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September 25, 2019

Bug Hunt VII

Bug Hunt VII

This is yet another post that will look at some important, interesting or just funny bugs in StarCraft II Co-op. Previous posts are here: #1, #2, #3, #4, #5, #6. I would like to thank everyone who either notified me about bugs or reported them on the official bug report forum. Today's list is:

Big units on Void launch

Update: This issue has been fixed in patch 4.11.0

Lokis, Motherhips and Leviathans used to appear in the last shuttle wave on Void Launch. However, recently they disappeared.

The game decides whether to create Loki, Mothership or Leviathan based on the race of player 05 (the Shuttle player). The issue here is that this player is no longer assigned any race. Races of AI players used to be based on the race of the first unit from the unit list of given AI personality. That was changed around the time when we got new AI compositions; and now the race is set according to the race declared for each AI personality. AI personalities for the Shuttle player have no race declared. No race will be set, and the game won't create any big units in the last wave.

How the race is determined (old method disabled in red)

Enemy Dehaka & Transmutation

Update: This issue has been fixed in patch 4.11.0

The enemy Dehaka from the Heroes from the Storm mutator will transform when combined with the Transmutation mutator.

For the Easter egg, where your Dehaka can devour the enemy Dehaka, to work, enemy Dehaka wasn't given a map boss attribute. However, this attribute is what prevents other heroes from transforming during Transmutation mutator.

Enemy Dehaka and Transmutation

There is a function CT_MutatorUnitIsMapObjective that is only being used for Transmutation, and prevents listed units from transforming. Adding enemy Dehaka there could be a good solution.

These units won't transform

More on Artifact Spawns

Update: This issue has been fixed in patch 4.11.0

In rare cases Zeratul won't be able to reach the second artifact on Temple of the Past.

This requires specific conditions as usually artifacts spawn only in accessible locations. What's interesting about temple, is that the pathing around Zenith stones changes if you destroy them (see image). If an artifact spawns near a Zenith stone, and you destroy the Zenith stone, the artifact could become unreachable.

Destroying a Zenith stone restricts pathing around it

A similar thing can happen with other pathing changes. On Rifts to Korhal, Void Shards can spawn on the artifact and make it inaccessible. Fortunately you can destroy Void Shards and get the Artifact unlike with Zenith Stones.

A Void Shard prevents Zeratul from collecting the Artifact

Polarity & Malwarfare bonus

Update: This issue has been fixed in patch 4.11.0

Bonus objectives on Malwarfare will be auto-attacked and destroyed by commander units if the Polarity mutator is active. AI backups cannot be uploaded.

First we might want to look how Polarity works. There are two parts to this mutator – enemy units don't take damage from one commander; and this commander won't auto-attack units he/she can't damage. The damage part is simple – there are two behaviors for each enemy unit, one that nullifies all damage by a commander, and another that adds a visual indicator.

As for auto-attacking, there are two players chosen from unused player slots on the map; on Malwarfare it will be players 07 and 08. They are setup as enemies, but each one has a non-aggression alliance with one commander. Then each enemy unit (usually from player 03 & 04) copies this non-aggression through an invisible dummy unit and an effect similar to what Changelings use in the versus mode.
Commander units attacking a data core

Where causes troubles, is that on Malwalfare bonus objectives spawn for player 06, but then they are transferred to the same players that are used in Polarity. The map wants commanders to treat players 07 & 08 as neutral and with shared resources spending, but Polarity will set them as enemies.

This results in players attacking data cores, and being unable to spend resources to complete the bonus objective. Non-aggression is transferred as well, leading to only player 01 auto-attacking the first bonus objective, and player 02 the second one.

Polarity & Scythe of Amon

Update: This issue has been fixed in patch 4.11.0

Units spawned from static Void Rifts near Void Slivers aren't affected by the Polarity mutator.
No Polarity for respawned units

The cause is that these units are invulnerable for a brief moment when they spawn from Void Rifts; and Polarity won't apply to units that are invulnerable during creation. This is not the case for Void Rift mutator which spawn units in a different way.

