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Bug and Defect Report that affect current balance

Lotus_Moon#2452Lotus_Moon#2452 Registered Users Posts: 12,365
edited August 2022 in Warhammer Battle Feedback
Dear CA

As a Community we have came together and Prepared a document that Highlights the current list of major Bugs as well as Defects that negatively impact the current balance of warhammer 2 and have an big impact on enjoyment of the game, the report comes with steps to reproduce each of the bugs.

https://docs.google.com/document/d/1e05AB70ArqFkLbPGJH1odAptgJkIu6rn7FPiT8DNyYU/edit

Quick Summary of all the bugs/defects included

High Impact

- Infinite Cast and ability use
- Invisible magic missiles
- Area of effect spells hit units outside of affected area
- Broken abilities when casting out of rang
- Corpse carts, orc boar chariots, razorgor chariots and tuskgor chariots` do not have proper collision
- Rakarth patch cavalry issue (Unintended interaction / Not necessarily a bug)
- Cold one chariots and Arkhan the Black’s chariot do not hit targets directly in front of them

Medium Impact

- Skink Oracle double shot
- Skink Oracle damages small more than large
- Ariel isn’t healed by Soulstealer spell
- Invocation of Nehek crashes game client
- Area of effect health drain abilities persist after unit routes
- Malekith on a cold one chariot mount doesn’t heal
- Khazrak has no abilities on Tuskgor mount
- Devolve spell is still ground targetable
- Routing units still cause terror routes
- Damaging artillery pieces damages artillery crew
- Chariots are hit twice by a single attack of cannons and magic missiles
- Undead units do not crumble or disintegrate when rampaged
- Overcasting Devolve does not increase duration
- Orion doesn’t always throw his spear on spear throw animation

Low Impact

- Incorrect targeting for ranged units
- Casting icon is on incorrect target
- Malekith on a cold one chariot mount doesn’t take miscast damage
- Legacy Beastmen army setups are missing in multiplayer lobby
- Khazrak subfaction ‘Warherd of the One-Eye’ is missing
- Bray Shamans not counted on unit caps
- Pipes of Piebald gives enemy units a buff
- Chat loses focus on map change in multiplayer lobby
- Unable to select mount with remaining funds
- Monster don’t scale with size adjustment in Laboratory
- Malus Darkblade loses abilities in Quick Battle after transformation
- Total hit points on dead cavalry units is decreased
- Knights of Tor Gaval have incorrect hit point number in custom lobby


As a community we are happy to offer our services to help test some of those changes in any beta that is done and work together to fix all those issues so the game is a great experience for all players and a great way to end warhammer 2 that ensures long liveability


The Document includes extensive explanation on each issue as well as steps of reproduction that is accompanied with video proof or a screenshot where appropriate.

The Document was Created by TheCentralScrutinizer with the input from Loupi, Uncle Gant, Samurai Warrior, Lotus Moon, Felkon, Human Boy Yes Yes, J Phoenix, IcePowerTW, Chief, Enticity as well as various members of Turins discord who contributed to listing some of the above issues.

Perhaps if this could be Sticked to the top by a mod that would be great with ability to cross off any that get fixed/adressed.

EDIT:
The following issues have been investigated and added to the document:

1. Gotrek heal bug
2. Rune of breaking not applying armor sunder properly when cast on certain units
3. Helm of Yvresse bug
4. Charge bonus on fleeing units bug
5. Slayer deathblow animation bug
6. Charge bonus bug corrected
7. Skin wolf werekin strider bug added
8. Skin wolf terrain issue - need more info
9. Master engineer color issue - can't reproduce. need more info
10. Stegadon charge bonus in combat bug added
11. Pistol summon on top of vampire caster destroys unit bug added
12. Double hit from cannon on Slann bug added
13. Aranessa spearfisher net bug added
14. Medusa mortar inaccuracy bug - can't reproduce - lets talk Loupi
15. Glade captain on eagle doesn't count towards flyer cap bug added
16. Refuse to die skink RoR bug adde
Post edited by CA_Will#2514 on
«134

