BattletechModders / BattletechModders/IRTweaks
Enemies retain spawn protection?
- 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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Contributor guide
No contributing guide indexed for this repository
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