There are three states of matter in StarCraft II. - solid units, who can interact with each other - non-colliding units, who can pass through other units - *the siege tank*
@@runtergerutscht4401 Since the Odin passes through buildings but not siege tanks, I suppose the tank is considered something other than a building when sieged. Idea: figure out a way to get a friendly spore/spine crawler in that mission and test whether the Odin can pass through those to see if they are really buildings.
Another weird quirk of how things work; you can stack units with force field; meaning you can make a 200 marines ocupy 1 tile; normally units spread out like if you stacked flyers, exept siege tanks; if you siege siege tanks while all are compacted then you have the most focus firepower possible
That AI behavior in Welcome to the Jungle gave me an idea for a challenge run: What is the fastest possible way to lose every individual mission (without dealing any damage to your own or allied units)? It's the ultimate endpoint of your challenge run progression: Win missions with no deaths -> win with no kills -> win with no new units -> win for the enemy.
actually it's more like: SCV: I'm gonna gather this terrazine and gather this terrazine and gather this terrazine and gather this terrazine and gather this terrazine and gather this terrazine Protoss: Understandable, have a nice day SCV: I'm gonna gather this terrazine and MOVE to the terrazine and gather this terrazine and MOVE to the terrazine and gather this terrazine and MOVE to the terrazine Protoss: *So you have chosen death*
Technically not a bug, but the fact that you can recenter your cursor in SC2 by loading up a save in an alt tab Brood War deserved an honorable mention. One of the craziest discoveries of the blindfolded run.
That is just... Brood War defaulting the mouse to the center of the screen. And that also by definition makes the SC2 a TAS, because it is using an external tool.
This is beautiful, thank you The BC warping into the insides of the Xanthos to melt an old lady with plasma isn't something I knew I needed until I saw this
Imagine you're chilling inside your massive death bot, nigh untouchable, and a fucking capital ship warps into your room and annihilates you with a Yamato
The siege tank thing is probably the workaround to prevent a long LONG standing bug where you can siege tanks under landed buildings. This is a zombie bug that keeps rising from the grave.
There was an old glitch where you could stack siege tanks on top of each other. Glad that one got fixed. The Archon toilet wasn't a glitch as such, but it was horrible so they fixed it.
@@mxbx307 I was going to say that, it has much more to do with stacking them... I remember clicking a billion times in SC and workers would move through anything eventually... Hell, drones would become like peter pan and detach from their shadow if done properly... Even tanks didn't form an obstacle. Don't know about SCII xD
On conviction I found a bug that if you use the infestors to mind control every enemy unit you come across, it doesn't allow you to trigger any stage transition, and you're locked out of finishing the mission.
General Davis: so you arrived…… Nova: no, WE arrived *20 marines, 5 marauders, 2 ravens, 3 banshees, and a battle cruiser arrive* Davis: well shi- *battlecruiser sniper shot*
6:00 - A variant of this bug also exists for Co-op. When you enter Custom Mutation game with Tychus, then stall on the mutation selection menu, it will advance the cooldown for Outlaws.
Perhaps the increased building damage in the zergling evolution mission may be intended. The evolution missions have always kinda been a quick test run of what you get out of the choices and what situations best suit either, so maybe they hardcoded increased damage so that you can get on with the next missions quicker/the end choice since by the clean up you should have understood what the units were already capable of
As for Terrazine, I bet you’d be able to use this bug to send ALL the enemy forces to the one side of the map while gathering terrazine on the other side uncontested, since all the forces are fighting your poor scv somewhere in the corner of the map.
@@hellboy19991 Grant talked about it during... one of the runs. Can't remember if it was no production or pacifist wol. It pulls every unit they have on the map to that location. It doesn't spawn any new ones.
@@Anomen77 Once the army dies the Protoss quickly rebuilds it, so even if you managed to kill everything you won't get much out of it after the army's dead
I wanted to beat campaigns again after watching some of your challenges runs recently. First I encountered a bug where selecting a new campaign for WoL doesn't work. The only thing it does is change the difficulty and continue my previous campaign. After that, I decided that maybe I should just play HOTS instead but I couldn't finish the prologue because of the Zerling bug. I am honestly leaning more and more towards policy saying refunds need to be applicable after each software patch.
I think that zergling bug in Lab Rat also exists for LotV? I experienced a similar thing on For Aiur where I started with Sentinels, Adepts and Vanguards (my last War Council picks) instead of the usual. It didn't affect the reinforcements I got elsewhere in the mission though.
@@512TheWolf512 Paradise for everyone except game devs, and studios, some of which are now financially unviable and have to shut down, don't worry though, studios will learn real quick never to patch their games because the only possibility is that you give people the ability to refund your game, so I suppose it sucks for us too. Games are already an extremely cheap form of entertainment, nickel and diming the studios is not going to end well for anyone... The potential upsides are extremely minor whereas the downsides are bad at best and horrible at worst.
@@kyleyjs not devs, but publishers and the CEOs. You're living under a rock? Never heard about how the devs are treated literally everywhere, like Activision, ea, Ubisoft???
I remember when HotS was came out, for a short amount of time you could play the WoL campaign with some of the HotS "quality of life" improvements : SCVs would start gathering resources during the missions intro cutscenes, which gave a welcome eco boost. There were also only 2 upgrades in the armoury (ground & air merged together), like in the then new multiplayer meta. There might have been more.
Yes, I agree. The new guard Activision Blizzard personnel manages to break things all the time, even with the old games they don't deal with, because the publisher intends to remove off line play and other features it didn't develop in the last five years. A good word of advise to those that still have the Blizzard games from more than ten years ago is to never update or upgrade those games with the current Activision connections or you will regret it.
There's also, of course, the option of sailing the high seas, though you *can* wind up with an outdated version of the game when doing that quite easily. (IE only having campaigns up to LotV.)
@@ArvexYT I love StarCraft One, which was why I setup a multiple PC lan gaming network just to have friends play at the same time. Thanks for the response.
Always boils down to money, corporate greed drives them to support games that generate income with micro transactions. Its a real shame they stopped supporting or updating sc2, one of my all time favorite games. They also quit supporting Diablo 3 :(
So, I just learned something new about the LotV trigger break: it apparently also messes with the timer for achievements. I found this out when I used it on the 2nd Purifier mission; I was trying to get the Mastery Achievement (kill 5 Hybrid Behemoths in 15 minutes or less on Hard), so because I'm bad, I used the trigger break to keep pressure off while I amassed Void Rays, but I couldn't quite squeeze in all 5 before the 15 minute mark. Since I was also doing this as a full campaign playthrough, I decided to finish the mission, restored triggers so I could enjoy the purifiers slaughtering Zerg... and was flabbergasted when I suddenly got the Mastery Achievement at the 27:40 mark. I've learned there is a golden rule regarding the LotV Trigger Break: no matter how ridiculous you think it is, it's even more ridiculous than that. Also, as a sidenote, something you didn't mention but I thought was interesting: on the Megalith mission burrowed Zerg remain burrowed during the break, and destroying all zerg structures including doodad structures (as needed for one of the achievements), ends that mission in immediate victory, even if Megalith is still inside a lock with the trigger break still active.
With their recent patches Blizzard tries their best to break their games in stead of fixing them. It's like the employees are equally as fed up with the company as the consumers are (or even more than that) and just don't give a shit.
