BattletechModders / BattletechModders/IRTweaks

Enemies retain spawn protection?

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#70 1 comment 0 reactions 0 assignees View on GitHub
Dominant language
C#
Stars
8
Forks
12
PR merge metrics
No merged PRs in 30d

Description

Enemies are retaining spawn protection after their first activation.
Here I had the base reinforcements spawn, act, and the Behemoth still has 7 evasion pips despite only moving 1 or 2 hexes.
https://bep.s-ul.eu/Hj1KLWuP.jp
[RogueLogs(1).zip](https://github.com/BattletechModders/IRTweaks/files/7539024/RogueLogs.1.zip)
[RogueLogs.zip](https://github.com/BattletechModders/IRTweaks/files/7539030/RogueLogs.zip)

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Research direction

Start by reviewing the attached RogueLogs archives and screenshot, then reproduce the reinforcement scenario described in the report. Trace where enemy spawn protection is activated and cleared; done means a Behemoth no longer retains its initial evasion pips after acting and moving normally.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp
Domain
game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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