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So here's a list of bugs that we have filtered through. If you guys know of any others that don't appear to be on this list please fill out a detailed description of the bug and how to reproduce it, thanks.
1) Holy Icon resource exploit (fixed)
2) Dark Eldar Observer bug (fixed)
3) Harlequin dance of death (fixed)
4) Illusionary monolith will not despawn if flayed ones are loaded inside of it or it is affected by Stasis Field
5) The Daemon Prince healing while in melee combat modifier will constantly apply if the player keeps clicking on a single enemy unit (not a squad)
Daemon Prince warp-9 heal abuse.
-Demon prince finds an enemy hero unit. Must be singular non-squad infantry hero.
-Right click on enemy hero unit to direct demon prince to attack it.
-Once in cc combat, repeatedly right click the demon prince on the enemy hero as fast as you can.
-Watch your demon prince recover health at about 400 hps per second.
-You are destruction incarnate!
6) Sisters of Battle mines leave flame effects that deal damage on the ground even when they are deleted (canceled) before they are built
7) When the Living Saint resurrects all unit caps for SoB units (lightnings,exorcists,penitent engine) are reduced by 1 (therefore you can only get 1 penitent engine, exorcist, and 4 lightning’s)
8) There is no limit to who you can match up with in an automatch game (so a 1600 rated player can be matched with a 1000 rated player)
9) Occasionally marauder bomber abilities will fully recharge but the buttons will stay greyed out and the abilities will never again be useable
10) IG LP3 does not upgrade to the correct weapon
guard_list_post_2
modifier 2: default_weapon_modifier_hardpoint1
change mod usage addition to 2, up from 1.
11)* The Tower of Carnage add-on (LP3 add-on) for the LP increases the requisition rate to 36 instead of 24 like other LP3s
Fix: Change modifier 2's value of addon_dark_eldar_list_post_2 to 1.333333
12) Hellion honor guard units in singleplayer have a jump ability that never recharges
13) The Daemon Prince wargear tooltip talks about Eliphas (the character from dark crusade) instead of the Soulstorm Chaos Lord
14) All honor guard units are destroyed after the IG stronghold mission regardless of whether they died or not
15) Replaying the necron victory cutscene from the commander screen crashses the game
16) The tau commanders marker drone wargear does not boost the damage of the singleplayer versions of his weapons (thus does nothing)
17) Honor Guard Grey Knights take up population cap
18) Honor Guard Possessed Marine takes up population cap
19) Hellion, Scourge and Warp Beast honor guard units are able to board raiders (transport)
20) Tankbustas can use the attack ground command
21) Space Marine Missile squads can use the attack ground command
22) Sisters of Battle Thermal Plasma Generator is building low
23) space_marine_storm_bolter and the files that inherit data from it have 0.7 accuracy_reduction_when_moving with an accuracy of 0.8. This gives these weapons 10% accuracy when firing on the move (it was never increased in DC 1.2).
Fix: Change the value of accuracy_reduction_when_moving for space_marine_storm_bolter to 0.65, giving the weapons 15% fire on the move.
24) Smite lists vehicle_high as a valid target type twice but does not list monster_high. It appears that monster_high was accidentally replaced with a second vehicle_high on Smite's target filter.
Fix: under area_effect\area_effect_information\target_filter, change the second tp_vehicle_high.lua entry to tp_monster_high.lua
25) * Grey Knights cannot be transported in a Land Raider because they require two slots now but the Land Raider still only has one slot.
Fix: Increase the Land Raider's capacity to 2. Increase the number of slots used by Terminators and Assault Terminators to 2 to compensate. Increase the capacity of ebps\game\deepstrike\deep_strike.rgd to 2 to hold the larger Terminator squads.
26) * Wargear: Power Fists cannot be researched in the campaign. The version of Wargear: Power Weapons that it requires is not available in the campaign.
Fix: Make the requirement an either/or one like the Greater Knarloc, allowing either the multiplayer or singleplayer version of Wargear: Power Weapons.
27) * Furious Charge boosts the movement speed of Cultists, but due to an incorrect application type does not boost the speed of Cultist Aspiring Champions. It also improperly tries to boost the speed of Raptor Aspiring Champions, but there is no mention of regular Raptors.
Fix: Change modifiers 9 and 12 from apply_to_entity to apply_to_entity_type to properly apply the bonuses. If intended, also create a modifier to boost Raptor movement speed by duplicating modifier 12 to modifier 13 and changing the target to chaos_raptor.
