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- List of known bugs that have a significant impact on gameplay and player enjoyment encountered on 4.1 (to the best of my ability). Severity marked by stars, ranging from one to five, based on how often it occurs and how important it is to the combat flow. ✓ indicates that I have a clip of the bug to include in my upcoming video documentation. Severity of bugs in descending order, generally.
- * ⋆⋆⋆⋆⋆ Blood Punch
- * ⋆⋆⋆⋆⋆ Does not trigger. Extremely common. ✓
- * ⋆⋆⋆ Activates on buff totems. Common. ✓
- * ⋆⋆⋆ Activates on gibs. Common.
- * ⋆⋆⋆ Activates on staggered enemies. Common.
- * ⋆⋆ Consumes two charges for one attack. Uncommon. ✓ Source: LightningBreak
- * ⋆⋆⋆⋆⋆ Falter/Stagger
- * ⋆⋆⋆⋆⋆ Certain demons do not falter or stagger on slopes or otherwise uneven surfaces. Console seems to suggest these demons are airborne although that is not the case. Examples include the stairway Marauder on Taras Nabad and Tyrant in Nekravol Part 2. Extremely common. ✓
- * ⋆⋆⋆⋆⋆ Demons ignore falter triggers during attack animations. Extremely common. ✓
- * ⋆⋆⋆ Demons skip stagger state if undergoing certain animations, most commonly seen on the Pain Elemental (and breaking the Taras Nabad challenge). Extremely common. ✓
- * ⋆⋆ Demons exit stagger animation early. Uncommon. ✓
- * ⋆⋆⋆⋆⋆ Chainsaw "no target" ✓
- * ⋆⋆⋆⋆⋆ Keybinds sometimes do not work. For example, if I map SSG to C, sometimes pressing C will do nothing.
- * ⋆⋆⋆⋆⋆ This extends beyond weapon keys although this is the most common example. Left click may not actually fire. Both Ballista mods are especially susceptible to this after being charged. Extremely common. ✓
- * ⋆⋆⋆⋆⋆ Marauder
- * ⋆⋆⋆⋆⋆ Does not falter on uneven surfaces. Examples include stairway Marauder in Taras Nabad and fog Marauder in Super Gore Nest Master Level. Extremely common. ✓
- * ⋆⋆⋆⋆⋆ Marauder teleports when collision objects are between him and the slayer while he is prepping an attack. Result is undodgeable teleporting axe swing. Common collision objects include demon gibs, other live demons, and arena objects. Somewhat common. ✓ Source: LightningBreak
- * ⋆⋆⋆⋆⋆ Enemy fire causes the Marauder to stop whatever animation he's in, including attacks, and spawn dogs. Result is fake green lights, unavoidable dog spawns, and general unfairness. Extremely common. ✓
- * ⋆⋆⋆⋆⋆ Buffed Marauder runs right up to face without attacking, then punishes with a powerful shotgun. Extremely common. ✓ Source: LightningBreak
- * ⋆⋆⋆ Spawns several dogs in a row. Potentially due to the splash of killing a dog on spawn instantly triggering another dog spawn. Might be specific to fog Marauder in Super Gore Nest Master Level. In regards to that Marauder in particular, very common. ✓
- * ⋆⋆⋆ AI breaks, causing him to simply stop attacking and stand still. Common. ✓
- * ⋆⋆⋆⋆⋆ Cacodemon and (significantly less frequently) Pain Elemental zooms, in which they traverse an absurd amount of ground in the blink of an eye, often but not always caused by removing them from line of sight temporarily. Extremely common. ✓
- * ⋆⋆⋆⋆ Weapon switching during animations no longer works after Update 4.0. Previously, during an animation (like chainsawing or climbing), you could press a weapon key and once the animation ended the slayer would have that weapon out. This is no longer the case and causes the game to feel unresponsive. Bug or feature that was left off of the patch notes? Always occurs.
- * ⋆⋆⋆⋆ Tyrants
- * ⋆⋆⋆⋆ Laser attack stays on after firing. Game-breaking. Rare. ✓ Source: LightningBreak
- * ⋆⋆⋆⋆ Fire hell wave attack without line of sight that is capable of taking multiple 90 degree turns to hit slayer. These hell waves have no audio. Potentially a design decision? Extremely common. ✓
- * ⋆⋆⋆ Laser attack fires without visual or audio charge up. Rare. ✓ Source: LightningBreak
- * ⋆ Distort bodies, becoming Neo himself to matrix dodge slayer fire. Uncommon. ✓ Source: LightningBreak
- * ⋆⋆⋆⋆ Ground attacks from Tyrants, Whiplash, and Carcasses travel through the air (note: literally through the air, with no solid ground) to track and hit an airborne slayer. Very common. ✓ Source: LightningBreak
- * ⋆⋆⋆⋆ Archviles
- * ⋆⋆⋆⋆ Will not cancel demon summoning regardless of damage taken. Introduced in Update 4.0 but left off of the patch notes. Perhaps intentional? Somewhat common.
