Useful compiled informations about bugs and hidden data in the Last Stand. List recovered from the now deleted Dawn of War forums and made by RuzDreg.
Arena / Anvil Based Bugs
1. Walk-through gate glitches
I wont go into much detail here as it has been a well known issue for a long time. Basically, on some gates a unit can jump/warp onto a specific section of the gate just as it starts to close. This then allows the unit in question to be able to walk through further impassible terrain and thus leave the arena. This happens on the West gate of the Blooded Colosseum and the East gate of the Anvil of Khorne map.
2. Getting stuck gate glitches
On the Anvil of Khorne map, a player with the warp / teleport ability can warp into the gates as they start to close. Depending on the section of the gate, the player wont be relocated next to the gate but instead be inside one of the segments and become stuck. However, the player can still warp back out but while sitting in there, they become “unreachable” to enemy melee units.
3. Gates obstruction fire
On the Blooded Colosseum map, the gates can obstruct certain ranged weapons – this itself is fine, BUT the gates still obstruct these weapon even when they have fully opened, causing the ranged weapons to hit “nothing” and just disappear without a collision explosion or sound. The prime examples of these weapons are the Mekboy’s Rokkit Launcher and the Terminator Captain’s Cyclone Missile Launcher. In addition to that, the Tau’s Fragmentation Missile Barrage always hits the gate even though the missiles’ trajectory have them flying over the gate in all cases.
4. Unreachable playing areas
On the Blooded Colosseum map, there are 2 areas where a player can jump/warp to but aren’t directly connected to the main playing arena, preventing enemy units from being able to reach a player who has decided to exploit these areas. The obvious one is an area between the south and west gate (closer to the west gate) which starts off blocked by some rubble. However, if this rubble is removed, then any player can jump/warp to. Typically you’ll see Tau players spawning their Drone into this location as the Drone automatically destroys the rubble when it is spawned. The other is in the right corner of the north gate. Although this offers less protection than the other exploitable area, it still prevents enemy melee units from reaching you, as well as being blocked from harm by units inside the north gate area.
5. Not relocating on wave 20
On both maps, players (and their minions) will sometimes fail to be relocated to the gate areas as the cut scene appears. It looks as if actions like “jumping” right before the cut scene can further encourage this bug (it looks like that the game gets stuck repeatedly trying to relocate that player and eventually runs out of time – and not getting round to the other players). Also the Chaos Sorceror is NEVER relocated. The effects for doing so take place, but the Sorceror is left put.
6. Loss of abilities when dying exiting/entering a building
When entering or exiting a building, your Hero’s abilities are temporarily disabled. However, if your Hero were to die during this point, then the abilities remain disabled when your Hero is revived. However, players can fix this by simply re-entering and re-exiting a building. But of course, if there aren’t any buildings standing anymore, then you can’t do anything about it and stuck with no abilities for the remainder of the game!
7. Floating in mid air
It appears that if a player was to leave a building the very second it is destroyed, the player wont be killed and will exit the building. However, the player will exit the building at the same height they were in the building, resulting in them being able to walk in mid-air. This renders them immune to melee attacks and grounded abilities.
8. The Swamlord is not The Swarmlord!
Killing The Swarmlord counts as killing only a single Termagant, awarding only the points for such a unit, as well as displaying the termagant name.
9. The Seer Council of Banshees!
Each Warlock in the Seer Council is considered to be a Banshee for the purpose of kills, awarding only the points of a Banshee and displaying their name.
10. Shuriken platforms all round!The Eldar Guardians that accompany the Shuriken platforms also count as being Shuriken platforms for the purpose of kills, awarding more points than they should, as well as displaying the Shuriken platform name upon their death.
11. Loss of AI
Occasionally, the AI for enemy units “stops working” and the unit is left standing around doing nothing till a player comes within very close proximity. In some cases you can get close enough to them to shoot them but not close enough to “re-activate” them, allowing you to just sit there and shoot them to death while they don’t do anything in return.