Huh, neat! Starcraft 1 was almost exclusively run on Map Triggers that responded to units being created, dying, entering a region, etc. It looks like a huge part of the Starcraft 2 campaign's logic isn't based on engine stuff (except the Tug of War), but is entirely run on those triggers. To keep the game engine running/responsive but essentially paused while doing LoV top panel, they must have a "pause unit physics/time" and "pause all other triggers running" so when you load it back with the purifier beam it never unpauses.
Another bug in HotS is during the Ultralisk Evolution mission. Once you get to the Revivelisk section, move one of your ultras to one of the corners next to the bridge. It'll get stuck, forcing you to pop it. Congrats, you now have a big Ultra!
In Nova covered ops, there is a mission where you defend your base from the Zerg and obtain a light saber, and the last part is a no build segment, however you could sneak flying units into the building and start producing units.
There's an interesting mechanic, where sentries' hallucinations will actually deal damage - assuming that a raven has used the armor-missile on the unit the hallucination is attacking.
I had the final part of the Xantos mission where the Hyperion is inside the map and kills General Davis themselves, and Nova got marked as the murderer...
I decided recently to replay the campaign after watching a bunch of your videos, skipping WoL and starting with HotS. First thing that happend was that I spawned raptorlings instead of zerglings in the tutorial mission. Getting stuck and confused with the first mission is not a good experience. Luckily, shutting down the campaign and restarting it solved it I guess.
I somehow already knew about the 9-hour time limit, probably from a few really long custom games that just went on forever. Another minor thing in Unsealing the Past: if you take out the bonus objectives off-screen with Solar Lances, you'll get the solarite, but the structure will become invisible and the green marker won't disappear.
I remember that in the mission phantoms of the void I suffered a glitch, I use Stukov to summon infested on the left down corner where the hive use to spawn, and somehow after the cutscene the hive change position and went to a different place, i don't now how I managed to do it but I wanted to tell you
4:46, you can replicate this with just buildings (I have done so multiple times after some screwing around), Odin pathfinding works like this: -he goes straight to where he wants to go, even if there are buildings or units in way -if there is no valid way for him to go, he loses collision with units and buildings (unless the unit is sieged siege tank for some reason) -If there is a valid route, he doesn´t lose cillision and can get stuck on buildings (not units tho, cause push priority) how to make this work? -start the mission like normally, make sure you have enough troops to defend the building while the Odin is still clearing the first base and wall him in with bunkers (so you have easier time defending) -now as long, as the path to the south is not blocked off and the path dirrectly below the bunkers is wide enough for Odin, he will be stuck -now Odin sometimes decides to just go through the bunkers anyway (I think this is becouse the attack wave is beg enough to block Odins theoretical path, so he loses colision), so for good measure I push Odin a bit up and get him stuck behind additional wall of supply depots, so I have a bit more time to kill the attack wave As I said, I have done this multiple times, though it is pretty challenging to pull of (I am not good enough to screw around on brutal, I believe I have only done this on hard, though I can try to do this with cheats on brutal)
"Long Zealot" will never not be funny to me. Well, the tanks have hammers to drop and indiscriminate justice to dispense so of courser they operate under their own physics. Well of course Jim does nothing on SkyShield, you're not Kerrigan so he's not simping for you. Thanks for the video.
@@estellebright2579 Jim would _maybe_ simp for Tassadar, because they're bros, but no other toss did anything for Jim so Jim an't going to do anything for no other toss.
@@mwperk02 Eigh. Jim probably saw that more as one toss saving another. It's been a while since I played through the campaigns of SC one and two but I think in SC1 Artanis was at best ambivalent to Jim and the other Terrans. Maybe not as condescending and outright uncaring towards like other toss but I don't think he really went out of his way to help >Jim< like Tassadiar did.
It’s so enjoyable to see things you like fall apart at the seams. I’m almost a little sad that we can’t have a new video like this every week with new shiny broken Starcraft things 😆
4:49 at first i was like "oh well siege tanks have footprints and workers cannot resource walk through things with footprints that's very easy to explain" but then you mentioned the Odin being able to walk through buildings... but not Siege Tanks... and that. i have no answer for. 6:17 this same bug would probably work with anything else that's a teleport, if you could find a way to do it and make use out of it! After doing a bit of investigation, it appears that if you enter targeting mode of an ability, save and load the game, and you are no longer in that targeting mode for that ability on that unit. the way SOA abilities work is its a dummy hidden caster. so the notorious Trigger Breaker for LOTV is _probably_ working like this: 1. you enter targeting mode. 2. the game sets variables and UI stuff and pauses the game and AI for entering SOA targeting mode. 3. you save the game. the game then saves all of those variables that it just set up. 4. when you load the game, you are NO LONGER IN targeting mode for the actual ability, but all the variables are still saved as if you were. 4a. if you cancelled the SOA targeting mode like normal, it flips all those variables and other state changes back to the way it was before. 5. alternatively, entering another targeting mode tries to set everything like it normally would. each spell probably has some of its own controls for targeting modes. 6. when you cast the ability, you are exiting the targeting mode for that ability, which then unpauses the game, but you technically never left the targeting mode for the other ability so those variables are still set and the AI and triggers remain paused. This however doesn't explain why the order is important or how using Purifier Beam again fixes things, but i think it explains everything else about the glitch
@@asdfasdf-mn8iu when Siege Tanks deploy, the create a temporary "footprint" that modifies the pathing of the map. all buildings also create footprints when they are placed (and remove them when they are destroyed). the footprint is what controls most things being unable to collide with a siege tank or a building instead of their normal collision size. the footprint is also what makes it so you can put two supply depots diagonally and most small units can fit through the gap between them, but put them any closer than that and nothing can fit between them.
I was a grandmaster back at WoL times. Watching your videos and listening to the terran soundtrack always gives me some emotions. I miss the good old times when I was playing SC2 with my team and chatting over teamspeak. We had so much fun :)
The glitch that annoys me to this day is one I'm pretty sure existed when Legacy of the Void first came out - the second Epilogue mission is VERY sloppily designed. To copy from the thread I made in Bug Reports (which was never answered, of course): - Numerous units have abilities they did not have in the Wings of Liberty campaign - Marauders can use Stimpacks, Reapers use Combat Drugs to heal out of combat, Medivacs can use Afterburners, Battlecruisers can use Tactical Jump. For the sake of consistency of the campaign, they should be disabled here as well. For the record, Mercenary Marauders and Battlecruisers do not have these abilities, so consistency is skewed either way. - The structure that enables Spectres is labeled as the Ghost Academy, but the building that enables Spectres in the Wings of Liberty Campaign was called the Shadow Ops. - The AI teammates are not coded very well - you cannot build on the allied Zerg creep, and Medics, Medivacs, and Science Vessels will not automatically used their healing abilities on the allied Protoss and Zerg. This is actually a significant oversight because it makes the mission far more difficult when you can’t reinforce the Zerg base properly and your support units don’t passively heal them. The third point in particular sticks with me, this mission would be WAY easier if your healing units could automatically heal your allies and you could build proper defenses to support them
being able to stick Science Vessels and Medivacs over the allied bases would help massively, rather then what normally happens were Jim ends up having to defend on 4 fronts with no economy.
Why should units in the epilogue of legacy of the void have the tech requirements from wings of liberty? Time has moved on in the universe as well, so why should you be stuck on old tech? Almost all of it is buffs too, so there's really no reason as to why terran shouldn't have those consistency-wise, they would obviously improve their tech as they go. The mercenaries should instead have those abilities too, although one could argue that they still have their old tech and never upgraded, since it works for them and they're mercenaries, not part of the military anymore, so they could not have access to the new stuff. Imo that's exactly how it should be, not wings of liberty-tier stuff.
