Open pledbrook opened 3 years ago
BondmateDualStrikeFollowup ability is also affected by this issue. Setting gameplay visibility on it works just fine. The other solution would need to be modified for Dual Strike as the follow up shot is not on the same unit that activated Dual Strike.
Having looked at Dual Strike, I don't think the idea of the follow up shot requiring the first shot to have fired will work: X2Condition_BondmateDualStrike
won't allow Dual Strike to be used unless the bond mate can activate 'BondmateDualStrikeFollowup', which it can't because it relies on the first shot of Dual Strike having been fired. Catch 22.
Per discussion in PR https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/pull/1023, just plainly adding visibility conditions doesn't seem like an acceptable fix under Highlander's strict policies. The standalone bugfix that's not burdened by such constraints has been bravely holding the line, but I'm not giving up on a proper Highlander solution.
Perhaps the author thought the condition was unnecessary as the first shot has the condition. However, when the game cache for the unit is initialised, these abilities are included, and they pick up every enemy on the map as valid targets, causing lots of aim checks. When you have 40+ enemies on the map, that can slow things down.