12. AI no use abilities?
On the Anvil of Khorne map, there are some units that wont use their abilities, but can do so in the Blooded Colosseum map or when cloned by the Sorceror. These units are Space Marine Scouts not using their Stealth and Frag Grenades, Assault Cannon Dreadnought not using its sweeping fire attack and Blood Letters not using their Warp ability.
13. Spinning Deffdread
Ork Deff Dreads seem to be able to rotate their body 360 degrees and will perform this with very “twitchy” animation. I.E: the body could be facing one direction then suddenly rotate at blinding speed to face the complete opposite direction.
14. Damage over time Deffdread
Ork Deff Dreads seem to deal a damage over time with their guns rather than a constant damage upon use. The animation of firing is purely cosmetic and the damage over time lasts for 1 or 2 seconds, allowing the Deff Dreads to basically hit the player in distance even with no line of sight or behind a wall if the player was previously in the line of fire of the Deff Dreads.
15. Dead enemy commanders still target-able
Fallen doppelgangers and enemy commanders (such as the Lictor Alpha and Warboss) can still be targeted by abilities and interrupt the players’ cursor’s actions. This means that while trying to cast an ability on an enemy unit that is standing on top of a fallen enemy command, you are likely to actually cast the ability on the fallen enemy commander instead – wasting the ability. Further more, this can even obstruct reviving an allied fallen commander as the enemy commander will obstruct your reviving cursor.
16. Wrong music?
On wave 20 of the Blooded Colosseum, the game used to play a Chaos theme back before Retribution came along. But since then, it now plays a random casual / un-themed music track.
17. Unshakable Dreadnoughts knocked back
Although Dreadnoughts, like all vehicles, are “unshakable”, the Spacemarine Dreadnought can still be knocked back by the impact of Drop Pods and the Imperial General’s crate drops.
18. Storm Troopers and Catachans have no spawned effects
Every unit in the game creates some form of special effects when they first appear, but Storm Troopers and Catachans do not.
19. Leman russ left sponson
The Lemon Russ tanks seen on the Anvil of Khrone map can fire with their left Heavy Bolter sponson from behind while it faces foward. The right sponson fires normally though.
20. More gate woes
On the Anvil of Khorne map, the top-right gate (East) can allow units to walk off the map if they move into it at a very precise point in time as it closes. Even the enemy units can trigger this. (I witnessed a unit of enemy Shoota boys walking beyond the playable area via this.)
21. Bouncing Super Heavies
Super Heavy units can perform strange bouncing and even terrain miss-alignment. This is the case particularly with the Land Raider and the Battlewagon. If even of these 2 vehicles drive around the very left and right edges of the Anvil of Khorne arena, they can sometimes “fall over” and drive on despite lying on their sides.
22. Fire Prism not firing
On waves 11 and 17 of the Anvil of Khorne map, the Fire Prism main attack can be canceled by jumping or teleporting out of the firing arc while it is charging up.
23. Gate capturing players
On wave 20 of the Anvil of Khorne map, the south gate where all players are warped to will start to close once the last enemy to spawn into that gate area has spawned, regardless of what units are in that area. Typically, the last unit will be a Dreadnought and shortly after it has spawned, the gate closes – locking it (and any players) in that gate area. However, once the gate has closed, it’ll start to open again.
24. Gate area exceeding the gate
Players in the main arena can cause the south gate on the Blooded Colosseum to open for them by attempting to walk through the right most part of the gate. As you all know, the gates aren’t meant to open for players unless they are in the gate area.
25. No info!
The info boxes wouldn’t pop up or do but with multiple artifacts and graphical issues after going through the campaign or the army customization menues.
26. Sound bug
The classical and well known sound bug.
Hero Based Bugs
Space Marine Captain
27. Slow-mo Marine
The Space Marine Captain has a slightly slower default movement speed than the other Heroes, but isn’t documented anywhere.
28. Undocumented trait
The Spacemarine Captain’s Bolt Pistol has a trait which slows down enemy units struck by it. This isn’t mentioned anywhere.
29. Locked out action
The Spacemarine Captain’s Shield, when equipped, prevents the player from using the attack + move button of the interface.
