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Bug and Defect Report that affect current balance

24

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  • Disposable HeroDisposable Hero Registered Users Posts: 7,031
    cvaughn85 said:



    '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.

    Its a low impact one (since most shots will miss) and nothing I care much about, but I would find it very odd if it was by design that you can double the rate of fire of queen bess while the enemy approaches...

    Keep it up, cheers!
    Don't fear the knockdown. Control it. Embrace it. Love it! :smile:
  • The_real_FAUST#6885The_real_FAUST#6885 Registered Users Posts: 2,144
    Please sticky this mods
  • littlenuke#9412littlenuke#9412 Registered Users Posts: 855
    Not a bug per say but homing shots really go haywire with any changes to terrain elevation
    Karaz-A-Karak discord: https://discord.gg/UZV6F5N

  • Jman5#8318Jman5#8318 Registered Users Posts: 2,243
    edited August 2021
    cvaughn85 said:

    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.

    Thanks for adding this in. I just want to clarify something with the fleeing charge bug in the document to avoid any confusion.

    "give a unit an attack a move order on toward a ranged unit until it begins skirmishing away."

    The bug only surfaces if you click attack after it begins running away and continues to run away until caught.
  • ZeblaskyZeblasky Registered Users Posts: 550
    I am extremely upset that you did not include Loec Tricksters cost in a high impact bugs, how could you? That bug simply breaks my perseption of reality.

    Great job though!
  • ZeblaskyZeblasky Registered Users Posts: 550

    cvaughn85 said:



    '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.

    Its a low impact one (since most shots will miss) and nothing I care much about, but I would find it very odd if it was by design that you can double the rate of fire of queen bess while the enemy approaches...

    Keep it up, cheers!
    I do remember one guy who won a tournament game doing this very effectively with Queen Bess versus Orks. It's a rare skill, but when it's done well... He crushed those orks hard.
  • Disposable HeroDisposable Hero Registered Users Posts: 7,031
    Zeblasky said:

    cvaughn85 said:



    '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.

    Its a low impact one (since most shots will miss) and nothing I care much about, but I would find it very odd if it was by design that you can double the rate of fire of queen bess while the enemy approaches...

    Keep it up, cheers!
    I do remember one guy who won a tournament game doing this very effectively with Queen Bess versus Orks. It's a rare skill, but when it's done well... He crushed those orks hard.
    Aye, if you hit you double the dps....
    Don't fear the knockdown. Control it. Embrace it. Love it! :smile:
  • Loupi#8512Loupi#8512 Registered Users Posts: 3,907
    RawSugar said:

    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?





  • Work_Safety_OfficerWork_Safety_Officer Registered Users Posts: 196
    How is this not pinned already?!

    Meanwhile, just want to make sure those "real clever"" decision makers at CA knows: These fellows are doing all these for free, right? Even though you have been milking them and the rest of us with your many DLCs-full of ****-marketing strategy, right? If this is the final state of WH2 for someone who paid over several hundreds for a **** game like this, I am pretty sure no one wants to play WH3.

    Coz we all know the same ****'s gonna happen again in WH3

    Such a shameful display and I just want full refund on all WH games now

    ****...
  • saweendra#3399saweendra#3399 Registered Users Posts: 20,503
    edited August 2021
    Zeblasky said:

    cvaughn85 said:



    '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.

    Its a low impact one (since most shots will miss) and nothing I care much about, but I would find it very odd if it was by design that you can double the rate of fire of queen bess while the enemy approaches...

    Keep it up, cheers!
    I do remember one guy who won a tournament game doing this very effectively with Queen Bess versus Orks. It's a rare skill, but when it's done well... He crushed those orks hard.

    yeah they did make it work but lost the match eventually ? if remember correctly i know for sure there was match during world championship period

    #givemoreunitsforbrettonia, my bret dlc


  • Bastilean#7242Bastilean#7242 Registered Users Posts: 3,085
    I would add to medium impact:

    Skin Wolf Werekin does not have strider. Since the strider patch, strider has been a defining feature for Skin Wolves so this feels really bad.


    I would add to low impact:

    Skin Wolves terrain description is wrong due to the appropriate cell having an inappropriate designation. See Norsca Terrain Bug Fix mod for details.

    Master Engineer does not have faction color. See Master Engineer mod correction for details.


    Opinion:

    I really like the idea that taking personal control of a warmachine (available) or a character (not available presently) could add skill expression and increased unit performance, so I would encourage CA to keep it up and add more features like this. If you have played Dungeon Keeper you know how cool this can be.
  • Disposable HeroDisposable Hero Registered Users Posts: 7,031
    Bastilean said:

    I would add to medium impact:

    Skin Wolf Werekin does not have strider. Since the strider patch, strider has been a defining feature for Skin Wolves so this feels really bad.


    I would add to low impact:

    Skin Wolves terrain description is wrong due to the appropriate cell having an inappropriate designation. See Norsca Terrain Bug Fix mod for details.

    Master Engineer does not have faction color. See Master Engineer mod correction for details.


