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Bug Reports

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Level 5
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Oct 15, 2009
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im not sure if someone mentioned that already, but i dont wanna read the whole bug report ^^
the shaman mercenary doesnt cast natures blessing

Indeed it has been posted, several times actually. And I second this by saying it never casts nature's blessing. I read some posts above where Zwiebelchen states that the shaman should be casting it only when someone is below 30% hp, though it doesn't seem to work.
 
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Level 4
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Oct 2, 2011
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I just realised that Sweeping Blades consumes 24 mana instead of the 12 mana it should. I think it's kinda funny that no one ever noticed that (at least it looks like it). Now i finally know why my assassins were always so low on mana at d3 waves xD.
 
Level 1
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Type of problem:
Bug

Map Version:
Current

Description of the problem:
A monks burst of light appears to heal several times the 7x sp it should.
It might be that a bishops burst has the same problem but i´m not sure since they have a higher sp. I can´t remember healing a low hp cru with high max hp. I guess they are the only ones who can serve as a proof. Someone might want to check this.
 
Level 3
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*1.2A(7)
*Shade
*DuDu press "X" commanding pets to attack Shade .
Before pets hit the shade's body ,dudu can press" R" to rest .
Finally ,Shade be killed by pets and he cant summon any doppler.
In pets' fighting, dudu can use "recovery" to recover pet's mana and summon pets again when pets died and then continue sleepy watching shade dead!!
 
Level 4
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^ That kind of bug is probably something you want to pm to Zwibel directly. A lot of people might now want to start soloing Shade ;p
 
Level 1
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uhm. i´m not quite sure if someone already mentioned this:

having pvp turned on, squire classes are able to shield slam "enemies" into a yet unavailable area. it´s located at 41 mountain ursa/ 42 black bear area. at the left side (or right side if using first-person camera) on the way to the top of the hill/mountain.

i guess that should be fixed easily, if you just add another line of rocks or something.
 
Level 1
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i don´t really know if this is a bug or you just didnt think about it or if it´s intentionally:

the crosses of crucify get smaller with every hit. the 3rd and 4th cross are shorter than crucifys cast range. that means if you run towards a ranged unit and cast crucify the spell has only half the effect it should.
 
Level 5
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i don´t really know if this is a bug or you just didnt think about it or if it´s intentionally:

the crosses of crucify get smaller with every hit. the 3rd and 4th cross are shorter than crucifys cast range. that means if you run towards a ranged unit and cast crucify the spell has only half the effect it should.

It's intentional. You have to place yourself very close to the target (this case a ranged unit), so that it will take damage from all four pulses. You don't just go and target a unit to cast crucify, you have to learn how to cast it efficiently.
 
Level 1
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well i personally know that. i just found out while messing around with my crusader ;)
 
Level 3
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It seems that the third level of "Tenants of Guidance" doesn't work for "heal", it still drains 9 mana.

If I respec talents, the tooltip says that it cost 7 mana but 9 mana is removed when I cast heal.
 
Level 1
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8gqr.png
 
Level 4
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Jan 17, 2012
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83
*1.2A(7)
*Shade
*DuDu press "X" commanding pets to attack Shade .
Before pets hit the shade's body ,dudu can press" R" to rest .
Finally ,Shade be killed by pets and he cant summon any doppler.
In pets' fighting, dudu can use "recovery" to recover pet's mana and summon pets again when pets died and then continue sleepy watching shade dead!!

The pets or mercenaries wont get regen with ur Rest when command X to attack creeps or boss.
 
Level 4
Joined
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Messages
83
blWRTPU.png

:vw_wtf:
The Horn of Insight
Str+6 (its +6 INT & Aura to the team)
Agi+6
Cri+4%
Aura: Increase max MP 15% (Doesn't Work)
 
Level 4
Joined
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It seems that the third level of "Tenants of Guidance" doesn't work for "heal", it still drains 9 mana.

If I respec talents, the tooltip says that it cost 7 mana but 9 mana is removed when I cast heal.

The remove mana cost itself doesn't work at all for both skill
Heal and Flash of the light, tested .:vw_wtf:

Additional bug found :-
We found out the Shaman (from mercenaries) casting very slow after killed the Miner Boss Gazrow steamwrench,
the shaman was hit by Frost Bomb and shaman cast heal on anyone, the casting time will remain slow forever.
Need to kill & revive the shaman to solve the problem, but revival time is very long.__.
 
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Level 5
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Dec 12, 2012
Messages
155
Hi zwieb. Found a coupla weird bugs due to too much gaia and weird rare circumstances :)
1. -comp + code from this version (1.2A) then -load same code creates very weird random items, which don't even belong to the loader. Thanks to Ashlord to test and figure it.

2. Shaman mercenary gets his haste bugged quite often after some use. And I'm not referring to bug related to murloc 32's clumsy movements or alchemist's frost bomb.
Try taking a merc, put a piece of ur gear down pick it up and he loses one hp every time u do that. This "haste bug" on shaman might be related to that also.

Thanks for looking into it.

