a different weapon and it certainly doesn't share a 0 radius effect or it would never work in any situation...

Re: Bugs/Issues Thread

Posted: Fri 28 Feb, 2014 1:12 am
by Batpimp
Hello,

Farseer levitation blade still works even after the farseer is killed. I would like to submit this for scrutinization. Not sure if its a bug but seem to be to me.

Replay attached its towards the end last few minutes

Re: Bugs/Issues Thread

Posted: Fri 28 Feb, 2014 6:03 am
by Kvek
And if she gets knocked down whiel casting the rune armor thingy, the cd resets and she'll stop

Re: Bugs/Issues Thread

Posted: Fri 28 Feb, 2014 10:33 am
by Vapor
The psychic storm thing casting twice when knocked back is definitely a bug and needs to be looked at. The levitation not so much.

Re: Bugs/Issues Thread

Posted: Fri 28 Feb, 2014 11:28 pm
by Forestradio
Lulgrim wrote:Good for him but what does that have to do with anything? It's a different weapon and it certainly doesn't share a 0 radius effect or it would never work in any situation...


Well, Lictor Alpha feeder tendrils heal him when striking retreating units.

I just thought it might be both the apo weapons that were bugged on retreat.

Re: Bugs/Issues Thread

Posted: Tue 04 Mar, 2014 8:26 am
by Lag
When WSE starts capping with Shimmering Orb around him he remains untouchable by ranged damage long after the orb is down. Could be that the length is much longer than the animation, and could be that it has nothing to do with capping. We just tried with capping. :C

Re: Bugs/Issues Thread

Posted: Tue 04 Mar, 2014 2:34 pm
by Forestradio
Multi meltas on both the GK dread and normal dread don't always damage transports that are moving. You can see it here around the 10:50 mark.

https://www.youtube.com/channel/UCFKhwx ... K_e51tKfFA

Not sure if it happens to vehicles that aren't transports, but I do remember my multi melta doing no damage to milty's chimera.