    Opinion:

    I really like the idea that taking personal control of a warmachine (available) or a character (not available presently) could add skill expression and increased unit performance, so I would encourage CA to keep it up and add more features like this. If you have played Dungeon Keeper you know how cool this can be.

    I don't mind 1st person control at all, but it appears to be a bug that if you do you ignore the reload delay of the shot fired before you took control.
    Don't fear the knockdown. Control it. Embrace it. Love it! :smile:
  • mightygloin#2446mightygloin#2446 Registered Users Posts: 6,275
    The main bug with manual firing mortars seem to be that they lose their trajectory and suddenly become cannons.
  • cvaughn85cvaughn85 Registered Users Posts: 21
    Jman5 said:

    cvaughn85 said:

    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.

    Thanks for adding this in. I just want to clarify something with the fleeing charge bug in the document to avoid any confusion.

    "give a unit an attack a move order on toward a ranged unit until it begins skirmishing away."

    The bug only surfaces if you click attack after it begins running away and continues to run away until caught.
    This isn't my experience. I'll have another look but I saw the bug even on attack order. I was using knights of the realm into skink skirmishers and some chameleon skinks.

    Working on getting the latest bugs added.
  • Disposable HeroDisposable Hero Registered Users Posts: 7,031


    - Rakarth patch cavalry issue (Unintended interaction / Not necessarily a bug)

    I would suggest to extend this to all lower entity units with mass to also include monstrous infantry and multiple entity chariots too, just for completeness. It may very well affect single entities too, but I haven't tested that (and SE are still strong unit types).
    Don't fear the knockdown. Control it. Embrace it. Love it! :smile:
  • Jman5#8318Jman5#8318 Registered Users Posts: 2,243
    cvaughn85 said:

    Jman5 said:

    cvaughn85 said:

    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.

    Thanks for adding this in. I just want to clarify something with the fleeing charge bug in the document to avoid any confusion.

    "give a unit an attack a move order on toward a ranged unit until it begins skirmishing away."

    The bug only surfaces if you click attack after it begins running away and continues to run away until caught.
    This isn't my experience. I'll have another look but I saw the bug even on attack order. I was using knights of the realm into skink skirmishers and some chameleon skinks.

    Working on getting the latest bugs added.
    I tested this extensively back in January. You can read a more detailed report here.

    https://forums.totalwar.com/discussion/283759/how-to-reproduce-the-no-charge-bug/p1

  • AfghanMambaAfghanMamba Registered Users Posts: 69
    Since you mentioned chariots getting hit twice by cannons and magic missiles I’ll mention that the slanns have that same bug too.
  • Loupi#8512Loupi#8512 Registered Users Posts: 3,907
    The bug that means eltharions helm of yvresse doesnt work also affects the cohort of sotek's 'refuse to die' ability, so looks like all abilities that are supposed to stop entities dying dont work


  • Loupi#8512Loupi#8512 Registered Users Posts: 3,907
    edited August 2021
    a few more:

    -medusa drastically overshoots when in "mortar" mode
    -"prey of anath raema" bug also affects aranessa's net
    -glade captain on great eagle doesnt count in the flying cap of 5 (meaning WE can take 7 air units)


  • Le_VilainLe_Vilain Registered Users Posts: 26
    usabti summon still bugged
  • Lotus_Moon#2452Lotus_Moon#2452 Registered Users Posts: 12,365
    Le_Vilain said:

    usabti summon still bugged

    what is wrong with ushabti summon, mind elaborating please?
  • Loupi#8512Loupi#8512 Registered Users Posts: 3,907
    A super obnoxious one is stegadons getting their charge bonus refreshed in melee. Its triggered when they do their lunge animation, which is very common. So basically they have an extra 70MA in melee most of the time.


  • Bastilean#7242Bastilean#7242 Registered Users Posts: 3,085

    I don't mind 1st person control at all, but it appears to be a bug that if you do you ignore the reload delay of the shot fired before you took control.

    Oh, so the player abuses this by taking control, firing, leaving control, letting the unit fire, taking control, etc... with a lot of unintended and arguably undesirable **** unit interface interactions? That does sound like a buggy and anti-fun experience.
    Loupi_ said:

    A super obnoxious one is stegadons getting their charge bonus refreshed in melee. Its triggered when they do their lunge animation, which is very common. So basically they have an extra 70MA in melee most of the time.

    Is this why so many monsters have better combat results than you would except based on their mediocre stats? I don't mind, but it's confusing because a charge should require a running start right? It's supposed to charge right?
  • Loupi#8512Loupi#8512 Registered Users Posts: 3,907
    Bastilean said:



    Is this why so many monsters have better combat results than you would except based on their mediocre stats?

    I wouldnt generalise like that, I would only say its the reason stegadons do much better in duels than they really should. I don't recall seeing other monsters triggering the charge bonus during combat but its possible.

    I think its more likely that the reason other monsters with mediocre stats can do much better than their stats suggest is their animations which sometimes help them avoid damage or interrupt their opponent, rather than blatantly giving them extra stats.


