Opened 3 years ago
Last modified 2 years ago
#6216 new defect
Some units fail to play their attack sound when attacking & chasing
Reported by: | wraitii | Owned by: | |
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Priority: | Must Have | Milestone: | Backlog |
Component: | Core engine | Keywords: | |
Cc: | Patch: |
Description
When chasing another entity, entities will always succeed their attack if started. However, if the enemy got out of range, they'll also, on the same turn, switch to chasing. Because the graphics are 'one turn behind' in principle, this is problematic.
For example, an entity with 350ms prepare time should have 2 full turns where it attacks, then goes walking. However, graphically, it only attacks for 200ms, which is why sounds don't get played. The problem is that the entity does two actions on the same turn.
Change History (3)
comment:1 by , 3 years ago
Priority: | Release Blocker → Must Have |
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comment:2 by , 3 years ago
Milestone: | Alpha 25 → Alpha 26 |
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Decided against fixing this for A25 because of the potential balance changes. See poll here: https://wildfiregames.com/forum/topic/43355-to-fix-a-bug-or-not-chasing-melee-cav-can-fail-to-play-the-attack-sound/ which is rather 50/50 at the moment.
I think the situation is rare enough that most people won't notice & it's technically working anyways.
comment:3 by , 2 years ago
Milestone: | Alpha 26 → Backlog |
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Not a RB, present in A24b and only noticed now. However, should still be fixed.