Bug in GOG WC2

Darkmage

Vice Admiral
Hey all, I found a bug today while replaying WC2. I was playing the GOG edition, Enigma B : Strike mission. I got a torpedo off at the listening post and then had my target track destroyed. Rather than suicide/eject and reload the mission. I flew back to the Concordia. Angel met me on board and the game stated that we had blown up the outpost when we clearly hadn't. The game then continued onto the Enigma C mission and the rest of the campaign....
 
I'm guessing you manually flew away from the navpoint with the listening post, I can't remember if WC2 allows you to autopilot away from enemy capships - I don't think it does so presumably you had to fly away in real time.

If that's the case, there's a chance you tripped the old WC1/WC2 exploding objects bug, it's an exploit/glitch from WC1 that carried over into the WC2 engine. I've mentioned it before and quoted myself below for a brief rundown.

Were you by any chance looking at the listening post through your rear turret as you flew away?

The exploding ships bug is well known and can affect both Terran and Kilrathi vessels. Back in the day it was considered an exploit. It happens when you go from one NAV point to another but you're still 'looking' at any ship outside the new NAV area. For instance you can blow up pursuing fighters by flying away from them and watching them out of the rear window. Or you can just use F9 to object view an any capship whilst holding down your afterburners and flying away. At times this causes seemingly random explosions during dogfights where you move out of range of your enemies. It doesn't seem to affect wingmen, but it does affect escorted Draymen, the Tiger's Claw and other friendly capships.

I forget whether or not the bug translates on to the Amiga platform but seems unlikely given that the engine was rebuilt.

The problem did however carry over into WC2. The only difference being that in the second game you get the kills credited to your character.
 
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