|
metadata
I've seen a discussion about bugs on Kong chat and decided to report them all here for public utility:
Time lock caused by "pin" skill stays permanently if skill is removed before timelock wears out. Tested using Skoll and Absolute Zero. (Reported by chris7900, tested by APMOver9000) [https://prnt.sc/lsry3f](https://prnt.sc/lsry3f)
Frost Torching Champion units seems to reduce their attack and all other units attack to 0 and cause random damage, way over than the extra health given by the skill initially.(Reported by APMOver9000, tested by eedjit) [https://prnt.sc/lssh5e](https://prnt.sc/lssh5e)
Moves as Sand retains "guarded" status permanently if the unit granting it moves to the left due to battlefield condensing after some unit to the left dies. (Reported by APMOver9000) [https://prnt.sc/i9sftn](https://prnt.sc/i9sftn)
If Vyona overdrives a mek on "Stoneform", mek stays protect by stoneform for its duration as expected but gets to attack and use skills instead of being halted by "stoneform" for its duration as it should. (Reported by eedjit)
Vyona overdrive status also seems to get "stuck" on stoneformed/stunned/paralized meks but not really working on subsequent turns and preventing them to be overdrived again. (Reported by APMOver9000)
Not on that chat session but it reminds me that "Red Island Rum" paralyzes meks, which shouldn't be able to be paralyzed. It can also target units with no attack value, which essentially makes the equipment (self)debuff only in those cases (Multiple sources and I've seeen it myself. Easily reproduced) [https://pasteboard.co/HR4iENL.png](https://pasteboard.co/HR4iENL.png)
During matches, it is commom for random hero names not really involved in the battle to appear as the one using enemy equipment or abilities. (Multiple sources and I've seeen it myself. Very commom) [https://prnt.sc/lssh5e](https://prnt.sc/lssh5e)
|
|
|
metadata
Thanks; some of these are already fixed in the patch and I'm looking at a couple more now that are on your list.
|
|
|
metadata
Is that the intention that Strychnos has one basic attack less in the legendary variant than in the epic one?
|
|
|
metadata
> *Originally posted by **[Whiskyfreund](/forums/32949/topics/634387?page=65#12963320)**:*
> Is that the intention that Strychnos has one basic attack less in the legendary variant than in the epic one?
Nope, and we're fixing that in the next patch.
|
|
|
metadata
I hope the fix is raising the L attack to match E, as lowering the E to match L would make it completly underpar with its slayer "brother" Zorak, which has more life and a more reliable skill (Daze) and only costs +1 cooldown.
|
|
|
metadata
:3 worried that Storm will become too good... as a special card, having 0CD was a cool novelty but as something people can acquire multiple copies of through gold it might prove to be a mistake. just a thought. other than that, I think the patch made some cool improvements. people fretting about L Fenris are missing that hardly anyone will actually create an entire deck of L Fenris
|
|
|
metadata
> *Originally posted by **[yakfak](/forums/32949/topics/634387?page=65#12967904)**:*
> :3 worried that Storm will become too good... as a special card, having 0CD was a cool novelty but as something people can acquire multiple copies of through gold it might prove to be a mistake. just a thought. other than that, I think the patch made some cool improvements. people fretting about L Fenris are missing that hardly anyone will actually create an entire deck of L Fenris
Ofc Storm is a mistake (should have been limited to 1 per person). Bc once again, nothing was tested. Shame shame shame.
And lol, there was plenty of more than full decks of Fenris around, L and E. Plenty of ppl bought plenty of Fenris and now it's unusable. Why was it overused in the first place? Mmmh lemme guess.. Ofc: it hadn't been tested! ...