Comments

  • Guacc_Guacc_ Registered Users Posts: 8
    Gotrek heal also doesn't work a vast majority of the times it goes off and can even still heal enemies.
  • NoKhaineNoGain#9374NoKhaineNoGain#9374 Registered Users Posts: 4
    Helm of Yvresse literally doesn't work on multi entity units. If they are hit with something that kills the model it just breaks the model making it do nothing such as moving as well as lowers the unit's model count.
  • Disposable HeroDisposable Hero Registered Users Posts: 7,031
    Fantastic summary, great work!
    Don't fear the knockdown. Control it. Embrace it. Love it! :smile:
  • AWizard_LizardAWizard_Lizard Registered Users Posts: 1,747
    Yes please.
    Prettiest of the foot overlords.
  • eumaies#1128eumaies#1128 Registered Users Posts: 9,614
    great stuff, perhaps post it (with different title) in bugs sections or general forum as well.
  • cvaughn85cvaughn85 Registered Users Posts: 21
    To all:

    If you have issues to report that you do not see on this list please post them with some steps to reproduce so that we can add them.

    Thank you in advance.
  • Jman5#8318Jman5#8318 Registered Users Posts: 2,243
    If you want a really bad bug that's been in the game for a while:

    Summary: Charge Bonus does not work when you click attack on a fleeing unit.

    Description: When you click attack on a unit that is currently running away and continues running away until caught, charge bonus will not activate. You also will not get any charge bonus speed when close, which makes chasing marginally slower units take much longer.

    Steps to Reproduce: Run at a ranged unit until it begins skirmishing away. While it's running away click on the unit to initiate an attack order. You'll notice if you hover over the leadership that they are not getting the bonus during their charge phase. try it again, except this time click attack once before the unit starts skirmishing away.

    The work around as I alluded to earlier is to make sure you click attack before a unit runs away. One trick you can use if you find yourself bugged is to turn your cavalry around for a second so the ranged units stop skirmishing, then order them to attack.
  • Totentanz777#2915Totentanz777#2915 Registered Users Posts: 841
    Great writeup, shoutout to everyone who worked on this. Sad that players are the ones who have to list this stuff. CA should be the ones testing and fixing it. I really hope CA reads this and fixes stuff but at this point I'm not holding my breath.
  • cvaughn85cvaughn85 Registered Users Posts: 21
    I'd also like to add a request to please keep all commentary in this thread constructive. Please leave the cynicism and pessimism for somewhere else.

    We would like to keep this thread from devolving into complaints as that is not our intention with this bug and balance report.

    Thank you in advance for your consideration.
  • waytogo33waytogo33 Registered Users Posts: 11
    Low impact: Giant slayers still do not have a deathblow animation.
  • MamaLuigiMamaLuigi Registered Users Posts: 140
    Seeing chariot arkan lose to a generic hero caster makes a lot of sense now
  • y4g3r#8736y4g3r#8736 Registered Users Posts: 672
    Nice work putting it all together!

    I'm not sure Malus should keep his abilities after transformation - T'zarkaan is merely using his body, but is in himself a seperate entity. Also, a lot of his abilities directly counter the weaknesses of the other. Healing in melee counters the direct HP drain for example.

    I would love it if the model didn't "die", just the abilities flipped, so at the end you could still get all the information about damage dealt and score form him tho.
  • WitchbladeWitchblade Registered Users Posts: 1,007
    Great work. Must have cost you more time than it took CA to make the last 2 balance patches...
  • mightygloin#2446mightygloin#2446 Registered Users Posts: 6,275
    edited August 2021
    waytogo33 said:

    Low impact: Giant slayers still do not have a deathblow animation.

    Ungrim and Gotrek also never had it. The former has even been in this game for like 6 years and seen 2 faction updates. Hire some unpaid interns lol :#

    Also the dreaded gate bug has entered the chat which requires no explanation. Some of the mentioned bugs are pretty old actually.
  • Disposable HeroDisposable Hero Registered Users Posts: 7,031
    Manual fire allowing you to fire extra shots with artillery in between reload, btw?
    Don't fear the knockdown. Control it. Embrace it. Love it! :smile:
  • Theo91#7431Theo91#7431 Registered Users Posts: 3,138
    Can’t believe someone disliked this thread.

    It’s nice to see people contributing to a game they’re passionate about

  • RawSugar#1229RawSugar#1229 Registered Users Posts: 1,645
    edited August 2021
    Really great effort, lets hope someone starts looking at all this **** soon.

