Warcraft: Armies of Azeroth is the Starcraft II based remake of Warcraft III,which adds some new gameplay features,but saves original balance and graphical design with massive use of resources from other games created by Blizzard Entertainment.

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Bug Feedback (Games : StarCraft II: Legacy of the Void : Mods : Warcraft: Armies of Azeroth : Forum : Bug Thread : Bug Feedback) Locked
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Feb 16 2016 Anchor

Before I begin, I'd like to thank the creators of this mod for letting us use it and post feedback on how to improve it and make it a more enjoyable experience. So far the mod has been a blast from the past and I have been loving it, though there are some minor hick-ups I have noticed and if it is at all possible to fix that would be great.

I will be listing the issues I have encountered and giving an overview of what it is below

1. The most prominent bug I have come across is where units of both humans and orcs get stuck within obstacles very easily and it's difficult to fix. From time to time, the units will either get stuck between trees or other structures if they are too close to other buildings or trees in the area.

2. The second bug I have come across is very difficult to explain because it has rarely happened to me but from time to time the camera angle will get stuck and you have to alt tab back and forth in order to fix it. I don't know if this is mine/blizzard's end so I may be wrong.

3. The third and final bug I have come across is when Grom refuses to move away from enemy troops when I command him to. I've had him just sit there and attack ogres and die when I told him to run, and I've also had him not move when the opposing player was attacking him, but otherwise that's about it.

Other then these three bugs this is a very fantastic mod and I applaud mod developers like this who put in the extra time to allow players like my self to relive the Warcraft III days. It is a real treat for me, and I have you guys to thank. Thank you for the mod and keep on the great work.

Thanks for your time and enjoy the rest of your day

Sterling#1688

Feb 17 2016 Anchor

Greetings, Sterfry. Thank you for your feedback & support!


1. The most prominent bug I have come across is where units of both humans and orcs get stuck within obstacles very easily and it's difficult to fix. From time to time, the units will either get stuck between trees or other structures if they are too close to other buildings or trees in the area.

We know about some object collision issues. Currently working on a system, which will improve the situation. We can't promise you to install it in closest patch.

2. The second bug I have come across is very difficult to explain because it has rarely happened to me but from time to time the camera angle will get stuck and you have to alt tab back and forth in order to fix it. I don't know if this is mine/blizzard's end so I may be wrong.

We need more data to analyze it. Maybe some replays or videos?


3. The third and final bug I have come across is when Grom refuses to move away from enemy troops when I command him to. I've had him just sit there and attack ogres and die when I told him to run, and I've also had him not move when the opposing player was attacking him, but otherwise that's about it.

Also need more data to analyze that issue.


Feb 17 2016 Anchor

Very cool game, I like it a lot, so I hope you work out all the bugs over time.

Bugs I have noticed are as follows.

(1) Most recent bug is that "invulnerable" heroes casting scroll of town portal can now be stunned. Makes Mountain King's storm bolt stun incredibly overpowered and annoying to the point where I am not going to play again until this is fixed. This is the only one that I think is really game breaking.

(2) Blood mage's mana drain doesn't work at all. When you try to cast it you cannot select enemy heroes or units or anything making it a dead spell.

(3) Blademaster's mirror image announces that your hero has been slain when it is destroyed or expires.

I forgot one.

(4) Archmage is free even if he is not your first hero choice. Still costs food, but no gold or wood.

Feb 18 2016 Anchor

Greetings, PUDC!

(1) Most recent bug is that "invulnerable" heroes casting scroll of town portal can now be stunned. Makes Mountain King's storm bolt stun incredibly overpowered and annoying to the point where I am not going to play again until this is fixed. This is the only one that I think is really game breaking.

(4) Archmage is free even if he is not your first hero choice. Still costs food, but no gold or wood.

(3) Blademaster's mirror image announces that your hero has been slain when it is destroyed or expires.

Next patch will fix these issues.

(2) is in development queue. Thank you, for your feedback!


Edited by: WAA_Team

Feb 18 2016 Anchor

Cool, good to know, thanks. Another thing I forgot is that creeps have an extremely high aggro range and chase for a very far distance.

Oh, and another little thing, the human guard tower has no unique model. When you upgrade to an arcane tower or a cannon tower it changes models appropriately but the guard tower looks the same as the scout tower.

