Timeslip Softworks Forums
Vigilantes => Resolved Bugs => : ushas July 26, 2017, 02:10:46 AM
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(v18, linux, Vi, 3 party members, danger 3, churchers)
Either my memory is schizophrenic or the log, or both, but we're unable to find out how many enemies were in the battle.
At the start the log says:
GameDataScript.SetupPatrolRacketLeaderMission. Total enemies: 13 max instantiated enemies: 11
MissionDataManager.DetermineSizeOfThisCombatEncounter. Number of enemies: 13 large encounter
After the battle:
BattleControlScript.HandleCombatAftermath. Number of enemies prior to downed enemy removal: 24
BattleControlScript.HandleCombatAftermath. Number of enemies after downed enemy removal: 11
So it looks like -13 right?
However then:
InterrogationManager.SetupInterrogation. Total Enemies: 17 incapacitated enemies: 8 killed: 9 chance to find conscious enemy: 37.05882 has found conscious enemy: True
Also the operation debriefing says 8 x Incapacitated & 9 x Killed, see attached picture.
(too many incapacitated tbh, I thought we switched fairly early)
Is it possible that it counts some enemies twice? (eg. when switching the mode to lethal on them)
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Should be 13 I'd say. Will keep an eye out for it. Wondering if burst attacks on enemies might be a cause -> 2nd shot hits, kills, registers -> 3rd shot hits, enemy already dead, registers again. Where you using many burst attacks?
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Aha! You're asking about bursts lately...
Yup. Elena is having SMG a probably finished several of then that way. I will try to recreate to confirm the suspition.
In case you already have the burst issue pinpointed down, should we cease using bursts for the rest of v18? - so it doesn't interfere with other bugs.
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Sounds good - work away however you like, though if you want to avoid crashes, best not to use burst in overwatch.
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Done two tests:
Test 1: Danger 1 churchers, objective: incapacitate some targets via SMG, no overwatching
# of enemies according to log: 8
# of enemies according to debriefing: 16 incapacitated (got a positive bonus to reputation, ouch)
Test 2: Danger 1 churchers, objective: alternate incapacitating and killing, no SMG, no overwatching
# of enemies according to log: 8
# of enemies according to debriefing: 2 incapacitated, 5 killed, 1 fled (seems ok)
Conclusions: Congratulations, you're right - burst attacks are the culprit!
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Even a broken clock tells the right time twice a day! This is fixed.