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GAME BUILD #: current
GAME PLATFORM: Steam
OPERATING SYSTEM: Windows 11
ISSUE EXPERIENCED
Melee units refuse to attack when an attack command was issued while they were moving AND when ranged units were in the selection.
The video highlights the issue. The units were on stand ground for the first half deliberately to highlight the bug. With aggressive stance, the same behaviour appears, however the unit is able to move once it gets attacked, so it’s less noticeable.
At second 50 and going forward, I switched from stand ground to aggressive stance, the same freezing behaviour can be observed.
(also note: the attack and HP values were modified for a more extensive testing, but the bug was observed in a skirmish first)
In the skirmish, it was especially noticeable when attacking buildings: (I did play around with stances here as well)
thanks for working on it. do you know if Melee units' reload time is triggered even if they don't get to deal damage is being tracked too? it’s a (judging from a relatively recent change to ranged units’ reload behavior) unintended behavior that has been negatively affecting melee combat since the original game.
melee units reload even though they should not have to. looking through the data file, I don’t know how the synced animations were done. but with my proposal, you won’t even have to change anything in the engine:
give melee units projectiles and accurate frame delay values. the projectiles have to be instantly teleporting. give them invisible graphics, and move the attack sounds from the units’ attack animations to those invisible graphics. basically: make a melee projectile unit for every attack type (sword, flail, spear, etc.), and give every melee unit the appropriate projectile.
with this system, melee units won’t have to unnecessarily reload anymore, and sound cues for attacks will always be 100% accurate, since the sound will be played when the projectile spawns.
Yes, there are two issues related to the reload attack time and we arlready working on them. But thanks a lot for flagging this to us. Your help will make this game get better!
I’m having the same issue with ranged units when I command them to move to a different location.
Have losy quite a few cav archers to onagers because of that. PMTFO