Edit: lol, and now in for as many new bugs as those the update was correcting. Shame shame shame, really.
|
|
|
metadata
I hope, that the corroding-things will be fixed in the next update. For example no ability of Wulf (E + L) can be corroded.
|
|
|
metadata
> *Originally posted by **[Bruck](/forums/32949/topics/634387?page=64#12906744)**:*
> > *Originally posted by **[Bruck](/forums/32949/topics/634387?page=64#12886524)**:*
> > > *Originally posted by **[Bruck](/forums/32949/topics/634387?page=64#12860042)**:*
> > > > *Originally posted by **[Bruck](/forums/32949/topics/634387?page=63#12845085)**:*
> > > > Since Version 3.35 (maybe 3.34) the game keeps forgetting all settings. It ALWAYS starts with the annoying sound, I have to chose low resolution and all the slowing down bullshit like sculls are back, quality is totaly random and the incredible usefull speed 6 setting is also back. PLEASE fix at least the sound.
> > >
> > > push
> >
> > friendly reminder
>
> On top of this I just recogniced the quality slider is not only totaly random when I start, it also changes randomly while I'm online.
This is still happening. I'm currently so far that I'm used to resetting the graphic and sound everytime I start the game on kong as I guess its on my side. But what I realy realy realy dont get is WHY IS THE GAME CHANGING THE GRAPHIC SETTINGS BY ITSELVE IN THE MIDDLE OF THE GAME without me even touching the settings?
|
|
|
metadata
Staff of Ice does not remove anything from Bender of Blades. I guess because of Spellprof.
|
|
|
metadata
@Bruck I'm not sure about those graphics settings ... I will try to address that this patch.
Also will look into Staff of Ice on Spellproof units, thank you.
|
|
|
metadata
If I use Raio Blaster and Dark Matter, the Dark Matter doesn't work, like it should. On the 4th turn, Raio Blaster deals 7 damage, enemy unit is still living, Dark Matter does: nothing. On later turns Dark Matter deals some damage, but it looks very random. I used Myrrhine with those equipment.
I can't understand, why Quickbolter is a legendary equipment. Brutal Axe is epic and deals 2 damage to the closest enemy unit each turn, Quickbolter also deals 2 damage each turn, but 1 damage for 2 random enemy units. It's a bit better for removing stealth, but it's not good for units with the rage ability or resistance. And you can deal no damage to units which have (wind) shield, armor or guarded. So it's very weak for a legendary equipment. It should have the pierce special for example.
Heartstroke periapt instead is very strong. It's a bit strange, that the Bloodlust buff deals extra damage to machines, which don't have blood ;-)
|
|
|
metadata
> *Originally posted by **[Whiskyfreund](/forums/32949/topics/634387?page=65#13013489)**:*
> If I use Raio Blaster and Dark Matter, the Dark Matter doesn't work, like it should. On the 4th turn, Raio Blaster deals 7 damage, enemy unit is still living, Dark Matter does: nothing. On later turns Dark Matter deals some damage, but it looks very random. I used Myrrhine with those equipment.
>
> I can't understand, why Quickbolter is a legendary equipment. Brutal Axe is epic and deals 2 damage to the closest enemy unit each turn, Quickbolter also deals 2 damage each turn, but 1 damage for 2 random enemy units. It's a bit better for removing stealth, but it's not good for units with the rage ability or resistance. And you can deal no damage to units which have (wind) shield, armor or guarded. So it's very weak for a legendary equipment. It should have the pierce special for example.
> Heartstroke periapt instead is very strong. It's a bit strange, that the Bloodlust buff deals extra damage to machines, which don't have blood ;-)
Thanks, I will look at this interaction and at balancing Quickbolter.
|
|
|
metadata
> *Originally posted by **[Edan](/forums/32949/topics/634387?page=63#12793584)**:*
> > *Originally posted by **[Bruck](/forums/32949/topics/634387?page=63#12791922)**:*
> > > *Originally posted by **[Bruck](/forums/32949/topics/634387?page=59#11788423)**:*
> > > Mind Steal from Black Widow triggeres even if no damage is dealt.
> >
> > Huch? I thought this was fixed, or is loosing stealth cosidered as damage? For me damage is only if the HP changes.
>
> Black Widow IS stealling abilities from stealthed targets, i dont beleive it should since the creature is suposed to EVADE.
Still. But I mean it has only be December that I reported this the first time. Well, December 2017. And it has nothing to do with stealth. It also steals ethereal.
|
|
|
metadata
Well, Stealth strictly stops attacks - not skills like Mindsteal. We'd have to implement a special exception for that. I suppose we could, as it would make sense, but I don't think it's really a bug so much as a quirk of the mechanics ...
