Bugs in the client
Posted: Wed Jan 27, 2016 12:49 pm
In the course of 2 cup games I encountered 3 bugs, that are worth sharing.
1) Mysterious Piling On issue
Let's breifly recap these 2 skills...
Mighty Blow - lets you add 1 onto an armour or injury roll
Pilion On- lets you reroll an armour or injury roll
What I saw was one of my players having has armour broken and was stunned, as the injury roll wasn't very high (4 or 5 on a 2D6). It was then rerolled using piling on, into a 5+5, together with Mighty Blow this made 11. 10 or higher is a casualty... but for some reason the client decided this was still a stun. I have no idea why this is, or the precise conditions that caused this to happen. If anyone has any more info then please share.
2) Wizarding at the very last second
What usually happens: a player has 15 seconds at the end of their turn to use a wizard. A fireball or lightening bolt is used, and then it's the other player's turn.
What happened in the cup semi final : Abom cast a lightening bolt at the absolute limit of the 15 seconds. it hit and knocked over the ball carrier. The client then determined that a turnover had occurred and therefore it was Abom's turn again!!
Lesson : We strongly suspect that it was casting it with the timer at zero seconds that caused this bug. So please, if you're using a wizard, don't leave it so late.
3) Subbing returned players
Scenario: You know how it is. Some players get KO'ed in a drive then come back for the next. Frequently (always?) these players are put in your touchdown zone.
What happened: I didn't want these players, I wanted the subs instead. So I clicked on them, then the sub.... and found that I had lost the player I tried to sub off, and that no-one had come back on again! I did have the correct number of players at kick-off though, but the players were in random positions, and indeed in some cases were random players (Alan decided to sub himself off in this mysterious moment.... survival instinct kicking in again)
Possible solution : Don't sub off people in your touchdown zone, move them forwards first?
1) Mysterious Piling On issue
Let's breifly recap these 2 skills...
Mighty Blow - lets you add 1 onto an armour or injury roll
Pilion On- lets you reroll an armour or injury roll
What I saw was one of my players having has armour broken and was stunned, as the injury roll wasn't very high (4 or 5 on a 2D6). It was then rerolled using piling on, into a 5+5, together with Mighty Blow this made 11. 10 or higher is a casualty... but for some reason the client decided this was still a stun. I have no idea why this is, or the precise conditions that caused this to happen. If anyone has any more info then please share.
2) Wizarding at the very last second
What usually happens: a player has 15 seconds at the end of their turn to use a wizard. A fireball or lightening bolt is used, and then it's the other player's turn.
What happened in the cup semi final : Abom cast a lightening bolt at the absolute limit of the 15 seconds. it hit and knocked over the ball carrier. The client then determined that a turnover had occurred and therefore it was Abom's turn again!!
Lesson : We strongly suspect that it was casting it with the timer at zero seconds that caused this bug. So please, if you're using a wizard, don't leave it so late.
3) Subbing returned players
Scenario: You know how it is. Some players get KO'ed in a drive then come back for the next. Frequently (always?) these players are put in your touchdown zone.
What happened: I didn't want these players, I wanted the subs instead. So I clicked on them, then the sub.... and found that I had lost the player I tried to sub off, and that no-one had come back on again! I did have the correct number of players at kick-off though, but the players were in random positions, and indeed in some cases were random players (Alan decided to sub himself off in this mysterious moment.... survival instinct kicking in again)
Possible solution : Don't sub off people in your touchdown zone, move them forwards first?