@@asdfasdf-mn8iu Toss have the LotV level of tech. Hell, you don't even have full Solarite on that one. Zerg have HotS level of evolutions...both in the Prologue, main Campaign _and_ the Epilogue. Also, it really pisses me off when lore nerds justify plot holes and bugs
@@The-jy3yq I'm unsure what exactly you want to tell me with your comment. As i said: Terrans should have the latest tech available to them, as do the other races. No idea what the thing about solarite is either...
In The Crucible, if you took Splitter strain and use spawn banelings before the no-build section ends, the leftover small banelings will become permanent/non-timed life. I'm not sure if it works with vanilla and Hunter banes though.
There’s another bug in the crucible were placing creep tumors Will force the enemy to visit each creep tumor in sequence. Plant enough creep tumors and the enemy attack waves are halted except for the final push
@@turtlememes2334 To my disappointment, it doesn't work on Harvest of Screams though. I wonder where else would this bug come up. Conviction and The Infinite Cycle maybe?
@@dahr_kharlan not specifically cutscenes, it is pretty weird that it works specifically there, its just that when timed life units time out while unable to die they never time out, so actually if I had to guess they timed out in a cutscene or smth. The best example is zagara hunter killers in an omega worm
@@turtlememes2334 Huh interesting exploit. Then it's weird in the case of The Crucible cuz the banes do die/time-out in the cutscenes, just those that are still alive when the cutscenes end becomes permanent.
While playing into the void for the first time, I encountered a weird glitch. I had used time stop two times pretty early in the mission and then way later when I reached the top right of the map, the enemies there were still timestopped.
They weren't frozen they were just doing an anime villians monologue where the rules are not to move or interrupt them or do anything until they are finished.
These got patched out, but I loved the spinning building bug that happened if you patrolled floating Terran buildings in a tight circle, making them turn on the spot forever. There was also a bug that let you go back the Hyperion after Char, complete with fully voiced dialogue for the Char missions from Horner, Swann, etc. Absolutely insane.
Interesting, the only glitch of the mentioned ones these I knew of prior was the Kerrigan using an ultimate skill one for the HOTS Narud mission. But the there is one I found years ago on the Korhal mission in WOL. If Tycus dies right as the sneak attack ends in the fade to black, the broken Odin respawns in your base; but in a permanent state of unusable. It just sits there smoking and broken, Tycus doesn’t eject and it doesn’t despawn. Recommend giving it a try Also just like the HOTS mission got bugged by an update to be undoable, the New Folsom mission in WOL also had to be patched up since you couldn’t enter the 3rd prison yard for the bonus and extra support. You could still complete the objective… but only by dropping several nukes on the guards as they walked into range (while also killing most of the NPC prisoners too, lol). the siege tanks they would send for support would never spawn as a result.
This is just fascinating, thank you for the showcase. I love seeing all these things ^^ Oh, and has someone already suggested a challenge, where you can't directly control your units? - You can't tell any units to go/attack/mine things via rightclick. That's mostly it - You can have workers make buildings by letting them build it - You can set rally points for units I feel like this could be interesting. Although the obvious flaw in this is, that there's probably a bunch of no-build-missions, that are impossible under this ruleset. So.. Maybe not that great
no rightclick (etc) challenge sounds fun, but i dont' see the flaw in the no-build segments as many other challenges have had this issue no production was trivial zergling/zealot/stalker only was impossible i don't really have anything more in mind right now, but i'm pretty sure there were more things that had to ignore no-build segments i think this would be a challenge on normal difficulty, as you can only trickle your units, never actually group them up and ofc, this would be insanely hard to manage supply. probably would fail at the bunker of death
There used to be a bug in the Breakout mission, not sure if it is still there. You cannot get Tosh into Cellblock B where the Siege Tanks are placed. You could still complete the side objective using nukes, but the Siege Tanks would not be able to leave and Tosh will be forced to face the endgame enemies without tanks and one nuke less.
There's a really annoying glitch I've encountered a couple of times in supreme. When fighting Yagdra something will cause his animations to break and instead of tunneling from one spot to another he just instantly snaps from spot to spot which severely reduces the amount of time between egg spawns and pretty much makes it impossible to beat him.
Ah yes, I remember when you could bug siege tanks off the map by boxing them in and sieging them up towards the map edge with more tanks. That was a miserable time for multiplayer...
Another very broken one for Coop, if Raynor is paired with Vorazun, and only has Orbital Commands (no Command Centres), then any units of his that are cloaked cannot die. They will trigger the endure effect of emergency recall, but not go anywhere and not get the debuff that creates the cooldown for the effect.
@GiantGrantGames : I am not affected by any of the bugs you mention in the beginning of the video, and I think I know why. The launcher messes up the file permissions of the SC2 profiles/savegames. After fixing the file permissions, I just launch the game directly. It definitely fixes the (Quick)save-bug, and so far I was not able to reproduce any of the other bugs in my install: no balls on hyperion, and 1st HotS mission works
Well, blizzard has since fixed (I think all?) of the major bugs at the start. It was a couple weeks ago when you couldn’t beat mission 1 of HotS, couldn’t save, etc.
@@zaxtonhong3958 Well the only issue I can be 100 definite about is the save issue. I fixed that through file-permissions. I can experiment to see if I still would have the issue through the launcher. If Blizzard has fixed the issue, I wonder why Grant still mentions them in the video.
one of the rare glitch videos where i already know a glitch. i ran into the max game time 'glitch' because i tried to last forever in that zombie survival terran campaign map. i set up an overwhelming force and just....afked. i wanted to see how many day/night cycles i could survive. apparently it is whatever 9:06:08 amounts to.
If i understand it right you can use bug in terrazine mission to setup your defence on first cannister and when protos atrack first cannister you csn take other 7 without getting attack by the protoss
2:34 Could someone please help confirm something? When Grant says 'Twice on normal, and 6 times on Brutal", is he referring to the total amount of times you need to cancel? Or is it twice/6-times *per* altar for each of the 3 altars?
While I have not been able to test it fully yet, I noticed a weird spawn inconsistency with Kerrigan on All In. Basically if you manage to keep her alive for a long time during one of her attacks, it might be able to push back her later attacks. I noticed this because her final attack on my last run happened when there was basically no time left till the artefact was charged. She did not even reach my base in fact before the mission ended. The way I slowed her down without killing her or dying myself was with Broodlords. Mind control 2-3 Broodlords with the Hive Mind Emulator and have them attack Kerrigan and she will basically be stuck fighting broodlings forever while taking minimal damage. At one point she spent a good 2-3 minutes fighting broodlings before dying and I think this pushed back her next spawns for the mission resulting in a weirdly disjointed final attack.
7:40 I just took a look at this mission and to be more specific the western base will send a patrol of four marines and one medivac to the locks north and south of it once they are secured, while the base to the east will only send five marines to the lock directly south of it. The last remanent of a cut mission element where sometimes Mobius would try to attack the claimed objectives? I did see Raynors eastern base get attacked once, but he could not fight it off without help. I guess having SCVs to repair your mech units can be nice?
That good ole timer bug is a menace. During the days when cortex was the shit and everyone had a day to burn you would dread that 9-hour Mark. You used to have to manually save whatever you created during your session so you could load it in a future session, but the first time I found out that there was a maximum timer I lost a shit ton of setup for a session we were doing the day after.