    I was unable to reproduce the oracle damaging small more. It obviously has an AOE attack but if the idea is that it can do more damage to single lords then i made a game w a saurus oldblood and a saurus veteran on carnosaur (same MR, same armor, one medium the other large), and had 2 oracles attack at same time and if anything the carnosaur took slightly more damage.

    i greatly appreciate the objective approach that made ppl note the "rakarth cavalry issue" as not necessarily a bug :) still very curious where that one lands.
  • Lotus_Moon#2452Lotus_Moon#2452 Registered Users Posts: 12,365
    RawSugar said:

    Really great effort, lets hope someone starts looking at all this **** soon.

    I was unable to reproduce the oracle damaging small more. It obviously has an AOE attack but if the idea is that it can do more damage to single lords then i made a game w a saurus oldblood and a saurus veteran on carnosaur (same MR, same armor, one medium the other large), and had 2 oracles attack at same time and if anything the carnosaur took slightly more damage.

    i greatly appreciate the objective approach that made ppl note the "rakarth cavalry issue" as not necessarily a bug :) still very curious where that one lands.

    Oracle tends to hit foot charecters twice per shot, its not so much oracle as tragladon also, basically they get hit with the shot and explosion and the dmg goes down twice, im not sure why you're unable to reproduce it works 99% of the time for me whens shooting charecters on foot.
  • RawSugar#1229RawSugar#1229 Registered Users Posts: 1,645
    edited August 2021

    RawSugar said:

    Really great effort, lets hope someone starts looking at all this **** soon.

    I was unable to reproduce the oracle damaging small more. It obviously has an AOE attack but if the idea is that it can do more damage to single lords then i made a game w a saurus oldblood and a saurus veteran on carnosaur (same MR, same armor, one medium the other large), and had 2 oracles attack at same time and if anything the carnosaur took slightly more damage.

    i greatly appreciate the objective approach that made ppl note the "rakarth cavalry issue" as not necessarily a bug :) still very curious where that one lands.

    Oracle tends to hit foot charecters twice per shot, its not so much oracle as tragladon also, basically they get hit with the shot and explosion and the dmg goes down twice, im not sure why you're unable to reproduce it works 99% of the time for me whens shooting charecters on foot.
    hmm still not seeing it, are you sure its not just the two shots youre seeing? tried it with giant and sorcerer and same pattern, the large target takes a good deal more damage. It just looks more massive on the foot lord because he has just 3-4K
    also afaik they are supposed to take both target and aoe damage its included in the 889 missile damage for a reason. either way its happening to both large and small.
  • Lotus_Moon#2452Lotus_Moon#2452 Registered Users Posts: 12,365
    RawSugar said:

    RawSugar said:

    Really great effort, lets hope someone starts looking at all this **** soon.

    I was unable to reproduce the oracle damaging small more. It obviously has an AOE attack but if the idea is that it can do more damage to single lords then i made a game w a saurus oldblood and a saurus veteran on carnosaur (same MR, same armor, one medium the other large), and had 2 oracles attack at same time and if anything the carnosaur took slightly more damage.

    i greatly appreciate the objective approach that made ppl note the "rakarth cavalry issue" as not necessarily a bug :) still very curious where that one lands.

    Oracle tends to hit foot charecters twice per shot, its not so much oracle as tragladon also, basically they get hit with the shot and explosion and the dmg goes down twice, im not sure why you're unable to reproduce it works 99% of the time for me whens shooting charecters on foot.
    hmm still not seeing it, are you sure its not just the two shots youre seeing? tried it with giant and sorcerer and same pattern, the large target takes a good deal more damage. It just looks more massive on the foot lord because he has just 3-4K
    also afaik they are supposed to take both target and aoe damage its included in the 889 missile damage for a reason. either way its happening to both large and small.
    Really not sure why this is happening to you;

    Here is what happens to me vs a horse and foot character:

    https://imgur.com/XK9vngP

    https://imgur.com/v3rF41C

    Keep in mind its 1 shot on each.

    The horse charecter takes about 400dmg While the foot charecter 800, the foot one gets hit twice and remember the shot per volley even has 150 anti large.
  • RawSugar#1229RawSugar#1229 Registered Users Posts: 1,645

    RawSugar said:

    RawSugar said:

    Really great effort, lets hope someone starts looking at all this **** soon.

    I was unable to reproduce the oracle damaging small more. It obviously has an AOE attack but if the idea is that it can do more damage to single lords then i made a game w a saurus oldblood and a saurus veteran on carnosaur (same MR, same armor, one medium the other large), and had 2 oracles attack at same time and if anything the carnosaur took slightly more damage.

    i greatly appreciate the objective approach that made ppl note the "rakarth cavalry issue" as not necessarily a bug :) still very curious where that one lands.

