-Sorian- -Sorian-

Consolidated list of bugs in 1.19

Consolidated list of bugs in 1.19

In an effort to have to read less I am asking people to please post all found bugs in version 1.19 in this thread please.

Please keep posts to reporting bugs only. I don't want to have to sift through a bunch of posts discussing bugs, or whether something is a bug or not, or how much you hate that bug too. The less reading I have to do the easier it is for me to bring bugs to the attention of the proper people and the higher the chance they might get fixed for 1.2.

46,773 views 105 replies
Reply #76 Top

I believe it only occurs when you give an order that requires movement. If, for instance, I give an order like 'summon priests' and then halfway through give the order to 'summon siege archers' the first ability gets cancelled.

That means that the origin of the problem with movement, is likely because while you are moving to the position to cast the ability, there is no other ability to cancel, just the move order.  I see the order of operations like this for a case where you do NOT need to move first

 

  1. Activate ability
  2. Already within range, set 'isCastingSpell = true' and start channelling ability
  3. Activate different ability
  4. if (isCastingSpell)? Then cancel that spell, and start a new one
  5. ...

Here's what I'm guessing happens when you have to move first.

  1. Activate ability
  2. NOT within range, so 'isCastingSpell' doesn't get set to true
  3. Move command to follow or move to position within range of target
  4. Activate different ability
  5. isCastingSpell = false, so we do not cancel the previous order
  6. No new order is given.

There may be additional special casing involved, but this looks like roughly the break down.

Reply #77 Top

I don't think I've seen a queue start with any other abilities. But more importantly, why do Ooze and Wand of Speed cancel the current orders? They should work like QoT changing forms.

Reply #78 Top

I never saw a queued behavior with abilities either. As far as I experienced it, every order, be it attack, move, potion or ability, cancels the current casting.

Reply #79 Top

I didn't get a chance to look into it much before I left Friday, so you may be right. I'll see what I can do Monday.

Reply #80 Top

not sure if this is bug that is already known/posted but everytime i play an online match 1 or the following 3 happens after the entire enemy team quits

1) invalid gamestat error

2) game just hangs and doesn't close even after closing it in the windows task manager

3) dysnc

Reply #81 Top

Quoting Spooky__, reply 78
I never saw a queued behavior with abilities either. As far as I experienced it, every order, be it attack, move, potion or ability, cancels the current casting.
End of Spooky__'s quote
Well, it turns out that I did experience some queued behavior, it seems. I observed two instances where my Rook followed an enemy Demigod after using Slam, without issueing an attack order on that Demigod. I may have issued an attack order on that Demigod before the Slam, but I am not really sure.

Reply #82 Top

Spooky, did you see my reply to you on my blog about logging desyncs?

Reply #83 Top

Quoting -Sorian-, reply 82
Spooky, did you see my reply to you on my blog about logging desyncs?
End of -Sorian-'s quote
Yep, saw it :). Maybe I can get some guys together from insidesupcom.de so that we will all activate logging and then deliberately get the announcer to say "The Forces of X control the map" (it also seems to happen with "The Forces of X are halfway to the goal").

Reply #84 Top

Yep, saw it . Maybe I can get some guys together from insidesupcom.de so that we will all activate logging and then deliberately get the announcer to say "The Forces of X control the map" (it also seems to happen with "The Forces of X are halfway to the goal").
End of quote

Glad you guys are looking into things, but I think you are barking up the wrong tree on this one.  I don't think its a reproducible bug.  It doesn't appear to be related to a specific language version of the game.  I've never encountered a desync this way and have had full map control in more than a few games.  I have encountered people desyncing games when there is no chance of victory.  Obviously, desyncs are not always a result of modifying dgdata... anyway, I know there aren't a huge amount of resources available to work on bug fixes, but I'd like it anyway if the action was focussed on verified, game breaking issues. 

Is this http://forums.demigodthegame.com/364809 being looked into currently?  Endless connectivity screen issue. Don't think I've heard any updates on this or if its even beeing looked at.

Reply #85 Top

I did bring it up to our multiplayer guy. Will double check with him Monday.