Heeey! He finally did it! *looking forward to stalkers only main channel video* I remember a stupid thing that annoyed me (They fixed it about 7 months ago) In Breakout, the mission where Tosh gets himself killed by stupid button placement, you couldn't get to the second bonus The gate appeared to be open, but it seems that some trigger for changing states of collision broke or the model itself just bugged So the only way to get the second bonus was to nuke the hell out of it and you didn't get any siege tanks out of here because apparently Dominion put a Stop sign there or something
I can't believe this Grant made a video of 18 glitches and not top 10 glitches of all time in starcraft II, then another called 8 less known glitches in startcraft II
"The Protoss got really angry and sent 75 Supply worth of army to murder me before the two minute mark" that made me laugh way more than it probably should have lmao
@@therealdoc he didn't say it has to be; besides it works because both abilities pause the triggers pretty sure it doesnt matter wich would go first, and it works with any t2 ability first.
You telling me that I got 100% on Legacy of the void the hard way and you can actually just bug out all the hard ones? D: I WISH I KNEW THIS EARLIER. ahhhhh. What an awesome bug to find, GG Actiblizz, you suck now.
I found a glitch just the other day, on the Salvation mission in LotV I used the time stop ability and interestingly enough it froze all of the static zerg units for the entirety of the mission.
3:14 In response to the text: Considering how big Colossus are in Starcraft's lore, I can see them squeezing in Warp Prisms into a cave if said cave is tall enough to allow a few Colossi to enter.
that 9 hour time limit is a huge pain when playing cortex roleplay maps in the arcade. me and some friends would regularly run that timer out and it was always a huge buzzkill
in co-op missions, if you have broodbrother dehaka, if either dehaka or zweihaka gets deadly reach, the other also gains the ability to hit air, regardless of level (discovered when i noticed zweihaka hitting air without deadly reach/devour air buff, tested with a trapped zweihaka who stayed on level 1, he still got the deadly reach buff)
6:00 Wait, so you can do this with Engines of Destruction as well ? That could be quite hilarious. "Wraiths ? Who need wraiths to kill battlecruisers when I have hell's angels and the spartan company ?"
Replicatable by tabbing out of the game when the victory is triggered. If you ”lag out” in that state your ally doesn’t even get to finish. They can’t accept victory and gain no experience
I actually found the LotV trigger break glitch to be super helpful for beating Salvation on Brutal difficulty. I used the glitch to pause all the triggers, and as suggested used the time to build up my forces. This gave me plenty of time to get all of the upgrades, a mothership, a fleet of void rays, and a ton of photon cannons. When I resumed the triggers, the rest of the mission was super easy.
I guess the frustrating part is that even if Alarak moves back an inch, you'll have to restart and you don't get an indicator for that, so you can play trough the level thinking everything's fine, but not get the achievement in the end and having to replay the level all over again.
@@manolgeorgiev9664 Fair. I think how I did is just by rushing one or two void ray, have them positioned behind Alarak so enemies would not attack my voids, or would be able to push him back at all. Then I just kept massing voids and it was easy from there.
I'd like to recommend a series of short videos labelled "99% Useless Facts with feardragon". They also cover some amusing bugs, as well as some exploits that might actually be useful, or just bits of trivia that you probably never noticed and would be perfectly happy never knowing about (like, the fact that the zerg extractor building has an butthole).
Technically the building taking bonus damage on the evolution mission is not really a bug, just a modifier added to make the mission short and brisk as damaging buildings might take time
There are three states of matter in StarCraft II.
- solid units, who can interact with each other
- non-colliding units, who can pass through other units
- *the siege tank*
I always figured it turns into a structure when sieging, at least as far as the game is concerned.
That's why siege tanks are my favorite unit
@@runtergerutscht4401 Since the Odin passes through buildings but not siege tanks, I suppose the tank is considered something other than a building when sieged.
Idea: figure out a way to get a friendly spore/spine crawler in that mission and test whether the Odin can pass through those to see if they are really buildings.
@@lessiedevelop7718 yes, that's what's so weird about it.
And sorry but I don't even play sc2 anymore so I csn't test this
Another weird quirk of how things work; you can stack units with force field; meaning you can make a 200 marines ocupy 1 tile; normally units spread out like if you stacked flyers, exept siege tanks; if you siege siege tanks while all are compacted then you have the most focus firepower possible
That AI behavior in Welcome to the Jungle gave me an idea for a challenge run: What is the fastest possible way to lose every individual mission (without dealing any damage to your own or allied units)? It's the ultimate endpoint of your challenge run progression: Win missions with no deaths -> win with no kills -> win with no new units -> win for the enemy.
this is genuinely a nice idea
I love this idea
This has potential
bloody genius
Give this man a cookie and get GGG to do this :D
SCV: "I'm gonna gather this terrazine and gather this terrazine and gather this terrazine and gather this terrazine and-"
Protoss: *"CAN YOU NOT?"*
its like people using @everyone in discord xD
“Put that thing back where it came from or so help me. So help me!”
actually it's more like:
SCV: I'm gonna gather this terrazine and gather this terrazine and gather this terrazine and gather this terrazine and gather this terrazine and gather this terrazine
Protoss: Understandable, have a nice day
SCV: I'm gonna gather this terrazine and MOVE to the terrazine and gather this terrazine and MOVE to the terrazine and gather this terrazine and MOVE to the terrazine
Protoss: *So you have chosen death*
SCV: Trolls Tal'darim
seconds later:
*The death fleet has descended on your location*
It's a prank bro it's a prank!
Technically not a bug, but the fact that you can recenter your cursor in SC2 by loading up a save in an alt tab Brood War deserved an honorable mention. One of the craziest discoveries of the blindfolded run.
I think this could have not been needed had he gotten a windows tablet or touch screen laptop.
wrrrr
That is just... Brood War defaulting the mouse to the center of the screen. And that also by definition makes the SC2 a TAS, because it is using an external tool.
This is beautiful, thank you
The BC warping into the insides of the Xanthos to melt an old lady with plasma isn't something I knew I needed until I saw this
I wonder if it works if you control group the BCs prior
Yamato Cannon isnt plasma, its a nuclear weapon detonated in a compression chamber. thats pure Xrays hitting a thing
@@see0707
I think Grant implied that you can pull in any flying unit you shove into the right hole in the map
@@Appletank8 ah I meant instead of building them inside, having them control grouped to teleport inside
@@F14thunderhawk ok then, a woman getting mini-nuked
Imagine you're chilling inside your massive death bot, nigh untouchable, and a fucking capital ship warps into your room and annihilates you with a Yamato
The siege tank thing is probably the workaround to prevent a long LONG standing bug where you can siege tanks under landed buildings. This is a zombie bug that keeps rising from the grave.
Oh god this used to be so fun to do! Thank you for unlocking a memory
@@MrHappyChappyX now I want someone to make a mod where a planetary fortress is a command center with a siege tank strapped on top of it ^^
There was an old glitch where you could stack siege tanks on top of each other. Glad that one got fixed.
The Archon toilet wasn't a glitch as such, but it was horrible so they fixed it.
@@mxbx307 I was going to say that, it has much more to do with stacking them... I remember clicking a billion times in SC and workers would move through anything eventually... Hell, drones would become like peter pan and detach from their shadow if done properly... Even tanks didn't form an obstacle. Don't know about SCII xD
How would that work? Drop a tank at the same time as the building lands and then siege it or something similar?
On conviction I found a bug that if you use the infestors to mind control every enemy unit you come across, it doesn't allow you to trigger any stage transition, and you're locked out of finishing the mission.
