Page 1 of 1

1208 Maintenance - Decloak range is not causing decloak

Posted: 10 May 2019, 01:18
by Forboding Angel
Is this a known issue or am I the only one that is having trouble with it?

Re: 1208 Maintenance - Decloak rage is not causing decloak

Posted: 10 May 2019, 01:42
by ThinkSome
I think we have the same problem in s44+1218. In addition to this, some of the cloaked units are intermittedly decloaking - "blinking".

Was this issue not there in some previous engine version? If so, which one?

Re: 1208 Maintenance - Decloak rage is not causing decloak

Posted: 10 May 2019, 03:30
by Forboding Angel
Well, shit.

Yes the blinking issue is present in Evo as well. Worked fine in 104.0, but at this point 104.0 is so far in the rearview that I might as well say that it worked fine a year ago.

Cloak is vital to an entire tech tree (and a branch of defense) in evo. It not working is quite literally game breaking.

Does anyone have more information on this?

Re: 1208 Maintenance - Decloak range is not causing decloak

Posted: 10 May 2019, 11:33
by Kloot
Control over (de)cloaking behavior was handed to Lua, check https://github.com/Balanced-Annihilatio ... amaged.lua for example code.

Re: 1208 Maintenance - Decloak range is not causing decloak

Posted: 10 May 2019, 11:45
by Forboding Angel
I have to say that I'm a little bothered that this was moved to lua without gadgets in place to restore the original behavior.

Tobi used to do this and it was really awesome. I realize that you likely don't want to deal with writing gadgets every time you move something over (if for no other reason than it sucks, it's boring, and it's not fun by any stretch of the imagination), and I get that, but without it, you risk essentially (unintentionally) throwing a lot of people overboard and putting them in really rough positions.

In my case, it's fairly catastrophic in the fact that the game isn't really playable without it. Rock, meet hard place.