2.7 Bugs & Issues Thread

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Adeptus Noobus
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2.7 Bugs & Issues Thread

Postby Adeptus Noobus » Tue 08 Aug, 2017 8:27 am

Well since nobody cared to open such a thread or I have missed it, here it goes:

Post all bugs and issues with version 2.7 in here. Whenever possible link/attach replay files or recordings.
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Re: 2.7 Bugs & Issues Thread

Postby Adeptus Noobus » Tue 08 Aug, 2017 8:52 am

I will start by reporting three bugs:

Full Auto Bug - Still stuns in aoe. Same behavior for Shoot em gud' has been observed though not recorded. Why this is an issue needs no further explanation i guess.


Heretic Worhsip Bug - Heretics can still move around during worhsip.


High Powered Shot Bug - High Powered Shot fails to suppress its target. WSE just shakes it off and continues.
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Re: 2.7 Bugs & Issues Thread

Postby Torpid » Tue 08 Aug, 2017 11:30 am

Adeptus Noobus wrote:I will start by reporting three bugs:


The first one is not a bug. It is working as intended ;)

How did you cause the 2nd one?

The third one was likely due to the WSE still being classified as being in cover.

Oddnerd wrote:Has anyone ever had an issue with their venerable dreadnought experiencing some Khornate blood rage and chasing an enemy around the map without responding to commands?

I was able to stop it by using the charge ability, but before that it was not responding to commands.


Happens with all walkers. Not entirely sure why.
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Re: 2.7 Bugs & Issues Thread

Postby Adeptus Noobus » Tue 08 Aug, 2017 11:52 am

Torpid wrote:
Adeptus Noobus wrote:I will start by reporting three bugs:


The first one is not a bug. It is working as intended ;)

How did you cause the 2nd one?

The third one was likely due to the WSE still being classified as being in cover.

Oddnerd wrote:Has anyone ever had an issue with their venerable dreadnought experiencing some Khornate blood rage and chasing an enemy around the map without responding to commands?

I was able to stop it by using the charge ability, but before that it was not responding to commands.


Happens with all walkers. Not entirely sure why.


The first one is not as intended because Full Auto was supposed to be a single-target ability iirc.

The second one just happened. Didn't really do anything different.

The third one is very strange because even if he still were in cover he would still have to be suppressed. HPS deals stupendous amounts of courage dmg, enough to immediately suppress Fire Dragons with their 200 courage. Green cover bonus to suppression was also reverted with 2.7 or earlier even.
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Re: 2.7 Bugs & Issues Thread

Postby Torpid » Tue 08 Aug, 2017 6:34 pm

Adeptus Noobus wrote:
Torpid wrote:
Adeptus Noobus wrote:I will start by reporting three bugs:


The first one is not as intended because Full Auto was supposed to be a single-target ability iirc.

The second one just happened. Didn't really do anything different.

The third one is very strange because even if he still were in cover he would still have to be suppressed. HPS deals stupendous amounts of courage dmg, enough to immediately suppress Fire Dragons with their 200 courage. Green cover bonus to suppression was also reverted with 2.7 or earlier even.


Well a single target ability can have an AoE affect. Like full auto.

Hmm.

Wtf.
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Re: 2.7 Bugs & Issues Thread

Postby Rostam » Sun 24 Sep, 2017 6:01 am

sometimes u can control walkers such as dreadnaughts which is very annoying cuz they march to the other bases and is an instant loss
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Re: 2.7 Bugs & Issues Thread

Postby Rostam » Sun 24 Sep, 2017 6:50 am

also lost control of swarm lord once,i assume it is in dreadnaught catergory since the only two units that i have seen knocked backed by kaboom so far are dread and Swarmlord
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Re: 2.7 Bugs & Issues Thread

Postby Adeptus Noobus » Sun 24 Sep, 2017 11:56 am

you can also lose control of wraithlords. basically all walkers.
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Re: 2.7 Bugs & Issues Thread

Postby Rostam » Mon 25 Sep, 2017 7:25 pm

Adeptus Noobus wrote:you can also lose control of wraithlords. basically all walkers.


hmmm good to know
did this problem occur in retail or it is just elite?
if it is not I hope it gets fixed next patch
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Re: 2.7 Bugs & Issues Thread

Postby Dark Riku » Mon 25 Sep, 2017 8:29 pm

It's been an issue since retail.
In most cases pressing "stop" will "fix" it.
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Re: 2.7 Bugs & Issues Thread

Postby Impregnable » Wed 25 Oct, 2017 3:37 pm

These time proven and persistent bugs that refuse to go.

1. LC Flare Global not affecting BM Noise Marine and Plasma Devs
2. Inq Hammer of the witches bugging out and not going off in close range. It will still cost energy and cool time even if it fails
3. Catachan shotgun blast only suppressing and not knocking back units
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Re: 2.7 Bugs & Issues Thread

Postby Atlas » Wed 25 Oct, 2017 6:36 pm

Impregnable wrote:These time proven and persistent bugs that refuse to go.

1. LC Flare Global not affecting BM Noise Marine and Plasma Devs
2. Inq Hammer of the witches bugging out and not going off in close range. It will still cost energy and cool time even if it fails
3. Catachan shotgun blast only suppressing and not knocking back units


1 will never go away unless we revert back the arcing artillery shots. It's one or the other and so far we chose to keep artillery arcing.

3 again, is just an engine thing. There's really not a lot you can do and this happens with pretty much any kb ability under the right conditions.

2 I think was tried to be improved, we can take another look at it.
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Re: 2.7 Bugs & Issues Thread

Postby Crewfinity » Thu 02 Nov, 2017 12:10 am

never seen this bug before.