I respect your dedication to a peaceful solution for the zerg- terran war
@@runtergerutscht4401 LIVE FOR THE SWARM
@@runtergerutscht4401lmao
General Davis: so you arrived……
Nova: no, WE arrived
*20 marines, 5 marauders, 2 ravens, 3 banshees, and a battle cruiser arrive*
Davis: well shi-
*battlecruiser sniper shot*
Nova, what did you do?
@@artstsym Fucken dunk on Davis lol
6:00 - A variant of this bug also exists for Co-op. When you enter Custom Mutation game with Tychus, then stall on the mutation selection menu, it will advance the cooldown for Outlaws.
so if you just chill out there for 20 minutes you can have access to all outlaws as soon as you have the minerals for em?
That's.. wow
Perhaps the increased building damage in the zergling evolution mission may be intended. The evolution missions have always kinda been a quick test run of what you get out of the choices and what situations best suit either, so maybe they hardcoded increased damage so that you can get on with the next missions quicker/the end choice since by the clean up you should have understood what the units were already capable of
its most likely intended to ensure you don't lose to many zerglings to the defenders as your income is pretty ass in the mission.
Perfectly broken. As all things should be.
It just works
@@UtterlyShagged british tea man moment
Perfectly balansed No exploits whatsoever Except-
wr
As for Terrazine, I bet you’d be able to use this bug to send ALL the enemy forces to the one side of the map while gathering terrazine on the other side uncontested, since all the forces are fighting your poor scv somewhere in the corner of the map.
depends on if the protoss use units they built themselves or spawn in units
@@hellboy19991 Grant talked about it during... one of the runs. Can't remember if it was no production or pacifist wol. It pulls every unit they have on the map to that location. It doesn't spawn any new ones.
@@Anomen77 I believe it was in no production and talking about Overlords going to a colony and spawning a drone right under it.
@@Anomen77 Once the army dies the Protoss quickly rebuilds it, so even if you managed to kill everything you won't get much out of it after the army's dead
@@amateurishauthor2202 you could just bait them there and get virtually every other canister on the map during the time they are going for a stroll
I miss Old Blizzard. I really miss Old Blizzard. I'm legitimately sad there's never going to be another real Blizzard game.
Blizzard's old developers left and founded Frost Giant Studios
There is, tho. Frost Giant Studios, they’re already making a new RTS.
@@diamondmetal3062 As creative as Douran Routhe to Duran.
@@diamondmetal3062 this aged well
Old Blizzard: We take great pride in everything we make!
New Blizzard: Tear it all down! Nothing is sacred!
Average Activision Blizzard Employee: "Ah, fuck it! Let's just get blackout drunk and call it a day!"
@@manolgeorgiev9664Oh, look, breast milk in the fridge! Don't mind if I do!
I wanted to beat campaigns again after watching some of your challenges runs recently.
First I encountered a bug where selecting a new campaign for WoL doesn't work. The only thing it does is change the difficulty and continue my previous campaign.
After that, I decided that maybe I should just play HOTS instead but I couldn't finish the prologue because of the Zerling bug.
I am honestly leaning more and more towards policy saying refunds need to be applicable after each software patch.
Why WOULDN'T you support such an awesome law? Refund all the games after they add gambling in there, paradise for everybody
I think that zergling bug in Lab Rat also exists for LotV? I experienced a similar thing on For Aiur where I started with Sentinels, Adepts and Vanguards (my last War Council picks) instead of the usual. It didn't affect the reinforcements I got elsewhere in the mission though.
@@512TheWolf512 Paradise for everyone except game devs, and studios, some of which are now financially unviable and have to shut down, don't worry though, studios will learn real quick never to patch their games because the only possibility is that you give people the ability to refund your game, so I suppose it sucks for us too.
Games are already an extremely cheap form of entertainment, nickel and diming the studios is not going to end well for anyone... The potential upsides are extremely minor whereas the downsides are bad at best and horrible at worst.
we just honestly gotta love it when people think games come out of a magical hat and aren't created with complex and frail economic systems lel
@@kyleyjs not devs, but publishers and the CEOs. You're living under a rock? Never heard about how the devs are treated literally everywhere, like Activision, ea, Ubisoft???
I remember when HotS was came out, for a short amount of time you could play the WoL campaign with some of the HotS "quality of life" improvements : SCVs would start gathering resources during the missions intro cutscenes, which gave a welcome eco boost. There were also only 2 upgrades in the armoury (ground & air merged together), like in the then new multiplayer meta. There might have been more.
I honestly think you could make "Sc2 glitches" and "Things you didn't know about sc2" video series and they would be pretty successful
God, Yamatoing Davis should not have made me laugh that hard. Your videos never disappoint.
Yes, I agree. The new guard Activision Blizzard personnel manages to break things all the time, even with the old games they don't deal with, because the publisher intends to remove off line play and other features it didn't develop in the last five years. A good word of advise to those that still have the Blizzard games from more than ten years ago is to never update or upgrade those games with the current Activision connections or you will regret it.
There's also, of course, the option of sailing the high seas, though you *can* wind up with an outdated version of the game when doing that quite easily. (IE only having campaigns up to LotV.)
I have the 3 campaign discs as a gift
Maybe one day they'll see a use...
Yup, got an old copy of wc3 that is unaffected by the reforge update and loving it. Can still make custom maps there, and Blizz can't touch it! HAH!
I still have my StarCraft CD key memorized.
@@ArvexYT I love StarCraft One, which was why I setup a multiple PC lan gaming network just to have friends play at the same time. Thanks for the response.
RIP Blizzard that we all love and care about. If only Activision didn't buy them, maybe in another timeline.
Blizzard had a lot of problems before the merger, but Activision sure as hell didn't make things better (only infinity worse).
@@op4000exe Yea, like throwing gasoline on a garbage fire.
Always boils down to money, corporate greed drives them to support games that generate income with micro transactions. Its a real shame they stopped supporting or updating sc2, one of my all time favorite games. They also quit supporting Diablo 3 :(
@@d1s1ntegrator56 nah its all downhill from here, they sold out
@@d1s1ntegrator56 microsoft is the end
So, I just learned something new about the LotV trigger break: it apparently also messes with the timer for achievements. I found this out when I used it on the 2nd Purifier mission; I was trying to get the Mastery Achievement (kill 5 Hybrid Behemoths in 15 minutes or less on Hard), so because I'm bad, I used the trigger break to keep pressure off while I amassed Void Rays, but I couldn't quite squeeze in all 5 before the 15 minute mark. Since I was also doing this as a full campaign playthrough, I decided to finish the mission, restored triggers so I could enjoy the purifiers slaughtering Zerg... and was flabbergasted when I suddenly got the Mastery Achievement at the 27:40 mark.
I've learned there is a golden rule regarding the LotV Trigger Break: no matter how ridiculous you think it is, it's even more ridiculous than that.
Also, as a sidenote, something you didn't mention but I thought was interesting: on the Megalith mission burrowed Zerg remain burrowed during the break, and destroying all zerg structures including doodad structures (as needed for one of the achievements), ends that mission in immediate victory, even if Megalith is still inside a lock with the trigger break still active.
New Challenge: Survive the Protoss Riot On the First Terrazine Bug in WTTJ
These new glitches have been crazy for a game that has been out for years
With their recent patches Blizzard tries their best to break their games in stead of fixing them. It's like the employees are equally as fed up with the company as the consumers are (or even more than that) and just don't give a shit.
12:01 *Grandma you can't park here*
I have no idea why, but that sentence just made me fall down with laughter. Keep up the vids GGG!
