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A little summary of the mess of this patch

ReymReym Registered Users Posts: 665
edited July 16 in Balancing Discussions
Just so we can group all of the issues in one thread.

I wont be surprised if some are missing, feel free to tell me I'll add them.

Units: These are obvious and are more bug related.

- Tuskor and razorgor chariots mounts: Dealing ridiculously high amount of damages to everything.

- Skink oracle: the oracle also

Various MP cap bugs: For now we got the chariots mount for BM

Enemy targeting AoEs:

So AoE that targets the enemy will affect units even if ony one model is in the AoE.
Yes I'm saying AoE and not AoE spells, most of you already saw that with their flock of doom, soul stealers, overcast net of amyntok etc. as you can see below.

https://imgur.com/a/x7OGD3y

But all AoEs targeting enemies (enjoy your mortis effect and else)

https://imgur.com/a/xCCDk5l

This as other asked should obviously be reversed to its previous iteration where at least half of the models had to be in the AoE it was simply a way better compromise.

Friendly targeting AoEs:
AoEs who affect friendly don't do that but they bug. When an ally targetting AoE affects no ones it will affect the caster.

https://imgur.com/a/bJdXUFu

https://imgur.com/a/HznAo18

Additionnal bugs:

-Some AoEs hitting units out of range (Disposable Hero)

That's it for now, again do not hesitate to put more, I'll editate the thread.

Edit: Putting imgur links as embeded images don't apear.
But is talking about what is appropriate to talk about in this thread appropriate to be talked about in this thread ?

Post edited by Reym on
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Comments

  • PocmanPocman Registered Users Posts: 4,769
    When you point an spell from outside range, and then you try to cast it anywhere else before the first cast is casted, the circle won't move, so you have to throw it without actually seeing the casting circle.
  • YannirYannir Registered Users Posts: 1,637
    edited July 15
    Pocman said:

    When you point an spell from outside range, and then you try to cast it anywhere else before the first cast is casted, the circle won't move, so you have to throw it without actually seeing the casting circle.

    That's not a new one. I encountered this a few months ago already.

    Also, Rune of W&R seems to have higher range than stated. I've been able to use Rune of W&R on targets that are clearly outside the spells range but it still casts just fine without the caster moving. It's not unlimited but it is more than the 100 it states to have. Dunno if this is the case for any of the other runes.
    Ugh, I have spoken.
  • ystyst Registered Users Posts: 9,474
    Im not even sure if the single model tag is intentional or bugged
    https://imgur.com/a/Cj4b9
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  • Disposable HeroDisposable Hero Registered Users Posts: 6,812
    Reym, try adding ".Jpg" after the link when embedding.
    Don't fear the knockdown. Control it. Embrace it. Love it! :smile:
  • Gilgamesh1Gilgamesh1 Registered Users Posts: 881
    according to my tests so far, only chariots bugged are the SE one, not just all. they propably hit more time than what is supposed to, but regular chariots perform just fine losing against cavalry as expected
  • Disposable HeroDisposable Hero Registered Users Posts: 6,812
    Aoes actually hitting things completely outside their range too? Ghost range?
    Don't fear the knockdown. Control it. Embrace it. Love it! :smile:
  • eumaieseumaies Senior Member Registered Users Posts: 8,304
    I find this summary is unclear and missing bugs like aoe stuff hitting things out of range. Would be good to do a real summary of all the bugs ASAP.
  • The AoE changes are a bug, not a design decision, and we are aiming to fix in the next patch (keeping in mind that development is always subject to change)
  • Lotus_MoonLotus_Moon Registered Users Posts: 11,379
    Grace_CA said:

    The AoE changes are a bug, not a design decision, and we are aiming to fix in the next patch (keeping in mind that development is always subject to change)

    Ok thats good to know, (though i dont like what is in brackets, i think this is a no brainer must fix).
  • Grace_CA said:

    The AoE changes are a bug, not a design decision, and we are aiming to fix in the next patch (keeping in mind that development is always subject to change)