Polarity checks

Timestop on the Temple

Update: This issue has been fixed in patch 4.11.0

If you use Vorazun's Timestop right as Void Thrashers are about spawn on Temple of the Past, they will fail to spawn.
A bunch of errors instead of a Void Thrasher

This is very hard to replicate as it requires "frame-perfect execution". When a Thrasher is about to spawn, the game removes its precursor, and waits for a short AI time (0.0625s). Then it creates a Thrasher on the same position. However, if the delay is too long, the game "forgets" all about the precursor, and cannot create a Thrasher in its place. So if you manage to use Timestop in this very short time-window, it will extend the delay by 20s, and the Thrasher won't spawn.

Void Thrashing map is unaffected by this because it saves things like positions of precursors into variables before destroying them.

Short time-window to use Timestop

If you want to try this, here are two patterns of Thrashers timings for Temple of the Past:


Thrasher spawn time
(first hybrid air; one side first)
Thrasher spawn time
(first hybrid ground; both sides first)
8:15 8:15
13:45 13:45
15:45 16:55
20:00 -
22:30 22:30

Chrono beam & Resource drops

Update: This issue has been fixed in patch 4.11.0

Karax's Energizers can use Chrono Beam on resource drops from Kerrigan's Assimilation Aura.

This is a nice but unimpactful bug. It doesn't work on scraps from Han and Horner's passive ability.

Pretty Chrono Beamed resource drop

Mecha Banelings

Update: This issue has been fixed in patch 4.11.0

I want to touch on two issues with Mecha Banelings. First, Zagara's score "Damage Done by Banelings and Scourge" doesn't count Mecha Banelings, which isn't very fair to their mechanical brothers.

"Damage Done by Banelings and Scourge" score doesn't count Mecha Banelings

The next issue is that Mecha Banelings will overkill targets a lot. It's interesting because jumping Hunter Banelings from Heart of the Swarm didn't have this issue. So it seems implementations are different.

Overkill!

Eradicators

Update: This issue has been fixed in patch 4.11.0

The Eradicator with railguns on Miner Evacuation map will shoot targets even behind itself.
Visual indicator (red) vs actual area (yellow)

The issue is with offset of NovaEradicatorRailgunOffset effect. Currently, it's -7.5, but it should be half the search effect range (-15). It's likely that the unit was taken from campaigns, the range was increased from 15 to 30, but the offset value wasn't adjusted for it.

And a small trivia, railguns shoot only ground units, and can hit only up to three units per shot. Its damage is different based on the difficulty – 250dmg on Brutal, 200dmg on Hard, and 75dmg on Casual/Normal.

With fixed offset

Afraid of the Dark & Shaders

Shader graphic setting affects how explored terrain looks under Afraid of the Dark mutator.

Low and Medium shaders make explored terrain look completely normal, while on High and better shaders the terrain will be black. This has no effect on the actual unit vision.

The difference of shaders setting for Afraid of the Dark mutator
"Set Fog of War Alpha" function doesn't work with Low and Medium shaders. Possible fix would be to hide explored area periodically – probably in CT_UberDarknessSpotlight trigger that's managing player's vision window.

Zeratul & Malwarfare terminals

Update: This issue has been fixed in patch 4.11.0

If Zeratul targets a terminal on Malwarfare with Summon Void Seeker ability, Zeratul will die.

The first terminal on Malwarfare
The game tells Void Seeker to unload, but since it's unable to unload in the center of the terminal, the controlling trigger will eventually time it out and remove Void Seeker with Zeratul inside it.

There are few ways of fixing this:

  • Make ground under terminals unpathable (and make sure it works with Aurana)
  • Increase Maximum Unload Range of VoidSeekerTransport ability from 3 to 5
  • Some other fix in triggers (CT_Zeratul_TransportDropOff)

Final Note

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

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