Well then the definition of "extra turn" would need to be changed.
I agree they shouldn't count to remove ghost.. but they do :)
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Well then the definition of "extra turn" would need to be changed.
I agree they shouldn't count to remove ghost.. but they do :)
Well that’s yet another flaw in the base mechanics of the game, which should have been addressed AT LEAST by the time arena was introduced.
Basically there should exist 2 separate terms: 1. a “round”-the time when all characters of the player whose round it is can act. this would apply to skills which should last for a whole ROUND, no matter how many actions that character takes in that given round (fe: Ghost, def up, ascension,...)
2. a “turn” -every action a character takes/uses a skill. those could be acquired by specific skills (first blood,echo,etc.)
Those would apply to skills and buffs like counter attack, trap,echo,etc.
As simple as that! but i don’t think that this developer team has the capabilities to reprogram sucha complex code without messing the game completely up with a ton of bugs...
AOF extra round now triggers when the first kill happens on the AOF team‘s „defense“ turn, e.g. if the first kills happens on a revenge attack. Do not know if this is intended, but the extra round becomes completly useless in these cases.
Thanks for the bug reports and suggestions for Auto-Replay everyone. I'm noting things down to review when back in the office next week.
This is again working as expected.
You don't die to become a Ghost. Ghost prevents death and grants that special positive effect at the time it prevents death. Since it prevents death, no death happened, so no First Blood trigger.
It's similar to Endure, in that Endure doesn't bring you back with 1 HP when it's stopping lethal damage, it's preventing the dying from happening (which is also something that didn't work properly under the previously bugged First Blood logic, but now processes correctly in that First Blood won't trigger when bringing an Enduring character to 1 HP).
Which yes, I suppose is a bit odd considering the effect is called "Ghost", and that implies dying, but as far as our mechanics are concerned, we don't treat it as such.
This is technically working as intended, but it's something I've been discussing with Kaz and our combat programmer to see if we could change, as it is something that causes a bit of confusion.
Ghost is flagged as an Agent Action status effect. This means that it will have it's duration count down when that agent (aka character) does an action. Typically, this is reserved for offense-based status effects (Attack Up/Down, Echo, Accuracy Up/Down, etc). This contrasts with Team-Based status effects, which will count down when the appropriate team has taken it's full turn, and are typically reserved for defense-based status effects (Defense Up/Down, Vanish, Immunity, etc). While it seems a bit counter-intuitive, Ghost is flagged as Agent Action due to one or more bugs that occurred only if Ghost was flagged as Team-Based for it's duration.
However, this does cause confusion and isn't as intuitive as one would think (and also does occasionally cause other problems), which is why it's one of those things I've been wanting to see if we can investigate to change it back to Team-Based and to fix the other problems that existed with it. That said, I'm not totally certain what those other bugs were, which is why it's stayed the duration type that it has. Going down that rabbit hole and maybe seeing it's more effort than it's worth to fix usually doesn't contrast well compared to fixing things like the First Blood logic.
(This is basically what Mizrael is talking about in terms of "turns" and "rounds", it's just that we don't communicate that distinction clearly in-game. It's something we're considering revising based on other clarity initiatives we're looking at, though.)
This is expected, as First Blood should only trigger if you get the first kill. If you get said kill at a time where you can't meaningfully use the extra turns (which is the case if you get a kill with a Revenge or Counter), then the effect is wasted. It's not called "First Blood, or Situationally Second Blood"!
The shield reflection problem is still not solwed. just saw an opponents Ben Elf taunt his own Pharaoh Eddie with his snow shield which resulted in PE jumping sideways and slapping the life out of poor Ben...(9:15 CET+1 opponent “christian”. my team had voids shield up)
EDIT: 3 battles later opponents AoF took 3 extra turns with no buffs on and everyone standing with no scratches on them. (9:26 CET+1 opponent “KUNGEN”)...
when is the next Lilith event???
Nobody knows... but I guess the soldier fragment event will start tomorrow like usually for the 3 last LOL days in the week. And I hope Lilith Fragments will also drop there again!
Sparton, any update on the hot fix for POM Eddie’s “Complex” skill?
We've confirmed the fix internally, it's just a matter of signing off on the update version to ensure it's stable before we submit to the respective app stores (and then waiting for review, and then waiting for store propagation after it passes review). I'll be sure to post here with hotfix notes when it's about to go live. It will still take at least a few days, I suspect, and that's partially out of our control.
Thanks for the update, Spartan!
many maclo and now login fail, can't connect 4G and internet box same issue
Many problem with the server actually
I can confirm we're having some server stability issues right now. Our team is actively working on solving the problem.
