Don't know how widespread this bug is, but currently I cannot progress in my Chaos Campaign because the Phalanx is sitting in the Agrippina system (need it for resources).
-Phalanx is in Agripinaa Sector
-Use Slaanesh gift to move the 3 fleets guarding the system to somewhere else, so when battle does begin it is just the Phalanx and some turrets
So I had run into the Phalanx before and knew that at 1/3 health, it disengages out, so I took a setup to basically counter this
I have two World Eater fleets, and my ship composition for the battle are 4 of the new ?Hecarte? ships (the battlecruiser class with two launch bays).
-I have both ships kitted out basically for maximum boarding-helldrake forges, etc.
Battle begins and it is one of the "transporter" secondary objectives- all the transport ships promptly ram straight into the phalanx and die.
Then through a combination of boarding pods, regular boarding, and the World Eater special I can get it up to a ridiculously high boarding stack (Like 50 to 60 boarding stacks)
This makes the Phalanx spend the entire battle in the "Call to Arms" stance, making it easy prey to be picked apart, and I go back into boarding range to refresh stacks.
Then, at 1/3 health, it tries to disengage out; but it still has like 40 boarding stacks. Normally, this would just cancel the disengage attempt.
However, instead, the Phalanx stops taking troop damage, the disengage bar reaches full, and then the disengage bar just stays there at full for a little bit (like 2 minutes or so?). The disengage bar then disappears, but the phalanx is no longer taking troop damage.
Edit: Also, while "disengaging", the Phalanx still moves around and shoots at my ships.
Finally, I reduce the Phalanx to 1 HP, at which point it becomes invincible/doesn't die- I can't kill it because it stays at 1 HP, can't turn it into a drifting hulk because it doesn't take any troop damage, ramming it while it is at 1 HP also does not work. The mission was also annihilate so I cannot just VP out-cap the AI.
Don't know if this is a duplicate post or if anyone else has encountered this bug, but it is pretty much campaign breaking because I cannot retreat, and will otherwise lose two fully-kitted out World Eater fleets.
- Campaign Improvement
Imperial Campaign (on hardest difficulty)- the AI will not move once they get into a capture point. This includes the AI not moving when I am launching torpedoes/firing nova cannons. This results in the campaign on the hardest difficulty being incredibly easy with a nova cannon fleet, and I can only foresee this snowballing as I get more ships (and if I want a challenge I basically have to never use AdMech). Can do this with torpedoes as well, but those are much less of "delete half the enemy AI fleet" than nova cannons are.
I am assuming this will happen in both the Necron and Tyranid campaign as well, but those factions do not have nova cannons/torpedoes.
Suggestion: If the AI has to focus on capture points, at least let them move to a part of the capture point that is not getting nova-cannoned or in the path of a torpedo.
- Bug-Multiplayer. Occasionally I will be unable to use maneuver skills (All ahead full, high energy turn, and wraithbone shift). This will generally start at the beginning of a match and then make those skills offline for the rest of the match (so the issue was not related to me taking engine crits or being tentacled by a Nid ship).
Where I have seen it: Every time I play Chaos in the Beta 2, one or two times playing Corsairs during the Beta 1, and once while watching a game by PartyElite (a content creator on YouTube, his Space Marine strike cruiser was unable to All Ahead Full out of a nova cannon shot, even though his combustion gauge was full and no engine crits on that particular ship).
What it looks like: combustion gauge will be full, but the buttons in question will be greyed out; this will generally affect all of my ships-line ships and escorts. The wraithbone shift button for Corsairs will also be greyed out.
I apologize but I don't know the technical specifications for when the glitches have occurred.
- Bug- Multiplayer
Corsair runic targeting stance does not apply the range increase of 4500 units when you select the appropriate upgrade- this has occurred every time I play corsairs and take the upgrade to boost this, so I am assuming it is not a glitch but something in the code?
- Quality of life- campaign
Please let us manually choose the initial fleet composition when we have fleet value over the maximum (although I can see reinforcement ships being randomized- the warp is a fickle mistress, but the option to "prioritize" certain ships as reinforcements would be welcome).