    Ok thats good to know, (though i dont like what is in brackets, i think this is a no brainer must fix).
    Yes, and we currently plan to, but I can never make a guarantee just in case.
  • Disposable HeroDisposable Hero Registered Users Posts: 6,812
    Grace_CA said:

    Grace_CA said:

    The AoE changes are a bug, not a design decision, and we are aiming to fix in the next patch (keeping in mind that development is always subject to change)

    Ok thats good to know, (though i dont like what is in brackets, i think this is a no brainer must fix).
    Yes, and we currently plan to, but I can never make a guarantee just in case.
    Thank you, all the bugs that are currently in the game completely overshadows game balance. Please try to push through bug fixes also not originating from the dlc. I believe they are all known to you.

    - infinite cast range bug
    - infinite uses bug on abilities and spells (wom free)
    - constant triggering of lore passives
    - double hit registry on some units with multiple hit boxes

    Really happy the stalk bug is fixed!
    Don't fear the knockdown. Control it. Embrace it. Love it! :smile:
  • littlenukelittlenuke Registered Users Posts: 782

    Grace_CA said:

    Grace_CA said:

    The AoE changes are a bug, not a design decision, and we are aiming to fix in the next patch (keeping in mind that development is always subject to change)

    Ok thats good to know, (though i dont like what is in brackets, i think this is a no brainer must fix).
    Yes, and we currently plan to, but I can never make a guarantee just in case.
    Thank you, all the bugs that are currently in the game completely overshadows game balance. Please try to push through bug fixes also not originating from the dlc. I believe they are all known to you.

    - infinite cast range bug
    - infinite uses bug on abilities and spells (wom free)
    - constant triggering of lore passives
    - double hit registry on some units with multiple hit boxes

    Really happy the stalk bug is fixed!
    If you read the patchnotes the second bug is fixed
    Karaz-A-Karak discord: https://discord.gg/UZV6F5N

  • littlenukelittlenuke Registered Users Posts: 782
    BUG FIXES
    BATTLE
    Fixed an issue where interrupting a projectile-type spell could allow the player to cast it without cost or cooldown, and outside of the cast range


    Literally the first one
    Karaz-A-Karak discord: https://discord.gg/UZV6F5N

  • eumaieseumaies Senior Member Registered Users Posts: 8,304

    BUG FIXES
    BATTLE
    Fixed an issue where interrupting a projectile-type spell could allow the player to cast it without cost or cooldown, and outside of the cast range


    Literally the first one

    I wonder if that’s related to the new bugs. Seriously maybe they should stop fixing bugs (after this one ;).
  • Disposable HeroDisposable Hero Registered Users Posts: 6,812

    BUG FIXES
    BATTLE
    Fixed an issue where interrupting a projectile-type spell could allow the player to cast it without cost or cooldown, and outside of the cast range


    Literally the first one

    Fantastic, I missed that.

    Actual useful information, well done except for the snark!
    Don't fear the knockdown. Control it. Embrace it. Love it! :smile:
  • ZeblaskyZeblasky Registered Users Posts: 535
    I still believe that Loec Tricksters costing 1350 gold is also a bug, when -50 gold value mysteriously bugged out into +50 due to the frenzy changes.
  • DaBoyzAreBackInTownDaBoyzAreBackInTown Registered Users Posts: 839
    The current implementation might be worth keeping so long as it only affects units that have at least 1 model in the AOE. The bug should be fixed.

    With capture points in game 3 potentially promoting blobbing it might make sense to have tools that punish blobs be a bit more powerful and this way is easier to tell if a unit is in the AOE or not..
    Discord/Steam Name: Glorious Feeder
  • Loupi_Loupi_ Registered Users Posts: 3,045
    Here are a few other small but longstanding bugs:

