thankforpie Posted January 2, 2019 Report Share Posted January 2, 2019 despite being still in formation. clicking on formation button again solves this issue so on some units level up gives 1 armor. hero gives 3 armor. in my case it went from 6 armor to 4 armor on level up (6 - 3 from bonus = 3 + 1 armor from level up = 4) Quote Link to comment Share on other sites More sharing options...
Guest Posted January 2, 2019 Report Share Posted January 2, 2019 Sounds like that renaming thing yet again. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 2, 2019 Report Share Posted January 2, 2019 @(-_-) Do you have a link to a differential or a trac ticket ? Quote Link to comment Share on other sites More sharing options...
Guest Posted January 2, 2019 Report Share Posted January 2, 2019 (edited) No. But I do have a fix for something along the lines of what's reported. A regicide game would be lost if you promote your hero. D1694. If I were to take a guess, I would be saying that whatever is handling that specific bonus is not listening to OnGlobalEntityRenamed and therefore considering the promoted unit dead. Dead units can't be in a formation and therefore it's doing the sensible thing of considering so. Edit: Seems like Formations.js does not update auras when handling the message. Formations.js L926. Edited January 2, 2019 by Guest Quote Link to comment Share on other sites More sharing options...
Guest Posted January 2, 2019 Report Share Posted January 2, 2019 Something like the following may fix it. Spoiler Index: Formation.js =================================================================== --- Formation.js (revision 21929) +++ Formation.js (working copy) @@ -941,6 +941,12 @@ if (cmpNewUnitAI) cmpNewUnitAI.SetFormationController(this.entity); + for (let ent of this.formationMembersWithAura) + { + let cmpAuras = Engine.QueryInterface(ent, IID_Auras); + cmpAuras.ApplyFormationBonus(msg.newentity); + } + // Because the renamed entity might have different characteristics, // (e.g. packed vs. unpacked siege), we need to recompute motion parameters this.ComputeMotionParameters(); Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 2, 2019 Report Share Posted January 2, 2019 Thanks for looking into it. Can you submit a differential on Phabricator ? Thanks. @elexis: Ping. Quote Link to comment Share on other sites More sharing options...
Guest Posted January 2, 2019 Report Share Posted January 2, 2019 The issue would still probably persist in the case of the Aura Caster being renamed. Barring that, it’s mostly correct. A diff’s a diff wherever it is posted, feel free to commit the thing. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 2, 2019 Report Share Posted January 2, 2019 1 hour ago, (-_-) said: A diff’s a diff wherever it is posted, feel free to commit the thing. Can't review code. Hence why I asked for it to be put on Phabricator for other devs to review it. Quote Link to comment Share on other sites More sharing options...
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