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The Black Library - Cumulative Bug List; (On hiatus)

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IAoVI
IAoVI's picture
Joined: 03/11/2009
User offline. Last seen 1 week ago.

As Zed03 sadly left this community I'm going to continue maintaining this list. I think many of the bugs reported in newer times were missed so please help me by reposting them.

Have you encountered these bugs?

Want to help Relic?
If you have a replay showcasing any of the bugs listed below, please upload the replay to any reliable host such as GameReplays.org and provide a link with the time and location at which the bug occurs. You will be given full credit with your name and link along side the bug. YOU will be directly contributing to Relic's development.

Legend

[name] credit to who mentioned the bug

<f, s> Frequency and Severity of the bug.

  • Frequency:
    • Extremely Rare, Rare, Common, Frequent, Consistent[/*:m]
  • [/*:m]
  • Severity:
    • Style/Review (causes confusion, frustration)[/*:m]
    • Error (indirectly or infrequently influences gameplay)[/*:m]
    • Severe (directly influences gameplay and balance)[/*:m]
    • Critical (hotfix recommended, breaks product)[/*:m]
  • [/*:m]

General

  • [Dubi3l] Vehicles can get trapped inside gen-farms.

    [/*:m]

  • [Dubi3l] A player drops from the game before the loading screen, the game loads. Once it is finished one of the players can't see his troops moving while they still listen to his orders (reported by other player). Newly built units were invisible to the affected player.

    [/*:m]

  • [Jordankeeps] Changing color scheme in the pre-game lobby doesn't change the color scheme once the game is loaded (The one that was selected previously is still used)

    [/*:m]

  • Throwing a grenade at the exit point of a building deals damage to units inside the building and units exiting the building. This is inconstant, as throwing the grenade at the building will not hit units exiting the building, even though they are still 'inside' it while moving out. Either the entrance nade shouldn't deal damage or units should receive damage while walking out of the building.

    [/*:m]

  • Clicking re-enforce while a unit is retreating cancels the re-enforce request ~1-2 seconds later instead of adding it to the queue for when the unit reaches the base. Either the queue should stay or the re-enforce button shouldn't highlight when a unit starts retreating.

    [/*:m]

  • Units in the open told to attack another unit will ignore order, run in the complete opposite direction to find cover. This is reproducible with warpspider exarch very easily. Tell him to jump to a field and click attack on a unit - he will instead run in the opposite direction to cover, sometimes out of range of the unit told to attack.

    [/*:m]

  • Wargear bought shortly before the Commander dies costs resources but is not built

    [/*:m]

  • Main Menu buttons which require GFWL server communication (find game, campaign) are unresponsive and sometimes take ~15+ seconds to 'reply'. For example, you can click find game. It won't do anything. You can go to the options screen, then randomly the find game dialogue would spring up 15 seconds later. This started in patch 1.2.1.

    [/*:m]

  • [Infinity] Heavy Weapon Teams sometimes set up in a different arc than they are told to.

    [/*:m]

  • Replays in the "Game History" section show different time formats depending on who recorded them. My replays have (I live in Germany, installation language is English) dd.mm.yyyy hh:mm (in 24h format) while other replays (probably of Americans) have mm/dd/yyyy hh:mm (with am/pm)

    [/*:m]

  • [skullman86] After using the middle mouse button to drag the screen the mouse button stays at the same relative position rather than on it's actual position

    [/*:m]

  • [Bowiehero] The Commander spontaneously dies without apparent reason Replay: <!-- m -->http://www.gamereplays.org/dawnofwar2/r ... s&id=82301<!-- m -->
    [/*:m]

Eldar

  • If the Warlock is knocked back during the casting animation of Immolate the flames appear, no energy is consumed and the Warlock starts doing the animation again with another Immolate appearing. The energy (for 1 Immolate) is drained and the control over the Warlock is only restored if he finishes the cast animation fully.

    [/*:m]

  • Wraith Bone is inconsistent and damage prevention is buggy. D-Cannon can fire through it, Brightlance can fire through it at certain distances / angles, grenades or Plasma Dev fire does knockback but no damage (looks funny). Shuriplats can only fire through it if they're melee with it.