Huh, neat! Starcraft 1 was almost exclusively run on Map Triggers that responded to units being created, dying, entering a region, etc. It looks like a huge part of the Starcraft 2 campaign's logic isn't based on engine stuff (except the Tug of War), but is entirely run on those triggers. To keep the game engine running/responsive but essentially paused while doing LoV top panel, they must have a "pause unit physics/time" and "pause all other triggers running" so when you load it back with the purifier beam it never unpauses.
Blasting General Davis with a Yamato Cannon was something I didn't know I needed
Another bug in HotS is during the Ultralisk Evolution mission. Once you get to the Revivelisk section, move one of your ultras to one of the corners next to the bridge. It'll get stuck, forcing you to pop it. Congrats, you now have a big Ultra!
In Nova covered ops, there is a mission where you defend your base from the Zerg and obtain a light saber, and the last part is a no build segment, however you could sneak flying units into the building and start producing units.
There's an interesting mechanic, where sentries' hallucinations will actually deal damage - assuming that a raven has used the armor-missile on the unit the hallucination is attacking.
Unfortunately, they fixed that more than 2 months before you've commented
@@The-jy3yq Huh, that's great though - some signs of life from patching!
Now all you gotta do is find a way to glitch the HERC compound inside the Xanthos and you can give Davis the justice she truly deserves.
I had the final part of the Xantos mission where the Hyperion is inside the map and kills General Davis themselves, and Nova got marked as the murderer...
I decided recently to replay the campaign after watching a bunch of your videos, skipping WoL and starting with HotS. First thing that happend was that I spawned raptorlings instead of zerglings in the tutorial mission.
Getting stuck and confused with the first mission is not a good experience. Luckily, shutting down the campaign and restarting it solved it I guess.
The return of the long zealots!
Always puts a smile on my face when you say that
I somehow already knew about the 9-hour time limit, probably from a few really long custom games that just went on forever. Another minor thing in Unsealing the Past: if you take out the bonus objectives off-screen with Solar Lances, you'll get the solarite, but the structure will become invisible and the green marker won't disappear.
I remember that in the mission phantoms of the void I suffered a glitch, I use Stukov to summon infested on the left down corner where the hive use to spawn, and somehow after the cutscene the hive change position and went to a different place, i don't now how I managed to do it but I wanted to tell you
4:46, you can replicate this with just buildings (I have done so multiple times after some screwing around), Odin pathfinding works like this:
-he goes straight to where he wants to go, even if there are buildings or units in way
-if there is no valid way for him to go, he loses collision with units and buildings (unless the unit is sieged siege tank for some reason)
-If there is a valid route, he doesn´t lose cillision and can get stuck on buildings (not units tho, cause push priority)
how to make this work?
-start the mission like normally, make sure you have enough troops to defend the building while the Odin is still clearing the first base and wall him in with bunkers (so you have easier time defending)
-now as long, as the path to the south is not blocked off and the path dirrectly below the bunkers is wide enough for Odin, he will be stuck
-now Odin sometimes decides to just go through the bunkers anyway (I think this is becouse the attack wave is beg enough to block Odins theoretical path, so he loses colision), so for good measure I push Odin a bit up and get him stuck behind additional wall of supply depots, so I have a bit more time to kill the attack wave
As I said, I have done this multiple times, though it is pretty challenging to pull of (I am not good enough to screw around on brutal, I believe I have only done this on hard, though I can try to do this with cheats on brutal)
"Long Zealot" will never not be funny to me.
Well, the tanks have hammers to drop and indiscriminate justice to dispense so of courser they operate under their own physics.
Well of course Jim does nothing on SkyShield, you're not Kerrigan so he's not simping for you.
Thanks for the video.
Jim not simping for Artanis lmao.
@@estellebright2579 Jim would _maybe_ simp for Tassadar, because they're bros, but no other toss did anything for Jim so Jim an't going to do anything for no other toss.
@@vladspellbinder didn't Artanis resuce jim and Tassadar from Char though.
@@mwperk02 Eigh. Jim probably saw that more as one toss saving another. It's been a while since I played through the campaigns of SC one and two but I think in SC1 Artanis was at best ambivalent to Jim and the other Terrans. Maybe not as condescending and outright uncaring towards like other toss but I don't think he really went out of his way to help >Jim< like Tassadiar did.
It’s so enjoyable to see things you like fall apart at the seams. I’m almost a little sad that we can’t have a new video like this every week with new shiny broken Starcraft things 😆
4:49 at first i was like "oh well siege tanks have footprints and workers cannot resource walk through things with footprints that's very easy to explain" but then you mentioned the Odin being able to walk through buildings... but not Siege Tanks... and that. i have no answer for.
6:17 this same bug would probably work with anything else that's a teleport, if you could find a way to do it and make use out of it!
After doing a bit of investigation, it appears that if you enter targeting mode of an ability, save and load the game, and you are no longer in that targeting mode for that ability on that unit. the way SOA abilities work is its a dummy hidden caster. so the notorious Trigger Breaker for LOTV is _probably_ working like this:
1. you enter targeting mode.
2. the game sets variables and UI stuff and pauses the game and AI for entering SOA targeting mode.
3. you save the game. the game then saves all of those variables that it just set up.
4. when you load the game, you are NO LONGER IN targeting mode for the actual ability, but all the variables are still saved as if you were.
4a. if you cancelled the SOA targeting mode like normal, it flips all those variables and other state changes back to the way it was before.
5. alternatively, entering another targeting mode tries to set everything like it normally would. each spell probably has some of its own controls for targeting modes.
6. when you cast the ability, you are exiting the targeting mode for that ability, which then unpauses the game, but you technically never left the targeting mode for the other ability so those variables are still set and the AI and triggers remain paused.
This however doesn't explain why the order is important or how using Purifier Beam again fixes things, but i think it explains everything else about the glitch
They have footprints? What do you mean?
@@asdfasdf-mn8iu when Siege Tanks deploy, the create a temporary "footprint" that modifies the pathing of the map. all buildings also create footprints when they are placed (and remove them when they are destroyed).
the footprint is what controls most things being unable to collide with a siege tank or a building instead of their normal collision size. the footprint is also what makes it so you can put two supply depots diagonally and most small units can fit through the gap between them, but put them any closer than that and nothing can fit between them.
I was a grandmaster back at WoL times. Watching your videos and listening to the terran soundtrack always gives me some emotions. I miss the good old times when I was playing SC2 with my team and chatting over teamspeak. We had so much fun :)
The glitch that annoys me to this day is one I'm pretty sure existed when Legacy of the Void first came out - the second Epilogue mission is VERY sloppily designed. To copy from the thread I made in Bug Reports (which was never answered, of course):
- Numerous units have abilities they did not have in the Wings of Liberty campaign - Marauders can use Stimpacks, Reapers use Combat Drugs to heal out of combat, Medivacs can use Afterburners, Battlecruisers can use Tactical Jump. For the sake of consistency of the campaign, they should be disabled here as well. For the record, Mercenary Marauders and Battlecruisers do not have these abilities, so consistency is skewed either way.
- The structure that enables Spectres is labeled as the Ghost Academy, but the building that enables Spectres in the Wings of Liberty Campaign was called the Shadow Ops.
- The AI teammates are not coded very well - you cannot build on the allied Zerg creep, and Medics, Medivacs, and Science Vessels will not automatically used their healing abilities on the allied Protoss and Zerg. This is actually a significant oversight because it makes the mission far more difficult when you can’t reinforce the Zerg base properly and your support units don’t passively heal them.
