Unfortunately, the fault is baked in to the game logic and unfeasible to fix the workaround used is to relinquish control of Nid and Oddleif to the player when either side is down on units. This is a hunch, but I suspect the event triggered for the unit's death is discarded when the game is processing a scripted event (or happening), and 'killing' a barricade yourself triggers it again. The game only checks when for the victory conditions when an enemy (or prop) is killed, not when a turn is ended. Even so, the battle still does not end if the last enemy is killed in a scripted event, a la Oddleif or Nid.Changing some vars in btl_arberang_gate.json fixes this. For some reason, the game counts all the barricades in the arberrang fight as part of the enemy team, preventing the battle from ending upon killing all enemies.This took a while because it involved not one but TWO bugs: FIXEDSome messiness with how the battle at Arberrang is handled, if you side with the king and call in archers.Apparently simply changing "responsePhase" to "POST_COMPLETE" in its corresponding entry in `_` is enought to fix this. FIXEDThe passive on all types of Dredge Hurlers, Distraught, isn't triggering properly.The game also tags possesed entities with a unique `"POSSESSED"` tag, which can be checked in `engine\battle\entitiy\model\BattleEntity._handleDeath_pre` to prevent them from dropping their items. FIXEDIf one of your heroes with an item gets killed, and is possessed by Eyeless, defeating your hero grants you a duplicate of that item.Fortunately, the game saves a variable named in the format `"acv_._unlk"` when this happens, so we can check for it in `\engine\saga\iggerVariableHandler` and prevent multiple unlocks in the same save.
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