28) * Honor Guard Cultist Squads do not receive detection from Unholy Sight.
Fix: Duplicate modifiers 1 and 2 of chaos_cultist_sight_research at modifiers 3 and 4, but with the target as chaos_cultist_advance_sp.
29) * The Helm of Alpharius Wargear is not properly granting the Daemon Prince a detection radius.
Fix: Under chaos_wargear_upgrade_05, modifer_04, change the target to chaos_daemon_prince_advance_sp and the application to tp_mod_apply_to_entity_type.
30) * The ascended Firaeveus Carron loses his warbanner ability, making the warbanner wargear completely useless in the end game. A version of the ability is already created for the Daemon Prince, but it is unused.
Fix: Add chaos_warbanner_daemon_prince to the abilities of daemon_prince_advance_sp.
31) * Honor Guard Horror Squads use squad cap.
Fix: Under chaos_squad_horror_hg_dxp3, change squad_cap_ext\squad_cap_usage to 0.
32) * Guardian Plasma Grenades do 0.1 damage to daemon armor types, despite these being valid armor types. Other grenades to real damage values to these armor types.
Fix: Add piercing values of 100 for monster_med and monster_high to eldar_plasma_grenades.
33) * Warp Spiders targeting priority is vehicles_low and _med.
Fix: in the squad's sbps file under squad_combat_stance_ext\attack_priorities vehicle_low and vehicle_med are listed before infantry_heavy (both types), monster (both types), and commander armor types. Move those entries down past commander armor, and before vehicle_high.
34) * Dark Reaper Exarchs are outranged and far outdamaged by their own squad when Optics is researched.
Fix: Allow Dark Reaper Exarchs to get range and damage increases like regular Dark Reapers from the two Optics upgrades.
35) * Honor Guard Harlequins use squad cap
Fix: Under eldar_harlequin_squad_hg_dxp3, change squad_cap_ext\squad_cap_usage to 0.
36) * The Techpriest starts on Hold Ground instead of Stand Ground stance, which causes him to chase after enemies and get killed.
Fix: In the Techpriest's squad file, under squad_combat_stance_ext, set ignore_building_stance to True and default_stance to type_stance\tp_stance_standground.lua
37) The Psyker's Curse of the Machine Spirits allows walkers to still use special attacks in melee while under the effect, which allows them to still kill units.
Fix: change the eight enable_hardpoint_xx modifiers to one enable_general_combat modifier.
38) * The guard_favor_wargear aura that the 10th wargear should confer still lists the old 10th wargear as its requirement, leaving it nonfunctional, despite the wargear description implying its use. This is for the singleplayer campaign
Fix: Change the requirement to research\guard_wargear_upgrade_10.lua
39) * Honor Guard Heavy Weapons Teams use squad cap.
Fix: Under guard_heavy_weapons_team_squad_hg_dxp3, change squad_cap_ext\squad_cap_usage to 0.
40) * An old one from Dark Crusade that never got fixed. The 9th wargear, now called Macharian Cross, still increases the movement speed of the multiplayer Command Squad Commissar, Psyker, and Priest, not the campaign versions. The Kasrkin Bodyguard is finally getting boosted correctly, though.
Fix: Under the research guard_wargear_upgrade_09, add _advance_sp to the end of the target for the Commissar, Psyker, and Priest entries.
41) * The Hammerhead clone is vehicle_high instead of vehicle_med like the real Hammerhead. This makes the clone much more durable than it should be, and is a holdover from DC 1.0.
Fix: Set the armor type of the Hammerhead clone to vehicle_med
42)* Tau Listening Post Rail Guns are a significant downgrade in damage against Infantry High and Infantry Heavy High. Their only significant damage increase is against buildings (almost useless).
Fix: Increase the piercing values against those armor types to either maintain DPS to prevent a downgrade or to be in line with the DPS curve of the other armor types.
43) * The Tau Commander and Broadside Battlesuit have broken model files, causing incorrect animations for both units.
Fix: Under data\art\ebps\races\tau\troops, replace commander.whe, commander.whm, broadside_battlesuit.whe, and broadside_battlesuit.whm with the versions of those files from Dark Crusade.
44) * Honor Guard Broadside Battlesuits use squad cap.
Fix: Under tau_broadside_battlesuit_squad_hg_dxp3, change squad_cap_ext\squad_cap_usage to 0.
45) Necrons
* The Deceiver's Illusionary Monolith can be loaded with a squad of Flayed Ones, making the illusion permanent and fully activating all of its weapons, making it almost like a regular Restored Monolith minus the unit production capabilities (this is not 100% consistent, so resolving the general persistence bug may make this unnecessary).
