History Main / AscendedGlitch

26th Jun '16 5:33:03 PM Little_BIG_Head
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* Many, ''many'' features in ''DefenseOfTheAncients,'' faithfully ported into ''Dota 2'' and some on them in ''VideoGame/HeroesOfNewerth'' as well because they are considered to increase the skill cap of the game.
** In earlier versions of [=DotA=], killing your own creeps completely denied the enemy of experience and possible gold bounty, resulting in huge experience gaps between those who knew this and those who didn't. It was changed to only deny a partial amount of experience, and ever since then denying has been a very important game mechanic.
** Manipulating creep aggro is another important laning technique. You attack an enemy hero on the other side of the creep wave so that enemy creeps aggro you instead of your allied creeps, which helps control the lane so that enemy creeps move closer to your side, near a tower, or letting melee heroes get a cleaner hit on them. Conversely, using your hero or summoned units to block incoming creeps so the creeps meet closer to your tower, allowing you to farm more easily and safely.
** Orbwalking, which is usable by heroes with autoattack enhancing skills by manually casting the skill and not toggling on auto-cast, allows users to harass enemy heroes with your autoattack without drawing creep aggro. In [=DotA=], you can move in between these skill uses, allowing you to chase more effectively while attacking.
** Creep stacking -- abusing the fact that jungle monster respawns are not triggered by them being dead, but by the absence of units in a certain area around their spawn point. Because of this, luring a jungle monster so far away from its spawn point that another one spawns in its place, then letting it walk back will duplicate the monster. Repeat to create a large pile of identical monsters which you can proceed to farm very quickly with area effect spells. An extremely important technique to increase gold flow, it was nerfed in a few ways in [=HoN=], such as reducing creep aggro time to make stacking multiple camps less viable and adding a hard limit of maximum stacked camps to 3.
** Creep pulling -- the short lane of each side is especially important, as there is a neutral camp close to the side lane where you can lure them in to, causing your creeps to aggro them until they're killed, allowing the lane to be pushed a lot further to your side and give the side lane some easy gold and experience.
** The various interactions between spells and spell block/spell immunity. Certain disables will go through magic immunity but ''activating'' magic immunity after the fact will dispel them, for instance. [=DotA=] is very finicky about what magic immunity does or doesn't block or remove, whereas it's much more straightforward in [=HoN=] (Blocks skill effects typed as Magic, and removes negative, removable status effects).
** When you specify a target destination for Blink Dagger or any Blink-type skill out of its maximum range, you blink only 80% of the maximum distance. It somewhat of a ScrappyMechanic, though; this used to be in full effect in Dota 2, but it was changed for it to work this way for Blink Dagger.
* Valve initially deemed the infamous fountain hook bug in ''{{VideoGame/Dota2}}'' (an extremely, extremely hard combo which can nearly instantly kill any hero in the game) "too hilarious to fix", but changed their mind after it was used to decide a tournament match and fixed it in the First Blood update.

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* Many, ''many'' features in ''DefenseOfTheAncients,'' faithfully ported into ''Dota 2'' ''{{VideoGame/Dota 2}}'' and some on them in ''VideoGame/HeroesOfNewerth'' as well because they are considered to increase the skill cap of the game.
** In earlier versions of [=DotA=], killing your own team's lane creeps completely denied the enemy of experience and possible gold bounty, resulting in huge experience gaps between those who knew this and those who didn't. It was changed to only deny a partial amount of experience, and ever since then denying has been a very important game mechanic.
** Manipulating creep aggro is another important laning technique. You order your hero to attack an enemy hero on the other side of the creep wave so that enemy creeps aggro you instead of your allied creeps, which helps control the lane so that enemy creeps move closer to your side, near a tower, or letting let melee heroes get a cleaner hit easier hits on them. Conversely, using your hero or summoned units to block incoming creeps so the creeps meet closer to your tower, allowing you to farm more easily and safely.
** Orbwalking, which is usable by heroes with autoattack enhancing skills by manually casting the skill and not toggling rather than having the ability on auto-cast, auto-cast while normally attacking, allows users to harass enemy heroes with your autoattack without drawing creep aggro. In [=DotA=], you You can move your hero in between these skill uses, allowing you to chase more effectively while attacking.
** Creep stacking -- abusing the fact that jungle monster the neutral creep camps (the "jungle") respawns are not triggered by them being dead, but by the absence of units in a certain area around their spawn point. Because of this, luring a jungle monster so camp far enough away from its spawn point that another one spawns in its place, then letting it walk back will duplicate the monster. camp. Repeat to create a large pile of identical nearly-identical monsters which you can proceed to farm very quickly with area effect area-of-effect spells. An extremely important technique to increase gold flow, it was nerfed in a few ways in [=HoN=], such as reducing creep aggro time to make stacking multiple camps less viable more difficult and adding a hard limit of maximum stacked camps to 3.
** Creep pulling -- the short long lane of each side is especially important, as there is a neutral camp close to the side lane where you can lure them in to, into your team's lane creeps, causing your creeps to aggro them until they're killed, allowing the lane to be pushed a lot further to your side and give giving the side heroes in your lane some more easy gold and experience.
** The various interactions between spells and spell block/spell immunity. Certain disables will go through magic spell immunity but ''activating'' magic immunity ''becoming'' spell immune after the fact will dispel them, for instance. [=DotA=] is very finicky about what magic immunity does or doesn't block or remove, whereas it's much more straightforward in [=HoN=] (Blocks skill effects typed as Magic, and removes negative, removable status effects).
** When you specify a target destination for Blink Dagger or any Blink-type skill out of further than its maximum range, you blink only 80% of the maximum distance. It somewhat of a ScrappyMechanic, though; this used to be in full effect in Dota 2, but it was changed for it to work this way only for the Blink Dagger.
* ** Valve initially deemed the infamous fountain hook hooking bug in ''{{VideoGame/Dota2}}'' (an extremely, extremely hard combo which can nearly instantly guarantee a quick kill on almost any hero in the game) "too hilarious to fix", but changed their mind after it was used to decide a tournament match match, and fixed it in the First Blood update.
6th Jun '16 9:28:18 AM Lumino
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* In ''VideoGame/SuperRobotWarsOriginalGeneration'', a glitch caused theme theme song of one unit, ''[[https://www.youtube.com/watch?v=yCmTJVew_tY Trombe!]]'', to override all other music when the unit is played, including the final boss's theme. This has since gone on to be a feature of every game featuring that particular unit.

