Assault loosing its secondary hook to finish turns.

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Zyxpsilon
Posts: 274
Joined: Fri Jan 20, 2017 1:26 am

Assault loosing its secondary hook to finish turns.

Post by Zyxpsilon »

Title.

That mostly occurs when the Assault class takes a shot during its Blue move. Then the Abilities/Row gets greyed-out without any chance to either execute the yellow Move (as normally available like everyone else) or simply exit the automated selection mode of anybody else. From then on, it's stuck in a loop that can only be ended by clicking the big tactical "X".

Might be related to the special perks that offer particular "double" opportunities, no?
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Arcalane
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Re: Assault loosing its secondary hook to finish turns.

Post by Arcalane »

Firing a shot should ends the Assault's turn - only the Ranger class gets Light 'Em Up.

Need more info on what perks your Assault has that could be causing this.
Zyxpsilon
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Joined: Fri Jan 20, 2017 1:26 am

Re: Assault loosing its secondary hook to finish turns.

Post by Zyxpsilon »

It feels like a "Run&Gun" code stack failure.. but i'll keep an eye for an ingame event & take some snapshots of both its PerkTree & the ability row while this is happening.
Just weird.
tracktwo
Long War Dev
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Re: Assault loosing its secondary hook to finish turns.

Post by tracktwo »

Run&Gun just lets you shoot after a yellow move - it still doesn't let you move after a shot. Basically you just get a bonus action point, but any turn ending ability (such as shooting) will still end your turn regardless of how many action points you have left.
Zyxpsilon
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Re: Assault loosing its secondary hook to finish turns.

Post by Zyxpsilon »

Any of its Turn-Ending condition(s) should then remove this "Assault" from the selection auto-cycling process (including greying out the Row as it's supposed to & it does indeed)... but it simply doesn't toggle off from the cycle.

As soon as i click Tab for the next-in-line multiple times.. the Assault would reappear as static & unselectable.
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Arcalane
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Re: Assault loosing its secondary hook to finish turns.

Post by Arcalane »

Again, gonna need to see the proper perklist for this guy. If they really can't do anything then I'm guessing it's a mod conflict of some description, because I've never seen any behaviour like this myself.
nmkaplan
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Re: Assault loosing its secondary hook to finish turns.

Post by nmkaplan »

Your explanation is kind of opaque, but if I understand correctly, you're saying that an assault who activates Run'n'Gun, blue moves, and then fires has his turn (correctly) ended, but then is not removed from the auto-cycle function (ie. tabbing through soldiers who still have actions)? And then the only way you can end your turn, even after no soldiers have actions left, is to hit the X?

I'm having the EXACT same issue everytime I use the "Overdrive" ability on the SPARK. Overdrive functions properly, SPARK gets 3 actions, but then continues to be selectable via tabbing through and player turn doesn't end until the X (or backspace key) is hit.
roberdjp
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Joined: Tue Jan 17, 2017 4:24 pm

Re: Assault loosing its secondary hook to finish turns.

Post by roberdjp »

Yes, I have seen that on Spark as well. Pretty sure I have not ended my Run and Gun turn early with an Assault ever, though, so no comment on that one.
Zyxpsilon
Posts: 274
Joined: Fri Jan 20, 2017 1:26 am

Re: Assault loosing its secondary hook to finish turns.

Post by Zyxpsilon »

Exactly that, @nmkaplan.
Not sure if it is related to Run'n'Gun or another perk (even some weird situation) though.. directly or not. I also had these "stuck conditions" with SPARK's Overdrive in regular XCom2.
Zyxpsilon
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Re: Assault loosing its secondary hook to finish turns.

Post by Zyxpsilon »

Soooo.. here's the exact conditions where this kind of "stuck event" mostly happens.

Image

From that snapshot.. you can see the Assault just took his last HIT (empty ammo proof has been cropped) & would normally be able to "RUN". Although strangely, this time around the regular yellow move was properly activated and available -- but sometimes.. it doesn't.
AFAIC, this situation is somewhat hard to replicate.. but it still happens often enough in various missions & with other Assaults.

I inserted his Perk-Tree as requested by @TrackTwo.
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Arcalane
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Re: Assault loosing its secondary hook to finish turns.

Post by Arcalane »

Ok, so it's not an issue with Implacable...

I have a hunch this is to do with Run & Gun / Hit & Run interactions. You can't have activated R&G this turn because it's still on cooldown, which means H&R can activate - however, the description for H&R (checking the ? tooltip) specifically states that it can't activate after you use R&G (presumably to stop you doing move-move-shoot-move?).

So yeah. H&R is probably partially activating or something weird that makes the soldier be considered as still having a move/AP when they technically don't.
Zyxpsilon
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Joined: Fri Jan 20, 2017 1:26 am

Re: Assault loosing its secondary hook to finish turns.

Post by Zyxpsilon »

Yup.. that would be a fairly good deduction about this "weird stuff". Essentially, the code might somehow skip a status check at the wrong (or too far ahead of History/GameState stacks flow) moment -- possibly the "COOLDOWN" portion as attempted into X2AbilityCooldown_RunAndGun_LW.uc to compensate for the "Extra-Conditioning" factors.

Big mystery.. indeed! :)
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