I bought my slugga nob, but before the purchase completed i loaded my sluggas and shootas into my trukk. I then tried to unload them all, but only the shootas would exit the trukk, the sluggas would not get out. then when I loaded my shootas back into my trukk, I could no longer move my trukk at all or unload any squads.

https://www.dawnofwar.info/esl/match/31 ... h/31293918
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Re: 2.7 Bugs & Issues Thread

Postby 531st » Thu 14 Dec, 2017 1:50 am

GK dread with plasma cannon has twin linked heavy bolter overlapping with plasma cannon model (he acutally has 2 twin linked heavy bolters but one is hidden inside the plasma cannon)
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Re: 2.7 Bugs & Issues Thread

Postby Hutsy » Sun 28 Jan, 2018 5:35 pm

Possible Vindicare Assassin Bug:

When I click on a target, there will be several occasions where he runs towards them and gets really close as if he's in melee stance. He won't just get within range, set up and shoot.

Also the Mark Target thing - I don't seem to see an indicator but it is considered as activated as the countdown kicks in.
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Re: 2.7 Bugs & Issues Thread

Postby Atlas » Sun 28 Jan, 2018 6:10 pm

Dunno about the first, but the second one only has the marker activate on the target once you actually hit them.
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Re: 2.7 Bugs & Issues Thread

Postby Rostam » Sun 28 Jan, 2018 6:37 pm

Hutsy wrote:Possible Vindicare Assassin Bug:

When I click on a target, there will be several occasions where he runs towards them and gets really close as if he's in melee stance. He won't just get within range, set up and shoot.

Also the Mark Target thing - I don't seem to see an indicator but it is considered as activated as the countdown kicks in.

Hutsyyyyyy!!! start playing FC and inquisitor and stop playing OM before i call in the inquisition
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Re: 2.7 Bugs & Issues Thread

Postby Atlas » Sun 28 Jan, 2018 9:23 pm

Rostam wrote:Hutsyyyyyy!!! start playing FC and inquisitor and stop playing OM before i call in the inquisition


Why?
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Re: 2.7 Bugs & Issues Thread

Postby Tex » Mon 02 Apr, 2018 3:41 pm

I think I found a bug with the lord commissar aura of discipline. I was using it while standing right next to my wounded ogryns and they weren't receiving heal pulses from it. There were no other infantry around so they should have been healing very rapidly. I forgot to save the replay but I know exactly what kind of spikes in health they should have been receiving.
I'll try and retest today as well.
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Re: 2.7 Bugs & Issues Thread

Postby slade5000 » Mon 02 Apr, 2018 7:07 pm

Not sure if this is a bug or a change request.

Playing as SM I use custom hot key groups (i.e. make my first TACS '5' rather than '3' etc).

When I upgrade TACs to Sternguard Veterans their hotkey resets - as if it was a brand new squad. It would be nice if the hotkey remained as it was prior to the squad upgrade.
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Re: 2.7 Bugs & Issues Thread

Postby Forestradio » Mon 02 Apr, 2018 9:40 pm

slade5000 wrote:Not sure if this is a bug or a change request.

Playing as SM I use custom hot key groups (i.e. make my first TACS '5' rather than '3' etc).

When I upgrade TACs to Sternguard Veterans their hotkey resets - as if it was a brand new squad. It would be nice if the hotkey remained as it was prior to the squad upgrade.
hit "ctrl+NUMBER" while you have a unit/units selected and it will set the hotkey of that unit/group of units to that number
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Re: 2.7 Bugs & Issues Thread

Postby Torpid » Mon 02 Apr, 2018 11:15 pm

slade5000 wrote:Not sure if this is a bug or a change request.

Playing as SM I use custom hot key groups (i.e. make my first TACS '5' rather than '3' etc).

When I upgrade TACs to Sternguard Veterans their hotkey resets - as if it was a brand new squad. It would be nice if the hotkey remained as it was prior to the squad upgrade.


Mechanically it is a brand new squad, hence why they also reset their levels. It isn't really a bug so much as it is strange mechanics.
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Re: 2.7 Bugs & Issues Thread

Postby slade5000 » Tue 03 Apr, 2018 4:50 pm

Torpid wrote:
slade5000 wrote:Not sure if this is a bug or a change request.

Playing as SM I use custom hot key groups (i.e. make my first TACS '5' rather than '3' etc).

When I upgrade TACs to Sternguard Veterans their hotkey resets - as if it was a brand new squad. It would be nice if the hotkey remained as it was prior to the squad upgrade.


Mechanically it is a brand new squad, hence why they also reset their levels. It isn't really a bug so much as it is strange mechanics.


Thanks for the reply, makes sense :)
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Re: 2.7 Bugs & Issues Thread

Postby LOCALgHOST » Sun 06 May, 2018 4:40 pm

https://dawnofwar.info/esl/match/33698433

got the problem here - Melta Dread upgraded, but never hits the Falcon, about 9th minute
He got about 10+ misses? or hits without hp lose to the falcon

multimelta got 100% hit to large target on the move according to codex
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Re: 2.7 Bugs & Issues Thread

Postby boss » Sun 06 May, 2018 5:29 pm

I take a look and see if it's bugged
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Re: 2.7 Bugs & Issues Thread

Postby boss » Sun 06 May, 2018 5:39 pm

Yep ok it bugged 6 shots on rear amour and no damage
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Re: 2.7 Bugs & Issues Thread

Postby LOCALgHOST » Mon 07 May, 2018 3:32 am

It was a disaster :) You know how I 'like' play vs Falcon. And I did all to counter it - and It didn't work. It was a huge mess for me.

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