
Originally Posted by
Sparton_LOTB
Not sure if it will make it into this release, but Kaz said he'll look into it. I don't know how exactly the interaction timing system is set up in code and data, but from what I understand it's quite finicky, which is why we haven't been able to get many fixes out for these kinds of bugs.
We originally planned to have it fixed for this update, but our initial work on it had a lot of edge cases which wouldn't have been properly covered due to the way we tried to fix it. It is something we're focusing on for the update after the next one; it just requires more fundamental system work to get the fix to a place we'd be happy with.
On the plus side, it's likely to also fix a bunch of other passive oddities.