The siege shrine bug

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  • Views 12,271
  • updated
  • Completed - Resolved

Operating System
    Windows 10 Home 64-bit
CPU
    Intel Core i7 6700HQ @ 2.60GHz    41 °C
    Skylake 14nm Technology
RAM
    32.0GB Dual-Channel Unknown @ 1197MHz (17-17-17-39)
Motherboard
    Alienware 0FG0DK (U3E1)
Graphics
    Generic PnP Monitor (1920x1080@60Hz)
    Intel HD Graphics 530 (Dell)
    NVIDIA GeForce GTX 1070 (Dell)    45 °C
    ForceWare version: 378.66
    SLI Disabled
Storage
    931GB Hitachi HGST HTS721010A9E630 (SATA)    42 °C
Optical Drives
    No optical disk drives detected
Audio
    Realtek Audio

It is possible to possess the power of siege shrines without having them, allowing me to mine through enemy fortified walls as though they are nothing.


Replication steps:

1 - Play a skirmish/scenario map which has siege shrines, and complete it. Preferably, use this one, because it is the one which I used to replicate it reliably:

http://steamcommunity.com/sharedfiles/filedetails/?id=1122503161


2 - Play any map/game, including multiplayer/official campaign. You can now mine through any Empire/player wall as though you still have the siege shrines, even though you do not.


You must not close the game at any point otherwise it resets. It is possible that this only works on workshop maps, and that it requires either a specific number of siege shrines, such as three, or completion of the level.


Output log, even though it is easy to replicate:

output_log.txt

Game Version:
Steam Public
Platform:
Windows
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Biervampir [AUT]

Can confirm and also does work for MP
Creating a custom map myselfe with multiple siege shrines, and check afterwards.

Edit:
Created a Custom Map (no need to kill an inhibitor or what so ever) and successfully got the effect in the next match

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Stefan Furcht Programmer

@Cian ticket me please if it's true.

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Lee "Noontide" Moon Designer & Community Manager
  • Under Review
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anonymous
  • Accepted
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Stefan Furcht Programmer
  • Started
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Stefan Furcht Programmer

This was a big oversight!
Thanks a lot for pointing us to this one.
It will be fixed next patch.

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anonymous
  • Completed - Next Patch
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anonymous
  • Completed - Resolved