Reply #86 Top

Quoting -Sorian-, reply 85
I did bring it up to our multiplayer guy. Will double check with him Monday.
End of -Sorian-'s quote

Thanks, Sorian!  Thanks for all your blog posts too.  It enjoyable reading about your experiences over there.

Reply #88 Top

Quoting pacov, reply 87
Sorian made a post where he discussed some things he found that MAY resolve the infinite connectivity screen.  I hope that's the case and thanks so much for progressing this!  http://soriandev.blogspot.com/2009/10/cautiously-optimistic.html
End of pacov's quote

Update: Endless connectivity is fixed, but the desync is not, but we now have a way to repro it. This should help immensly in tracking this issue down.

Reply #89 Top

Update: Endless connectivity is fixed, but the desync is not, but we now have a way to repro it. This should help immensly in tracking this issue down.
End of quote

That's great.  Thanks, Sorian!  So, what will happen now instead of endless connectivity?  Will it go to invalid gamestate instead?  Just curious.  TIA!

Reply #90 Top

At the moment, yes. But, since we now have a solid repro, we should be able to fix it before 1.2 goes out.

Reply #91 Top

Most Annoying bugs:

Erebus:
1.
Bat swarm range circle sometimes disappears and wont show up anymore till next game, which is  a big disadvantage especially at lvl 10 when range raises a lot. As its one of the most important skills of ereb to backtrap enemys or kill chaising ones.

2.
Erebus sometimes stops attacking target after using "Bite" skill. When you try to rightklick the target fast after he got bite erebus will sometimes just stay for a half sekond which gives the enemy the chance to chase.(dont know if thats a main problem, i play erebus for 99% of my games)



Game state error:
I still have this issue sometimes, and what should sound pretty new:
I also had this problem watching a replay oO. Critical Game state error popped up when game ended in the replay. That was crazy ^^.


"unknown lose"
Ye i guess you know well about it as there are many threads about. Games you didnt play but were not timed out in the lobby before game startet will show up as lose in your stats.

Reply #92 Top

Quoting -Sorian-, reply 39

Quoting CosMoe, reply 35Cloak of Night favor item has a cooldown bug after being hit by Deep Freeze from a Torchbearer.

The cooldown on the Warp will stay very high even after Deep Freeze should not affect it anymore.
Can you elaborate, because it sounds like it is working as intended.

If you get hit with Deep Freeze you will get a debuff that will modify the cooldown of any ability you use while the debuff is active.

In patch 1.19 I fixed a bug with cooldown modifying bufs and debuffs. Previously cooldowns would change once the buff/debuff fell off, which was not very intuitive and completely negated the effectiveness of cooldown debuffs. Now, the modified cooldown persists even when the buff/debuff wears off until the ability has a chance to completely cooldown.

So, if you get hit with Deep Freeze wait until the debuff wears off before you cast anything, especially if it has a long cooldown.
End of -Sorian-'s quote

This should be reconsidered. There are some major flaws in this approach. Looking away a favor for 192s (which is over 3 min) is obviously game breaking for some favors, mostly for Blade of the Serpant. I can also tell you why...

1) It's very easy to miss you are on the Cooldown debuff in tense of battles. (Small symbol, maybe no skill on CD)
2) Deep Freeze is a Instant cast, so is Blade of the Serpant and other favors. It's easily possible you get hit 0.25-0.5 secs before you trigger the favor, which is impossible to react on.

Either way you are screwed with an cooldown up to 3 minutes, which is way out of hand.

My suggestion is limiting this to +30% for favor effects, which is 10s for 30s favor, 15s for 45s favor and 20s for 60s favor.

I have a POV replay if you need one, Sorian.

 

Reply #93 Top

Sorry Ntropy, but I don't think TB needs a nerf.  Seems like he's one of the wimpier DGs and the fact that he can ruin your day with a well timed Deep Freeze doesn't seem overpowered... just seems like a good counter that itself can be countered.  Unless of course the enemy TB gets lucky and hits you right before you start your ability but hey, doesn't seem like the worst thing in this game that one of the most overused Favor Items in this game should have a draw back when playing against TB... and thats assuming the TB goes Ice or Hybrid.