    [/*:m]

  • Fire Prism will often not fire its cannon after charging up and trigger a long cooldown instead of retargetting. Easily reproducible when the target unit enters fog or the Fire Prism starts rotating it's body.

    [/*:m]

  • [IAoVI] Providence only shortens the cooldown of skills that were not on cooldown upon activation. Incorrect tooltip on Providence or incorrect skill implementation.

    [/*:m]

  • [kosaqz] Guardian Grenades thrown on inclines (craters, stairwells, ramps) fall through the floor and do not explode. [kosaqz] (6:50 @ Guardians) <!-- m -->http://www.gamereplays.org/dawnofwar2/r ... s&id=80739<!-- m -->
    [BlazingInferno] (~17:00) <!-- m -->http://www.gamereplays.org/dawnofwar2/r ... s&id=90210<!-- m -->

    [/*:m]

  • The Eldar platforms are not invincible as intended. Damage to the platform is automatically transferred to squad members. This presents large implications when a grenade (for example, Stikkbommaz) is thrown onto the platform. The Platform squad members (For example, Shuriken Platform) receive double the damage: once from the blast on the squad members, and again from the blast on the actual platform which is re-distributed to the squad members. This essentially gives Platforms 50% less hitpoints compared to Looter, Heavy Bolters, etc and presents huge implications with the 1.3.1 grenade damage on retreating units buff.

    [/*:m]

  • Merciless Witchblade causes 100% Knockback on the Warlocks ranged attack. This even applies to retreating units

    [/*:m]

  • [identifyzero] D-cannon weapon team is written with lower-case letters as opposed to e.g. Shuriken Cannon Weapon Team
    [/*:m]

Tyranids

Space Marines

  • [gryffinp] The Heavy Bolter is not firing. Replay (Bug occurs at about 4:30): <!-- m -->http://www.gamereplays.org/dawnofwar2/r ... s&id=90464<!-- m -->

    [/*:m]

  • [motiv] Venerable Dreadnought is not held in place by Entangle but only slowed down.

    [/*:m]

  • [motiv] Iron Halo protects from Phase Shift

    [/*:m]

  • [Major] The tooltip on "Purification Vials" (ability) implies that the cloud harms enemy units only.

    [/*:m]

Orks

Singleplayer

Sandboxing required

  • [Kendosha] Force Commander's Battle Cry tooltip is incorrect (regarding preventing knockdown)

    [/*:m]

  • The tooltip on the "For the Emperor" global on the army selection screen is wrong. Ingame the correct tooltip is shown.

    [/*:m]

  • The Techmarine mines award energy back when they are destroyed during setup (The game seems to understand that as cancel)

    [/*:m]

  • [NsNewb] Missile Tacs in buildings sometimes fire missiles in very fast succession.

    [/*:m]

  • [identifyzero] The Force Commanders decorator is faulty. He gets the grenade sigh when equipping Artificer Armor and doesn't get the jump sign when equipping teleporter.

    [/*:m]

  • If the apothecary heals himself in the same moment he dies he revives autmatically

    [/*:m]

  • Wraithbone cannot be placed in locations that require rotation. Example: If the highlight is green, you can click, hold, and rotate the Wraithbone. If the highlight is red, you cannot click and rotate the bone, even though there is potential for it to fit if it was rotated.

    [/*:m]

  • Commander kills are reported as suicide. Eg A kills B but messages is "B killed B". A does not get commander kill score.

    [/*:m]

  • [Vorell] Matchmaking system seems to be consistently pair up mismatches. Example, player A B C are on team 1. They click find game. Player A and B will find a game and get countdown - start game. Player C will sit in lobby with A and B still in his lobby searching, oblivious to the fact that A and B are already in a game.

    [/*:m]

  • [Vorell] The voice notification icon in the match setup screen is incorrectly lit up once the random spots have been decided.