30. Drop Pod removes terrain clipping
When calling in a Dreadnought Drop Pod, all units within its immediate vicinity can temporarily walk through terrain, allowing players to leave the arena by exploiting this.
31. No special attack?
Equipping Lightning Claws with for the Spacemarine Captain says the he looses his special attack chance ( 0% ) but he can still perform a special attack in game.
The Plasma Cannon will “miss-fire” if the unit it had targeted is no longer in sight or has been killed. Players can actually get around this by constantly using the “attack ground” option to bypass the auto-targeting and ensure the weapon still fires in the a fore mentioned scenarios.
33. Laughing Stave offers more!
The Farseer’s Laughing Stave weapons secretly offers the “Unshakable” trait. This is not mentioned anywhere in game and may not actually even meant to offer the trait. It also offers an undocumented increase to her melee attacks.
34. Undocumented special attack bonus and hidden trait
The Mantle of Malantai armour (the one that offers +0.5 energy regeneration) also increases her special attack chance by +10%. Apparently, it also offers the unshakable trait. There is no mentioning of these trait anywhere on the wargear’s description.
35. Loss of control
Sometimes after casting the “Confuse” ability, the Farseer will remain immobilized until the ability’s cool down timer fully recharges.
36. Description is wrong and ability is bugged
The “Runes of the Spider” wargear says it offers the Farseer the ability to immobilize enemy units – preventing them from moving. This is incorrect – the ability only slows down enemy units. Further more, units with special assault movement (Furious charge for Orks, Leap for Banshees etc..) will actually break free of the ability and continue moving as they normally would.
37. Not quite lost in the warp
When using Group Teleport, friendly units caught in it that are also knocked down wont be teleported correctly and will be dropped off somewhere between the 2 points that made up the start and finish of the teleport.
38. Retrieve player control with the Eldritch Strom
When the Eldritch Storm ability is used, the Farseer can skip the animation by ordering a movement order at the same moment the ability is used. The shield is not diplayed but still present.
39. Firing while throwing
A bug that came with Retribution, when the Mekboy throws his mines (both kinds), he will also firing at the spot with his Big Shoota, if equipped.
40. Not awarding kills
Explosions from units that are teleported by a Mekboy with the “juiced up teleporta” wargear, count as being caused by the unit exploding and not the Mekboy.
41. Wrong wargear icon
Apparently the Zzap Knife has an unique icon but yet uses the Big Choppa’s icon instead.
42. Speedy Sorceror
The Sorceror has a faster default movement speed than the other Heroes, but this isn’t mentioned anywhere.
43. Utterly broken ability
The Chaos Sorceror’s “Orb of Vengeance” ability is down right broken! Firstly, after it has been used and is no longer present, the ability still continues to record damage for the players and will unleash all this damage the moment it is next activated – allowing the Sorceror to utterly decimate units just by activating the ability. Secondly, the damage isn’t being allocated properly. Sometimes a model or 2 in a unit that is attacking someone within the Orb aren’t being affected, despite causing damage. Thirdly, when the first bug occurs, allies will be affected, too, if they have caused some damage to the Sorceror at some point. Further more, the damage is MASSIVELY amplified when allocated towards friendly units, typically killing them outright regardless of how little damage was actually dealt to the Sorceror to begin with.
44. Incorrect text
The Sorceror’s armour that offers extra HP and energy to doppelgangers (Robes of unholy fortitude?) also offer +50HP to the Sorceror, but that isn’t documented on the wargear.
45. Wrong unit icons
Some units clone by the Sorceror don’t use the correct icons to display themselves on the HUD. Almost all Ork infantry, for example, use the Ork Slugga boy icon.
46. Not a bug but not as intended
The Sorceror’s Doppelgangers / Hive Tyrant’s minions with the Death Throes trait still allow the attacker to perform a sync kill. The problem here is that when a sync kill occurs, the unit takes largely reduced damage, rendering the Death Throes trait nearly useless when used in the way of their initial design.
