Game Version:
- Build (101.101.33315.0 4426672)
- Platform Steam
Issue:
Issue happens for garrisonable buildings like the Castle and garrisonable units, like the Ram, Siege Tower and Transport Ship.
Expected behavior (QoL Improvement, some were present in AoC and HD):
Buildings: Ctrl+Shift and clicking on unit portrait should ungarrison all of the units except the type of unit that was clicked (eg. Have Berserks, Gbetos and Chu Ko Nus garrisoned in a building) if Ctrl+Shift are held, and the portrait of one of the Chu Ko Nus is clicked, only the Chu Ko Nus should remain in the building).
Garrisonable units: If the same mixed unit types (eg. Berserks, Chu Ko Nus, Gbetos) are inside a unit, the following behaviors are expected once one of the unit portraits are clicked with the Ctrl and/or Shift modifiers.
-
Ctrl+LMB on unit portrait, the individual unit that was clicked should remain inside the garrisonable unit, all other units should be unloaded.
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Shift+LMB on unit portrait, the units of the type that was clicked should be unloaded, all other units should remain inside the garrisonable unit.
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Ctrl+Shift+LMB on unit portrait, units of the type that was clicked should remain inside, all other unit types should be unloaded.
Incorrect behavior happening in build 101.101.33315.0 4426672
Buildings: Ctrl+Shift+LMB Hotkey doesn’t work. It performs as if left click was pressed on it’s own, (Only clicked unit is ungarrisoned).
Ram and Transport Ship: Ctrl+LMB, Shift+LMB and Ctrl+Shift+LMB don’t work as expected. If Shift or Ctrl are pressed when clicking on a portrait all units inside are ungarrisoned at once, if Ctrl+Shift is pressed only the clicked individual unit ungarrisons.
Siege Tower: If Ctrl+Shift+LMB is pressed only the individual clicked unit ungarrisons. If Ctrl+LMB or Shift+LMB are done on a unit portrait no unit will be ungarrisoned.
Reproduction Steps:
- Go to scenario Editor, create new scenario.
- On the Terrain tab select Water>Shallows, Azure and create a puddle of water (Any water type that is walkable by units should work just as well)
- Go to Players and select Post-Imperial Age for Player 1
- Units tab, create Building>Castle near the water
- Units>Units create the following near the Castle
- Siege Ram
- Siege Tower
- Two Infantry units of a type (eg. Berserk)
- Two Foot Archers of the same type (eg. Chu Ko Nu)
- Two Infantry Units of another type (eg. Gbeto)
If the units have fast walk speed it can accelerate testing.
- In the puddle of Azure water place transport ship.
- Scenario should look like this, Save scenario for further testing.
- Test scenario and verify that each garrisonable unit (Siege Ram, Siege Tower and Transport Ship) can contain at least 6 units inside of it, if not switch civilization to one that supports max capacity on each of these units, once that’s done Save Game for further tests.
- Select all units and Garrison them in the Castle.
- Once all the units are inside perform following tests on a unit portrait.
- Ctrl+LMB, take note of unit clicked and results and garrison all units again.
- Shift+LMB, take note of unit clicked and results and garrison all units again.
- Ctrl+Shift+LMB, take note of unit clicked and results and garrison all units again.
- Repeat tests for Siege Tower, Siege Ram and Transport Ship.
Additional Considerations
Add tooltips indicating the Shift+Ctrl like in HD, Screenshots for comparison.
Tooltip on Shift+Ctrl is absent from DE when units are ungarrisoned as well.