Relic victory timer CANCELLED when adding another relic

:arrow_forward: GAME INFORMATION

:point_down: These details are CRITICAL; DO NOT skip them or your issue may not be reviewed.

  • GAME BUILD #: 101.101.62085.0 8752729
  • OPERATING SYSTEM: Windows 10

:arrow_forward: ISSUE EXPERIENCED

I have triggered the relic countdown by collecting 2 relics. I collect a third relic, which CANCELS my relic victory countdown. So this is bugged - it should be checking if my relic count is GREATER THAN OR EQUAL TO the required number of relics, not EQUAL TO only…

:arrow_forward: FREQUENCY OF ISSUE

:point_down: How often does the issue occur? CHOSE ONE; DELETE THE REST!

  • 100% of the time / matches I play (ALWAYS)

:arrow_forward: REPRODUCTION STEPS

:point_down: List CLEAR and DETAILED STEPS we can take to reproduce the issue ourselves… Be descriptive!

Here’s the steps to reproduce the issue:

  1. In an RMS script, spawn 2 relic using create_object RELIC. This makes the number of relics needed to start the relic victory countdown equal to 2
  2. Set ATTR_DEAD_ID of some unit, say a wolf, to 285 (relic constant) and spawn them around the map. I suggest setting the hitpoints to 0 to make sure it spawns as relics immediately
  3. Gather 2 relics to start the relic victory.
  4. Gather a 3rd relic. Your relic victory is CANCELLED.

:arrow_forward: EXPECTED RESULT

:point_down: What was SUPPOSED to happen if the bug you encountered were not present?

I should be able to gather an unlimited number of relics and maintain my relic victory.

:arrow_forward: IMAGE

:point_down: ALWAYS attach a PICTURE (.jpg, .png, .gif) or VIDEO (.mp4, YouTube link) that highlights the problem.

Works in AOC

Fails in DE

:arrow_forward: GAME FILES (SAVE / RECORDING)

:point_down: Attach a SAVE GAME (.aoe2spgame) or GAME RECORDING (.aoe2record) of the match where you encountered the issue. Link it below if using an external file service.

SP Replay v101.101.62085.0 @2022.06.23 221353.aoe2record (833.8 KB)

relics2.rms -

1 Like

hey @Thomas2Tommy

Thanks again for the bug report, we are now tracking this issue :wink:

1 Like