I will look into it for the next patch.
|
|
|
metadata
> *Originally posted by **[Sir_Valimont](/forums/32949/topics/634387?page=65#13055968)**:*
> Well, Stealth strictly stops attacks - not skills like Mindsteal. We'd have to implement a special exception for that. I suppose we could, as it would make sense, but I don't think it's really a bug so much as a quirk of the mechanics ...
>
> I will look into it for the next patch.
The description of mind steal says DAMAGES A UNIT. And not attacks a unit. Its either a gaming bug, or it is a text bug. In both cases it’s a BUG. I don't care if for balancing it actually does steal or not and if you change the method or only the text.
You know, there are some people who actually RtfM. And follow the manual and make there deck building and card buying decisions based on it expecting that it is true. And NOT using black widow as possible counter to ethereal and finding out by chance that it works did not amuse me.
|
|
|
metadata
Entrap stops weaken from triggering. Probably always, but as Arachne is the only card with Entrap and Attack in one card this is the only case currently. Damage is correctly applied, but only entrap and not weaken triggers.
|
|
|
metadata
Ah ok I see your point on the Mindsteal description. Will address in the upcoming patch.
Entrap does have an exceptional mechanic and weaken does not ... I realize there's some inconsistency ... we can look at how to adjust, if at all ...
|
|
|
metadata
Some bug I realised in the last weeks playing:
- Northrunner Shield acts like Stoneform against instant damage (f.e. I had Glasha with Lucent Jewel and Pharaoh Band. So it deals 4-6 physical and 4-6 magical damage to infantry units. If Drikkim comes into play, it get's the Aegis. With those both damages Aegis should be removed, but it isn't. In 1/3 of the cases Aegis should be removed and Drikkim should take damage. That never happens. Same with other infantry units that gain Aegis because of the Northrunner shield.)
- Magic Vortex comes back into the deck after use. It shouldn't do that.
- if Cicatrice attacks Arachne, it deals damage to Arachne. After that Cicatrice is entrapped/paralyzed by Arachne, but Arachne is not paralyzed by Cicatrice
- if Null Bug attacks Arachne, it deals damage to Arachne. After that Null Bug is entrapped/paralyzed by Arachne, but Null Bug didn't remove Arachne's Regenerate 3
- Dreamdust deals damage to Corvina
- if Syran Gemcaster is consumed by Agone, it can survive, if any magical damage "heals" it
- if units with "Absorb" have zero or below health, they can resurrect by magical damage. If they are dead, they should not be able to absorb anymore. Same with Sidalis. F.e. Syran Gemcaster has zero health, Niven Stoutbow will not attack it. But after Niven's turn there comes Elder Erisdar, "heas" Syran Gemcaster and it survives. Heal ability will also not heal units with zero or below health, so absorb should not heal the unit in same case.
|
|
|
metadata
> *Originally posted by **[Whiskyfreund](/forums/32949/topics/634387?page=65#13157850)**:*
> Some bug I realised in the last weeks playing:
> - Northrunner Shield acts like Stoneform against instant damage (f.e. I had Glasha with Lucent Jewel and Pharaoh Band. So it deals 4-6 physical and 4-6 magical damage to infantry units. If Drikkim comes into play, it get's the Aegis. With those both damages Aegis should be removed, but it isn't. In 1/3 of the cases Aegis should be removed and Drikkim should take damage. That never happens. Same with other infantry units that gain Aegis because of the Northrunner shield.)
> - Magic Vortex comes back into the deck after use. It shouldn't do that.
> - if Cicatrice attacks Arachne, it deals damage to Arachne. After that Cicatrice is entrapped/paralyzed by Arachne, but Arachne is not paralyzed by Cicatrice
> - if Null Bug attacks Arachne, it deals damage to Arachne. After that Null Bug is entrapped/paralyzed by Arachne, but Null Bug didn't remove Arachne's Regenerate 3
> - Dreamdust deals damage to Corvina
> - if Syran Gemcaster is consumed by Agone, it can survive, if any magical damage "heals" it
> - if units with "Absorb" have zero or below health, they can resurrect by magical damage. If they are dead, they should not be able to absorb anymore. Same with Sidalis. F.e. Syran Gemcaster has zero health, Niven Stoutbow will not attack it. But after Niven's turn there comes Elder Erisdar, "heas" Syran Gemcaster and it survives. Heal ability will also not heal units with zero or below health, so absorb should not heal the unit in same case.
