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Message  Cormackw Jeu 1 Sep - 23:11

Voici la liste des bugs actuels (et pourtant il y a eu un patch en aout). Je conseille a tout le monde de la lire, ça pourra éviter des problèmes (peut être que celui que TSR a connu est dedans, par exemple cliquer sur les joueurs adverses pendant le set up ?).

Last Updated 29 Aug 11 (by Armaviva)

Issues will be added when confirmed. You can help identify the issues by posting screen shots and pasting the logs. This list is maintained by Armaviva (although other moderators may add confirmed issues as can MTKnife) and will be kept up to date as well as I can do so. Keep in mind I have no official authority nor do I officially represent anyone other than myself (and then only sometimes). PM Armaviva if you have any questions.

Items that are supposed to be fixed have been made green (by the patch on 1 Feb).


Kick-off:

In General:

FAME does not seem to be working correctly (the only way both teams can get a +1 FAME is if one has a Fan Favorite on the pitch and in a game I played neither of us had a Star Player (but we both had +1).

There is a problem bringing players onto the pitch after a drive/half-time where you have less than 11 players on the pitch but you cannot bring on people in the reserves (game auto fills your players when time runs out). Saved formations seem particularly likely to trigger this, but it can happen without them.

Sometimes your opponent's players show up in your list of reserves.
Substitution issues

Sometimes you can add a player from the other team.

Clicking on or perhaps even hovering over opponent's players during set-up before a kick-off can cause you to start with a man short (added randomly before kick-off because you have less than 11 on the field). Work around solution don't look at your opponent's players until after he has completed setting up.

Saved formations can mess with your player counts as well.

Too few people and players from the other team are fixed before kick off (but randomly replaced/placed not selected).

Every time I have a player MNG I had one new player start in the EZ (12th player). The reserve players could switch with all except the 12th player. This repeats every kick off unless that player becomes injured (maybe it has to do with the order in the line-up shifting and how the game used to implement reserves (in the end-zone). It has also been reported it is possible to get 2 players in the end-zone starting with 13. Also can happen without a player MNG but in those cases perhaps a player was killed in the match before or a player was fired (definitely seems to be tied to some sort of shift in the roster).

Two players are getting crashes when selecting formation; in at least one of the cases, the problem started after the newest patch.

Ball landing on the pitch: Sometimes the ball bounces twice even without a gust of wind (it isn't just on weather rolls). I have also had it bounce twice after failing to be caught (and no one else around my player).
Blitz!: Sometimes crashes if your player is under the ball at the end of the Blitz event.

High Kick: If no player is selected and event times out then a player is randomly placed under the ball.

Pitch Invasion: Gave one team a +2 for FAME and other other team +1 (impossible). The team with +2 FAME 2 players stunned out of 11 and the other had 9 stunned out of 11 (unlikely). Had it happen again said both our FAME was 1 (impossible) and knocked down way too many players. Last 2 pitch invasions seemed more in line with what should have happened (maybe that random number thing they fixed?)

Quick Snap: Players that move during event cannot blitz during their next turn.

Touchback: Sometimes the player you select is ignored and the ball goes to another player (this seems to happen when trying to give to a player on the line of scrimmage). Also if there are no standing players (against AI anyway) the game locks up (happened with 1 player on the pitch and a Blitz! roll which left that player stunned).

Weather (Blizzard): Able to make Long Passes.

Weather: Sweltering Heat Knocking Players out instead of leaving them in the reserves.

Weather: Display When game is saved and reloaded the weather button is not displayed nor are the weather effects (effects still work though).



Skills:

Blood Lust: A vampire that is pushed into the endzone is making a Blood Lust roll and BL should only be rolled when a vampire begins to take an action. Also forcing a roll if the vampire catches a pass in the end-zone. Vampires sometimes have problems passing after failing a BL roll, which should not be the case.

Blood Lust: Not triggering correctly. Needs to activate when action is declared. Then can modify the action if it activates. Perhaps a prompt when selecting the vampire or an Blood Lust Icon on the character sheet. Once vampire is activated it rolls for blood lust, exceptions need to be block and blitz. For Block you need option to change to a move action and for Blitz you have to declare blitz before rolling (perhaps a prompt that says Check for Blood Lust: Yes No Blitz) . Reported that BL is not always rolled (for an entire turn no vampires rolled after a TD). Also reported that if the last player to move fails BL he does not leave the pitch as he should. Also autopathing should disable or prompt because if you do a move and you blood lust you follow the autopath (which might take you in the opposite direction from your thrall.

Break Tackle: Should not be used unless the player would fail the dodge roll without it.

Chainsaw: Incorrectly applying the +3 to armor roll when someone falls on a failed dodge leaving TZ of Chainsaw player.

Decay: Not applying both injuries correctly.