    [/*:m]

  • Players have troubles joining Lan games. The host sees the player as joined with random hero. The connecting player has the connection box open, which then times out saying that the player cannot connect. The host will still see the player as joined even though he isn't there - the game has to be recreated. Usually takes 2-3 attempts to get two players to join the same game... its hell with 3v3.

    [/*:m]

  • 2v2 mode still displays a party screen for 3 players. Searching with 3 players causes 3v1 games (A workaround is to alt+f4 if you don't see your ally during countdown - searching with 2 people doesn't avoid the problem, sometimes one player will be orphaned.)

    [/*:m]

  • [Dilopho] Selection hotkeys (eg: CTRL+1) are lost at the beginning of the game.

    [/*:m]

  • Enemy heroes and buildings are visible during the first few seconds of the match.

    [/*:m]

  • [MrLuff] Players may earn insane number of Rankpoints via known bug. Note this is a known graphical error when the player is already level 60. [MrLuff] screenshot1

    [/*:m]

  • [chazzie] Quick Tips don't turn off for the current game when the option is set to off. In the following games they are off though.

    [/*:m]

  • When the entire enemy team leaves there is no option to link up with your teammate (happens in 2vs2; not sure for 3vs3)

    [/*:m]

  • [ZartaxTW] The minimap ping has to be issued once the button/shortcut has been clicked. There is no way to cancel the action

    [/*:m]

  • Sometimes when issuing orders the symbol that is used to tell a unit where to face appears and prevents you from giving different orders until you click a mouse button or press escape

    [/*:m]

  • Sometimes the screen is locked into place and no commands can be given to any unit. Workaround: click on "Play List" or "Menu"

    [/*:m]

  • The game reselects the first Commander of the chosen race when moving from the after-game lobby to the team-lobby

    [/*:m]

  • [The Fury] Some stairs close to the top VP on Tiber Outpost can't be passed Screenshot: <!-- m -->http://screenshot.xfire.com/screenshot/ ... 792d53.jpg<!-- m -->

    [/*:m]

  • [charlie_b] Consistent crash when performing the following steps 1. At the end of a game where the scores are shown, left click on a persons name to bring up a small menu.
    2. Leave the menu on screen and do not select anything.
    3. Wait till the host drags you to next game / timeout ends. Note menu remains on-screen.
    4. Select any option from the menu, such as 'View Statistics' on the following screen and the game will crash.

    [/*:m]

  • [OneProduct/Cacodude] Equipping any wargear on some commanders with highest rank armor causes a visual glitch Screenshot: <!-- m -->http://img31.imageshack.us/i/farseergraphicalbug.jpg/<!-- m -->

    [/*:m]

  • [Vojevoda] If a unit firing a Shuriken Pistol receives a 2-handed weapon the sound of the Shuriken Pistol loops

    [/*:m]

  • [koshey] Using the WSEs "Heavy Gauge Spinner" ability sets him to meele stance

    [/*:m]

  • Guardian energy shields that are placed where Generators are meant to spawn prevent the Generators from being built. The req is used none the less.

    [/*:m]

  • [chicagoted556/identifyzero] On Argus Desert Gate a Webway Gate can be spawned in the south east none accessible valley. Eldar units can exit the portal and attack the enemy base while the Webway Gate can't be attacked. replay: <!-- m -->http://www.gamereplays.org/dawnofwar2/r ... s&id=83100<!-- m -->

    [/*:m]

  • [OneProduct] Reviving allied commanders with Spirit Stones equipped awards 0 experience.

    [/*:m]

  • [Pathen] Brightlances hit allied vehicles in their line of fire.

    [/*:m]

  • [Complex Pants] Ravener Alpha tunnels will instantly repair any damage they took while they were being built if they are not destroyed before completion.

    [/*:m]

  • [Morph.hu] Any abilities targeting the Ravener tunnel are canceled when tunnel completes.

    [/*:m]

  • [Visko] If a Ravener tunnel is destroyed shortly before building is finished the finished tunnel will appear none the less.

    [/*:m]

  • [lediath] If a Carnifex in meele stance loses an auto-acquired target in the fog of war it will keep facing the unit even after been given another order. If the unit in question dies the Carnifex faces the spot of it's death.

