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 Post subject: Circuits of Time does nothing
 Post Posted: Thu Oct 05, 2017 3:01 pm 
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Joined: Sun Jul 14, 2013 11:33 am
Posts: 97
4.4 appears to have broken Sentry's Circuits of Time upgrade. No decoy is spawned at Sentry's previous location when teleporting to the beacon.

This issue occured in Brawl. Both stages of the upgrade were bought.

MatchID: 1L2NP0 (issue visible around 1:55)

sorry for what I said in teamchat in that match, ronimo, I actually love you guys <3 (but please test your stuff more)


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 Post subject: Re: Circuits of Time does nothing
 Post Posted: Thu Oct 05, 2017 3:14 pm 
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Joined: Thu Oct 13, 2016 5:18 am
Posts: 250
thanks for reporting

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 Post subject: Re: Circuits of Time does nothing
 Post Posted: Sat Oct 13, 2018 10:49 am 
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Joined: Sun Jul 14, 2013 11:33 am
Posts: 97
As of patch 4.7.1, Circuits of Time is non-functional again. The issue was initially fixed in patch 4.4.2, but a regression introduced in patch 4.7 once again causes the decoy not to spawn under any circumstances.

This issue appears to have been reintroduced as part of the refactoring to allow the Teleport Beacon to time out without triggering its on-teleport effects.

Comparing Sentry's settings from patch 4.5.4 (known working) and 4.7 (known broken), the decoy spawning action's availability appears to have been changed to depend on a different upgrade:
Code:
SettingsSpy.Settings@2874c3239
< shootSpyBoothClone_available@SpyBoothClone1&SpyBoothTeleportReady = true
---
> shootSpyBoothClone_available@SpyBoothClone1&SpyBoothTeleportFinish = true


The required upgrade is applied by 'TeleportSkillSpyBooth', before being removed by 'castSpyTeleportOut':
Code:
SettingsSpy.Settings@3606c4084
< TeleportSkillSPYBOOTH_addUpgradeOnTeleport = SpyBoothTeleported
---
> TeleportSkillSPYBOOTH_addUpgradeOnTeleport = SpyBoothTeleported SpyBoothTeleportFinish
SettingsSpy.Settings@976c1129
< castSpyTeleportOut_upgradesToRemove =
---
> castSpyTeleportOut_upgradesToRemove = SpyBoothTeleportFinish


The order of skill sequence actions was modified:
Code:
SettingsSpy.Settings@3113c3563
< SkillSequenceSpyBoothTeleport_skills = shootSpyBoothClone TeleportSkillSPYBOOTH
---
> SkillSequenceSpyBoothTeleport_skills = TeleportSkillSPYBOOTH shootSpyBoothClone ShootSpyBoothExplode castSpyTeleportOut


The new order implies that the decoy would be spawned after the teleportation (at the teleport beacon's location, rather than Sentry's previous location), though some other issue appears to be preventing it from spawning entirely. The upgrade 'SpyBoothTeleportFinish' is applied correctly by the time 'ShootSpyBoothExplode' triggers (as its execution depends on the same upgrade as well), indicating a possible race condition or some other type of misconfiguration of 'shootSpyBoothClone' (perhaps a failsafe triggering as a result of the skill sequence order inversion).

Unfortunately, without a way to inject and test modified settings files, there is little more I can do aside from speculating and trying to interpret the differences in settings across versions. Hopefully my findings can be of some use to those at Ronimo who would like to address this issue.


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