Another thing which isn't really a bug but which is definitely annoying. The game automatically starts when the last player joins which sucks for the last player because they don't get a chance to choose their race.

I was just testing the map solo as whenever I played with other people the game was over before any heroes reached level 5.

I waited until I had 3 heroes before I started farming creeps. I had a pit lord, an archmage, and a blood mage. The pit lord leveled faster than the archmage and the blood mage despite them all being in the same fights which leads me to believe that the range for heroes gathering experience is too short or the pit lord requires less experience. Something is wrong here.

Also, priests do not seem to have a very far heal sensitivity range. Footmen would be being damaged just slightly out of their range and instead of moving forward to heal them they would just keep auto attacking. This is when heal was on auto cast and the whole group was on attack move to a point.

Also, minor thing, but easily fixed. On all items with the word cloak it is mispelled as cloack such as "Cloack of flames" and "Cloack of Shadows".

Actually, I think the heroes' difference in experience might have been caused by tomes of experience.

Although, it seems to me that experience from creeps granted is low. I killed all of the creeps on the map and my heroes only reached level 4. As a result, I was unable to test hero ultimate abilities such as the Pit Lord's Doom ability.

After playing a bunch of games a big issue which is hard to describe is the how pathfinding can get really retarded. Melee units like footmen will get stuck behind 1 or 2 other footmen instead of just going around to attack even when there is nothing else at all in the way.

Also, the pit lord will just spin around in a circle when told to attack move instead of actually attacking targets in his range. He was fully surrounded by footmen getting killed and instead of fighting he was trying to move to the point I had told him to attack move to... which is not how attack moving is supposed to work.

Feb 23 2016 Anchor

Hey guys,

First of all, love what you're doing with the mod. I just had a Turtle Rock match and it was great. There are a few bugs I like to report:

1. When I picked Blood Mage as my hero I was not able to get a second hero when I teched to Keep. The options weren't there just a revival option for the Blood Mage.

2. I can't cast Mana Siphon on enemy heroes, just says 'Error'. On top of that there was no animation indicating that it was happening, I heard the noise just nothing else I don't even think I was gaining mana.

3. I think maybe the A.I spazzed on one of the creeps. The Ogre Warlord (I think that's what it was, the ogre with Devotion Aura) decided to run REALLY far away from its camp after he came out of Banish, I had to chase him to the middle of the map when he cast a futile Shockwave.

Anyway, I hope this helps and I'm glad I finally got the chance to play.

Feb 23 2016 Anchor

1. When I picked Blood Mage as my hero I was not able to get a second hero when I teched to Keep. The options weren't there just a revival option for the Blood Mage.

2. I can't cast Mana Siphon on enemy heroes, just says 'Error'. On top of that there was no animation indicating that it was happening, I heard the noise just nothing else I don't even think I was gaining mana.


Thank you for your feedback!

Can we clarify, what game region do you have?

Feb 24 2016 Anchor

after my first two games on TR vs solely the creepspots im very pleased with the overall feel. still i found some bugs i want to point out to help you with the development:

Bugreport:

General:

- Some units show the wrong armor type picture - e.g. the wolfrider has the heavy armor icon instead of the medium armor icon.

- Movement confirm arrows after a movement command (rightclick) are sometimes at the wrong location, but units move to the right place.

- Movement confirm arrows also display when you click on an item to pick it up.

- Heroes seem to be at a random order in the selected units window. Heroes MUST be 1st 2nd 3rd from left to right.

- Turtles (or all creeps?) reset aggro too slow after the targeted Blademaster goes into windwalk.

- Orcs healing salves stack numbers are really hard to read.

- Speed Scroll particle effect apparently has a broken alpha map.

- Town Portal Effects are either missing or too subtile.

- Items spawning from Creepspots sometimes spawn in the corpse, which hides them in the corpse, until it turns into a skeleton.

- Picking up tomes should be handled like picking up items.


Units:

- Kodobeast: Buff tooltip at affected units shows a wrong tool tip "reduced damage taken" instead of "increased damage dealt".

- Priests: Healing speed seems a bit too high.


Heroes:

- Pitlord: Rain of Fire particle effect on the weapon seems missing or broken.

- Pitlord: Cleaving Attack has a buggy looking particle effect.

- Pitlord: Howl of Terror has no particle effect on affected units.