P.S: The bard talent tree which gives haste upon casting song of peace, is also bugged. The given haste stacks when cast multiple times. Tested on mercenaries. I think it don't do smae bug on player heros, not too sure.
 
Level 4
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Oct 2, 2011
Messages
103
I once reported a bug in another thread some time ago, but I didn't have a replay of it. Now I finally have one. Just so you know what I'm talking about, I'm going to quote my old post:

(...) Sometimes the creeps in the 1.2a area (I never really tried to reproduce the bug with other 'old' creeps) don't reset if you run too far away from their spawn point. They simply chase you for ages. For example, it happened to me that the Hill Giant chased me until the spawn point of the two lvl 30 Mountain beasts at the river and then he resetted (probably because I died at that point). Another example that I for myself know about is, that sometimes (this actually happened often to me) the lonely lvl 38 bear at the dwarven mine chases you until the spawn point of the two lvl 35 boars at the ramp which leads to the area of the Hill Giant/river.

While those creeps are chasing you, they can still normally fight and you can still attack them/use spellls as usual, they don't turn invulnerable, because they don't reset until reaching specific points.(...)

In addition to this post I can say, that when the creeps reset after chasing you for a while, they get teleported to their normal spawnpoint instead of running there. Not sure if the teleportation always happens, need confirmation on that.

Another thing: I think they reset as soon as someone attacks them. Not sure if this always happens, need confirmation on that aswell.


In the replay, you can see the "bug" happen at ~8min50sec. The lvl 32 murloc in the river doesn't get reset normally and keeps chasing a character.
 

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I once reported a bug in another thread some time ago, but I didn't have a replay of it. Now I finally have one. Just so you know what I'm talking about, I'm going to quote my old post:



In addition to this post I can say, that when the creeps reset after chasing you for a while, they get teleported to their normal spawnpoint instead of running there. Not sure if the teleportation always happens, need confirmation on that.

Another thing: I think they reset as soon as someone attacks them. Not sure if this always happens, need confirmation on that aswell.


In the replay, you can see the "bug" happen at ~8min50sec. The lvl 32 murloc in the river doesn't get reset normally and keeps chasing a character.
Thanks for the details on that matter.

Seems like this resetting issue is caused by a faulty creep or NPC registration. Which means the normal WC3 AI controls them, not the GR AI.
 
Level 3
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Dec 26, 2013
Messages
29
It seems that the Gladiator's Helmet (the quest reward for escorting Searle) gives 7 armor while the tooltip states 10 armor. It did give 10 armor pre-1.2A(8) and no nerf was mentioned as far as I can recall.

Also giving the attack command to a mercenary makes the targeted enemy attack the mercenary and the rest attack the player (which is very annoying considering some mobs deal >10 times more damage to a non-tank).

Furthermore (I know this isn't a bug) some small things: The tank mercenary's threat generation relies way too much on shield slam and the target priority of the healer mercenary is beyond absurd (he seems to prefer high-health-low-DTPS targets which is the opposite of what it should be).
 
I'll fix the gladiator's helmet in the next hotfix.

The issue with attack command was always like that. I see what I can do.

Remember that the mercenaries are not intended to be full fledged heroes. An AI can never replace a human after all. However, they can still be a lot of help in most standard situations.
The shaman always select the lowest percentual health target within range, so I don't really see why it's target prioritizing is "beyond absurd".
 
Level 3
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That's rather strange. I swear when I tried to solo (in before "l2play") the first boss in D3 (and on several other occasions) the shaman healed Gaspode (or himself) from approx. 90% to full, completely ignoring the fact that I was below 50% health.

Maybe it's a good idea to assign aggro to the merc. / the first unit to enter combat or something like that. Also a threat rip-off protection (an additive (?) threat bonus to the unit holding aggro) stabilizes pulls and prevents ripping aggro back and forth repeatedly. You could even let threat decay (like 3%/s) over time to keep tanks on their toes.

Thanks for the clarification though. I very much appreciate the work you put into this map.
 
It obviously can't change targets during the heal casting duration (players can't either). So it always takes the HP situation of nearby units when beginning the cast, not when ending the cast.

I think that threat bonuses for the pulling unit or threat decay will make the threat system less transparent. I want it to be as simple as possible to comprehend. There are already enough exception rules that most players don't know about (like the threat reduction based on range to the target). I just feel making it even more complicated is not worth it.
But I'll change something about attack.
 
Level 1
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Apr 17, 2014
Messages
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Thief bug

i bought a swift blade offhand weapon for 900 gold for my thief, and it says that item cannot be used by my class.
version 1.2A (8)
also im on lan for warcraft 3.
is there any way to change my name and still load my character?
 
Level 3
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Jul 3, 2013
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51
Lately I used a Mytargas Portal Scroll in Riversdale Tavern...and landed in the house right side in Riversdale. Funny, never had this before.

Furthermore Gazrow is still resetting himself from time to time. It always happens after getting enraged...before attacking the Threat owner, he sometimes runs across the cave aimlessly and if he runs towards entrance, battle is resetted.
 