    [/*:m]

  • [Iamme] Spore Mines can't be attacked in meele and thus can be used to block units without ranged attack/damagin abilities

    [/*:m]

  • [Cassiline] When using "Call da Boyz" the maximum health may be shown higher than it actually is resulting in the squad never having a full health bar.

    [/*:m]

  • [Alri] Observers have no "ready" indicator in the lobby [/*:m]

[/][/][/][/][/][/][/][/][/][/]

See your death in my eyes mon-keigh

Guardian of the Black Library

aplced
Joined: 03/16/2009
User offline. Last seen 12 weeks 3 days ago.

You can add the performance downgrade on specific systems. I'll list my system, on which the game is unplayable since 1.3.2 was released.

P5K
Core2 Quad 2.4MHz/8MB
EN8800GTS 640VRAM
4GB RAM
Vista 64b

Going over structures lowers the frame rate below 5fps no matter of dricer versions and video settings.

identifyzero
Joined: 03/03/2009
User offline. Last seen 28 weeks 3 days ago.

Good to see the thread revived.

Replay
- Clicking pause on replay console controls brings up menu. (Clicking on menu already does this, the only way to pause is to use pause/break keyboard key) Clicking play incidentally un-pauses game.
- Clicking on 'F1 base icon' does not select base. (Where Clicking on unit icons does).

Forum Moderator
Gorb's picture
Joined: 08/13/2009
User offline. Last seen 27 min 28 sec ago.

Stickied.

I am an Iron Warrior! Iron Within, Iron Without!

"koshey" wrote:

You are a nice guy

IAoVI
IAoVI's picture
Joined: 03/11/2009
User offline. Last seen 1 week ago.

Woah thanks. I already wondered where it went Laughing out loud

@identifyzero: Both added; thanks for your participatopn

@aplced: I fear that this is rather a technical issue. Haver you already tried creating a topic in Technical Support?

See your death in my eyes mon-keigh

Guardian of the Black Library

identifyzero
Joined: 03/03/2009
User offline. Last seen 28 weeks 3 days ago.

Quote:

[svN] Single-clicking the hero on the right-side unit bar centers the view on the hero. Previously, it required a double-click.

(Note: I can't reproduce this. The hero is only focused with a single click if he was selected before. That I see as intended. Any other voices?)

Works with all units, if they are already selected a single click will center camera. Seems intended.

Niveama
Joined: 03/03/2009
User offline. Last seen 15 hours 24 min ago.

Just came across a bug i've not seen talked about before and not on your list;

Used the SM drop pod global, the drop pod target appeared and my req and zeal were used but no drop pod and no tac squad.

replay is here:http://www.gamereplays.org/dawnofwar2/replays.php?game=47&tab=popular&show=details&id=82235 (hopefully)

The bug occurs at 9:30 into the game right behind the ork trukk.

What do you mean you don't own a first hand copy of the "Rogue Trader" 40k rulebook?

identifyzero
Joined: 03/03/2009
User offline. Last seen 28 weeks 3 days ago.

Niveama wrote:

Just came across a bug i've not seen talked about before and not on your list

Not on above list but discussed a couple times (a couple topics where its discussed.);
<!-- l -->viewtopic.php?f=45&t=18004<!-- l -->
<!-- l -->viewtopic.php?f=21&t=19129<!-- l --> (second post)

lqd_maru
Joined: 11/08/2008
User offline. Last seen 4 days 8 hours ago.

not a major problem... but i think it would be better if the drop pod would sync properly to the time when the troops spawn at the hq...


relaaaaaaaaaaaaaaax.........................

Game Developer
TASK3R's picture
Joined: 08/13/2009
User offline. Last seen 12 hours 9 min ago.

Moved to technical support.

Red-Cell
Red-Cell's picture
Joined: 02/26/2009
User offline. Last seen 11 hours 1 min ago.

uhh that nasty single player 1 skill point per level is still around. Loaded up my campaign last night and 3 units leveled up. The force commander received 2 points but avitus and tarkus both received only 1 point upon leveling up.

Orkz Orkz Orkz!

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