Closed houeland closed 3 years ago
Thank you for the detailed description. This bug has been a bother for a long time, but I've never reproduced it before! I managed to recreate the issue and I think it should be fixed in 1.0.3, along with a couple more improvements to the event. Among other things, now, the game should never hijack your cursor without a controller plugged in.
Great, thanks for the quick fix!
I reproduced the buggy setup with v1.0.2 and verified that it failed 3x in a row, then swapped in v1.0.3 instead and it succeeded 5x in a row. And it also looks better while playing the event now :)
I altered the SuperFastMod to go 10,000% speed, instead of the usual maximum of 1,000% speed, and was experiencing this bug. However, when I stopped (ab)using SuperFastMod the problem went away.
I wanted to mention this in case it's helpful in diagnosing future issues, or in case it helps someone else fix the same problem. TLDR: If you make SuperFastMod go too fast, you'll have problems.
Thanks for the note. I think this might have something to do with you speeding the game up so much that a chosen card both flips and unflips in the same frame. I'm probably not going to fix it to account for this corner case, but it's good to know.
CommunicationMod hangs if spirecomm selects
choose 0
too quickly (i.e. with no-ux version of SuperFastMode). One card is chosen, and then communicationmod gets stuck while the game displays "Remaining Attempts: 4", never sending a new game state after the latestchoose 0
command.I can consistently reproduce this with
when SuperFastMode 999.0.0 is set to make some actions instant + increase speed to 1000%.
It doesn't hang if I disable instant actions and play at 100% speed, and doesn't hang if I play with SuperFastMode but add a small delay to def handle_screen(self):
ModVersion Info:
Mod list:
communicationmod-hangs-on-match-and-keep-SlayTheSpire.log