The third point in particular sticks with me, this mission would be WAY easier if your healing units could automatically heal your allies and you could build proper defenses to support them
being able to stick Science Vessels and Medivacs over the allied bases would help massively, rather then what normally happens were Jim ends up having to defend on 4 fronts with no economy.
@@F14thunderhawk Yup.
Why should units in the epilogue of legacy of the void have the tech requirements from wings of liberty? Time has moved on in the universe as well, so why should you be stuck on old tech? Almost all of it is buffs too, so there's really no reason as to why terran shouldn't have those consistency-wise, they would obviously improve their tech as they go. The mercenaries should instead have those abilities too, although one could argue that they still have their old tech and never upgraded, since it works for them and they're mercenaries, not part of the military anymore, so they could not have access to the new stuff.
Imo that's exactly how it should be, not wings of liberty-tier stuff.
@@asdfasdf-mn8iu Toss have the LotV level of tech.
Hell, you don't even have full Solarite on that one.
Zerg have HotS level of evolutions...both in the Prologue, main Campaign _and_ the Epilogue.
Also, it really pisses me off when lore nerds justify plot holes and bugs
@@The-jy3yq I'm unsure what exactly you want to tell me with your comment. As i said: Terrans should have the latest tech available to them, as do the other races. No idea what the thing about solarite is either...
I'm glad the unpaid intern at Blizzard was so enthusiastic about your Starcraft Glitches video. That's some fabulous community support right there!
Ps: in nova final mission you can stay under the xanthos via nova (hold fire) and it will not shoot her,
In The Crucible, if you took Splitter strain and use spawn banelings before the no-build section ends, the leftover small banelings will become permanent/non-timed life.
I'm not sure if it works with vanilla and Hunter banes though.
There’s another bug in the crucible were placing creep tumors Will force the enemy to visit each creep tumor in sequence. Plant enough creep tumors and the enemy attack waves are halted except for the final push
thats a known bug with timed life units, they dont work very well
@@turtlememes2334 To my disappointment, it doesn't work on Harvest of Screams though. I wonder where else would this bug come up. Conviction and The Infinite Cycle maybe?
@@dahr_kharlan not specifically cutscenes, it is pretty weird that it works specifically there, its just that when timed life units time out while unable to die they never time out, so actually if I had to guess they timed out in a cutscene or smth. The best example is zagara hunter killers in an omega worm
@@turtlememes2334 Huh interesting exploit. Then it's weird in the case of The Crucible cuz the banes do die/time-out in the cutscenes, just those that are still alive when the cutscenes end becomes permanent.
While playing into the void for the first time, I encountered a weird glitch. I had used time stop two times pretty early in the mission and then way later when I reached the top right of the map, the enemies there were still timestopped.
They weren't frozen they were just doing an anime villians monologue where the rules are not to move or interrupt them or do anything until they are finished.
These got patched out, but I loved the spinning building bug that happened if you patrolled floating Terran buildings in a tight circle, making them turn on the spot forever.
There was also a bug that let you go back the Hyperion after Char, complete with fully voiced dialogue for the Char missions from Horner, Swann, etc. Absolutely insane.
Another phenomenal video, thank you grant!
Tichus literally phasing trough walls: Nothing can stop the Big Dawg!
Tichus blocked by siege tanks: Ah, hell, I guess I'm stuck...
I just love the Mythbusters reference at 4:55.
Interesting, the only glitch of the mentioned ones these I knew of prior was the Kerrigan using an ultimate skill one for the HOTS Narud mission. But the there is one I found years ago on the Korhal mission in WOL. If Tycus dies right as the sneak attack ends in the fade to black, the broken Odin respawns in your base; but in a permanent state of unusable. It just sits there smoking and broken, Tycus doesn’t eject and it doesn’t despawn. Recommend giving it a try
Also just like the HOTS mission got bugged by an update to be undoable, the New Folsom mission in WOL also had to be patched up since you couldn’t enter the 3rd prison yard for the bonus and extra support. You could still complete the objective… but only by dropping several nukes on the guards as they walked into range (while also killing most of the NPC prisoners too, lol). the siege tanks they would send for support would never spawn as a result.
This is just fascinating, thank you for the showcase. I love seeing all these things ^^
Oh, and has someone already suggested a challenge, where you can't directly control your units?
- You can't tell any units to go/attack/mine things via rightclick. That's mostly it
- You can have workers make buildings by letting them build it
- You can set rally points for units
I feel like this could be interesting. Although the obvious flaw in this is, that there's probably a bunch of no-build-missions, that are impossible under this ruleset. So.. Maybe not that great
no rightclick (etc) challenge sounds fun, but i dont' see the flaw in the no-build segments as many other challenges have had this issue
no production was trivial
zergling/zealot/stalker only was impossible
i don't really have anything more in mind right now, but i'm pretty sure there were more things that had to ignore no-build segments
i think this would be a challenge on normal difficulty, as you can only trickle your units, never actually group them up
and ofc, this would be insanely hard to manage supply.
probably would fail at the bunker of death
Blizzard saw what Rockstar did to GTA Derpfinitive edition and decided "We shall not be outdone". So they broke Starcraft 2.
They decided that everyone looks better as a ball.
Glad you ended up making this, loved it! Guess you'll be getting some new speedrun WR's with these newly found strats?
4:28 Finally, an easy way to do the Mastery achievement.
3:00 What about using it to kite their entire army to one terrazine harvest allowing you to collect all the remaining ones with no defenders?
Good luck surviving the killer wave of death and demise after that)
There used to be a bug in the Breakout mission, not sure if it is still there. You cannot get Tosh into Cellblock B where the Siege Tanks are placed. You could still complete the side objective using nukes, but the Siege Tanks would not be able to leave and Tosh will be forced to face the endgame enemies without tanks and one nuke less.
There's a really annoying glitch I've encountered a couple of times in supreme. When fighting Yagdra something will cause his animations to break and instead of tunneling from one spot to another he just instantly snaps from spot to spot which severely reduces the amount of time between egg spawns and pretty much makes it impossible to beat him.
Shoots Wounded Grandma General with a cannon meant to rip through the toughest armor.
"This wasn't overkill at all!"
Awesome! I love that you discovered a few of these
Ah yes, I remember when you could bug siege tanks off the map by boxing them in and sieging them up towards the map edge with more tanks. That was a miserable time for multiplayer...
Dragon's video of him doing that was a joy to behold.
As someone who uses the Galaxy Editor to make campaigns, seeing all of these bugs makes me scream i fear
Another very broken one for Coop, if Raynor is paired with Vorazun, and only has Orbital Commands (no Command Centres), then any units of his that are cloaked cannot die.
They will trigger the endure effect of emergency recall, but not go anywhere and not get the debuff that creates the cooldown for the effect.
@GiantGrantGames : I am not affected by any of the bugs you mention in the beginning of the video, and I think I know why. The launcher messes up the file permissions of the SC2 profiles/savegames. After fixing the file permissions, I just launch the game directly. It definitely fixes the (Quick)save-bug, and so far I was not able to reproduce any of the other bugs in my install: no balls on hyperion, and 1st HotS mission works
Well, blizzard has since fixed (I think all?) of the major bugs at the start. It was a couple weeks ago when you couldn’t beat mission 1 of HotS, couldn’t save, etc.
@@zaxtonhong3958 Well the only issue I can be 100 definite about is the save issue. I fixed that through file-permissions.
I can experiment to see if I still would have the issue through the launcher.
