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Autor Thema: Angmar Bugs  (Gelesen 4838 mal)

Ealendril

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Angmar Bugs
« am: 3. Apr 2016, 11:55 »
Post any Angmar bugs here.

Bugs


Text and Voice bugs
- TOOLTIP:LackAngmarBasicTraining
"Research upgrade at Hall of King's Men to enable this equipment\n Promotes the battalion to rank 2 \n Units at rank 2 replace fallen troop members while they're not in combat"
This upgrade is researched at the Dark Iron Forge, not at the Hall of King's Men.
-Karsh ability Entrance to the Crypt description says u need lvl3 but You can't use this before lvl 5
-Might of the Witchking casted on Durmath increasing his base damage instead only Blade of Enforce ability damage

 - For the angmar ring system the tooltip in the citadel says all enemy units have their move speed slowed (when their not slowed) but the tooltip for the angmar witch king ring hero's ability says enemy units across the entire map have 20% less damage, so which one is it?
 - For the witch kings ability that bestows bonuses to heroes of angmar, the text should mention that the bonus is only temporary.
« Letzte Änderung: 8. Dez 2016, 20:57 von FG15 »

Garlodur

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Re: Angmar Bugs
« Antwort #1 am: 8. Okt 2016, 14:44 »
Hi,

I noticed while playing on the Westfold map Angmar against Imladris that Barrow-Wights don't pass through postern gates. What happened is that I ordered them to go inside a Barrow on the nearest settlement while the main gate of my castle was closed. So four moved through the postern gate at once and they got stuck and appeared on top of the wall. Then I wanted to get them of the wall but they couldn't use the regular stairs.

This may have been a bug all along that I never noticed, sorry if it has been reported already. But I felt this has happened mainly because the Crypt inside the castle has lost access to the tunnel network, meaning that I needed to have a Barrow on a settlement instead to have the Barrow-Wights move accross the map.

I hope this can actually be solved by enabling the tunnel network inside the crypt, but I don't know if it was taken out to make the building less powerful. In that case, I'd suggest its price is increased.

Slawek56703

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Re: Angmar Bugs
« Antwort #2 am: 4. Feb 2017, 12:14 »
I added all bugs in one post to make it more clear

All these abilities mention Shadow Guards when thy are clearly Black Knights


Durmath ability Oath of the Guardsman have little mistake in description not sure if this for one or more heroes all the more for like 1 second this ability seems working on more nearby heroes


Stronghold of the Iron Crown have description bug saying Black Raiders can be recruited but instead should says Black Knights


Ringhero Angmar WithKing
Dead Blade before become Life Drinking Blade have attack animation bug.WitchKing attacks enemies with mace with very fast speed instead of use his sword to do this.

Snow Trolls from creep lair are vanilla ROTWK snow troll from old thier horde instead they should be the one reworked from 3.8.1 with appropriate look and attack . Additionally tese trolls have bugged animation and throwing rocks and doesn;t do any damage.


Settlements are not affected by apperance of Tribute Carts




 
« Letzte Änderung: 4. Feb 2017, 12:30 von Slawek56703 »

Slawek56703

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Re: Angmar Bugs
« Antwort #3 am: 18. Feb 2017, 18:02 »
Durmarth ability Blade of Enforcer and Oath of the Guardsman autocasted attack normal units and buildings.

Edit:

Angmar WitchKing ability Might of the WitchKing have this problem too in normal and Ring form , I think it would be better to disable autocast on those abilities that are problematic
« Letzte Änderung: 18. Feb 2017, 18:06 von Slawek56703 »

Éomer Éadig

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Re: Angmar Bugs
« Antwort #4 am: 10. Apr 2017, 16:18 »
Some bugs occur when destroying an Angmarim fortress.