Level 7
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Apr 16, 2014
Messages
379
Lately I used a Mytargas Portal Scroll in Riversdale Tavern...and landed in the house right side in Riversdale. Funny, never had this before.

Furthermore Gazrow is still resetting himself from time to time. It always happens after getting enraged...before attacking the Threat owner, he sometimes runs across the cave aimlessly and if he runs towards entrance, battle is resetted.

I think the Gazrow issue is somewhat intentional. He seems to always run backwards away from lead threat person, so as long as you're facing in a proper direction you can kind of guide which way hes going to run.

Anyhow I had one thing to report, and that seems to be that the Mind Breaker ability doesn't seem to remove 30% threat anymore.
 
Level 4
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Oct 24, 2012
Messages
130
I dont know if those have been reported.

Gladiator's Helmet doesnt give 10 armor as it says but only 7.

EDIT:
Crusader -> Virtue -> Level 1: 'Parry' chance to reduce damage increased by 5%. This is the description.... Shouldnt it be damage taken?

EDIT 2:
Skill -> Berserker Rage -> can be clicked even if its already in use (which results in use of mana again). well i guess this isnt anything serious but i just tell u know it.

The healing salve for Squire's quest cant be picked up.
 
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Level 7
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379
EDIT:
Crusader -> Virtue -> Level 1: 'Parry' chance to reduce damage increased by 5%. This is the description.... Shouldnt it be damage taken?
~~~

Chance to reduce damage: Increased by 5%.

Parry goes from 5% to 10% chance to come into effect, the actual damage being reduced isn't changed.
 
EDIT:
Crusader -> Virtue -> Level 1: 'Parry' chance to reduce damage increased by 5%. This is the description.... Shouldnt it be damage taken?
~~~

Chance to reduce damage: Increased by 5%.

Parry goes from 5% to 10% chance to come into effect, the actual damage being reduced isn't changed.
To me, it looks perfectly clear: it increases the parry chance to reduce damage ... well ... taken.
Yeah, maybe you're right, it sounds a little bit confusing. But then again, everyone who sees that talent and knows the skill will probably understand what it does from context.
 
Level 17
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this isnt the right place for that, but because parry got already mentioned..
i find it somehow strange that the value that gets blocked (125) is always the same. that makes the ability to block the whole attack damage on early bosses, but will get weaker against the new bosses that will come out. isnt it better to reduce the incoming damage by lets say 60%? i dont want to say that the ability is weak. it will be still powerful in the future, but its not as powerful as it is in the beginning.
 
Level 4
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this isnt the right place for that, but because parry got already mentioned..
i find it somehow strange that the value that gets blocked (125) is always the same. that makes the ability to block the whole attack damage on early bosses, but will get weaker against the new bosses that will come out. isnt it better to reduce the incoming damage by lets say 60%? i dont want to say that the ability is weak. it will be still powerful in the future, but its not as powerful as it is in the beginning.

agreed, the actual damage reduced should change also.
 
agreed, the actual damage reduced should change also.
I agree on that. It's pretty much the only ability that doesn't scale. It's a leftover from a very early version of gaias, when I still used some object editor spells here and there.
I'll replace it with a coded parry.

Maybe I'll also make it play a sound like swords hitting each other.
 
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I found a minor bug about the item "Orc Skull" which drops from the Ogres. When it is lying on the ground, it has 2 visuals (the golden sack thingy and a skull floating above the ground) at the same time.
 

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Level 1
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as ranger i was unable to pick up Net to catch boars (lvl 10 quest), it says smth like it was not for my class. sry for english hope u got the idea.
 
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as ranger i was unable to pick up Net to catch boars (lvl 10 quest), it says smth like it was not for my class. sry for english hope u got the idea.

This was already reported before. Iirc, they say Gaias' next version will have this version fixed together with the optional healing salve that can't be fixed as well (squire's job quest).
 
Level 1
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bishop talent bug:20% reduced Mana cost of 'Heal' and 'Flash of Light' spells.it only reduces mana cost on spell introduction ,but when you use spells it doesn't work.
 
Level 1
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Squire class quest

Hello folks :)
Healing salve still appears to be bugged v.1.2A(8), it seems and i'm unable to pick it up on a class change quest (says my current class can't handle it, okay, i'm a squire not a healer tho).
Not a big deal as i already managed to do it once using potions (is that ok/allowed?), now another shot for it if i'm to have a Berserker too.
Hope this helps...

Cheers ! :)
 
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Level 9
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Jul 11, 2011
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Has already been reported several times, but thanks for the input anyways, also you can do the class up quests, turn it in, save, then you don't have to do them twice
 
Level 1
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Thanks for reply Ihazdialup :)
Yup, i know it has been reported but just wanted to point out that the newest version also has this bug, if it helps.
Another thing, doing squire class quest without the salve is very challenging, just love it so i "did it" twice :) I'd even recommend ejecting the whole salve idea and giving only one potion inside the arena, since it's doable. Just kidding :D
 
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