 

Of course as soon as my new gaming laptop clears customs, I'm planning on ruining a bunch of people's days who play Pounce/Heal Sedna and jump on board with the new Demon Assassin... so theres a chance I could be biased. ;)

Reply #94 Top

Sorian - sorry to go off topic here for second.  If the community generally agreed that changing flag locks to a 2 second cast time, 45 second duration, and 60 second cool down, do you know the best way for us to get a change like that implemented?  We can provide the exact lua code.  We haven't seen many balancing tweaks (I think there has been 1-3 since launch) and knowing you are a big part of bug fixes, etc, I'd think you'd be someone who might be able to accomplish this for us.  Do we need someone from SD to request GPG implement a change or ?  Thanks if you have a moment. 

Reply #95 Top

Balance changes fall in the realm of our gameplay engineers, I'm just a code monkey.

Also, Stardock requests the changes, since they are the ones paying for them.

Reply #96 Top

Can an "accident" happen in the code that changes it to a 2 second cast time? ;)

Reply #97 Top

I would like to see the following fixed:

 

When telling your DG to go to a position, and it is a creep, and the creep gets killed, the DG just stops, and I have to recontribute to my carpel tunnel, by selecting him again and right clicking on the area the creep used to be.

 

Generals Minions need to be smaller.  I can't tell you how many times I've tried to shield or heal a reg, and ended up getting a "(*#&$(#*& you" message in chat about why I didn't save them from dying, because in the heat of battle, we all know just how easy it is to find a DG in a mass of units.

 

When there is lag, I find my commands don't get queued, or they suddenly drop off the face of the game, and I've lost the command because something was overwritten or purged.

Minion collision detection.  turn it off!  The General's minions usually take 5 times as long to get anywhere with that "fix" you introduced with turning them slower, so they wouldn't get stuck in the Citadel.  Guess what, they still do!  Because they turn so damn slow now and run into every creep, it takes them forever and a day to get to a location.  DG's can go through creeps, why not them?

 

Reply #98 Top

Generals Minions need to be smaller. I can't tell you how many times I've tried to shield or heal a reg, and ended up getting a "(*#&$(#*& you" message in chat about why I didn't save them from dying, because in the heat of battle, we all know just how easy it is to find a DG in a mass of units.
End of quote

WoW thats like: put an easy difficulty lvl to your opponents to make it easier to win ;). NO please dont make them smaller or do you want to make Rook also smaller?^^
You need to train this one, if your good you zoom in and dont fail ;)

 

 

Another Bug to mention:

I know it was mentioned to any DG before but i notice it more and more when i hunt someone. My Lord Erebus just stop autoatacking the chosen opponent and prefers to attack towers oO. Needs to be fixed.


(Thats close to what i said before, yes i know but he also stands around after focusing someone. Both will end up not killing the opponent hehe.)

Reply #99 Top

Rook-

 

There is often, if not always, a tower of power that is selectable. It has no function and the focus on the Rook is lost. This should be impossible considering he is an Assasin.

 

Rook aborts structure transfer and appears to resume the previous auto attack order. I did not encounter this until the "Sedna bug" fix.

 

When Rooks Structure Transfer if initiated at nearly the same time as UB's grip, it will not be interrupted and the transfer will continue while the life drain is occuring. I believe this can apply to other interrupts as well, but it really shows with the UB/Rook.

 

On a side note, most of what I've read regarding being hung in game at the connection status window is related to certain players losing connection to each other but not everyone. The game will not resume until the conflicting parties drop and appears to be by design but is easily and, possibly often, exploited.

Reply #100 Top

what often happens when i host a game is that the lobby crashes. the game doesnt react anymore. i can only start the taskmanger and kill the process.

and when i tell my dg to move somewhere he should just move there and not try to attack someone on his way, even if he is being attacked. often enough i have been killed because my dg turned around facing its chaser. thats really annoying. because of that i have to click like crazy so the dg doesnt turn start doing anything stupid.

on the last page there was a comment about a replay that stopped when someone left the game. i had that problem as well once. not gamebreaking though.