If Blizzard has fixed the issue, I wonder why Grant still mentions them in the video.
@@magnum3.14
Cuz they’re especially amusing
Wow, that's sooo cool! Can't wait for episode two of "breaking SC2 for good".
one of the rare glitch videos where i already know a glitch. i ran into the max game time 'glitch' because i tried to last forever in that zombie survival terran campaign map. i set up an overwhelming force and just....afked. i wanted to see how many day/night cycles i could survive. apparently it is whatever 9:06:08 amounts to.
If i understand it right you can use bug in terrazine mission to setup your defence on first cannister and when protos atrack first cannister you csn take other 7 without getting attack by the protoss
2:34 Could someone please help confirm something? When Grant says 'Twice on normal, and 6 times on Brutal", is he referring to the total amount of times you need to cancel? Or is it twice/6-times *per* altar for each of the 3 altars?
Per altar, if his speedrun video is to be trusted.
It’s per altar.
11:53 - it also can be stacked like Odin on 5:18 when it retreats to the base. That`s how I make hardest achievement of this mission
While I have not been able to test it fully yet, I noticed a weird spawn inconsistency with Kerrigan on All In. Basically if you manage to keep her alive for a long time during one of her attacks, it might be able to push back her later attacks. I noticed this because her final attack on my last run happened when there was basically no time left till the artefact was charged. She did not even reach my base in fact before the mission ended.
The way I slowed her down without killing her or dying myself was with Broodlords. Mind control 2-3 Broodlords with the Hive Mind Emulator and have them attack Kerrigan and she will basically be stuck fighting broodlings forever while taking minimal damage. At one point she spent a good 2-3 minutes fighting broodlings before dying and I think this pushed back her next spawns for the mission resulting in a weirdly disjointed final attack.
Grant please never stop making content
7:40 I just took a look at this mission and to be more specific the western base will send a patrol of four marines and one medivac to the locks north and south of it once they are secured, while the base to the east will only send five marines to the lock directly south of it.
The last remanent of a cut mission element where sometimes Mobius would try to attack the claimed objectives? I did see Raynors eastern base get attacked once, but he could not fight it off without help. I guess having SCVs to repair your mech units can be nice?
I know this is not a "all bugs in SC 2"
But this is much more tame than I expected
That good ole timer bug is a menace.
During the days when cortex was the shit and everyone had a day to burn you would dread that 9-hour Mark.
You used to have to manually save whatever you created during your session so you could load it in a future session, but the first time I found out that there was a maximum timer I lost a shit ton of setup for a session we were doing the day after.
Heeey!
He finally did it!
*looking forward to stalkers only main channel video*
I remember a stupid thing that annoyed me
(They fixed it about 7 months ago)
In Breakout, the mission where Tosh gets himself killed by stupid button placement, you couldn't get to the second bonus
The gate appeared to be open, but it seems that some trigger for changing states of collision broke
or the model itself just bugged
So the only way to get the second bonus was to nuke the hell out of it
and you didn't get any siege tanks out of here because apparently Dominion put a Stop sign there or something
I can't believe this Grant made a video of 18 glitches and not top 10 glitches of all time in starcraft II, then another called 8 less known glitches in startcraft II
"The Protoss got really angry and sent 75 Supply worth of army to murder me before the two minute mark" that made me laugh way more than it probably should have lmao
Something I'm curious about with the trigger break, can you do the abilities in the reverse order to keep Solar Lance instead of Purifier Beam?
I believe so but you always lose the first one also it can be with any t2 ability as they all "pause" time
@@soythelubu5389 It has to be Solar Lance first. He describes exactly how the glitch works in his No-Build LOTV video.
@@therealdoc he didn't say it has to be; besides it works because both abilities pause the triggers pretty sure it doesnt matter wich would go first, and it works with any t2 ability first.
I tested this after they found the bug, yes, you keep OB, TF, or SL depending on what was equipped.
Missed the chance for "number 7 will blow your mind!"
First ten seconds left me rolling already. First thirty killed me.
Amazing video.
You telling me that I got 100% on Legacy of the void the hard way and you can actually just bug out all the hard ones? D: I WISH I KNEW THIS EARLIER. ahhhhh. What an awesome bug to find, GG Actiblizz, you suck now.
I found a glitch just the other day, on the Salvation mission in LotV I used the time stop ability and interestingly enough it froze all of the static zerg units for the entirety of the mission.
Btw in ballcraft 2 when I clicked on horner and or swam they have dialogues I never heard before is it a one time only? (This was in char)
I liked the video before I even watched it. I knew it'd deserve it. Another great video.
They use a 16 bit signed integer for game time? I guess memory is tight.
3:14 In response to the text: Considering how big Colossus are in Starcraft's lore, I can see them squeezing in Warp Prisms into a cave if said cave is tall enough to allow a few Colossi to enter.
what i learned from this video: i can worker harass by dropping siege tanks
4:29 I've barely played the WoL campaign and I'm amazed by how this map looks. :O
Some of these are so bonkers. Either would make speedruns much quicker or making brutal/challenge runs easier.
Thanks for the glitch crash course! ^^
that 9 hour time limit is a huge pain when playing cortex roleplay maps in the arcade. me and some friends would regularly run that timer out and it was always a huge buzzkill
in co-op missions, if you have broodbrother dehaka, if either dehaka or zweihaka gets deadly reach, the other also gains the ability to hit air, regardless of level (discovered when i noticed zweihaka hitting air without deadly reach/devour air buff, tested with a trapped zweihaka who stayed on level 1, he still got the deadly reach buff)
6:00 Wait, so you can do this with Engines of Destruction as well ? That could be quite hilarious. "Wraiths ? Who need wraiths to kill battlecruisers when I have hell's angels and the spartan company ?"
Where do i find these bugs? But i encountered one on repeat co op mission not starting or ending only if me or my ally presses the windows key
Replicatable by tabbing out of the game when the victory is triggered. If you ”lag out” in that state your ally doesn’t even get to finish. They can’t accept victory and gain no experience
@@LE_Arasaka devilish
11:40 The one about walling off the center to prevent the general from attacking I discovered by accident on my first playthrough xD
I actually found the LotV trigger break glitch to be super helpful for beating Salvation on Brutal difficulty. I used the glitch to pause all the triggers, and as suggested used the time to build up my forces. This gave me plenty of time to get all of the upgrades, a mothership, a fleet of void rays, and a ton of photon cannons. When I resumed the triggers, the rest of the mission was super easy.
How did you resume the triggers? Please...
woah... 11 years still bugged... blizzard?... not surprised anymore
Weird hearing that Rak'Shir mastery achievement is frustrating for some people. I found it to be one of the easiest ones in LotV.
I guess the frustrating part is that even if Alarak moves back an inch, you'll have to restart and you don't get an indicator for that, so you can play trough the level thinking everything's fine, but not get the achievement in the end and having to replay the level all over again.
@@manolgeorgiev9664 Fair. I think how I did is just by rushing one or two void ray, have them positioned behind Alarak so enemies would not attack my voids, or would be able to push him back at all. Then I just kept massing voids and it was easy from there.
I'd like to recommend a series of short videos labelled "99% Useless Facts with feardragon". They also cover some amusing bugs, as well as some exploits that might actually be useful, or just bits of trivia that you probably never noticed and would be perfectly happy never knowing about (like, the fact that the zerg extractor building has an butthole).
nah those videos are stupid long
Technically the building taking bonus damage on the evolution mission is not really a bug, just a modifier added to make the mission short and brisk as damaging buildings might take time