47. GAME CRASH
The Sorceror can cause the game to crash when Tau Doppelgangers are about. It is believed that the crash is caused by an enemy Sorceror cloning the Tau’s Drone. Perhaps some of the Sorceror’s minion traits are clashing with the Drone?
Just like with number 24, the Sorceror’s “Let the galaxy burn” and “Doombolt” abilities will miss-fire under the same conditions. In addition to that, it appears they can also miss-fire if the Sorceror activates these abilities while on the move. When the miss-fire occurs, the ability in question still counts as being used, draining energy and starting the cool down timer.
49. Moving “Warpfire”
The “Warpfire” ability is player based related. Meaning that when casted the creeping fire will slightly move to the sides or up and down as the player moves. The ability explosions can therefore be “stacked” on one big target like Nobs or vehicules, or either completely miss the intended target if the player moves to the other side.
50. Sorceror scrolls not being read fully
The wargear “Daemonic gifts of Subsistence” doesn’t restore energy from a narcissistic Sroceror’s ranged attacks. Further more, it doesn’t display the hexagonal effects on a cloned doppelganger when it makes a melee attack.
51. Accursed idol?
Does this even work or is it just really, really, really weak?
52. Spelling mistake
The Hive-Tyrant’s “Behemoth Claws” are spelt incorrectly
53. Hidden traits
The Hive-Tyrant’s Behemoth Claws also offer +50 armour and occasional knockback. However, the wargear doesn’t mention either of these 2 things. (Although the description does state it offers “protection”)
54. Special attack weaker than normal attack
Special attacks from the Behemoth Claws actually does less (and a lot less) damage than a normal attack from them. It may also be possible that the special attack doesn’t ignore armour, either (the normal attacks do). Though it still damages enemies around the player in close combat.
55. Bugged or poor description?
The Hive-Tyrant’s Reactive Armour states it increases the armour value each time it gets struck. However, that doesn’t seem to be the case….. or maybe it only works against melee attacks? Either way, there’s no indication of either of these 2 things happening.
56. Wrong showcase animation
Equipping the Stranglethorn Cannon causes the Hive-Tyrant to play a melee attack animation, when it should be playing a firing animation from the weapon.
57. Tacked on traits
Melee attacks from the Hive-Tyrant while equipped with the Devourer Cannon and Stranglethron cannon have undocumented effects (Feedback Zeal and Knockback/extra damage, respectively). These traits aren’t mentioned anywhere but due to the nature of them, its believed they aren’t even meant to occur.
58. Not awarding kills
The Devourer Cannon’s “Gestate” trait doesn’t award kills for units that die to it.
59. Wrong wargear icon
The Hive-Tyrant’s Toxin Sacs wargear apparently has a more suitable icon that was introduced for Retribution. However, this icon doesn’t seem used and instead continues to use the unfitting carapace-style icon.
60. Bio-Plasma does more than it should
The Hive-Tyrant’s Bio-Plasma adopts the seering trait when the Toxin Sacs wargear is equipped. Further more, friendly units caught in the blast of it will suffer the seering’s effect!
61. Bio-Plasma miss-fire
The Bio-Plasma ability can miss-fire if the player is on the move.
62. Venom Cannon’s extra bonuses
The Hive-Tyrant’s Venom Cannon actually increases his melee damage, too, but this isn’t documented on the wargear. Considering that this makes the Venom Cannon better for meleeing than most of the Hive-Tyrant’s actual melee weapons, I believe it’s not meant to do that. Further more, the “Ignore armour” trait the Venom Cannon offers for its projectiles also affects the Hive-Tyrant’s melee attacks, and possible the Bio-Plasma as well (since that seems to be affected by all of the Hive-Tyrant’s traits).
63. Invisible Ravener?
When the Hive-Tyrant’s Ravener performs its burrow ability, sometimes it’ll then cancel it after starting the animation. At this point the Ravener returns to its normal state but yet remains visually underground.
64. Wargear screen stats not updating
Equipping the Implant attack wargear doesn’t update the Hive-Tyrant’s damage stats on the wargear screen.
65. Wrong description
The Lord General’s Cadia Pattern Carapace Armour says it offers +0.2 energy regeneration, but according to the statistics window, it offers +0.3 energy regeneration.