    Oracle tends to hit foot charecters twice per shot, its not so much oracle as tragladon also, basically they get hit with the shot and explosion and the dmg goes down twice, im not sure why you're unable to reproduce it works 99% of the time for me whens shooting charecters on foot.
    hmm still not seeing it, are you sure its not just the two shots youre seeing? tried it with giant and sorcerer and same pattern, the large target takes a good deal more damage. It just looks more massive on the foot lord because he has just 3-4K
    also afaik they are supposed to take both target and aoe damage its included in the 889 missile damage for a reason. either way its happening to both large and small.
    Really not sure why this is happening to you;

    Here is what happens to me vs a horse and foot character:

    https://imgur.com/XK9vngP

    https://imgur.com/v3rF41C

    Keep in mind its 1 shot on each.

    The horse charecter takes about 400dmg While the foot charecter 800, the foot one gets hit twice and remember the shot per volley even has 150 anti large.
    the odd result there is the 400 damage though, since oracle fires twice. what you're seeing is oracle will more often miss its shot because the pegasi is dodging. have the pegasi stand still and it gets hit by both shots for 4-600 pr hit like footlord, giants etc
  • Lotus_Moon#2452Lotus_Moon#2452 Registered Users Posts: 12,365
    RawSugar said:

    RawSugar said:

    RawSugar said:

    Really great effort, lets hope someone starts looking at all this **** soon.

    I was unable to reproduce the oracle damaging small more. It obviously has an AOE attack but if the idea is that it can do more damage to single lords then i made a game w a saurus oldblood and a saurus veteran on carnosaur (same MR, same armor, one medium the other large), and had 2 oracles attack at same time and if anything the carnosaur took slightly more damage.

    i greatly appreciate the objective approach that made ppl note the "rakarth cavalry issue" as not necessarily a bug :) still very curious where that one lands.

    Oracle tends to hit foot charecters twice per shot, its not so much oracle as tragladon also, basically they get hit with the shot and explosion and the dmg goes down twice, im not sure why you're unable to reproduce it works 99% of the time for me whens shooting charecters on foot.
    hmm still not seeing it, are you sure its not just the two shots youre seeing? tried it with giant and sorcerer and same pattern, the large target takes a good deal more damage. It just looks more massive on the foot lord because he has just 3-4K
    also afaik they are supposed to take both target and aoe damage its included in the 889 missile damage for a reason. either way its happening to both large and small.
    Really not sure why this is happening to you;

    Here is what happens to me vs a horse and foot character:

    https://imgur.com/XK9vngP

    https://imgur.com/v3rF41C

    Keep in mind its 1 shot on each.

    The horse charecter takes about 400dmg While the foot charecter 800, the foot one gets hit twice and remember the shot per volley even has 150 anti large.
    the odd result there is the 400 damage though, since oracle fires twice. what you're seeing is oracle will more often miss its shot because the pegasi is dodging. have the pegasi stand still and it gets hit by both shots for 4-600 pr hit like footlord, giants etc
    this was not double shot, just 1 single shot, oracle does shoot twice but at different intervals. i shall retest it with different set up and get back to you.
  • Loupi#8512Loupi#8512 Registered Users Posts: 3,907
    RawSugar said:

    RawSugar said:

    Really great effort, lets hope someone starts looking at all this **** soon.

    I was unable to reproduce the oracle damaging small more. It obviously has an AOE attack but if the idea is that it can do more damage to single lords then i made a game w a saurus oldblood and a saurus veteran on carnosaur (same MR, same armor, one medium the other large), and had 2 oracles attack at same time and if anything the carnosaur took slightly more damage.

    i greatly appreciate the objective approach that made ppl note the "rakarth cavalry issue" as not necessarily a bug :) still very curious where that one lands.

    Oracle tends to hit foot charecters twice per shot, its not so much oracle as tragladon also, basically they get hit with the shot and explosion and the dmg goes down twice, im not sure why you're unable to reproduce it works 99% of the time for me whens shooting charecters on foot.
    hmm still not seeing it, are you sure its not just the two shots youre seeing? tried it with giant and sorcerer and same pattern, the large target takes a good deal more damage. It just looks more massive on the foot lord because he has just 3-4K
    also afaik they are supposed to take both target and aoe damage its included in the 889 missile damage for a reason. either way its happening to both large and small.
    its a different and very clear effect. you can see the footlord getting taking two ticks of damage from the same shot. the first is when the missile hits, the second is just after when the missile explodes on the ground.


