Please register for Total War Access to use the forums. If you're an existing user, your forum details will be merged with Total War Access if you register with the same email or username. For more information please read our FAQ’s here.
I would like the cavalry getting glued to other units to be fixed no point to mobility if they can’t disengage.
Though I agree it could be much better, I'm afraid that the stickiness in general is a matter of preference and design choice, not necessarily a bug, and I feel like it has improved slighlty in this patch. Single infantry models don't seem to block retreating cav models, though it needs more testing I guess.
There is one related thing that is not really a bug either, but that I would put on the watch list. I can't do proper testing and screenshots for now but I'm sure many people know what it is. Cavalry can get extremely disconjointed on the charge, which I find possibly more problematic than even the GW countercharge thing. It has been there for a few patches but I don't think it was always that bad. Worse case is when cav charges a moving infantry unit on the flank. Half the cavalry can miss the target but keep galloping for miles, leading in some cases to get half a unit trapped and killed as microing such a widely split unit is a nightmare.
Yeah but it’s more noticeable ever since infantry mass changes its honestly more annoying than the current arguments of cavalry vs infantry. I don’t want to have to order my cavalry multiple times to break off from a clean engagement just for it not to happen than die to a unit it should’ve been able to out maneuver with little effort.
Yeah but it’s more noticeable ever since infantry mass changes its honestly more annoying than the current arguments of cavalry vs infantry. I don’t want to have to order my cavalry multiple times to break off from a clean engagement just for it not to happen than die to a unit it should’ve been able to out maneuver with little effort.
Dont you enjoy facing a 20 stack on A-move and you have to use 50% of your time microing one unit of cavalry who just keeps running back into combat?
Yeah but it’s more noticeable ever since infantry mass changes its honestly more annoying than the current arguments of cavalry vs infantry. I don’t want to have to order my cavalry multiple times to break off from a clean engagement just for it not to happen than die to a unit it should’ve been able to out maneuver with little effort.
Yeah I hope there is some serious tweak in the matter, I'm just not sure it is a bug but anyway I agree otherwise
Bug with corpse cart and ghorst are actually the same bug with the new chariots. It is a collision issue with the model. Uncle Gant and myself did some extensive testing on this to confirm.
The funny thing is, the bug has been around for quite awhile and manifested in corpse carts. It was not introduced with boar chariots. It is just that it was never noticed before the last patch because no one took corpse carts in mass with the objective of melee combat.
Bug with corpse cart and ghorst are actually the same bug with the new chariots. It is a collision issue with the model. Uncle Gant and myself did some extensive testing on this to confirm.
The funny thing is, the bug has been around for quite awhile and manifested in corpse carts. It was not introduced with boar chariots. It is just that it was never noticed before the last patch because no one took corpse carts in mass with the objective of melee combat.
I would also like to add the 'lack of striking animations and damage while chasing an oppponent' to be correctly added to all units.
This does not include charging and hitting. It's more for when they are sort of jogging after slower fleeing enemies. I noticed for a few lords such as Repanse, Taurox and Oxyotl, when they are chasing down slower units and are right on the backs of them, they will never strike them, and not damage them either. Some other units will not do the striking animation but will at least damage the unit. I noticed this one for Rakarth ages ago.
There should be at least 3 striking animations and damage for all units: 1- Striking while standing still 2- Strking after charging 3- Striking an enemy while jogging/walking/trotting
The 3rd point I have the most issues with and is especially important when chasing down slower routing units or reengaging in monster fights when knocked away a little.
It would be great if this was fixed for all units. Especially for Repanse, Taurox and Oxyotl.
I would also like to add the 'lack of striking animations and damage while chasing an oppponent' to be correctly added to all units.
This does not include charging and hitting. It's more for when they are sort of jogging after slower fleeing enemies. I noticed for a few lords such as Repanse, Taurox and Oxyotl, when they are chasing down slower units and are right on the backs of them, they will never strike them, and not damage them either. Some other units will not do the striking animation but will at least damage the unit. I noticed this one for Rakarth ages ago.
There should be at least 3 striking animations and damage for all units: 1- Striking while standing still 2- Strking after charging 3- Striking an enemy while jogging/walking/trotting
The 3rd point I have the most issues with and is especially important when chasing down slower routing units or reengaging in monster fights when knocked away a little.
It would be great if this was fixed for all units. Especially for Repanse, Taurox and Oxyotl.
Thanks. And great bug reports btw.
I agree. This is especially annoying when you are trying to quickly finish off a slower fleeing enemy Lord with your own Lord in an intense battle to turn the tides in your favour, but the enemy Lord just gets away because your Lord is not able to hit them while running after them from behind.
I would also like to add the 'lack of striking animations and damage while chasing an oppponent' to be correctly added to all units.
This does not include charging and hitting. It's more for when they are sort of jogging after slower fleeing enemies. I noticed for a few lords such as Repanse, Taurox and Oxyotl, when they are chasing down slower units and are right on the backs of them, they will never strike them, and not damage them either. Some other units will not do the striking animation but will at least damage the unit. I noticed this one for Rakarth ages ago.