- Tauren Chieftain: Shockwave particle penetrates high environments and therefore is invisible when used on a hill (e.g. turtle spot for natural expansion).

- Blademaster: Missing attack animation for the "wind walk crit"

- Blademaster: Missing effect for the mirror image creation.


I probably missed alot of bugs, but I will update my post if you wish.

I also want to drop some general feedback which is not exactly a bug report:


- Day and night circle looks very nice graphics wise - but at night I found it to be very dark, which makes some areas hard to be clearly seen. I think the day-night illumination effects should be toned down a bit for better playability/clear vision.

- Totems and Watcher/Observerwards look too small and are hard to see in battle.

- Ranged attack projectiles are hard to see - they should be better visible - especially at night (e.g. Gryphon Hammers, Windrider Spears). In Wc3 ranged attacks usually had a white "tracing particle", which would also help alot. Gryphon Hammers could also use a blueish glowing effect.

- Spell effects in general could use better visibility, effects seem too small and not bold / shining enough - e.g. Spirit Link or TC Shockwave (looks kinda weak).


Feb 24 2016 Anchor

Thank you, [OBM]dopefish.

All you issues and suggestions were noted.
We will put em in the development queue.

And yes, we will be glad, if you leave more feedback! You will help us make our mod closer to original game!

Best regards,
WAA Team.

Feb 24 2016 Anchor

Can we clarify, what game region do you have?

Americas.

Feb 25 2016 Anchor
Javerick89 wrote:

Can we clarify, what game region do you have?

Americas.

There was a 7 hours delay between publishing to EU and US.

You probably tried the old version.

Cheers!

Feb 27 2016 Anchor

I had solid bugs in the following game:

Drive.google.com

I guess as a result of trying to allow players to train the same hero (Archmage) I could train multiple archmages, AND the first weird bug happened when I was trying to obtain a goblin Shredder from the shop, which maybe consumed the reources but I didnt get the unit in the end...

EDIT: I realize i did not have enough farm at the time i was trying to buy the shredder, but later on even on proper supplies i didnt get it...

Edited by: freeborn2

Mar 8 2016 Anchor

Im impressed by the progress you make!

I was really happy to find my favorite ladder map added to your project!

I again testplayed the map vs the creepspots, real testplay to come in the future.

Now I want to share my impression and bugreports with you once more.


Twisted Meadows

General:

I found the game to be too dark overall again - especially at night. At a neutral gamma setting you can barely see the map geometry under the fog of war - this will - as it already is in sc2 - lead to massive gamma increase for all players, who need to clearly see what happens on the map. This will blow out the colors and overall look for the sake of clear vision of the dark parts of the game, which would be a shame considering the effort you put into the visual quality of the project.

I think it would be wise to raise the overall brightness of the game in such a way, that excessive gamma corrections are not necessary to be made in order to see map geometry.

I added two splitted screenshots below to show what Im talking about - I used the curves effect layer in photoshop to raise the lows of the screenshots, add a bit of brightness and contrast in the mids and also added a blueish color cast to meme the moonlight - so the "oh its night" impression doesnt get lost with the overall added brightness to the image. I also increased the readability of the minimap accordingly, which i found to be too dark aswell - which is also true for the original w3, and sc2 - I think this would be a very important improvement over the original games.

night not fogofwar

In this screenshot I want to show how little of the map you can actually see when its night and the part of the map is under the fog of war,
in fact you can barely see the stone plates and the glowing flowers, but not much more. On the right I found the readability of the mapalot better, but still preserving the night look with the blueish color cast. Im sure you can do a lot to show that its nighttime, besides darkening the map that much.

nightfogofwar


Another thing I want to point out is that I get the impression that the camera view from above (normal view) seems to be a tad too close to the action.

This might be in line with wc3, but considering wc3 was made in a time when 5:4 or 4:3 monitors were used, means you had a better proportion of width and height. I think in a time where mostly 16:9 ratios are used, the field of view in the height is a little limited. In the above screenshot I could barely fit my really small army on the screen. The usual midgame to lategame army has a realistic chance to not even fit on the screen.

I think a small increase in the field of view will already help alot, something like 10-15% - wc3 always had a close camera, but I had the impression that you could be a bit more zoomed out to make it less dodgy, while retaining the original look and leave units easily controllable.