Disturbing Presence: Not being applied when trying to catch a bouncing ball.

Diving Catch: Counting inaccurate Hail Mary passes as Accurate (+1) if they land in a Tackle Zone of the player.

Diving Tackle: A 6 rolled to dodge is not an auto success. A 6 is not displayed as a natural 6 in the DT prompt nor are the TZ's taken into account. Diving Tackle dialogue box displays dice results of 5 and 6 as a '6' in the info window--presumably as it has added the +1 modifier to dodge. If Leap is used to move away from player with DT and the player dodges as his next move after leap, DT can still work against the player no longer adjacent. Still an issue with DT being prompted after no longer adjacent to the DT player.

Dump Off: Dump-Off works before a GFI roll is made in a Blitz action which can lead to a pass without a block being made, the order needs to change. Not applying TZ correctly for a blitzing player. Player making Dump Off does not give a -1 to interception rolls for a blitzing player.

Foul Appearance: Not requiring a second roll after a Frenzy player's first block. Also if a player Blitzes a FA player with first point of movement and fails the FA roll that player cannot do the move part of the Blitz.

Frenzy: Having issues when combined with a bouncing ball. Another related issue, if the ball is stripped in the first block if the Frenzying player recovers the ball he doesn't make the second block.

Frenzy: Not requiring a second roll against players with Foul Appearance.

Hail Mary: Double click on your character's skills section and place an X to throw a non-Hail Mary Pass otherwise will always try to throw a Hail Mary pass.

Hypnotic Gaze: Not taking away TZ from hypnotized players when comes to Shadow.

Hypnotic Gaze: AI will try to throw to players under Hypnotic Gaze.

Juggernaut: Has 2 effects the first works automatically when the skill is used automatically canceling Wrestle, Fend, and Stand Firm (this works WHEN the skill is used) in addition when using the skill the player MAY choose to convert both down to pushed results. Recommended fix is a prompt while the blocking skills of both players are visible that says "Use Juggernaut? No, Yes/Both Down, Yes/Both Down=Pushed"

Kick: Should be able to see the die rolls for direction and distance of scatter before deciding whether or not to use Kick.

Leap: Something is causing leap results to roll more than one time, possibly until a fail result occur; the game might be calling it a dodge roll. When you leap away from a player with Diving Tackle and in a TZ when you try to dodge the player with DT can use skill even if he is no longer adjacent.

Failing a GFI roll during a Leap should also place player prone in target square and it isn't. Sometimes able to Leap after all normal movement and GFI it used up (1 square).

Multiple Block: Does not work correctly when you are next to exactly 2 opponents (it forces you to use the skill even if deactivated on the prompt screen). You have to manually disable it by putting an X on the skill on the player sheet, every time you don't want to use it and next to two opponents.

No Hands: AI no hands players will attempt to pick up the ball (Death Roller in my case).

Pass: Not Optional after the roll. There are times when a fumble is better than an inaccurate pass and times when inaccurate is good enough, but there is not a way to make Pass always prompt when the results are visible. Recommended Fix is to prompt for Pass after the original roll with modifiers. Rolled 2 + 1 QP - 1 TZ - 1 DP = 1 Fumble. Reroll? Yes/No

Pass Block: Able to pass block Hail Mary passes and end in a square that would allow an interception on a normal pass. Since no interceptions are possible with Hail Mary the player may only move if he can put a tackle zone on the target, reach an empty square that was targeted or put a TZ on the thrower (which actually will have no effect).

Piling On: Can freeze the game when you PO the ball carrier. Also if you chain push a player out of bounds (prone in this case) and PO, player pushed out of bounds remains out of bounds without another injury roll.

Safe Throw: Range modifiers can still cause fumbles on non-natural ones.

Secret Weapon: If players get KO'ed they do not get to use a bribe to prevent being banned.

Shadow: Able to shadow when hypnotized. If the resulting roll plus modifiers is 0 or less it re-rolls until a positive number results.

Stab: Auto-applying stake bonus to undead opponents.

Stakes: Working when player does not have skill.

Stand Firm: Not optional when chain pushed into the player.

Strip Ball: When combined with Frenzy, recovering a Stripped ball during the first block cancels the second block of Frenzy.

Tackle: Does not show up as a blocking skill in the blocking pop-up.

Tentacles: If the resulting roll plus modifiers is 0 or less it re-rolls until a positive number results.



Other Game Issues:

Apothecary: May not work if the injury happens to cause a turnover on the last turn of the game (should check halftime too). Might not be working correctly with a wizard's fireball.

Assistant Coaches: AI does not buy assistant coaches, only cheerleaders.

Blitz: In some cases (perhaps only multiplayer) the Blitz does not register and it allows a second blitz. When the ball carrier does a blitz and a KO result happens can lock up the game.