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* In ''VideoGame/SuperRobotWarsOriginalGeneration'', Boss music would always override a player's unique combat music in an engagement. A glitch caused theme by a unit being a 'Boss Turned Ally' made the theme song of one the unit, ''[[https://www.youtube.com/watch?v=yCmTJVew_tY Trombe!]]'', to override all other music when the unit is played, engaged, including the final boss's theme. This has since gone on to be a feature of every game featuring that particular unit.
22nd May '16 7:30:20 PM kensu
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** Companions were added into the original game at a very late stage in development. As such they are they are basically NPCs scripted to follow around the player. This lead to some rather idiosyncratic game behavior which has since become trademarks of the series. First off your companions, like all NPCs, are incapable of getting radiation poisoning. This is useful because it means that the player only needs to worry about getting radiation suits and Rad-X drugs for themselves. This made things much simpler than having to track the health of each party member, and was kept in the games even after Bethesda took over. Another thing was that all interaction with the companions had to occur through the conversation window; this meant that you couldn't directly access their inventory, which lead to cases where a companion wouldn't equip the weapon you wanted them to, and in some cases (if you didn't use the store-interface to provide them with an item of equal or greater value) refuse you give you an item out of their inventory. The developers loved this emergent behavior, since it made it look like the companions had a mind of their own, and matched up with the way that companions worked in Wasteland. Hence they left it in, and it remains in the series to this day.
20th May '16 12:26:42 PM Kadorhal
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** ''Episode Two'' has a bug with a dumpster in which a fast headcrab zombie is hiding. If the player tosses a grenade in a dumpster, the grenade will [[GrenadeHotPotato be tossed back out]]. According to the commentary, this happened by chance in playtesting(the player is subtly warned of the zombie's presence by an event in the physics engine disturbing loose garbage in the dumpster and it was a one in million chance that the disturbance happened to bounce the grenade out), and they liked it so much that they patched it so it would happen every time.

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** ''Episode Two'' has a bug with a dumpster in which a fast headcrab zombie is hiding. If the player tosses a grenade in a dumpster, the grenade will [[GrenadeHotPotato be tossed back out]]. According to the commentary, this happened by chance in playtesting(the playtesting (the player is subtly warned of the zombie's presence by an event in the physics engine disturbing loose garbage in the dumpster dumpster; one playtester thought to toss a grenade in before the zombie ambushed him, and it was a one in million chance that the disturbance happened to bounce the grenade back out), and they liked it so much that they patched it so it would happen every time.
20th May '16 11:59:45 AM Kadorhal
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** In ''Borderlands 2'', Axton was originally intended to act flirtatious with a specific female character, but due to a bug he started flirting with any and every character. Gearbox responded by [[WordOfGay confirming]] in both publicity material and DLC dialogue that he's bisexual.
* Update 11 for ''VideoGame/{{PAYDAY 2}}'' introduced a glitch where street cops dealt three times as much damage as they were supposed to, which could easily shred a player even on Normal difficulty. However, enough players liked the challenge the bug presented that when it was fixed, the devs then introduced a rarer, more dangerous variation of the street cop armed with the [[HandCannon Bronco .44 revolver]].

