Closed osuphobia closed 1 day ago
Turns out that this is another piece of the enchantment mess.
Toggle bionics will call Character::reset
, while deactivate mutations will call Character::apply_mods
. Both will call Character::reset_stats
, but the stats do not get calculated correctly, so you need to wait till next turn to refresh the stats.
For Character::apply_mods
, if no debuff to stats exists, it seems to be working correctly, but when debuffs that reduce your stats exists, it just apply the debuffs ever time this function is called.
Character::apply_mods
is also called when you get or lose a mutation, as it does not work properly, mutations that should add stat to base stats instead give bonus stats now.
Disabling the reset functions will solve this issue.
https://github.com/user-attachments/assets/d280bffa-c1c8-4e50-a9e0-b3724fdff0f4
but when debuffs that reduce your stats exists, it just apply the debuffs ever time this function is called.
So if I change reset_stats
to reset
in apply_mods
, this will not happen. Pain penalties will be counted multiple times if you do not clear hardcoded effects first. It still make bonus stats ingnored though.
Ahh, get_mod
apply_mods
no longer work, as we already moved from stat mod to enchantment.
Describe the bug
Activate/deactivate bionics or deactivate mutations will make bonus stats temporarily not applied to PC. Didn't check if it's a display-only issue or it actually affects your abilities.
Attach save file
Saint Bernard-trimmed.tar.gz
Steps to reproduce
1.Load the save, toggle bionics/mutations, wait a turn, see how stats change.
Expected behavior
Bonus stats displayed/applied correctly.
Screenshots
https://github.com/user-attachments/assets/463d90fc-dda4-4375-bf3c-78633a1f15bd
Versions and configuration
Additional context
No response