  • Bastilean#7242Bastilean#7242 Registered Users Posts: 3,085
    I thought this was a thing for chariots and war machines that have the pull back and smash animation or is that not a thing?
  • Loupi#8512Loupi#8512 Registered Users Posts: 3,907
    edited August 2021
    Bastilean said:

    I thought this was a thing for chariots and war machines that have the pull back and smash animation or is that not a thing?

    I dont think so, those are just attack animations, they dont trigger the charge bonus


  • Disposable HeroDisposable Hero Registered Users Posts: 7,031
    Loupi_ said:

    A super obnoxious one is stegadons getting their charge bonus refreshed in melee. Its triggered when they do their lunge animation, which is very common. So basically they have an extra 70MA in melee most of the time.

    This is true but I don't find it obnoxious since its balanced around it. Had it not been doing this stegadons would never hit anything and would need huge buffs.... So I think it's not a bug, but just the way the unit works. A little like scorpions and bells/furnace who are also defined by their animations.
    Don't fear the knockdown. Control it. Embrace it. Love it! :smile:
  • Loupi#8512Loupi#8512 Registered Users Posts: 3,907

    Loupi_ said:

    A super obnoxious one is stegadons getting their charge bonus refreshed in melee. Its triggered when they do their lunge animation, which is very common. So basically they have an extra 70MA in melee most of the time.

    This is true but I don't find it obnoxious since its balanced around it. Had it not been doing this stegadons would never hit anything and would need huge buffs.... So I think it's not a bug, but just the way the unit works. A little like scorpions and bells/furnace who are also defined by their animations.
    I think its pretty obnoxious since it makes them win or at least do very well in duels vs antilarge characters/SEM when they should get destroyed. It should be removed and stegadons should have better base MA/MD


  • Disposable HeroDisposable Hero Registered Users Posts: 7,031
    Loupi_ said:

    Loupi_ said:

    A super obnoxious one is stegadons getting their charge bonus refreshed in melee. Its triggered when they do their lunge animation, which is very common. So basically they have an extra 70MA in melee most of the time.

    This is true but I don't find it obnoxious since its balanced around it. Had it not been doing this stegadons would never hit anything and would need huge buffs.... So I think it's not a bug, but just the way the unit works. A little like scorpions and bells/furnace who are also defined by their animations.
    I think its pretty obnoxious since it makes them win or at least do very well in duels vs antilarge characters/SEM when they should get destroyed. It should be removed and stegadons should have better base MA/MD
    Depends on which ones imo.... they should duel foot characters well being high mass, ap anti-infantry monsters, but they do overperform vs large entities a bit. I don't mind them staggering the smaller large entities either tbh, like horses, they just do it too often. One problem for horse characters is that they have very low stagger resists, from memory Tyrion has 80% resist on foot but only 45% on horse or something like that.... that part I would agree with, but otherwise I find a big dinosaur having a bit of stampeding animations that makes it stomp things in combat makes them come alive. They would be boring and inert if they just stood there and traded hits with bad stats. I think I would rather decrease their CB than nerf their animations tbh.

    Since charge defense + bracing single entities with 80% knockdown ignore is a thing, if they didn't have animations that cause pushbacks they would lose like 5%:100% vs such characters and it would suck really hard. Right now it's a pretty balanced interaction between anti-small monster and anti-large foot char, they both hurt each other.

    Don't fear the knockdown. Control it. Embrace it. Love it! :smile:
  • Loupi#8512Loupi#8512 Registered Users Posts: 3,907

    Loupi_ said:

    Loupi_ said:

    A super obnoxious one is stegadons getting their charge bonus refreshed in melee. Its triggered when they do their lunge animation, which is very common. So basically they have an extra 70MA in melee most of the time.

    This is true but I don't find it obnoxious since its balanced around it. Had it not been doing this stegadons would never hit anything and would need huge buffs.... So I think it's not a bug, but just the way the unit works. A little like scorpions and bells/furnace who are also defined by their animations.
    I think its pretty obnoxious since it makes them win or at least do very well in duels vs antilarge characters/SEM when they should get destroyed. It should be removed and stegadons should have better base MA/MD
    Depends on which ones imo.... they should duel foot characters well being high mass, ap anti-infantry monsters, but they do overperform vs large entities a bit. I don't mind them staggering the smaller large entities either tbh, like horses, they just do it too often. One problem for horse characters is that they have very low stagger resists, from memory Tyrion has 80% resist on foot but only 45% on horse or something like that.... that part I would agree with, but otherwise I find a big dinosaur having a bit of stampeding animations that makes it stomp things in combat makes them come alive. They would be boring and inert if they just stood there and traded hits with bad stats. I think I would rather decrease their CB than nerf their animations tbh.

    Since charge defense + bracing single entities with 80% knockdown ignore is a thing, if they didn't have animations that cause pushbacks they would lose like 5%:100% vs such characters and it would suck really hard. Right now it's a pretty balanced interaction between anti-small monster and anti-large foot char, they both hurt each other.

    yes its vs large entities that i take issue with their performance, vs foot its fine


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