66. Turrets can’t target
Once there is at least 1 fallen enemy commander within range of of turret, the turret looses its ability to fire, resulting into repeatedly turning to face the fallen commander and a nearby target. This can essentially render the Lord General’s turrets useless on wave 16+ of the Blooded Colosseum.
67. Loosing the crate drops
If the Lord General deploys a crate drop onto a gate right before it starts to close, the ability will be successfully cast but the crate wont be dropped – basically miss-firing.
68. Extra kills
Dropping an infantry crate with the Lord General or self destructing a Tau Drone with the Advanced Drone Controller both award kills to those players.
69. Sniper rifle misses!
Using the High Power Shot from the Lord General’s sniper rifle on a target that moves out the action cone range of the weapon will cause the shot to miss. Basically, if the Lord General has to rotate it’s body while using this ability, it will miss. Can occur when targetting a very close ranged enemy.
70. Retreat is bugged to high Heaven!
The Retreat ability that comes with the Lord General’s Storm Troopers is utterly bugged. The retreat will “break” after a few steps or not occur if the same ability has been previously used. In fact, it seems that the cool down of the ability is not properly displayed. If the ability is used right after its cool down reset, the retreat will break. Instead, wait an extra few seconds (like 5 seconds) after the cool down before reuse the ability.
71. Achievement woes
The Lord general’s achievement for holding the point multipliers for 10 waves doesn’t state it needs to be done for 10 consecutive waves.
72. No Team colours
The Aircraft that performs the Rocket Run ability isn’t team coloured (it’s just jet black), but the one that drops the crates is.
73. No solid slug for Doppelgangers
AI Doppelgangers of the Lord General with the shotgun can’t use the Solid Slug ability.
74. Locked to melee attacks
With the Lord General, sometime when his Solid Slug or High Powered Shot ability miss fires (target died or disappeared before the ability fired but after activating), he’ll be locked to melee stance until the ability is re-used.
75. Shakeable Tau Commander
Despite being “Unshakable”, the Tau Commander can still be knocked back during the very moment he takes off and lands with his jet ability.
76. Missiles not targeting the right unit
Sometimes when the Tau commander chooses to attack a target moments after issuing his Anti-Armour-Missiles against a different target, some of the missiles will actually change target. If the new target was killed before the missiles fired, it will be “reserved” till the next time the ability is used – firing an extra missile later on. (Sometimes even an extra 2!)
77. Ion Battery’s hidden trait
The Tau’s Iron Battery also decreases the recharge time on abilities for those within its energy radius, but this isn’t documented anywhere.
78. Ion Battery powers down the Tau!
Sometimes after activating the Iron Battery, the Tau Commander becomes immobilized till the cool down timer fully recharges.
79. Living on beyond death
The Tau Commander’s resuscitation ability sometimes occurs after the Tau Commander has actually died. There will be a glimmer of his death animation, his HUD icon goes red, the survival multiplier resets, but then the ability activates and the Tau Commander plays on.
80. Scar error from confusion
It appears Human player’s aren’t meant to die when under the effects of confusion. However, it’s still possible and when it occurs, it’ll sometimes bring up a scar error message which sticks on the screen for the remainder of the game.
81. No deaths
Heroes killed through friendly fire (even from their own attacks) don’t count as a death for their overall statistics. However, it still counts as a death for the purpose of the current in-game score.
82. Archievements not working
Some of the achievements require certain number of kills, yet the kills may not be counted. For example Mekboy’s Zzap knife & Leaky Armor, or the Tau Commander drone controller.
83. Targeting error
If the hero is ordered to attack with a ranged weapon an enemy squad that is enough spreaded up (like if the player is located between two units of a single enemy squad), the hero will not attack. This can be avoided by letting the hero attacking without an attack order (after a movement order or a use of an ability).
That's everything we are sharing today for this Warhammer 40K: Dawn of War II - Retribution guide. This guide was originally created and written by CastorMercury. In case we fail to update this guide, you can find the latest update by following this link.