X2CommunityCore / X2WOTCCommunityHighlander

https://steamcommunity.com/workshop/filedetails/?id=1134256495
MIT License
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Marking Units that Interrupt Initiative #1376

Open TacGit1 opened 3 weeks ago

TacGit1 commented 3 weeks ago

Fixes Issue #1325 | 3rd time's the charm? Doing this from a non-master branch so I can actually work on other stoof

BlackDog86 commented 3 weeks ago

This should reference issue #1325

Iridar commented 1 week ago

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?

TacGit1 commented 5 days ago

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).

Iridar commented 5 days ago

So to be clear, effects don't tick on initiative interrupt, but unit values do?

TacGit1 commented 5 days ago

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.

Iridar commented 5 days ago

Then yeah, I'd say it's fair to call that one a bug.

Iridar commented 5 days ago

Though I don't agree with the solution. I'll see if there's a better way to fix this.

TacGit1 commented 5 days ago

Gotcha. Looking forward to your implementation!

TacGit1 commented 5 days ago

At this time, I will be going to sleep, so I won't be able to respond past this point for a while.