Closed bsaffel closed 9 years ago
Enhanced the reset logic for that timer when a step is completed correctly. I believe that this may be fixed now
Apparently someone else ran across this also. Thanks NeoBlade for reporting the issue.
It appears as though this only happens after an Overlord is created. It somehow triggers the multi-unit failure timer when it should not.
Here is an example of a time when the multi unit failure timer was triggered incorrectly.
The latest refactorings should have definitely eliminated this problem.
The multi unit timer expired incorrectly on a step that did not have multiple units and where no single unit had been created for that step yet. This did occur two steps after a 2x Extractor step however, so that could be the offending step causing the timer not to be stopped appropriately on completion.