We've all begun to experience strange bugs in game and currently have nowhere to report them.
According to Blizzard it will be sometime next week that they open the bug report forums:
I think we can all begin to collect bug reports here, and collate them over time so that we don't lose a week of bug squishing! Maybe we can discuss reproduction of bugs as well and help Blizz out!
So, while we wait for Blizzard to open their forums we've got the next best thing: TeamLiquid's Unofficial LotV Beta Bug Report Thread!
Please only report bugs you have personally experienced. If you are not in the beta, and you saw something on stream, please be careful of posting it here.
If you are in beta, then go ahead and post to your hearts content. We don't have the same level of access control Blizz does so if we want to be productive and helpful to blizz, we need to work on a code of honor.
Participate directly if you are in the beta and dont troll this thread please. We will be collating the bugs we see and we will try to forward them to Psione or Zoevia when they open their forum. At that time we will close this thread.
Cloaked units do not create a blur on Low graphics settings from Terran and Protoss (note: does not effect burrow)
Coda Mining bug in bottom right of the map
Not all maps don't have reduced mineral patches. (echo, Inferno Pools)
Disruptor pathing is inconsistent
[*]when you complete roach upgrades it only updates the model of the roaches you already have out [*]Tanks in Siege Mode when Dropped on Creep sometimes fall "under" the Creep texture layer, making the tank very difficult to see
[*]Trying to open Ladders>Statistics causes the game to crash. Verified 3 times [*]Sometimes when trying to build an addon, the building will instead lift off the ground for no reason and just hang in the air until you go back and do it again. I noticed it happens most often when spamming addons (could be related to if the addon space is blocked by a unit pathing through. Apparently if an addon does not have room to place the building instantly lifts)
There is something wrong with blink. Testing has shown it is likely related to unit pathing. There is a dead space for blink around each stalker individually, this might also be related. If you blink a stalker into a position that will be taken by another stalker when blinked one unit does not blink. If you blink into the "dead blink space" with a small group of stalkers (or a large one) sometimes a stalker or a few stalkers wont blink to the new location you tried to blink the group to. -- inconsistent
the colors of buildings and units are washed out and virtually impossible to see on the minimap when terrain is enabled (might have been some sort of visual design decision?)
Currently there is either an issue with unit commands in general, or the time change which has resulted in some variables being altered. Everyone has seen this. For example: If you give a stalker a command to blink, but immediately give it a movement command following this it will not blink and instead just follow the movement command. Another example is if you use the shade on the Adept and immediately give it a movement command it will also just continue the movement command. This is a variable issue I believe, but I am not quite sure.
Protoss Units may be taking longer to warp in than intended (we need to know the intended warp in time from blizzard before we can say for sure, the long warp time is not publically stated by blizzard anywhere at this time)
Authentication servers are pretty buggy, sometimes it can take multiple attempts to get on the beta
Having several cyclones locked onto their targets causes massive fps drops
The eu>na lag is way more noticable than for hots, to the point where for me personally it's almost unplayable sometimes (while i have no problem at all on live)
There's inconsistencies with cloaked units; some players report not being able to see the DT or obs blur, while others do. Also, some players report being able to see cloaked banshees, but being unable to target them with units
There's inconsistencies with cloaked units; some players report not being able to see the DT or obs blur, while others do. Also, some players report being able to see cloaked banshees, but being unable to target them with units
I was able to reproduce this for Protoss units. On LOW graphics you cannot see Protoss cloaked units.
Sometimes add-ons (reactor, techlab) don't get planted down when pressing the button multiple times for multiple building. This could be related to my EU ping (about 200ms mostly), so I'm not too sure about it.
Edit: Can confirm login problems, takes me several tries most of the time.
On April 01 2015 23:25 Clubfan wrote: Sometimes add-ons (reactor, techlab) don't get planted down when pressing the button multiple times for multiple building. This could be related to my EU ping (about 200ms mostly), so I'm not too sure about it.
I've experienced this from California, it's not lag. I haven't had time to test in detail but I noticed that the buildings always lift when you try to build an addon, without checking to see if there's space. Then if anything is blocking it at that time, even just a passing unit, the plant fails and half my rax are left hanging. Weird.
Also all the score screen stats are heavily bugged.
Work-around for grid is going into My Documents > Starcraft II > Accounts > Click on your account folder > Go one folder back (the folder of random numbers/letters that is before the one containing replays and such) there is a hotkey folder there, copy the hotkey settings inside that you use (such as grid) and paste them to the same area of the LotV folder.