>
Thank you, I will add each of these items to my punchlist in order to address them in the next patch.
|
|
|
metadata
Some other Bugs I noticed some time ago (some were noticed here some time ago, but I can't remember, that they were fixed yet):
- If Myrrhine use Raio Blaster and Dark Matter, they are not able to act on the same turn. I tried the same with Zuu, there it worked.
- Woodsheadow Periapt will stealthen Queen Huloth, but Queen Huloth takes only normal damage by Glasha and the ranged attack "Web" is not removed.
- If Vyona boosts Grimalkin, Grimalkin is able to destroy two equipments. Grimalkin should leave play after he destroyed the first equipment, so he would not able to attack a second time.
- Stoneform should deactivate all other abilities of the units. That the Afterburner ability can deal damage, if Belcher Imp is stoneformed, should not possible.
- Those things will not be corroded (by Khar): Assault (Temper of Beasts), Assault 2 (Xenosaur), Cull (Omegon) and Cull 2 (Arachne), Daze (Zorak the Mace), Halt (Anakaga), Homing Missile (Ballistic Mek), Leech Magic (Null Bug), Magnet (Magnet Turret), Mind Steal (Black Widow), Sacrifice (Mammon) Slash (Triceras), Snipe (Niven Stoutbow), Trigger (Time Bomb), Twin (Gemini Imp), Vanguard (Wulf) and Veteran (Wulf) --> maybe those abilities will also not be corroded for other units
Wall and Machine also can not be corroded. It's ok, because a Wall or a Machine will not be something else, if they are corroded (if they would not be a Wall or a Machine anymore, they would be completely destroyed), but it should be in the description, that those abilities can't be corroded.
|
|
|
metadata
Some smaller things (no bugs, but logical errors in my opinion):
- Poison Phial should not work on stoneformed units (a poisoned stone do not make sense). Probably the same with Pyrovitre.
- If Alastair gives the armored ability to other units, they will get it in green text. Not the same with Greather Wind Shield and Magical Dome. Removing magical abilites should concentrate on those "main" abilities first. The green armored ability f.e. will be corroded at last.
- It makes no sense, that stealth avoid damage from poison. Poison should remove stealth and deal damage.
- Drain ability: It's not logical, that machines can drain life from creatures and creatures can drain life from machines. And it's not logical, that ranged attacks can drain life (with exception of magical ranged attacks). So ranged units should not able to gain the drain ability.
- Gold Ring of Haste + Rune of Hastening: Both are epic, but Gold Ring of Haste is much more powerful.
- Storm can be armored (how to armor an ethereal thing?)
|
|
|
metadata
@Whisky - Wow, thank you very much for this comprehensive list! I will go through it carefully on my next bug annotation. I think some of what you've mentioned are more "quirks of the mechanics" than bugs per se, but that probably means I/we need to explain them better. :)
|
|
|
metadata
@Sir_Valimont: Yes, some things can be just some "quirks of the mechanics", that must be explained a bit better ;-)
Another thing I realised at the moment: The "Knelling Bell" draws two legendary Genocide spells. If the opponent only has one unit in play, the first Genocide spell will kill it (and his copies in stage). The second Genocide spell also will be played, but will be wasted, because there is no unit to kill anymore. I'm not sure, if this should work this way (maybe it's the risk of the spells) or the second Genocide card should wait for another unit to kill, until it's played. But the "Knelling Bell" is not this legendary in this case. There the hero should draw the Genocide spells in the first and the second turn of combat.
(Ok, maybe two Knelling Bells could be too strong if they would work this way. I'm not sure...).
|
|
|
metadata
Oh, and if Constructor Alara attacks Arachne, Arachne is not weakened by Constructor Alara.
|