- * ⋆⋆⋆⋆ Archvile's summoned fire is invisible and/or will continue to damage the slayer after leaving the visible area of effect. Common.
- * ⋆⋆⋆ Complete summoning demons after death. Somewhat common.
- * ⋆⋆⋆ Unpredictably teleport dodge Lock-On Bursts. Introduced in Update 4.0 but left off of the patch notes. Perhaps intentional? Extremely common. ✓
- * ⋆⋆⋆⋆ Cyber-Mancubi
- * ⋆⋆⋆⋆ Same problem as Archvile where goo is invisible and/or will continue to damage the slayer after leaving the visible area of effect. Somewhat common.
- * ⋆⋆⋆⋆ Dread Knights and Barons of Hell slam the air, sometimes even walk/run on it. Very common. ✓
- * ⋆⋆⋆⋆ Lunge enemies jump farther than they should to attack. Examples include the Dread Knight (very common) and Baron of Hell (uncommon).
- * ⋆⋆⋆⋆ Shield Soldiers unphased by Meathook latching. Very common.
- * ⋆⋆⋆⋆ Meathook detaches upon connection. Very common. ✓
- * ⋆⋆⋆⋆ BFG
- * ⋆⋆⋆⋆ Causes crashes. Less common than launch, but still somewhat common.
- * ⋆⋆ Will not fire for a few seconds. Common.
- * ⋆⋆⋆⋆ Barons of Hell incredible accuracy and movement in close quarters after Update 4.0. Capable of turning 360 degrees to hit the slayer while he is circle strafing in mid-air. Bug or feature that was left off of the patch notes? Always occurs. ✓
- * ⋆⋆⋆ Demon gibs maintain hitbox but only for bullets. Always occurs. ✓
- * ⋆⋆⋆ Ballista fires a level 2 Destroyer Blade if shot soon after a level 3 was charged. Uncommon. ✓
- * ⋆⋆⋆ Ice Bomb
- * ⋆⋆⋆ Hit detection is wonky, likely due to Ice Bomb falling through the ground or underneath stairs. Uncommon. ✓
- * ⋆⋆⋆ Frozen demons continue moving and attacking. This may be caused by uninterruptible animations or demons being in the air, as it is usually seen when demons are frozen mid-jump or on uneven surfaces. Uncommon.
- * ⋆ Frozen demons teleport unpredictably. Also caused by freezing demons mid-air. Very rare. ✓
- * ⋆⋆⋆ Cacodemon
- * ⋆⋆⋆ Changes direction of dash mid-dash to land bite attack. Uncommon. ✓
- * ⋆⋆⋆ Exits grenade/Sticky Bomb swallow animation to attack. Uncommon. ✓ Source: LightningBreak
- * ⋆⋆⋆ Tyrant can instantly turn around and deal damage. Uncommon. ✓ Source: LightningBreak
- * ⋆⋆⋆ Crucible will strike after putting it away if the slayer does not wait long enough to fire next attack and is within Crucible range. Extremely common. ✓
- * ⋆⋆ Shield Solder attacks with shotgun without any shield up, no indication of him not being a normal Possessed Soldier. ✓ Source: LightningBreak
- * ⋆⋆ Blood Makyrs are unaffected by Savagery and Dazed & Confused. Always occurs. ✓ Source: LightningBreak
- * ⋆⋆ Destroying one Mancubus arm cannon will trigger the other to explode instead. Uncommon.
- * ⋆⋆ Giant Tentacle ignores all geometry during its attack. Always occurs. ✓
- * ⋆⋆ Jumping onto the edges of some ledges will cause you to get stuck in them rather than grab onto them and climb onto of them. ✓
- * ⋆ Lost Souls
- * ⋆ Sometimes they bounce around in mid-air. Sometimes after being launched by a Pain Elemental they just float slowly. Sometimes they zoom across the map and curve around objects. May stay spawned on ground, occasionally embedded into it, and act as a landmine. ✓
- * ⋆ Doom Hunters
- * ⋆ Sometimes when reaching critical damage while frozen, will remain on sled until receiving damage after thawing. Repeats the "critical damage" quote at that time. Common. ✓
- * ⋆ Mecha-Zombie jumps in the opposite direction of where his animation shows him prepping to leap. ✓
- * ⋆ Meathook latches onto empty space behind Prowler. ✓
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