  • Loupi#8512Loupi#8512 Registered Users Posts: 3,907
    Excellent job to TheCentralScrutinizer and everyone involved, hopefully some of these can be fixed, especially the big ones that are really ruining the MP scene.

    About the no-heal issue and no-miscast damage on malekiths chariot, im pretty sure these are the same issue, or at least are closely connected, since the soulstealer heal effect is a miscast explosion.


  • dge1dge1 Registered Users, Moderators, Knights Posts: 24,012
    Number of posts removed. Discuss the thread topic folks, and avoid expressing your views on other members posting their views.
    "The two most common things in the universe are Hydrogen and Stupidity." - Harlan Ellison
    "The right to be heard does not automatically include the right to be taken seriously." - Hubert H. Humphrey
    "Never argue with an idiot. They will only bring you down to their level and beat you with experience.” - George Carlin/Mark Twain
    “Those who cannot remember the past are condemned to repeat it.”–George Santayana, The Life of Reason, 1905.

  • Totentanz777#2915Totentanz777#2915 Registered Users Posts: 841
    Is there any way to actually make sure that CA has their eyeballs on this document and that they are aware these are problems currently in the game??
  • Lotus_Moon#2452Lotus_Moon#2452 Registered Users Posts: 12,365

    Is there any way to actually make sure that CA has their eyeballs on this document and that they are aware these are problems currently in the game??

    I did notice that a CA member liked it so it likely means they have read it and hopefully it has been passed on to the people who can look further into those
  • RawSugar#1229RawSugar#1229 Registered Users Posts: 1,645
    Loupi_ said:

    RawSugar said:

    RawSugar said:

    Really great effort, lets hope someone starts looking at all this **** soon.

    I was unable to reproduce the oracle damaging small more. It obviously has an AOE attack but if the idea is that it can do more damage to single lords then i made a game w a saurus oldblood and a saurus veteran on carnosaur (same MR, same armor, one medium the other large), and had 2 oracles attack at same time and if anything the carnosaur took slightly more damage.

    i greatly appreciate the objective approach that made ppl note the "rakarth cavalry issue" as not necessarily a bug :) still very curious where that one lands.

    Oracle tends to hit foot charecters twice per shot, its not so much oracle as tragladon also, basically they get hit with the shot and explosion and the dmg goes down twice, im not sure why you're unable to reproduce it works 99% of the time for me whens shooting charecters on foot.
    hmm still not seeing it, are you sure its not just the two shots youre seeing? tried it with giant and sorcerer and same pattern, the large target takes a good deal more damage. It just looks more massive on the foot lord because he has just 3-4K
    also afaik they are supposed to take both target and aoe damage its included in the 889 missile damage for a reason. either way its happening to both large and small.
    its a different and very clear effect. you can see the footlord getting taking two ticks of damage from the same shot. the first is when the missile hits, the second is just after when the missile explodes on the ground.
    if it was a thing it should be possible to take a foot lord and a large target and have the footlord take significantly more damage over 10-20 secs. ive only observed that when the large target dodged the missile. ive been using oracle to test tho, would it be only troglodon?
  • cvaughn85cvaughn85 Registered Users Posts: 21
    edited August 2021
    TheCentralScrutinizer here. I'm too lazy to create another account with my appropriate alias.

    Dge1 - Thank you so much for moderating and keeping this thread as constructive as possible.

    To address some issues in this thread that have been brought up:

    'Manual fire allowing you to fire extra shots with artillery in between reload, btw?' - I'm not sure that this is a bug as it might be a feature and functioning as intended. Therefore, I will keep it off the bug list for the time being.

    The following issues have been investigated and added to the document:

    1. Gotrek heal bug
    2. Rune of breaking not applying armor sunder properly when cast on certain units
    3. Helm of Yvresse bug
    4. Charge bonus on fleeing units bug
    5. Slayer deathblow animation bug

    Thank you all for your positivity and well wishes. Hopefully we can affect some positive change. If you discover any further bugs please let us know and we will get them added. I'd like to keep a version of this bug report working in real time to reflect the bug status of the patch or version the community is playing on at any given time so that it can be a resource for all to see and understand what is functional and what is not.

    Cheers.
    Post edited by cvaughn85 on
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