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** In ''Borderlands 2'', Axton was originally intended to act flirtatious with a specific female character, Maya when reviving her, but due to a bug his flirtatious dialogue triggered regardless of who he started flirting with any and every character.was reviving. Gearbox responded by [[WordOfGay confirming]] in both publicity material and DLC dialogue that he's bisexual.
* Update 11 for ''VideoGame/{{PAYDAY 2}}'' introduced a glitch where street cops dealt three times as much damage as they were supposed to, which could easily shred a player even on Normal difficulty. However, enough players liked the challenge the bug presented that when it sometime after the bug was fixed, the devs then introduced a rarer, more dangerous variation of the street cop armed with the much more powerful [[HandCannon Bronco .44 revolver]].
14th May '16 12:40:49 PM Psyclone
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* In ''VideoGame/StardewValley'', [=NPCs=] have a single line of dialogue per level of appreciation when given a gift. [[PerkyGoth Abigail's]] line for "liked" items is "Hey, how'd you know I was hungry? This looks delicious!", even though said items include several [[ExtremeOmnivore non-edible minerals and gemstones]]. Despite the developer's noted fast response to glitches, he not only left it in, but in a later update, he added post-marriage dialogue to Abigail in which she [[http://imgur.com/Nrctfhg asks]] the PC if they are going to the mines and if so to bring back "something tasty".

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* In ''VideoGame/StardewValley'', [=NPCs=] have a single line of dialogue per level of appreciation when given a gift. [[PerkyGoth Abigail's]] line for "liked" items is "Hey, how'd you know I was hungry? This looks delicious!", even though said items include several [[ExtremeOmnivore non-edible minerals and gemstones]]. gemstones. Despite the developer's noted fast response to glitches, he not only left it in, but in a later update, he added post-marriage dialogue to Abigail in which she [[http://imgur.com/Nrctfhg asks]] the PC if they are going added post-marriage dialogue]] to the mines and if so to bring back "something tasty".Abigail further affirming her ExtremeOmnivore tendencies.
11th May '16 8:55:00 PM MadCat221
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* In the ''VideoGame/{{Civilization}}'' series, the early games had an [[{{Cap}} overflow glitch]] that would cause [[UsefulNotes/MahatmaGandhi Gandhi]] to suddenly become hyper-aggressive after adopting peaceful forms of government. His aggressiveness rating was supposed to drop by 2 upon adopting Democracy, but since it was already 1, it "dropped" to 255. He would usually adopt this form of government around the time that nukes became available, and would subsequently nuke other civilizations. In [[http://civilization.wikia.com/wiki/Gandhi_%28Civ5%29 later installments]], the late-game aggressiveness was removed, but Gandhi was intentionally given a fondness for nukes, which makes him a [[BadassPacifist formidable foe]] if you wait too long to go after him for your Domination victory.

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* In the ''VideoGame/{{Civilization}}'' series, the early games had an [[{{Cap}} overflow glitch]] that would cause [[UsefulNotes/MahatmaGandhi Gandhi]] to suddenly become hyper-aggressive after adopting peaceful forms of government. His aggressiveness rating was supposed to drop by 2 upon adopting Democracy, but since it was already 1, it "dropped" to 255. He would usually adopt this form of government around the time that nukes became available, and would subsequently nuke other civilizations. In [[http://civilization.wikia.com/wiki/Gandhi_%28Civ5%29 later installments]], the late-game aggressiveness was removed, sanity checks were put in to prevent such an integer overflow again, but Gandhi was intentionally given a fondness for nukes, which makes him a [[BadassPacifist formidable foe]] if you wait too long to go after him for your Domination victory.
22nd Apr '16 1:26:36 AM aye_amber
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* ''SuperMondayNightCombat'' has Rampage Jumping. One of the playable characters, Cheston, is capable of activating a skill that caused him to pound the ground in mid-air, causing him to rocket forward quickly. The developers liked it enough that instead of removing the glitch, they added additional skill drain when [=RJing=] to balance it out. A similar physics glitch results in incredibly fast movement speeds when moving off of ledges, over jump pads, or even using mobility skills in mid-air. Consequently, the old "low mobility" label on Enforcers was removed, since only the Gunner at the time really lacked a way to zoom across the arena.

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* ''SuperMondayNightCombat'' ''Super VideoGame/MondayNightCombat'' has Rampage Jumping. One of the playable characters, Cheston, is capable of activating a skill that caused him to pound the ground in mid-air, causing him to rocket forward quickly. The developers liked it enough that instead of removing the glitch, they added additional skill drain when [=RJing=] to balance it out. A similar physics glitch results in incredibly fast movement speeds when moving off of ledges, over jump pads, or even using mobility skills in mid-air. Consequently, the old "low mobility" label on Enforcers was removed, since only the Gunner at the time really lacked a way to zoom across the arena.
13th Apr '16 5:22:54 PM AaronOfMpls
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* The first ''VideoGame/{{Civilization}}'' game gave the AI civilizations blanket aggressiveness ratings. The Democracy government made their citizens unhappy with war, so it gave a modifier of -2 to the rating. This worked pretty well at making them less likely to start trouble, except that Gandhi's default aggressiveness was 1, and would underflow to 255, so as soon as he got democracy he would turn into a bloodthirsty maniac that threw nukes around with reckless abandon. (By way of comparison, the most warlike leaders were Montezuma and Genghis Khan, with aggressiveness of 10.) This was so memorable that later games in the series give Gandhi an abnormally high priority on the construction of nuclear weapons.
8th Apr '16 12:35:18 AM morenohijazo
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* ''VideoGame/MinecraftStoryMode'': The Farlands, which were just the result of a glitch in ''Minecraft'' proper, are an actual location in this world.
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