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June 12, 2019

Bug Hunt V

Bug Hunt V

This will be the fifth post about important, interesting or just funny bugs in StarCraft II Co-op. It's good to see that many bugs from my previous posts (#1, #2, #3, #4) were fixed in the last two patches (4.9.0 & 4.9.1). I would also like to thank everyone who either notified me about bugs or reported them on the official bug report forum. Today's list is:

Dehaka – Skill points

Update: This issue has been fixed in patch 4.9.3

If you queue spending your skill points behind some action (with Shift key), you can circumvent the restriction on how many ability points you can spend on an ability at given level.

Dehaka getting level-3-Devour at level 2

The best application of this might be getting level-3-Devour ability on level 3 instead of level 4. One more note, with this trick you have to be careful not to click too many times. You can waste ability points without getting anything.

Dehaka – visual Artifact

There is a small but annoying visual artifact visible whenever Dehaka's topbar is hidden (mainly during victory sequence). This seems to be limited to Dehaka.

Small & annoying

Legions & Timestop

Update: This issue has been fixed in patch 4.9.3 (changed AI time to Game time)

If you summon one of Zeratul's Legions during or just before Vorazun's Timestop, they won't be able to attack.

Zoraya Legion summoned during Timestop

This is due to the FakeWarpIn function which is waiting for two AI seconds to enable move and attack abilities for warped units. However, during Timestop the AI time is paused. Legion's move ability is enabled elsewhere, but their attack ability has to wait until the AI time flows again.

FakeWarpIn using AI time

Gary & Choker

Update: This issue has been fixed in patch 4.9.3

If a Choker stuns morphing Gary, Gary cannot be controlled even after the Choker is killed. The morphing progress will be stuck and cannot be cancelled. You will have to kill your own Gary.

The following screenshot might as well be a video. There is no animation or progress to be seen.

504 – Gary Timeout

Edit: This seems to be an issue for all morphs (e.g. Corruptor/Mutalisk into Broodlord)

Hardened Egoenergy Shield

Update: This issue has been fixed in patch 4.9.3 (minimum set to 11)

Stetmann's Hardened Egoenergy Shield for Mecha Zerglings triggers and consumes energy even for attacks that deal 5–10 damage. Since the ability reduces incoming damage to 10, it does nothing for these attacks and only consumes energy.

The part of the behavior that is causing the problem (in orange). The minimum should be set to 11.

        <DamageResponse Chance="1" ClampMaximum="10" Minimum="5">
            <Cost>
                <Vital index="Energy" value="5"/>
            </Cost>
        </DamageResponse>

Stetzones & Monstrosities

Update: This issue has been fixed in patch 4.9.3 (added missing behavior)

Aleksander and Apocalisk don’t benefit from Stetzones and many other shared buffs.

These two calldowns are missing AllUnitBehaviorController behavior which controls and provides benefits such as Stetzone buffs, Guardian Shell, Unity Barrier, Timestop speed buff or Strike from the Shadows buff. All other calldowns have this behavior.

Stetzones & Fenix

Update: This issue has been fixed in patch 4.9.3 (disabled highlighted line)

If Fenix spawns outside Stetzones and walks inside them, he will have a positive energy regeneration as expected. However, if he spawns inside Stetzones, he will have no energy regeneration. And if he then leaves Stetzones, he will have a negative energy regeneration (he will lose energy).

This is caused by a trigger that sets his energy regeneration to zero after spawning. Usually, his energy regeneration is zero, and so it doesn't matter. However, if he spawns inside Stetzones with J.U.I.C.E. configuration active, he will have a base energy regeneration. The trigger then nullifies this regeneration by subtracting an equal amount from it. If Fenix leaves Stetzones, he will lose bonus energy regeneration from Stetzones, but this negative energy regeneration from the trigger will stay causing him to lose energy.
CM_Fenix_HeroSpawn trigger

I'm not sure this part is even necessary. Fenix suits never actually regenerate energy by themselves. Regeneration is done on dummy units that synchronize their energy levels with Fenix suits during suit spawns and despawns.

Eminent domain & Stetmann

Update: This issue has been fixed in patch 4.9.3

If a structure recycling Stetmann’s units is captured, the enemy will produce a vast amount of units from that structure.

This seemingly unending wave will eventually stop when the AI depletes its parts (1000 for each type). Spawned units do drop Biomass and Essence, and so you could take advantage of this with Abathur or Dehaka partner.

Amon's mecha horde

Going Nuclear

Update: This issue has been addressed in patch 4.9.3 & 4.10.0

Mutator Safety Zones were implemented in the last patch. They serve as a unification of rules for environmental mutators by defining which zones are safe from those mutators. However, on most maps they are placed too close to mineral lines and gas geysers.

Going Nuclear mutator can damage units up to 8 distance inside safety zones thanks to its big area of effect. Nukes hit mostly expansions, but on Oblivion Express they can even hit your main mineral line.

3.6 roentgen – not great, not terrible
Mutator Safety Zone are often too close to mineral lines and gas geysers

Slim Pickings

Resource drops will occasionally spawn on your starting location – displacing your main building. Terran commanders can reposition their command centers, but other commanders aren't as fortunate.

There is something in the way! ~ SCV

The same thing can happen with Lucky Envelopes mutator.

Transmutation & Sentry

Update: This issue has been fixed in patch 4.9.3

And finally one silly bug with Transmutation mutator. When an enemy Sentry casts a Forcefield and it expires, the Sentry will transmutate.

This is because Sentry "kills" the Forcefield when it expires. This wouldn't work on other Amon's units, but Forcefields are owned by a neutral player (0), and so they count for transmutation.

Final Note

This concludes the fifth edition of bug hunt. As always, if you encounter any bugs yourself, report them on the official bug report forum.

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