Pushback into ball: If you push someone who causes another player to be pushed in the ball can cause a loop where bounce is rolled over and over without end.

Catch/Intercept: If you throw a ball/bomb to an opposing player it is getting both an interception roll and a catch roll and it shouldn't.

Chain-pushed players: are able to pick up the ball is some circumstances. Also can lock up the game when pushed out of bounds (confirmed for 2 KO'ed players, one by the block and the other by the crowd).

Hand-Off: AI apparently can make a hand-off without being adjacent to the receiving player.

Inducements (Bloodweiser Babes): AI will not buy (even when cash left over).

Inducements (Star Players) In an exhibition match with exported teams Star Players do not receive their skills except Loner.

Inducements (Wizards): AI takes out 200k in petty cash and ONLY buys a wizard.

Private Leagues: When a team drops out it messes with the results to date (last match basically erased).

Mercenaries: Seem to still lose extra skills after save and restart.

Necromancer: New zombie SPP display not working correctly but everything else seemed to work correctly for Necromantic teams (single player).

Undead teams are also getting a skeleton instead of a zombie.

{FIXED Single Player} Necromantic teams don't get the zombie at all.

Nurgle Teams: Should not have Necromancer.

Overtime: Not CRP compliant.

Saved Formations: causing issues with KO'ed players not being able to return to the game despite making rolls.

SPP: SPP are not awarded when a player fails to catch an accurate pass (and the re-roll) but ends up with the ball anyway (after bouncing).

Throw-ins: I had a Hail Mary pass go out of bounds and the throw-in landed on a player from the opposing team, he did not roll to catch it, the ball simply bounced from his square.

Touchdown: When you cross into the endzone with the ball, the TD does not stop additional movement (can move back out not scoring). Not sure if the Frenzying them out of the endzone is still a bug or not.

Wizard: Should only be available at the start of a turn (before any player actions are made) or at the end of the turn. In addition, AI needs to not use a fireball when targeting a single player with the ball (pretty dumb) or using a fireball when he has more to lose than the other player. Fireball injuries may not be working correctly with Apothecary (he might not heal your character).



Post Match:

Journeymen: You should be able to add them to your roster AFTER receiving your winnings and paying spiraling expenses.

Necromancer: Undead teams only get the player for the match and then it is not added to the roster.

Nurgle Teams: In Private Leagues new Rotters do not stay with team.

Winnings (Private League): Money received is different than the amount displayed (taking into account re-rolls and spiraling expenses), might have something to do with FAME and Winning Modifiers.

Winning Re-roll: FAME doesn't seem to be working correctly when re-rolling winnings (or the +1 for winning doesn't work). It's possible this bug occurs only with a forfeit (i.e., when the winning player gets to roll two dice, with the FAME modifier applied to the first one).



Non-play issues:

Chat/Cinematic issue: When a player opens the chat field by pressing return key just before a cinematic is launched (on a touchdown, half-time or end of match), it's impossible for both player to skip those cinematics by pressing "esc", despite we can see the yellow message at the top of the screen.

Chat Crash: The game crashes to desktop when something is typed in the chat windows; a group of Polish players has found that this happens more often since the patch. Might have something to do with special characters such as "ż", as it needs you to press right alt+z, which completely turns off the GUI as well. Others say that the game crash for them happens at the point when they hit the enter (without the use of special characters and in English).

Chat/Dice Rolls:If you're typing into the chat field and a dice roll happens, it takes focus but doesn't restore it to the chat field after the roll is done (weither you have something to do on the roll or not).

Chat Scrolling: Sometimes when entering text in chat the point of view gets stuck moving in a particular direction. You have to activate and deactivate the automatic camera to get out of it.

End of Turn Button: It is bigger than graphically represented (which can cause a premature turn ending).

GUI prompt: Message window pops up with a text entry box that says "Accept GUI". Clicking on the button does nothing and entering text gives an error. Can be closed by clicking Menu, End Turn (possibly) and Alt+F1.

Matchmaking Timer: You can sign up for a 4 minute turn and end up in a game with 2 minute turns (no further info).

Windows 7 issue: Blood Bowl crashes upon launch if SEHOP is set to opt-out in Windows 7 x64 (may also be the case for x86 and/or Windows Vista, please check this if you have access to either).



Blitz Mode:

Paying Players: Players were getting paid at the end of a competition instead of the end of the season.

More cash needed: Sponsor gives more money and before players paid (FIX/Improvement).

Sponsor Issue: When trying to create a new team after playing the Blood Bowl tournament Sponsor is offering too much and the game cannot proceed (looking for more information and other players with this problem (PM me)). It does not seem to be tied to the Blood Bowl, another player has had the sponsor grayed out after the second tournament.

Cormackw

Messages : 95
Date d'inscription : 10/04/2011

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