On April 02 2015 03:35 Uvantak wrote: Yeah, they probably changed worker behavior a bit, that's why this happens. Can't wait for the editor so I can check what they did to them.
I'm pretty sure it has to do with 12 starting workers, since I've never seen it start happening during the game, only right off the bat.
Not sure how to describe it, I just saw it on stream, but it definitly not supposed to be like that. On Coda (saw it on the 5 o'clock spawn) when u wall ur main ramp as Terran: 1. There is a hole in ur wall, when u wall with 2 depots at the main ramp. The left one cannot be placed visibly correct. 2. On stream the right depot was lowered but a tank could not pass through.
I didn't exp it myself, but I definitly observed it during the stream.
The mineral bug seems to be known by now.
Edit:
On April 02 2015 03:40 IeZaeL wrote: Did you see if the main ramp bug was fixed?
If an unit starts attacking a friendly Immortal with Barrier ability activated, then it will stop attacking the Immortal when the Barrier ability stops. The bug is not there if the attack starts before the activation of the Barrier.
On April 02 2015 07:08 y0su wrote: since I haven't heard them mentioned yet: cyclons gave me a "raven online" when produced blueflame hellbats have a red flame
Cyclones have the raven voiceset as a placeholder, and apparently Adepts are currently using Oracle voiceset for the same reason. The hellbat thing sounds like a legit bug, though.
LOTV is hammering one of my eight cores and seemingly not touching the others, regardless of what affinity I set. FPS is ok at 1x speed (mostly) but quickly drops at 2x and above. I don't recall this happening before, and it's not graphics (same at all detail levels).
Intel i7-4810MQ @ 2.8ghz (boosting to 3.5), 16GB ram running the 64 bit client.
On April 02 2015 13:24 Lunareste wrote: Credit to blinkboy4202473 of Azubu.tv chat: "when you get roach burrow or whatever, it only updates the model of the roaches you already have out"
this isnt a bug per se but has anyone been experiencing any lag? i dunno if its a server issue or something on my end but im getting alot of ingame choppy-ness.
So , it appears during the reviewing process Blizzard accidentally put a layer of pathing blocker on the map , thus blocking the 1x1 square needed to succesfully block the main ramp. Im fairly sure it is a mistake for Blizzard , as the map currently uploaded as TLMC Coda does not have this issue. LotV version also suffers from this issue.
Current Coda LE
TLMC Coda
Fixing the issue is actually really simple : - Go over the pathing tool(H). - Select Painted Pathing --> Remove pathing -Go over the bugged 1x1 square and remove it.
On April 02 2015 11:17 Umpteen wrote: LOTV is hammering one of my eight cores and seemingly not touching the others, regardless of what affinity I set. FPS is ok at 1x speed (mostly) but quickly drops at 2x and above. I don't recall this happening before, and it's not graphics (same at all detail levels).
Intel i7-4810MQ @ 2.8ghz (boosting to 3.5), 16GB ram running the 64 bit client.
Starcraft 2 has ALWAYS just been using 1.5 cores. You probably never noticed that.
On April 03 2015 03:47 NonY wrote: warp-ins are taking longer than they should
Are you sure? I don't have time to test right now, but blizzard intentionally changed the warp in time didn't they?
I don't see it in the patch notes anywhere, but I do remember at some point blizzard saying that they were increasing the time it takes to warp in units. Does it take longer than the stated time (which i can no longer find)?
You cannot watch replays from the previous LotV version: 2.5.0.34784
Currently there is either an issue with unit commands in general, or the time change which has resulted in some variables being altered. Everyone has seen this. For example: If you give a stalker a command to blink, but immediately give it a movement command following this it will not blink and instead just follow the movement command. Another example is if you use the shade on the Adept and immediately give it a movement command it will also just continue the movement command. This is a variable issue I believe, but I am not quite sure.
There are quite a ton of others but those are the only two that came to mind just now.
On April 03 2015 03:47 NonY wrote: warp-ins are taking longer than they should
Twice as long is what blizzard intended.
On April 02 2015 18:31 TT1 wrote: this isnt a bug per se but has anyone been experiencing any lag? i dunno if its a server issue or something on my end but im getting alot of ingame choppy-ness.
Yes sometimes it's very laggy. It felt very similar during HotS beta, i think it's just a performance issue for their servers.
On April 01 2015 23:25 Clubfan wrote: Sometimes add-ons (reactor, techlab) don't get planted down when pressing the button multiple times for multiple building. This could be related to my EU ping (about 200ms mostly), so I'm not too sure about it.