If a wall section with a stairwell is being destroyed, during the destruction some red blocks will appear that fall of the wall.

http://imgur.com/a/dHIWT

Furthermore, when arrow towers are constructed and one attempts to destroy these, the wall will be destroyed before the towers and even if the towers are destroyed thereafter, they will remain visually.

http://imgur.com/a/g5qBR
« Letzte Änderung: 16. Apr 2017, 20:08 von Éomer Éadig »

The_Necromancer0

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Re: Angmar Bugs
« Antwort #5 am: 17. Sep 2017, 23:52 »
This spoiler contains all the abilities Gulzar gets using his steal ability, and the associated bugs that go with it.

The Wiki Team is very impressed by the work you put into a single ability, each stolen ability requiring its own ini, description and sometimes title. This is to provide a helpful list of all the possible abilities in case one didn't already exist. It's also because we're trying to complete Gulzar's page.


Added flawed descriptions
« Letzte Änderung: 18. Sep 2017, 01:13 von The_Necromancer0 »
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FG15

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Re: Angmar Bugs
« Antwort #6 am: 18. Sep 2017, 00:01 »
Thank you.
Does 'fails' mean, that it has no effect when used, or that the ability can't be used on that hero?

The_Necromancer0

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Re: Angmar Bugs
« Antwort #7 am: 18. Sep 2017, 00:03 »
No effect. I'm also gonna update it with bugs we found in the descriptions.
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The_Necromancer0

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Re: Angmar Bugs
« Antwort #8 am: 10. Nov 2017, 12:52 »
The Angmar Citadel has a graphical glitch when building. The circular band of windows start off way higher than the entire building and then come down later to place itself correctly when the building is complete.
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The_Necromancer0

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Re: Angmar Bugs
« Antwort #9 am: 4. Feb 2018, 16:03 »
The Shadow Guard/ Black Knights's Black Oath death penalty doesn't seem to work. If the hero is killed while under its effect they do not die. In addition the effect remains after death and provides vision of the area.

Gulzar's auto attack is still seemingly broken, the same way the the meduseld soldier's are broken.If you tell him to attack-move he doesn't attack the target when it comes in range. but if you press S he will target enemies within range.

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Julio229

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Re: Angmar Bugs
« Antwort #10 am: 4. Mär 2018, 22:26 »
If you summon Drauglin's two Wolves and use his transformation before the Wolves have spawned, he will not get the experience from the transformation.


The_Necromancer0

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Re: Angmar Bugs
« Antwort #11 am: 8. Mär 2018, 17:25 »
I'm not sure what's up with this one but something is definitely wrong. Zaphragor's slaughtering stride drains 1% of his maximum life per second and lasts for 30 second. So, by all logic, the ability should drain 30% of his life given that he starts with the full amount of life, however once you're done it looks more like 60% of his life has been drained, so I'm not sure whether the description is wrong, the ability is bugged or I'm missing something.

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Julio229

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Re: Angmar Bugs
« Antwort #12 am: 4. Jun 2018, 20:51 »
If WK uses Death Blade while mounted, the attack animation will not play.

If WK changes between mounted and on foot, the Death Blade cooldown resets.

If you change WK between mounted and on foot, his stance resets to default.

None of the problems with Death Blade are shared with Life-Drinking Blade.

Also, a little text thing, maybe not a bug but a minor note: that shockwave that you can make with Life-Drinking Blade that draws all enemies toward WK is not named on Life-Drinking Blade's description.

Edit: Maybe not a bug, but Death Blade always starts on cooldown (that's how I noticed it resets between mounted and foot), again, not shared with Life-Drinking Blade.
« Letzte Änderung: 4. Jun 2018, 20:54 von Julio229 »


Julio229

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Re: Angmar Bugs
« Antwort #13 am: 20. Jun 2018, 19:56 »
Guardsman Dûrmarth's level 10 ability cannot be applied on Helegwen.

Edit: Not sure if a bug, but Zaphragor's Slaughtering Stride won't have an effect if you immediately move Zaphragor after clicking on it, which I suppose is due to the animation (even when it has already started). Its cooldown also stays as if it wasn't used, so it is just like if the power had simply not been selected.
« Letzte Änderung: 24. Jun 2018, 00:59 von Julio229 »