Open TacGit1 opened 3 months ago
This should reference issue #1325
This PR alters base game behavior, this is allowed only for fixing blatant bugs. What's your reasoning for suggesting that interrupting initiative shouldn't behave like a "real" turn? What are the differences?
When toying around with things that interrupt initiative, I had a templar who used Parry on their main turn. When they interrupted, their parry was consumed because unit values are cleaned up on any turn start. This means they never actually got to parry. I don't think this is intended because you don't have things like status effects proccing on turn interrupts, and I doubt skirmishers would like having untouchable removed prematurely on interrupt (that ability would have to be granted to them via mods).
So to be clear, effects don't tick on initiative interrupt, but unit values do?
Yes, went and tested again to make sure. Poison does not tick and the templar I'm testing with loses parry after the interrupt despite having never used it.
Then yeah, I'd say it's fair to call that one a bug.
Though I don't agree with the solution. I'll see if there's a better way to fix this.
Gotcha. Looking forward to your implementation!
At this time, I will be going to sleep, so I won't be able to respond past this point for a while.
Fixes Issue #1325 | 3rd time's the charm? Doing this from a non-master branch so I can actually work on other stoof