I've experienced this from California, it's not lag. I haven't had time to test in detail but I noticed that the buildings always lift when you try to build an addon, without checking to see if there's space. Then if anything is blocking it at that time, even just a passing unit, the plant fails and half my rax are left hanging. Weird.
Also all the score screen stats are heavily bugged.
Just going to re-iterate this
Sometimes when trying to build an addon, the building will instead lift off the ground for no reason and just hang in the air until you go back and do it again. I noticed it happens most often when spamming addons (e.g. when 3 barracks complete, you build 3 addons).
On April 02 2015 18:31 TT1 wrote: this isnt a bug per se but has anyone been experiencing any lag? i dunno if its a server issue or something on my end but im getting alot of ingame choppy-ness.
i played vs u and it was lagging rofl. But i beat u easily
On April 02 2015 18:31 TT1 wrote: this isnt a bug per se but has anyone been experiencing any lag? i dunno if its a server issue or something on my end but im getting alot of ingame choppy-ness.
i played vs u and it was lagging rofl. But i beat u easily
On April 02 2015 18:31 TT1 wrote: this isnt a bug per se but has anyone been experiencing any lag? i dunno if its a server issue or something on my end but im getting alot of ingame choppy-ness.
i played vs u and it was lagging rofl. But i beat u easily
User was warned for this post
i played like 10 games and 8 of them were with zerg
This thread isn't about who beat who else, or what excuses you have or dont have its about bugs and discussing bugs. Lets keep it to that, stop derailing.
The bottom-left base of Cactus Valley doesn't let you expand in the right position. Spawning there is fine but trying to build a nexus there gets blocked by one hex too many.
Player's chat names are inconsistent with their chosen player name. Also the minimap issue is really annoying, I think it was a design decision, I just don't like it and would like to change it back to normal.
Coda has wandering workers still, but I haven't seen the old mining bug. Two different probes went behind the minerals at around 16 works, though they stopped shortly afterwards.
The missing hotkey templates is a really big one for those of us that use Grid or Element. As listed above, creating the Hotkeys folder and copying in the templates for WolL/HotS does enable them in LotV. Some hand editing is necessary due to the new AI controls; I lost all my Jump to Location hotkeys due to AI conflicts.
I feel like the faded colors of the mini map ought to have an option to go bold or outlined when the terrain is enabled. It looks pretty, but it isn't as useful as the old one.
Does anyone feel that when spamming hotkeys to switch between buildings it's very sensitive compared to HotS? Not necessarily game breaking but it's irritating for people with a consistent spam pattern
Is it just me, or has something changed about the audio feedback when you try and build a queen and it doesn't work? Several times now I've hit the button and gone about my business only to find, a minute or so later, that no queen was made. I don't remember this ever happening before.
I was watching the stream of Huk streaming LOTV, and he has found a bug involving the lurkers. I'm not sure if this has been reported, but it doesn't appear to have been reported here.
When a protoss player uses the Phoenix's graviton beam to lift a Lurker egg (ie... the hydralisk turning into a lurker via transforming into an egg), the egg suddenly becomes a Lurker immediately after the egg is lifted. This was done in an unranked game 1v1.
Now I cannot confirm EXACTLY what caused this, nor I cannot test this since I don't have the beta. It would be great if somebody can test/confirm this.
On April 07 2015 03:09 ElhayM wrote: Does anyone feel that when spamming hotkeys to switch between buildings it's very sensitive compared to HotS? Not necessarily game breaking but it's irritating for people with a consistent spam pattern
I did notice this problem and find this irritating as well, but problem is the pattern switches between building to building/overlord only when you start doing boxes.
The Warp Prism is now faster when upgraded (Gravitic Drive research) than in HotS.
In HotS, the normal speed was 2.9531, then 3.3788 with the upgrade. Info from the HotS editor If we convert that to "LotV speed" (approximately = HotS speed / 1.4), that's: Normal: 2.9531 / 1.4 = 2.11, and Upgraded: 3.3788 / 1.4 = 2.41.
In LotV, the normal speed is 2.11, and Upgraded: 2.73. Info from in-game (tested on Echo and Ruins of Saras) This makes the upgraded Warp Prism almost as fast as the Oracle (2.86).
The difference in LotV between upgraded and normal is 2.73 - 2.11 = 0.62. That corresponds to the speed increase for the Warp Prism at the start of Wings of Liberty, which was, in WoL speed, 3.375 - 2.5 = 0.875. In LotV speed, that is 0.875 / 1.4 = 0.625.
I don't know if it's an undocumented change, or an error.