    1. witchelves madness of khaine stops undead units from disintegrating. not sure if this applies to other rampage abilities.
    2. malekith on coldone chariot cannot be healed by soulstealer, and is also immune to miscast explosions (i believe the 2 are one and the same since the soulstealer heal comes from a miscast explosion.
    3. Chariots like arkhan and cold one chariots (most noticeable on mounts) cannot attack forwards vs large targets, e.g. SE chariots (kinda funny this still exists given how the tuskgor bug seems to have the opposite effect). Other SE chariots can attack just fine.
    4. double hit bug on some chariots
    5. magic missiles often bug out and fail to cast
  • Totentanz777Totentanz777 Registered Users Posts: 631
    Worst case scenario is all these bugs don't get fixed for months. That would basically kill MP for me and I'd probably want a DLC refund lol. Players have been talking and begging CA for these bug fixes for a while and yet they still persist patch after patch. The chariot bug was known before the DLC release and yet the devs didnt fix it and are still allowing chariots to be brought in MP. Grace I know you are not responsible for this stuff and I'm not blaming you at all but if you could relay this stuff to the devs we would all greatly appreciate it.
  • BastileanBastilean Registered Users Posts: 2,229
    edited July 16
    Obligatory: Skin Wolf Werekin (hero) still needs to receive strider and fix their terrain effect cards for all four skin wolves units. I made a Norsca Bugfix mod with data information already nice and clean, so it's just a matter of installing it in the tables.

    https://steamcommunity.com/sharedfiles/filedetails/?id=2503229261




    Post edited by Bastilean on
  • WojmirVonCarsteinWojmirVonCarstein Registered Users Posts: 1,586
    Bastilean said:

    Obligatory: Skin Wolf Werekin (hero) still needs to receive strider and fix their terrain effect cards for all four skin wolves units. I made a Norsca Bugfix mod with data information already nice and clean, so it's just a matter of installing it in the tables.

    This right here is so frustrating. A modder who has limited access to edit the game and who doesn't get paid and doesn't have full inside knowledge of the game mechanics is able to fix a bug that CA has not for a while now.

    How is this happening?
  • MalevolentWaffleMalevolentWaffle Registered Users Posts: 36
    Dont forget cavalry taking 2-3 times more damage from infantry on the charge than they deal
  • blindjonnblindjonn Registered Users Posts: 933
    It seems that Greenskin boar chariots are similarly bugged/OP, in part due to them having tiny collision hitboxes which let them clip over each other.
  • BastileanBastilean Registered Users Posts: 2,229
    Another Obligatory Bugfix: Master Engineer Faction Color

    https://steamcommunity.com/sharedfiles/filedetails/?id=2032988630


  • BastileanBastilean Registered Users Posts: 2,229

    Bastilean said:

    Obligatory: Skin Wolf Werekin (hero) still needs to receive strider and fix their terrain effect cards for all four skin wolves units. I made a Norsca Bugfix mod with data information already nice and clean, so it's just a matter of installing it in the tables.

    This right here is so frustrating. A modder who has limited access to edit the game and who doesn't get paid and doesn't have full inside knowledge of the game mechanics is able to fix a bug that CA has not for a while now.

    How is this happening?
    To be fair, it was really small and they never stop making new content for us. I am happy to help on such a gargantuan project.
  • RawSugarRawSugar Registered Users Posts: 1,303

    according to my tests so far, only chariots bugged are the SE one, not just all. they propably hit more time than what is supposed to, but regular chariots perform just fine losing against cavalry as expected

    you need to move them to really see the difference, its

    Dont forget cavalry taking 2-3 times more damage from infantry on the charge than they deal

    unless you charge the kind of units in the kind of situations you should be, but yes dont misplay with cavalry.
  • MalevolentWaffleMalevolentWaffle Registered Users Posts: 36
    You are clearly out of the loop @RawSugar

  • blindjonnblindjonn Registered Users Posts: 933
    A minor bug that might be hard to replicate - some quickbattle legal builds can't be loaded from saves as the game thinks that they break unit caps. The same builds can be made from scratch in the lobby just fine.
  • Fan3982173917524862Fan3982173917524862 Registered Users Posts: 1,516
    Is skink oracle primeval roar meant to be locked out at the start of battle?
  • DuskyCatDuskyCat Registered Users Posts: 25
    Do something with cav vs inf countercharge mess. For now knockback ability is not у blessing, but a curse
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