Indeed it is, but I also partially take blame in using an alias which ended up being accidentally way to close to the more commonly-known "spartan" (thanks Halo, 300, and general history).
many maclo and now login fail, can't connect 4G and internet box same issue
and: an error occured. Please restart the game...
Why did not you advise that a maintenance server would occur? When this started I was playing a match on BNW, continuing the farm to get an advantage talisman I've been trying to pick up a few days already, when the server crashed and a bug called "MACL15" or something like this appeared.
After a quick relog, I realized that no rewards were added to my inventory, but both my trooper and the sands of time were noted as "expenses."
Should I contact you to try to mitigate the situation? I know it sounds like a futile affair, but it's not the first time this has happened, and it's a frustrating occurrence just now.
I believe we're back up now. Am reviewing the situation with the team to confirm.
LOL! pulled a 100th Samurai out of the last insanity soul...good joke!
Sorry about the downtime during the last few hours of the event everyone.
Due to the unscheduled maintenance, we've decided to extend the Beckoning Nightmares event by 1 hour, and also have a code available for free ironite as compensation for the untimely maintenance. You can get the details from that from Leviathan's post in the event thread.
Thanks, I'll pass that along to review the logs.
It was not a scheduled maintenance; basically, a problem occurred with the server that brought it to a halt, so we felt that communicating it was a maintenance while the team was working on fixing the issue was the best way to communicate it with what we had available.
In the case of a MACL15, there is a known issue where that will sometimes occur at the end of a PVE match. However, in most instances that I've heard our CS team has looked into for that, the rewards are given, they're just not communicated when you next log into the game.
If you're confident that you didn't even earn runes from the battle, though, you can send a message in to CS to check, but you'll need to be very specific about the date and time it occurred for them to verify (our logs will just show your battle results giving normal rewards in that scenario).
I understand, glad for the quick return.
What exactly happened was that as soon as I gave the last hit in the Dragon King, the reward chest did not fall and after some time, appeared a message that the game needed to be reinitialized. After doing this with some other error codes popping up, there was no exclamation mark that usually has on my inventory when I receive battle rewards, just the rebate in the SoT and my lost trooper. I would even contact support right now, but I do not have the correct information you said their can ask me to. Anyway, I believe that the free ironite they gave us will be useful in restoring any loss.
Thanks Sparton for the attention!
Just finished my 10th fight to clear the board and got the usual AP error. Did not get credit for the fight, did not get awarded my 2 SoW, did not collect IC...went straight to F’kn jail. Now the board is reset and I have 0 SoW.
This instability issues can EAD!
Just a note that since the server issues this morning I've seen a MACL11 (on LoL), an APMA6 and an APMA3 (Arena). Not sure how that fits into the scheme of things.
Getting looping restart errors now. (GAL01)
This is a new one
Attachment 4484
Video showing the issue with Warlord's Phantom Blade attack.
https://youtu.be/P5L7tZAqevU
I’ll help you with the AoF taking extra turns...
Echo talisman sets’ icon simply doesn’t display. i forgot about that one. I didn’t check if he had any icons in the top corner or by holding on him.
But i’ve noticed today on one of my characters, that the blue icon above his head was missing...
Obviously even a triple cleanse doesn't always work when getting head butted by Visions.
Attachment 4490
Some more bugs. WUR equipped with counter strike will counter when he takes damage from an ally being attacked. Sentinel Mayan Priestess will revenge when WUR takes damage from her being attacked.
I think sometimes the Cleanse buff is bugged. Sometimes opponent Eddie has the icon but no buff present. it cannot be removed by any means either. Once I was chain stunned by opponent Visions for 3 rounds. All the while I had Angel talis on my Eddie.
And Tailgunners’ Raining Death still grants an extra turn even without getting a kill. i thought that the First Blood fix was supposed to fix that too...
The original thought was that improvements would work for other "on kill" effects, but due to the way the fix was done, it wasn't automaticallly the case. Basically, a portion of the fix required a change to the data for the problem effect, which is why it's only fully fixed for First Blood right now.
It still requires me, Kaz, and/or the combat programmer to go into and manually repair every other "on kill" effect. It's something I've been trying to make sure I set time aside for in the next major update, but our time so far has been embroiled in supporting the hot fixes we're still trying to sign off and then working on other tasks we need in by then, so I can't make any promises. The fix requires deleting and recreating a data file relating to the chain of effects of a skill/passive, which in theory should be straight forward, but if not done carefully will completely break the skill/passive in question. As such, we need to make sure we give ourselves enough time to carefully do the fix and verify it functions correctly for every problem skill/passive.