Completed - Resolved

Flickering units and deync glitch

Webbernever1 6 years ago updated by anonymous 6 years ago 24

Operating System

Windows 7 Ultimate 64-bit SP1
Intel Core i7 4800MQ @ 2.70GHz 64 °C
Haswell 22nm Technology
32.0GB Dual-Channel DDR3 @ 798MHz (11-11-11-28)
Alienware 041W46 (U3E1)
Generic PnP Monitor (1920x1080@60Hz)
Intel (Dell)
3071MB NVIDIA GeForce GTX 770M (Dell) 49 °C
ForceWare version: 372.70
SLI Disabled
698GB WDC WD7500BPKX- SCSI Disk Device (RAID)
Optical Drives
Realtek High Definition Audio

I am not entirely sure how or why it happened, but several enemy units flickered and were immune to lightning. On one of the logs (I believe the second), I also had a desync issue in which I could pick up and move dead skargs, and in which I could move chunders which did not respond at all.

I have a couple of recordings of the flickering glitch:

2016-11-14 21-46-27.mp4

2016-11-14 21-50-02.mp4



Game Version:
Steam Public
Satisfaction mark by Webbernever1 6 years ago

Sorry, regarding the first recording, it is where bombards refused to be placed. Note that this was over a section of land. This is all part of the output log I attached. It is the second recording which shows the flickering glitch.

Note: Both videoes come from One of the output logs. I am not sure which. I believe it is the second. To clarify:

One output log contains the flickering glitch And the dead minion glitch (I was able to pick them up, they were not registered as dead). I Believe that this is the first one.

The other output log contains the two glitches seen in the video, namely the bombard placement and the flickering minions. I Believe that this is the second one.

Attaching again the one I think had the dead minions and flickering:


And this one, I think, had the flickering/bombard glitches:


I was host:
First map Holes:

output_log - take 2.txt
Second map DeathHead:


a mysterious 3th output log, where we discovered this bug firstly

output_log - webb.txt

Video: 2016-11-14 21-46-27.mp4

Video: 2016-11-14 21-50-02.mp4

Not sure if this is related at all, it is something of a deync bug (I think). If both the client and the host relaunches the game, it is fixed.:

2016-11-15 23-00-07.mp4


The latest instance of the flickering glitch (it was definitely in the last game, not sure if it was in the first though. If there is only one game in it, then it would be that one):


Please note that the invisible gold glitch also occurred during game.


That bug is still out there. In short, when I attempt to annex gold, nothing appears prima facie. Instead, invisible gold is generated which I must guess its location and pick up. The output log contains this glitch.

Had it again. If there are multiple games, it is the last one.


Another instance (this time, units would desync. No invisible gold glitch):


More invisible gold (last game if there are more than one):


Happened again. This time, flickering units and desyncing units but no invisible gold.


Had it again. Underminers would not be built.


Some improvements on Patch 1.5, let us know if you see any improvements for this.

Will do. By the way, if it helps, the game usually desyncs if everyone (the host, myself, and any other players) do not reboot the game before playing a second multiplayer game.

Just played a game and was desynced again. This time, multiple 'ghost' units, namely units which are not showing correctly on my screen. Also, my dungeon core's health was not shown properly.


Pending Customer

Our current and upcoming builds have multiple Unity version patches, These have likely had a positive effect. Can you recall the last time you ran into this issue?

Well, my computer has been down for a short while, so I have not played since the last time I reported the glitch. Because it only occurs in multiplayer games, and because I cannot host, it is difficult to test whether it still exists. Over the past few days, I have been checking to see if any multiplayer games were open, but I have not seen any yet.

I shall likely be playing a tournament game over this weekend, which may give me a chance to test it. It tends to occur if at least one of the players is playing a second game in a row, and the problem only tends to occur to me. I shall hopefully have the chance to test it soon, and let you know.

I can confirm that the desync bug is still at large. It occurred when the host did not reboot after playing a multiplayer game but I did (I think it is host-dependent). I also experienced a menu desync, the map was displayed incorrectly (it showed abyss when it should have shown ashfell). In short, it is the usual one wherein minions seem to just stand still, and are in 'ghost' form. In other words, if you use any spells/lightning, nothing happens.

Here are a few screenshots of the desync in action (the first two involve ghost imps (the imps you see are not actually there, instead I see tiles randomly being dug out).

1 - Ghost imps

2 - Imps are desynced, thus do not change place. So it appears as though they are stuck in the arena, but they are actually somewhere else.

3 - The desync somehow allowed me to have 5/4 skargs in the arena (I just dropped them in as usual).

4 - Enemy imps are also desynced (I have no idea where enemy workers/units are).


Had it again. It was on the Golden River map. I have had it on that map whenever I play it. Perhaps map size contributes to it.

Screenshot below: an imp attempts to claim the liquid gold. In reality, there is bridge there, but I cannot see it.

Same thing again, imps trying to claim invisible bridges.

Not even sure what went wrong here, but it is not easy to judge where the enemy imps are as they are blurred by a trail of light.


Latest instance:

Invisible gold.

I am still in the game even after it has finished:


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Completed - Resolved