Fix: Under necron_restored_monolith_grand_illusion, completely remove the squad_hold_ext and deep_strike_ext.
46) * The Hellion Squad Succubus's damage goes down when Power Blades is researched
Fix: Increase the damage of dark_eldar_power_scythe_hellion_leader high enough so that the damage no longer goes down. With balance testing, increase its damage and the damage of dark_eldar_agonizer_hellion_leader high enough so that the weapons are actually damage upgrades.
47) * The Slave Chamber tooltip says that it reduces research times. It does not.
Fix: Remove the offending line from the tooltip
48) * The Tortured Slave's morale is bugged such that it will never un-break once it has been broken.
Fix: change the morale values so its maximum morale is higher than its minimum broken value.
49) * The Wych-Cult Arena counts as a unit production building in the Annihilate win condition despite not actually producing any units.
Fix: Under Data\scar\winconditions\annihilate.scar, add dark_eldar_wych_cult_arena to the exceptions list
50) * Dark Eldar Plasma Generators and Thermo Plasma Generators do no damage or morale damage when they explode. They have damage values modeled after IG generators but 0 piercing and no morale damage.
Fix: Give both generators types a default piercing value of 5 like IG generators. Give regular generators 20 morale damage and thermo generators 25 morale damage.
51) * The Haemonculus's Torture Amp shares the same hotkey as Reinforce: "R".
Fix: Change the Torture Amp's hotkey.
52) * Tahril's tooltip and unit name do not name him like other commanders, so he is still just "Archon"
Fix: Change the unit name for the unit and squad to "Tahril" or "Archon Tahril"
53) The Dais of Destruction's Dark Scythe ability is hitting 5 times instead of just once, making it far, far too powerful. This bug has been confirmed by ILE_Indolence, former Iron Lore employee who worked on Soulstorm.
Fix: Change the refresh_time of the ability to 10.
54) * Honor Guard Reaver Jetbikes cannot decapture points.
Fix: Duplicate the squad_capture_strategic_point_ext used by regular Reaver Jetbikes for the Honor Guard unit.
55) * After Martyr's Gift is researched Celestian Veteran Superiors, Imagifers, and Seraphim Veteran Superiors do not provide a Faith bonus on death like the Battle Sister Veteran Superior.
Fix: Under the research sisters_martyrs_gift, duplicate modifier 6 at 10, 11, and 12, with the duplicates using the targets sisters_veteran_superior_celestian, sisters_veteran_superior_seraphim, and sisters_celestian_imagifer. Campaign variants of these units should probably also get modifiers.
56) * Righteous Ferver on the sisters repentia squad turns off if the head unit in the squad is killed.
Fix: Set persist_across_squad_leader_death to true.
57) * Act of Faith: Lay on Hands Hot key (H) Same as Sister of Battle Squad Heavy Bolter Hotkey (H)
Fix: To maintain the Heavy Bolter's hotkey consistency with other Heavy Bolters, change the hotkey for Lay on Hands to something else ('Y' maybe?).
58) * Rhino Transports have no display requirement so once you have built 3 the button isn't greyed out, it just disappears.
Fix: Add a new requirement for Rhinos, make it the HQ or Manufactorum, and set is_display_requirement to True
59) * Sisters of Battle Plasma Generators and Thermo Plasma Generators do no damage or morale damage when they explode. They have damage values modeled after IG generators but 0 piercing and no morale damage.
Fix: Give both generators types a default piercing value of 5 like IG generators. Give regular generators 20 morale damage and thermo generators 25 morale damage.
60) * Seraphim Veteran Superiors do not have Zealot Charge like regular Seraphim, although Mistresses get Zealot Charge like their Sisters Repentia.
Fix: Duplicate the Seraphim Zealot Charge for the Seraphim Veteran Superior.
61) * Selena Agna's tooltip and unit name do not name her like other commanders, so he is still just "Canoness"
Fix: Change the unit name for the unit and squad to "Selena Agna" (singleplayer version only)
62) * A reverse of the Celestian Squad issue, the Battle Sister Squad will not automatically use the full 40 range of the Emperor's Touch Bolters during at attack-move, instead closing to a range of 35 before opening fire.
Fix: In sisters_battle_sisters_squad under squad_combat_stance_ext\ranged_attackrange, increase the value to 40.
63) Honor Guard confessor and immolator use up popcap |
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