There should be at least 3 striking animations and damage for all units: 1- Striking while standing still 2- Strking after charging 3- Striking an enemy while jogging/walking/trotting
The 3rd point I have the most issues with and is especially important when chasing down slower routing units or reengaging in monster fights when knocked away a little.
It would be great if this was fixed for all units. Especially for Repanse, Taurox and Oxyotl.
Hi all. Just an update on the bug report. I have finally made changes to update the report to reflect the bug status of the current version deployed (cav beta). Apologies on the delay but I wanted to wait for the launch of the cav beta and some real life stuff got in the way. Aside from updating issues, I made some small changes to the document. I've added a versioning section so that I/we can keep track of when edits are made. I've also added a 'legacy bugs' section to document issues that were once in the live deployment but have since been resolved by CA's dev team.
In short, the following issues have been added to that legacy section:
Khazrak missing abilities on tuskgor chariot Skink Oracle double shot Cav and Infantry interaction Corpse cart and chariot stacking/collision AoE abilities hitting units outside of area Invisible magic missiles Infinite casts and ability use
The following issues have been added to the document as active bugs in the current version:
Rampage stops all passive abilities Orion and Ariel taking penalty when in water Star of Avelorn bug Ghost attacks from melee heroes/lords Lord or hero won't attack enemy lord or hero that is routing
Please let me know if anyone has anything to add or share.
Comments
- Report
0 · Disagree Agree- Report
1 · Disagree 1Agree- Report
0 · Disagree AgreeThere is one related thing that is not really a bug either, but that I would put on the watch list. I can't do proper testing and screenshots for now but I'm sure many people know what it is. Cavalry can get extremely disconjointed on the charge, which I find possibly more problematic than even the GW countercharge thing. It has been there for a few patches but I don't think it was always that bad. Worse case is when cav charges a moving infantry unit on the flank. Half the cavalry can miss the target but keep galloping for miles, leading in some cases to get half a unit trapped and killed as microing such a widely split unit is a nightmare.
Thanks a lot to the players making this list!
- Report
0 · 1Disagree Agree- Report
1 · Disagree 1Agree- Report
2 · Disagree 2Agree- Report
0 · Disagree Agreehttps://steamcommunity.com/sharedfiles/filedetails/?id=2584998085
- Report
0 · Disagree Agree- Report
0 · Disagree AgreeThanks for the shout though.
- Report
1 · Disagree 1Agree- Report
1 · Disagree 1AgreeNow that troy mythos is done can we get some attention to these issues please CA.
The community is trying to help you.
- Report
1 · Disagree 1Agree- Report
2 · Disagree 2AgreeThe funny thing is, the bug has been around for quite awhile and manifested in corpse carts. It was not introduced with boar chariots. It is just that it was never noticed before the last patch because no one took corpse carts in mass with the objective of melee combat.
All documented in the bug doc.
- Report
6 · Disagree 6Agree- Report
3 · Disagree 3Agree- Report
1 · Disagree 1Agree- Report
3 · Disagree 3AgreeI'll be doing a mass update to the doc in a week or two once the dust has settled.
Stay tuned!
- Report
0 · Disagree AgreeI would also like to add the 'lack of striking animations and damage while chasing an oppponent' to be correctly added to all units.
This does not include charging and hitting. It's more for when they are sort of jogging after slower fleeing enemies. I noticed for a few lords such as Repanse, Taurox and Oxyotl, when they are chasing down slower units and are right on the backs of them, they will never strike them, and not damage them either. Some other units will not do the striking animation but will at least damage the unit. I noticed this one for Rakarth ages ago.
There should be at least 3 striking animations and damage for all units:
1- Striking while standing still
2- Strking after charging
3- Striking an enemy while jogging/walking/trotting
The 3rd point I have the most issues with and is especially important when chasing down slower routing units or reengaging in monster fights when knocked away a little.
It would be great if this was fixed for all units. Especially for Repanse, Taurox and Oxyotl.
Thanks. And great bug reports btw.
- Report
3 · Disagree 3AgreeI agree. This is especially annoying when you are trying to quickly finish off a slower fleeing enemy Lord with your own Lord in an intense battle to turn the tides in your favour, but the enemy Lord just gets away because your Lord is not able to hit them while running after them from behind.
- Report
3 · Disagree 3Agree- Report
0 · Disagree AgreeIn short, the following issues have been added to that legacy section:
Khazrak missing abilities on tuskgor chariot
Skink Oracle double shot
Cav and Infantry interaction
Corpse cart and chariot stacking/collision
AoE abilities hitting units outside of area
Invisible magic missiles
Infinite casts and ability use
The following issues have been added to the document as active bugs in the current version:
Rampage stops all passive abilities
Orion and Ariel taking penalty when in water
Star of Avelorn bug
Ghost attacks from melee heroes/lords
Lord or hero won't attack enemy lord or hero that is routing
Please let me know if anyone has anything to add or share.
Here is the document again for viewing purposes: https://docs.google.com/document/d/1e05AB70ArqFkLbPGJH1odAptgJkIu6rn7FPiT8DNyYU/edit?usp=sharing
- Report
3 · Disagree 3Agree