Performance wise I found Twisted Meadows rather demanding - I also thought all the 3D grass and flowers is a bit too much overall. Considering there will be burried crypt fiends or semi transparent nightelves the mass of grass could easily interfere with the clear visuals on those units. I think less is more here - placing those sweet grass and flower visuals near rocks, cliffs or forests would suffice to make clear Twisted Meadows is idyllic nature, while retaining clear vision on those places where fights are likely to happen. This will probably also help performance a little bit.


Bugreport:

Neutral:

- Hero stats dont highlight their main attribute when selected.

- Units that can't be upgraded in damage and defense show the icons as if they could be upgraded.

- Notifications like "More Lumber" "Not enough Supply" on the bottom left of the screen are being covered by the hud overlay.

- Tavern selection seems buggy at times. Sometimes the tavern has no host though units stand right next to it and you cant select heroes.

- Tome pickup effect seems very subtile - might not showing sometimes?

- Gnoll Warden: Purge cooldown is too low and both wardens together purge too frequent. Summoner heroes get really screwed vs that camp, because even multiple summons die in seconds. In wc3 the camp purged around two to max three times in the whole duration of the fight (as first or second creepspot).

- Troll Priest heal speed is too high.

- Ensnare: Duration from creepspots seems excessive - I also found the orc ensnare to be really long, but 12 seconds is original wc3 - I thought it was pretty frustrating that ensnare lasts that long - maybe it could be a balance attempt to reduce duration and cooldown, so it can be recast faster, but gives more opportunities for counterplay.

- Workers dont show resource numbers, e.g. bringing gold back to the main or a shredder returning to the lumbermill. At first I didnt notice, but now I kinda miss those numbers - I think they should be reintroduced.

- Goblin Zeppelin has no supply cost.

- Goblin Sapper seems to explode randomly by walking over the map. Also misses Portrait and sounds. And "Kaboom" command?

- Trueshot Aura tooltip shows "increases life generation by 50%"

- Hero XP progress shows too much digits which makes it hard to read. XP numbers should be integer values.

- Pitlord is missing attack sound effects.

- Pitlord howl of terror triggers too slow.

- Naga Seawitch auto attack seems clunky, attack wind up is too slow.

- Attack and item pick up commands also show the movement confirmation, which is confusing. In wc3 red attack move confirmation means you didnt click on a single unit. The way it is right now doesnt show a difference in single unit attack command or attack move.


Orc:

- Shaman Purge: Missing sound effect and visuals should be more bold / bigger.

- Shaman: Friendly fire triggers bloodlust autocast.

- Demolisher: Misses "attack ground" command. Projectile flying speed is too fast.

- Spiritwalker: Spirit link seems to behave strange, sometimes the casting spiritwalker gets included, sometimes not. Visuals could use some more readability.

- Spiritwalker: Attack projectile seems too small, Priest projectile seems adequate in size.

- Spiritlink can be used on Mercenary Camp.

- Kodobeast: Attacks seem to be clunky aswell, could maybe also use a faster attack wind up. "Kodo left attack" buff shows up, when the kodo is about to attack with the left hand.


Human:

- Archmage attack wind up too slow - attack feels clunky. (but cool visual effect!)

- Mountain King: Stormbolt projectile flies too fast - needs to be slower to enable counterplay.

- Mountain King: Basic attack with hammer plays sound asynchronously.

- Peasants building dont play a hammering sound.

- Guard Tower icon is too dark and easily mistaken with the "not yet available" version of the icon.

- Guard Tower attack command icon is not the wc3 but sc2 one.

- Priest: Dispel visual effect could use some kind of border/radius, so that its clear in which area stuff was dispelled.

- Priest: Projectile seems a bit too fast, but only a tad.

- Sorceress: Invisibility can be cast on mechanical units.

- Cannon Tower: Projectile being too fast aswell - needs to fly slower. Also splash damage seems bugged - sometimes it appears to apply correctly in a circle, sometimes only in one axis corresponding to the main target (e.g. left and right, not above and below).

- Cannon Tower: Missing "attack ground" command.

- Dragonhawk Shackle: Can be cast on the Great Red Dragon at the isle expansions.

- Mortar Team: Has no attack ground command.

- Mortar Team: is missing the shrapnel upgrade visual - it's a really dangerous upgrade and players must be aware whether the mortars are upgraded or not.

- Mortar Team: Flare has Farsight visual effect.


Keep up the good work guys!


Best regards.

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